#ue4-general

1 messages Β· Page 602 of 1

swift spindle
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normally when using enumerated values.. you need to have it populated properly

bitter edge
swift spindle
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ugh... brain is toast

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@bitter edge most likely your export is set wrong

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is there a ue4 export in max ?

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or you need to flatten your modifier stack or something (not a max guy)

dire parcel
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I mean adding them to your project

bitter edge
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Shes flat as flat can be πŸ™‚

pliant yoke
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@swift spindle can you explain how to populate the enumerator for this case? I'm not even sure where enumeration information is stored for physical materials. this was working in 4.23 using surface types, just broke in 4.24.

swift spindle
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oh.. in that case.. sounds like a bug ha

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I've had a lot of issues with the terrain.. both the older system and the new beta one

pliant yoke
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yeah it broke when they implemented layers

swift spindle
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I feel like they did not bother testing it with anything

edgy moat
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@grim ore can u show me your blueprint? to see how you have donen it

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Because for me the cinematic keeps on playing

grim ore
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What are you using to stop it?

edgy moat
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just stop

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and target is sequence payer

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player*

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after the cinematic is done it cuts to my characters third person camera then cuts inside the player character and that becomes the camera that you control the character with

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also when the cinematic does finish and it cuts to my players camera automatically i get no input and cann just look around but not move or anything

exotic cave
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Hi all; is there any way to define reusable terrain layers in Unreal Engine or do they have to be inserted in the Material Editor every time?

grim ore
edgy moat
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@grim ore if u find a solution it would mean the world

grim ore
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@edgy moat that looks right, stop on the sequence player works here for me 😦

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maybe you just cant call it from inside the sequence itself, that reference might be invalid

edgy moat
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Δ° am

pliant yoke
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ok, now I will try this, thanks again :)

edgy moat
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Δ° cant get the sequence player node from inside the characters bp

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so i did it inside the sequence

pliant yoke
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@grim ore well that successfully returns the default physical material surface type assigned to the entire landscape material, but still not for the individual painted layers

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I am trying to figure this out because my footsteps system was using it for different terrain types

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probably should submit a bug report

lone tapir
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Hello people! Anyone have any idea how to stop and hold the media player in the last frame?

exotic cave
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Anyone have any idea why my Landscape Material keeps putting giant checkerboards in the middle of my terrain?

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All I have is an eight-layer version of the default landscape material setup

swift spindle
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if each square has more then 12 textures working on it.. it will fail...

exotic cave
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That is good information. So basically UE terrains are limited to six splats?

swift spindle
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well no...

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it's a material limitation

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because they keep it as cross platform as possible

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so.. you can use a max of 16 textures in a material

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4 are used in terrain by default

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giving you 12 left over

exotic cave
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I'm fine with just having a six-splat material

swift spindle
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but that's 12 x 4 B&W maps

exotic cave
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I'm coming from Unity where there's no default limitation on the number of splats

swift spindle
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but.. you got to watch your memory then

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that's not true also

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you can have lots of splats here

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you just need to watch how you do each one

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reusing parts is essential

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like.. you could kill normal channel

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and use a displacment to normal to save a texture

exotic cave
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I'm not inclined to get too fancy

swift spindle
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lol

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ok... goes back to his hole

exotic cave
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Unity can have dozens of texture layers in a single terrain with good performance; sadly, it's still Unity

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And the default assumptions made in the graphics engine generally are just so much worse

swift spindle
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you can do that here also

exotic cave
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How?

swift spindle
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well... when it goes grey like that.. it just means each grid part has to many textures on it

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but the material itself can support many more

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you just cant have that many in 1 grid section

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but you can change grid size

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just things to be aware off

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it's not friendly I agree

exotic cave
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I mean, functionally it seems like there can only be six normal-mapped splats per section πŸ™‚

swift spindle
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lol... not sure what else I can say hehe

exotic cave
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If that's the case, that's totally fine, I just need to be aware of it.

swift spindle
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as I said.. not the case.. but sure... if your just using a diffuse / normal.... 6 is your max

exotic cave
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watches UE crash into little bits trying to delete an old terrain layer with dismay

edgy moat
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Anyone know why after i skip a cinematic there is no input for the player character

swift spindle
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because your no longer controlling your pawn

raven nest
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I crashed the Engine, reloaded the Editor, it crashed again... now it no longer gives a list of the files it is attempting to reload into the Editor, any way to expose that list?

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it keeps trying to reload the bunk file and crashing in a loop

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and I don't want to go through every file trying to find which one has the error and which might have had unsaved changes

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?

vital cosmos
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Im confused as to where and how to put and structure my game logic. Coming from another game engine, it seems like there engine offers too many options and I kind of get stifled on where to begin

edgy moat
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@swift spindle what do you mean?

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nvm found a solution

mighty oak
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Hello folks, some help needed: I changed video cards, and now my project looks fubar. I've tried deleting derived data cache, but it didn't do anything. I hope the issue isn't beyond repair... https://imgur.com/a/UCRph3f

normal burrow
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it looks like mass effect andromeda

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have you tried other things with your video card?

mighty oak
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well this is the thing that has issues... I played some games, and they are fine.

normal burrow
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yeah just checking

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what card is the one your using now?

safe rose
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Anyone else running into a memoryleak issue with 4.24? Or even it just freezing if left in the background after awhile?

normal burrow
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would run that, then reinstall drivers

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Don't think the stuff your seeing is cache related. but if no one else knows whats goin on its hard to say

mighty oak
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Yeah, i'm going to install the studio driver from Nvidia, then try that. I've seen this happen with another project before, in 2.23 so I know it's an ongoing issue that others have seen, but I've never heard of a solution

normal burrow
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yea ddu just completely uninstalls existing drivers

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would be interested to hear if the studio drivers are any different though

next badger
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@safe rose no such issue, ue4 is quite often opened on my bg

safe rose
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strange

next badger
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but i'll take a look on it next time

safe rose
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This is the second time I've noticed it freezing in the background after just opening it and forgetting about it

next badger
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for me that only happens thanks to p4 -_-

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when ue4 tries to access p4 and connection was lost

safe rose
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Ah. Nah, that's not my problem for sure.

normal burrow
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had my internet go out for like 10 seconds while it was doing an svn thing too s-ed. never recovered

dusky inlet
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I just noticed, whats happening to camera anims in ue4? They are making use of matinee, but matinee has been removed now in 4.24 afaik. You can still create camera anims and open them up though, and they use the matinee editor. πŸ€”

lone tapir
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Guys I could think of a way to pause the video in the last frame. But another problem arose, when I switch to another video the new video gets frozen πŸ€” Does anyone have any idea how I can solve this? Thanks a lot, I always learn a lot from the guys here! Thks!

halcyon flame
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does the new video play at all?

dire parcel
abstract relic
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You are deleting a folder

halcyon flame
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@dire parcel find the content folder and delete it directly from file explorer

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I'd backup first

abstract relic
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So it’s doing a ref check first. Hence the freezing

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I’d remove the asset from the level first and delete the sub folders to offset load

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Don’t group delete basically

lone tapir
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@halcyon flame Not! I have to click the menu again to get it back to the beginning. But this is not the behavior that the user would find normal.

grim ore
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@exotic cave if you haven't been given the answer you can change the texture sample source to shared and it will go past the limit

fervent sigil
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I'm getting an exception (crash~) when opening a level blueprint, even of a new level. Every time.
Anyone experienced it / knows what this is about? Never happened before 4.24

thin tendon
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Hey guys. I'm using a spline for my roads. How can I attach other meshes to the spline? Like if I want to have 1 of those white reflector poles at the side of the road for each section.

mighty oak
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I'm still having issues with my project that looks like this, even after re-installing drivers: (UE4.24) https://imgur.com/a/UCRph3f Anyone have any suggestions? Should I report a bug?

thin tendon
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@mighty oak With those characters just change the material type from translucent to something like masked or opaque. That will fix their faces.

mighty oak
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No, that's not the issue. It worked fine earlier, they are not translucent, they are regular materials.

normal burrow
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which gpu is it

mighty oak
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The project was fine, now it's F*, I changed the video card, nothing in the project. I've had this issue, when upgrading from 4.22 to 4.23, again, doing nothing but opening the project made it like this, and I can't figure out how to fix it

swift spindle
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amd by any chance ?

mighty oak
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no

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1080

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it happened on 2080 Ti as well

swift spindle
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that makes no sense to me 😐

thin tendon
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What exactly is the issue? The scale or the stretching?

swift spindle
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ok

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rename or delete your intermediate folder

mighty oak
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yeah, and it's only random projects, at least no pattern that I can discern, other project didn't have this issue

swift spindle
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you can also look at your saved folder

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draw cache

normal burrow
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do you have raytracing on?

mighty oak
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not with the 1080

normal burrow
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are you launching with -dx12?

mighty oak
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no, vanilla 4.24 from the launcher

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it's like the depth pass is wrong, it can't figure out what is in front and what is behind...

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and all icon/widgets are flat on the xy axis and can't face the camera, like they are supposed to

normal burrow
swift spindle
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have you tried the things I suggested ?

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also try Show > Use defaults in main viewport

mighty oak
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Yeah, I deleted that stuff, no avail

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I'm re-installing 4.24, as I tried a 4.23 project and it looked fine

swift spindle
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something is very broken LOL

mighty oak
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I just hope it's not permanent, lucky with these projects they are not that important, but if it happens with a project i'm working on, which I'm afraid to open now... I have no idea how to fix it yet, so that's scary

swift spindle
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unlikely

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last call... C:\Users\your user here\AppData\Local\UnrealEngine\Common\DerivedDataCache

mighty oak
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Yeah, that was one of the first things I cleared, but it didn't change anything

hardy field
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Hey hey everyone, I have an issue with the 4.24, it seems I can't have proper reflection with a reflection capture if the lighting is dynamic

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Before it was working fine, I guess it's because of the new sky, but is it normal ?

dire parcel
swift spindle
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take a look into widget inspector

true plover
normal burrow
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very tough to know whats going on or whats ideal bologna

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could play with mip map settings if its not supposed to look like this from that far

true plover
dire parcel
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is it a way to mute the audio but still have the smoke coming out?

thin tendon
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Is there a way I can make my landscape splines not leave gaps like this?

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That didn't change it at all

thin tendon
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But its weird I can't notice it in game only in editor

fervent sigil
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How do I set the initial sub-level when starting to play?

shy silo
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anyone have an idea of why geometry is giving me a clipping sort of effect? It's intersecting nothing, just existing and doing it, using 4.24 it seems like it might be the axes or grid floor

thin tendon
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ohh nvm its back again FML

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I have no idea. But using a plane generated in Unreal instead of a mesh I made in blender the gaps vanish

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None of that made sense to me. I feel dumb. But I also found a solution. Instead of using a plane for the roads surface I used a box. For some reason the mesh not using a plane fixes it

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Thanks for the help though. I don't want to mess with my terrain too much. Its 121 smaller maps puzzled together in 1 big map.

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Yeah

midnight bolt
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also happens right when i walk into it

fervent sigil
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Is there a way to remove a sub level from a persistent level?

junior scroll
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Maybe a super basic mistake cuz im a noob. I'm making a sprite Flipbook for a 16 frame running animation on a tutorial video i'm using. I used a sprite sheet and extracted the sprites from it by grabbing the Source UV and picking a 256x256 dimension. The source region shows the proper sprite from the sheet, but it's not changing the actual sprite in the flipbook or in the game. Basically, every sprite is the first sprite on the sheet, but when i double check to make sure i have the right source region selected it is, in fact, right.

vagrant iris
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@junior scroll How's your naming conventions? If you don't name your textures correctly then when you go to extract sprites things will get kinda wonky

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You have any screenshots?

junior scroll
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all run animation sprites are named Run_0 and up. these pics are an example of how it's sourced correctly but not showing the correct sprite

vagrant iris
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Hmm everything looks normal . . .

junior scroll
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i followed a video from 2015, so it was a bit different to navigate, but i got an idle animated version working. although the method of extracting sprites was different. the idle animation was auto extracted from the program, but the run animation was manually sourced

vagrant iris
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Can you link the vid?

junior scroll
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ye. also i edit my messages a lot to save room πŸ˜‰

vagrant iris
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Save room? Not like they're taking up disk space lol

junior scroll
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no i mean messages in discord lol. so i dont spam

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running flipbook starts at about 4:30

vagrant iris
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pfft who cares? That's what this discord is for, asking help, but if you're worried about spam we can move to my fav channel #paper-2d if you want. Doesn't matter to me. Gimme a sec and I'll check out what they're talking about

fervent sigil
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trying again: anyone knows how to set the initial sub-level ? It's driving me crazy

vagrant iris
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This is a super not great way to do this wow

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I thought paper 2d support was bad now . . . wow ue4 4.4 was rough for this stuff

junior scroll
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haha for real

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figured it was bad methods but idk anything else so

vagrant iris
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What's your end goal again mate? You're just trying to get each frame extracted for the engine yea?

junior scroll
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correct

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also, should i even bother with 2d tutorials? i figured it'd be a good starting point, but now reading what others say about it i may just avoid it altogether

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i have no intention of making any serious 2d games

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and currently no plan to make any serious games πŸ˜„

vagrant iris
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jeez there's programs for that crap. I know that's probs not what you wanted to hear, but gimme that sprite sheet and I'll get it chopped in no time flat

junior scroll
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well what program should i use for such a thing?

vagrant iris
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UE4 is not gonna be the best for 2d games no, but depending on what you want to do there is some solid more up to date tutorials out there

junior scroll
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i'd like as many tools on my toolbelt as i can get

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i want to make 3rd/1st person adventure/rpg style games. nothing huge like a true rpg lol

vagrant iris
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hmm yea you can def do that

normal burrow
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Something like spore with world of Warcraft / fortnite?

junior scroll
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nothing specific. just that type of game is what i'll be sticking to. story-telling/adventure/small-scale rpg

vagrant iris
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There's plenty of good tutorials on it too, and if you feel like doing some toolset studying, ue4 even has a first person adventure toolkit on the marketplace for free that you can look at and study. Good knowledge there and oh here's what I use sometimes to chop sprites up https://ezgif.com/video-to-gif

Upload your video, select the part you want to convert and instanlty create a GIF in good quality for free and without watermarks.

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they have a sprite cutter and it works like a dream

junior scroll
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noice. thanks πŸ˜„

vagrant iris
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no prob bob

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i'll get you that other resource too

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More in line of a true rpg, but still good to look at.

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Especially for the finer stuff like save systems, and party management. It's all super helpful

vagrant iris
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it's certainly easier now than it used to be

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but 2.5D is still tricky

junior scroll
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what do you mean @vagrant iris

opal crypt
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in the new update i read that the quixel materials would be in 4.24, where do i find them

honest vale
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they're on the marketplace

opal crypt
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ah thanks

honest vale
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you can also juts download them with the quixel bridge app and import the textures yourself

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there's nothing magical about them, they're just textures

opal crypt
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yeah but they're good quality and beats buying them πŸ˜‰

honest vale
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buying?

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the whole library is free for UE 4 users

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just link your epic account with your quixel account

opal crypt
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im talking about the textures

honest vale
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they're free

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the 3d scans are free

opal crypt
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yes but they didnt use to be

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what im saying

lapis vine
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πŸ€”

ruby folio
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Do people still use SpeedTree for UE4 tress and foliage?
There is a SpeedTree UE4 build but its for 4.19

honest vale
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it's not only for 4.19

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speedtree v8 requires at least 4.19

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v7 works with 4.18 and previous versions

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and naturally up to current versions πŸ˜„

lethal cliff
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is it possible to import the 3rd person character with all its settings and animations into the first person shooter ?

kindred viper
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yes

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its all done modular. So you can add as many content packs to a project

lethal cliff
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thanks for the reply @kindred viper . ok it seems setting up a 3rd person character in the first person settings is hard to get well done, i will try to copy my whole project into a 3rd person setting and hopefully it copy all my stuff.

wary wave
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anyone diddled with changing actor roles during gameplay?

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Google comes up with... surprisingly few results (zero that I've found)

swift spindle
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You can import any of the templates into an existing project

wary wave
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hmm, digging into code, it looks like actor roles are written in such a way that they can't be changed

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alright, so stuff is getting complicated, looking to implement a pseudo-possession type behaviour, but not sure where to theoretically start

kindred viper
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how do you mean pseudo-possession? like switching replicating controllers without destroying the actor in the process?

cloud cobalt
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Basically you usually don't need to do more than SetOwner, most of the time.

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As far as roles are concerned

wary wave
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SetOwner doesn't seem to change the remote / local role

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and not switching controllers, I need an actor that is directly controlled by a player that interacts with it

cloud cobalt
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It does not because that doesn't make any sense

wary wave
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but it can't be a pawn because reasons -_-

crisp shale
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Hey guys! I want to create a huge map world. I use a world composition for this. But when I set my actors in big distance from 0 point they are destoyed on begin play even tho level below them is loaded. What causes it and how to set things up so my actors wouldn't destroyed in distance from 0?

cloud cobalt
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Local role, remote role are indications

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What is the problem that you have right now ambershee ?

wary wave
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well, how would one have an actor directly controlled by the local player?

kindred viper
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Like an Autonomous Proxy?

cloud cobalt
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What do you mean by control ?

wary wave
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input on the local machine is 1:1

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just like a locally controlled pawn

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and yeah, something like an autonomous proxy

cloud cobalt
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Do you mean "input" generally or literally the input framework in UE4 with input bindings ?

wary wave
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I can call SetAutonomousProxy

cloud cobalt
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No no no

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Let's explain the goal first

wary wave
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I mean input generally

cloud cobalt
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Okay, so you don't need to touch the roles at all here

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What is your problem implementing your control ?

wary wave
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the problem is the actor needs to be controlled locally

cloud cobalt
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Okay

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No problem with that

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I do that without changing roles

wary wave
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different clients would be able to take control of this object

cloud cobalt
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Okay, I also did that before, still not a problem

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Roles are not your concern

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You can decide to use the autonomous role if it makes your code more readable but it's not required in any way

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Never used it

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Out of the box, it won't do anything, either

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What is your actual technical problem here ? Just asking for planning it ahead ?

wary wave
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well, the actor is spawned on the server, but it needs to behave like it's controlled by a local player

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I'm not sure if you're misunderstanding, or not explaining a step or something, but I can't seem to do this

cloud cobalt
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You are being way too vague, so let's take an example

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If you want a player to be able to move an object, you would need to do this

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  1. Do whatever the f you want on the local client
  2. Use SetOwner() on the actor when "possessing" it so that you can RPC from the client
  3. Use RPCs to tell the server how the object is behaving (player input, location updates, whatever)
  4. Probably interpolate that on the server because RPC rate != local framerate
  5. Replicate with a SkipOwner condition and interpolate on clients
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This is something I do regularly - basically all the work is in interpolation for remote clients

kindred viper
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so SetOwner in that sense is interfacing the input from the desired controller?

cloud cobalt
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At the most basic example with a simple boolean state, you just need a local SetState, a RPC ServerSetState, and SetOwner

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SetOwner gives you RPC permissions.

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I clarified previously that "input" here was a general term, not literal UE4 input.

kindred viper
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yeah and as the controller will be local it needs it. So switching it here is the issue then?

cloud cobalt
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Controllers can't be local in UE4.

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@wary wave is my explanation clear ?

kindred viper
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in terms of RPC calls. figuratively speaking I mean

crisp shale
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So.. No thoughts about far actors?

wary wave
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yeah, the explanation is clear - but since the server is authorative over say, actor rotation, I'm not sure how well this will work?

cloud cobalt
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Very well

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Disable the "replicate movement" option if you ever did

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And do what I described

kindred viper
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@crisp shale do you mean far away from the world origin of the map?

dark rune
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is there a blood particle effect in Infinity Blade FX

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if yes then what's the file name

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please I can't find it

crisp shale
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@kindred viper yes.

wary wave
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mobile games don't usually have blood

cloud cobalt
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If you want the server truly authoritative over a client-moved object, you would rather send player input, and make sure when the server data replicates in the actor, that it's not too far off.

wary wave
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well, I'll give it a go

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cheers

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the actor in question used to be a pawn

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but since the main studio fucked up unpossession, I can't unpossess / reposses player characters -_-

dark rune
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@wary wave alright that's fair
is there a place i can look at or a pack I can download for a particle effect

cloud cobalt
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@wary wave Possessions doesn't give you more than input bindings anyway.

kindred viper
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@crisp shale killz still applies per level. you can turn it off in world comp. But also, remember that your level will create LevelBounds the first time it's loaded so make sure its not conflicting with anything there too

cloud cobalt
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Well, and camera control

wary wave
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smooth camera control was the key thing I was after

cloud cobalt
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Camera control can be handled trivially with SetCameraViewpoint or something on the player controller

wary wave
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yeah

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possession / unpossession is just normal when doing things like player controlled turrets / vehicles etc

cloud cobalt
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Yeah it would make more sense

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Still, for most of these, the true value for multiplayer is in Character class, not Pawn

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Pawn has no production-ready replication support

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Not for movement anyway

wary wave
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turrets don't move πŸ˜„

cloud cobalt
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Movement in general.

dreamy lake
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How would I go about enabling World Origin Rebasing in world settings, its currently greyed out, unsure why D:

crisp shale
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@kindred viper Kill z works with only Z vector, doesn't it? I don't exceed on Z gap. And how to override default bounds? They don't appear in world outliner, just adding level bounds from modes doesn't do anything and googling about level bounds doesn't gives much too.

kindred viper
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@dreamy lake world composition needs to be enabled

dreamy lake
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Ah thanks

kindred viper
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@crisp shale sorry its all I can think of. I've seen it before where actors beyond killz destroy on begin play. Does it work if you turn it off?

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there is an EnabledWorldBoundChecks variable too in the persistent level world details

crisp shale
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@kindred viper no. Thank you anyway.

plush yew
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Hi. one question for all πŸ˜„ is unreal suitable for creating a 2d/ 2.5d game?

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for mobile ofcourse

silver crown
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2d game for mobile = probably Unity

plush yew
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why do u think that?

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i really like ue4 πŸ˜„

silver crown
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You don't use a tank to drive to work do you

plush yew
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hehe

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what about godot, construct etc.?

silver crown
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If you're planning on shipping a game I wouldn't pick godot

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dunno about the others

plush yew
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than unity is my choice

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too bad

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i really like unreal πŸ˜„

silver crown
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Then make a 3D game for pc/console

plush yew
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yea maybe someday

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i want to start with something small

silver crown
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That's smart

lapis vine
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No, come back! C++ is cool!

dim plover
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Although there is value in learning both, I would imagine there's significant differences between Unity and Unreal.
Just a lot of time to learn both.

next badger
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i want to start with something small
Wow, we rarely see some new devs who set realisic goals...generally it's
i want to make an MMO

plush yew
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πŸ˜„

#

so it would be nothing wrong if i make a 2d game in unreal?

wary wave
#

Unreal doesn't really support 2d

#

and it's very heavy for mobile devices

#

you can certainly do it, but it's not really a good use of the engine

rancid jay
#

Yeah better you switch to Unity for mobile

dim plover
#

Some people do make 2D games in Unreal. Epic even has Battlebreakers.
Though, I think that doing mobile and 2D in Unreal is considered more difficult.

plush yew
#

aha. thank you

wary wave
#

Battlebreakers is all done in UMG

dim plover
#

Yeah, maybe that isn't the best example of 2D.

silver crown
#

Yeah I thought of Battlebreakers

#

but 🀒

wary wave
#

I can't even imagine seriously trying to make a game in UMG xD

#

who does that, really?

dim plover
#

I still don't fully understand why they did that as opposed to the more traditional 2D tools.

silver crown
#

Maybe they wanted to see if it was possible to make a game with it?

dim plover
#

Well, it took them 5 years to get their answer. πŸ˜„

silver crown
#

lol rly

wary wave
#

also because there basically aren't more traditional 2D tools

digital anchor
#

they could have made it on unity

wary wave
#

Paper2D was someone's pet project that was worked on for a while, but has been abandoned and rotting for a long time now

dim plover
#

That's why BB should have been developed on Paper2D, just to improve the 2D tools.
And yeah, first BB announcement came out in Nov 2016. So it's been a long time.

worn peak
#

guys, anyone knows if its commom to occurs a 'not responding', I use windows 10

#

I try to click but the UE windows just freeeze

kindred viper
#

also, I would probably go external for 2d. UMG has enough animation to do basic movement tweening and stuff. But any shape tweening and real animation stuff for 2d is lacking. Not tried Paper2D because everyone knows you don't use Paper2D. It would be my avenue into Unity if I were to make an entire 2d game I reckon.

dry merlin
#

I have had it with this. I download the Unreal Branch 4.24 or the Release branch, build and I no matter what I can't get Datasmith 2019 to build.

#

It builds everything but Datasmith. The Api is missing. Why the hell would you throw in a component that isn't going to build in the Engine if everybody doesn't have it on their computers?

#

Where do I get it without paying?

kindred viper
#

I wasted a day on attempting to get chaos to work with 4.24. That was enough for now. Better to wait and get something done

dim plover
#

You sure that you can't use Paper2D? I thought that it provided enough barebones, but you are expected to build ontop of that going forward.

dry merlin
#

I don't even know what it is in all honesty,

crimson beacon
#

Godot is pretty cool for 2d games. Supports android and ios πŸ™‚

dry merlin
#

Where do I donwload Paper2D?

crimson beacon
#

it's bundled with UE installation

fervent sigil
#

it's a plugin you can just enable

dry merlin
#

Well not when your downloading fromt he repository directly

crimson beacon
#

just check the Paper2D plugin in project settings

dry merlin
#

Yeah, you can't enable plugins until you build the github repository

#

I need the server element that comes with the github version

#

They need to fix this problem

fervent sigil
#

ok trying again: I can't seem to choose which sub level will be the one to load when starting my game. how do I do that?

dry merlin
#

I can not be the only one having this issue, I think I need to complain to unreal about Datasmith not building straight from the Repository

worn peak
#

anyone knows about UE freezes if u open the program but dont use it for a few minutes

dark rune
#

Hello. I want to spawn a decal at my character's feet. How do I do that? This is not spawning anything apparently

wary wave
#

it probably is spawning something

#

the location is probably wrong

short plaza
#

@dark rune add a decal component to the actor with the same material and see how it behaves

dark rune
#

it appears to be facing forward, but i set the pitch to -90

short plaza
#

@dry merlin Paper2D is going to be removed from the engine itself as Unreal seems not to be interessted in further development there. Is going to be a community plugin hosted on the unreal git. Might be they did that now with 4.24

#

@dark rune increase the size of the decal spawn node

cloud cobalt
#

@dark rune Just rotate your decal

#

It's vertical right now

#

Rotate along the direction on the ground and it will be fine

normal burrow
#

Where is the statement on paper 2D being removed?

dark rune
#

is alright now @short plaza @cloud cobalt
i just used these settings, now I just have to adjust a size

cloud cobalt
#

No, just rotate it

#

The size is fine

#

Ah, okay, you did

thin gate
#

any idea why when i try to package my project it does this and says complete in like 1 second.
LogUObjectHash: Compacting FUObjectHashTables data took 1.25ms
no files are created

short plaza
#

@thin gate more infos. Packaging log, engine version, what you try to package for, ...

thin gate
#

Log and nothing else
LogUObjectHash: Compacting FUObjectHashTables data took 1.25ms

Binary built 4.23.1

Windows64/Linux both do same thing

#

it says complete

#

but no files are created

#

and nothing in log

cloud cobalt
#

Please provide the packaging log as suggested

thin gate
#

LogSlate: Window 'Project Settings' being destroyed
LogSlate: Window 'Project Settings' being destroyed
Cmd: OBJ SAVEPACKAGE PACKAGE="/Game/Maps/Twin_Island" FILE="../../../../Unreal Projects/BadBunch/Content/Maps/Twin_Island.umap" SILENT=true AUTOSAVING=false KEEPDIRTY=false
LogUObjectHash: Compacting FUObjectHashTables data took 5.57ms
LogSavePackage: Moving '../../../../Unreal Projects/BadBunch/Saved/Twin_Island87D03D964B4CE43258F45388EBD0C9D9.tmp' to '../../../../Unreal Projects/BadBunch/Content/Maps/Twin_Island.umap'
Cmd: OBJ SAVEPACKAGE PACKAGE="/Game/Maps/Twin_Island_BuiltData" FILE="../../../../Unreal Projects/BadBunch/Content/Maps/Twin_Island_BuiltData.uasset" SILENT=true
LogSavePackage: Moving '../../../../Unreal Projects/BadBunch/Saved/Twin_Island_BuiltDataED55D8794CC65E830DD2A6A2301A130D.tmp' to '../../../../Unreal Projects/BadBunch/Content/Maps/Twin_Island_BuiltData.uasset'
LogUObjectHash: Compacting FUObjectHashTables data took 4.63ms
LogSlate: Took 0.000316 seconds to synchronously load lazily loaded font '../../../Engine/Content/Slate/Fonts/DroidSansMono.ttf' (77K)

cloud cobalt
#

How did you start the packaging process ?

vale silo
#

is it safe to say 4.24.1 isn't coming until late in the first quarter of 2020 ?

thin gate
#

editor file > package project > win64

#

i tried to do 3 builds in row

#

it just says that one line

#

it worked like a week ago

cloud cobalt
#

That's weird. Did you do any particular change to your project settings since last week ? Supported platforms etc

thin gate
#

nope

next badger
#

Epic gives 0F about 2d. I've asked if Chaos will have 2d physics...guess the answer.

cloud cobalt
#

I'm guessing you checked in source control already to confirm

thin gate
#

unfortunatly not :/ im just keeping track of the project through copies

cloud cobalt
#

lmao

thin gate
#

lol

cloud cobalt
#

Well that's something to change as soon as you can but okay

#

Check that your current engine has the required platform support

thin gate
#

i agree

#

it does cause it worked recently

cloud cobalt
#

And now it doesn't

thin gate
#

ya

#

i didnt change anything with engine

cloud cobalt
#

Okay but you should still check it

#

Since you know, it doesn't work anymore

thin gate
#

haha

#

alrighty

#

ill try updating and building the newest binaries

#

does maybe this have anything to do with it?

cloud cobalt
#

Dunno, but I guess it doesn't help

vital cosmos
#

anyone here used the Modular Road Tool on the forums?

#

I have a issue where the number of mesh draw calls increase by around 2000 when I unhide it in the viewport

short plaza
#

@next badger Paper2D is going to get removed from the engine.

next badger
#

@short plaza so?

short plaza
#

why support it?

next badger
#

um...Where did i've said something about Paper2d?

short plaza
#

what you mean with 2d physics then?

next badger
#

well, ability to make 2d games

short plaza
#

yah... thats what paper2d was for (somewhat at least) and that is going to get removed.

next badger
#

yeah, but nothing will be added either...that's the issue

#

Where Epic said it will be removed btw?

cloud cobalt
#

UE4 is not a 2D engine, it has nothing to bring to the table and everything about it is inherently bad for 2D

#

It's good that Epic recognized that and stop bothering

next badger
#

Unity either...yet

#

Also, iirc Epic featured a lot of games made in 2d

short plaza
#

Can't find it anymore. Wasn't an offcial statement anyway. It came up while is was doing ... something ... dunno anymore

cloud cobalt
#

I don't think there is a single decently known 2D title made with UE4

#

Some fully 3D titles with 2D gameplay, sure, but that's still 3D tech

#

The engine is way too heavy for lightweight mobile use - it's hard to even go near 40-50MB in size

wary wave
#

Siege and the Sandfox is a good example of a UE4 2D game

#

they do exist

dim plover
#

I think mobiles games are allowed/able to be bigger nowadays.
And there seem to be quite a lot of heavy 3D mobile games now too.

wary wave
#

but they are an exception, and not the rule

lapis vine
#

3d terminal game with UE πŸ’‘

next badger
#

@wary wave they are exception cause of poor 2d pipeline within ue4

short plaza
#

@next badger sorry, messed that up with HTML5. HTML5 is going to be a community plugin in the Unreal Github, NOT Paper2D

lethal cliff
#

hi. is it possible to search/hihlight specific components in blueprints ? like as an example player/controller/character components ?

next badger
#

@lethal cliff yes...it is

lethal cliff
#

@next badger thanks for the quick reply. how to do it ?

next badger
#

Nodes(Pins(ObjectClass=Static Mesh))

#

as example

lethal cliff
#

amazing. this helps alot and im also feel kinda blind to didnt saw that search window.

fierce tulip
vale silo
#

saw it @fierce tulip πŸ™‚ Unfortunately bunch of bugs were not fixed for 4.24.1... I don't even know why have Issue tracker and plan for bugs to be fixed, and then keep moving them to another hot fix / new release

#

(mostly VR bugs and related issues)

next badger
#

for my bugs target is 4.24.2 ;_;

misty creek
#

unplanned features

vale silo
#

for my bugs (the ones I'd like to see fixed) target was initially 4.19 and now it's 4.24.2

#

and it won't be fixed there either

next badger
#

my - reported by me πŸ˜›

#

@vale silo what bug you mean?

#

seems like very annoying one so it was backlogged so many times

fervent sigil
#

how does one creates cinematics, like one before starting the game (but not a movie)?
I remember it was supposed to be done in matinee which is now deprecated

vale silo
#

just check issue tracker for 4.24.1 @next badger

next badger
crisp turtle
#

Do you know if unreal can detect passing through landscape collisions. I need to toggle off landscape along with attached instanced meshes and also things like rocks clipping through terrain. Not even sure if this is possible. Any idea? Thanks!

frosty bloom
#

@crisp turtle Is this to enable your character or similar to pass through?

#

If so it'd be easier to just disable collision on your Character/Pawn

crisp turtle
#

N it is a pawn which acts as a camera that can fly around map and through objects in freeform RTS mode. The problem is when passing through landscape you appear out of map and can see the ugliness. I'd prefer to toggle that off somehow otherwise I'll have to not allow pawn to go through landscape or even meshes places to act as terrain (rocks, cliffs, etc) @frosty bloom

misty creek
#

Sounds like maybe you could use a custom collision channel just for the landscape

grim ore
#

@fervent sigil Sequencer has replaced matinee for the last 3 years, you can use that.

fervent sigil
#

great I'll learn that then; thanks!

crisp turtle
#

Would that toggle off landscape along with instances and even static meshes placed to look like part of terrain? The only other solution I can think would be volumes but it would be really hard due to how bumpy landscape is.

misty creek
#

What do you mean by toggle off landscape?

#

It would be a custom collision channel that you could assign to everything that you didn't want to player to be able to move through

crisp turtle
#

If the player passes through landscape I'd prefer to turn off landscape and associated foliage meshes

#

Ideally I'd like the player to be able to go through landscape but have it feel like he's not out of map bounds. So I would turn off skybox and make it black along with toggle off terrain and associated meshes until he is above ground again

#

Player being just a RTS camera not a skeletal mesh

mighty oak
#

Protip: don't set your Near Clip Plane to 0.

normal burrow
#

Lol

#

Suddenly no mass effect andromeda?

brave carbon
#

Hi, I was wondering if anyone might know a potential solution for these odd lighting seams. The meshes are modular, have thickness, have a second set of lightmap uvs. Lighting is on production with pretty much standard world lighting settings.

serene birch
#

don't do it basically

#

make the walls a single mesh

#

that or drop lightmaps entirely which is it's own can of worms

#

the last option/trick won't work for you πŸ™‚

#

but there is a reason why modular dungeon pieces come with tons of pillars and other fixtures

#

they are meant for you to hide the seams between wall chunks πŸ˜›

cloud cobalt
#

GPU Lightmass might not have seams if lightmaps are good

serene birch
#

really? interesting

cloud cobalt
#

Regular Lightmass will not allow modular panels without seams, though

serene birch
#

btw, your lightmap resolution might be a little low? the seams aren't THAT much of a different light level usually

brave carbon
#

okay thank you, ill try gpu lightmass, and i tried cranking up the lightmap resolution to 256, didn't seem to change

grim ore
#

do you know how lightmass calculates the lighting when it runs?

#

like the practical theory behind it

brave carbon
#

No, haha not really

grim ore
#

pretty much each mesh ends up on it's own core/thread on the CPU when it calculates which is why the seams are showing up 😦

#

thats why they recommend making it 1 mesh so the seams are not an issue

brave carbon
#

ah okay fair enough, I just didn't think using modular meshes like this would result in such drastic seams

grim ore
#

there are ways around it, that thread has some options to mitigate it, but the only solution is to not have seams

kind dew
#

Is there a way to Decode a string? This string which is representing a JSON object I'm getting from googles API is Base-64 Encoded so I cant use the json object. I need to decode it somehow

serene birch
#

I'm pretty sure the seams is because

#

well if your mesh has separate uv islands it might be hard to make sure those islands when rendered actually near each other blend perfectly πŸ™‚

cloud cobalt
#

That's not the issue

#

If you do your job well with the lightmaps, separate UV island on the same mesh will render fine with no seam at all

#

The problem here is that Lightmass predates large-scale multithreading

#

And well, it never was updated to ensure consistency between meshes, which is harder than it sounds

pallid talon
#

Where can I find a list of how many object types are in a map? For example, 12 lights, 20 actors, 1 post processing, etc.

sweet relic
#

@cloud cobalt it would be great to get a lightmass rework in the future. As it stands it has a lot of limitations and it is really starting to show its age

cloud cobalt
#

It's coming.

sweet relic
#

swarm being VB based is a huge drawback imho

pallid talon
#

@sweet relic GPU lightmass is coming.

sweet relic
#

Ya i have heard that they are working on it

#

im really hoping it will be x platform

#

lightmass being windows only is one of the big things holding us back from using Unreal more extensively for our work

cloud cobalt
#

To be fair, all of UE4 is really Windows only

#

Even building Linux binaries is better done from Windows

sweet relic
#

True, but what we are using it for (animation rendering pipeline) the ability to have linux workstations/agents would be a huge boon (our studio is almost exclusively linux based)

#

it would also make pipeline automation a lot easier

#

but ya, it is mostly a pipe dream πŸ˜‹

grim ore
#

You can't build lighting on macOS or Linux?

normal burrow
#

It’s weird to me that editor exists outside of windows lol. I wonder what it’s like frequently

sweet relic
#

afaik you cannot; unless I am horribly misinformed

#

swarm is written in VisualBasic so windows only

#

(nobody got time to support VB) 😝

normal burrow
#

Vb should work on mono

#

But did not know swarm was written with it thonk

grim ore
#

looks like lightmass works fine on linux, I would expect macOS as well

#

swarm might not work in linux but that doesnt mean lightmass doesn't

sweet relic
#

can you use lightmass without swarm?

grim ore
#

yep

normal burrow
#

SwarmAgent?

#

How positive are you on vb?

#

Kinda was wondering if I should go with Linux for swarm farm. This is good to know lol

grim ore
#

swarm is windows only, yes. lightmass is cross platform, it's part of the UE4 codebase

tawdry lodge
#

@brave carbon You just have to tweak some values on your lightmass settings in order to make your modular stuff to work

normal burrow
#

Very interesting

sweet relic
#

@normal burrow ya we wanted to do the same thing (linux farm), but it's not really possible atm

brave carbon
#

@tawdry lodge do you have any suggestion on which values to play with? open to any suggestions πŸ™‚

sweet relic
#

at least not without a significant development investment

tawdry lodge
#

its super easy and quick

normal burrow
#

Swarm isn’t already set up for farming?

tawdry lodge
#

I will try to look on the web to find those Ive found

sweet relic
#

@normal burrow it is; for windows agents

tawdry lodge
#

or simply look up the last settings on the last project I did this on

sweet relic
#

we have our windows workstations set up as swarm agents

normal burrow
#

Ah cool cool, yeah that’s okay. Got keys. Just thought the 2990wx would benefit from Linux

#

Curious if that thing is worthy at light mapping or not lol

tawdry lodge
#

@brave carbon
LM Resolution: 64
Light Build Quality: Production

World Settings:
Static Lighting Level Scale: 0.1
Indirect Lighting Quality: 2
Indirect Lighting Smoothness: 0.6

#

You should be good with that, I had no problem in mine project

#

But in order for modular mesh to work better you need to put a second UV channel for your lightmaps too

sweet relic
#

@normal burrow ya, for us we have an absolutly silly amount of computing/rendering power, but its all running linux (and switching to windows would be extremely expensive)

normal burrow
#

I kick myself daily for the number of windows 7 and 8 keys I did not upgrade

lapis vine
#

gpu ligthmass in ue? That ongoing?

normal burrow
#

Gpu lightmass would be expensive for farm lol

lapis vine
#

But is it to be implemented in or no plans?

manic pawn
#

aren't they making rtx lightmass now

normal burrow
#

Creator of gpulightmass regulars here

brave carbon
#

@tawdry lodge yes that reduced the seams very drastically, thanks so much. I also do have a second uv channel for the lightmaps so no worries there πŸ˜„

tawdry lodge
#

Then you're good to go.

#

GL on your project

brave carbon
#

Thank you, much appreciated πŸ˜„

normal burrow
#

believe he's working with epic on a gpu accelerated lightmass now yea with epic i mean

#

I need to put this retired equipment to work though lol

sly coyote
#

Hey all, i need a tip with master material set up...i want to have texture parameters that can be defined in instances but default to nothing in the master, so only the instances that use it have it applied, i try leaving it blank in the master and it craps out and complains, where can i set a texture parameter to default nothing in my master...its being used for npcs and some of my npcs have a secondary "accessories" diffuse but im forced to set something or it wont compile

sweet relic
#

@sly coyote you could probably use a static switch parameter to disable/enable the custom params

#

or just use a blank texture in the master parameter default

sleek spear
#

wow! new record for me in 4.24... changed a material parameter and now...

#

there is definitely something wrong with 4.24

timid jacinth
#

How do i fix this

#

function

#

flipflop

grim ore
#

@timid jacinth make a new project and use it's project file is about it, or restore from backup

timid jacinth
#

Ah thanks

jovial shuttle
#

.

#

how would you do this, so when yo enter a collusion box and press a key, it would display a widget and if pressed again, it goees away

grim ore
#

enter collision box -> event overlap -> make a boolean true that you are in the collision. on key press check boolean is true -> create widget -> add to viewport. reverse to reverse

jovial shuttle
#

thank!!

sly coyote
#

I tried static switch, it still required me to put something in the false.

#

I could try your second suggestion, maybe a blank texture sample...just see through

jovial shuttle
#

how do i add ascript to the box trigger??

kind dew
sly coyote
#

Select the box in the bp, then scroll down the details panel, youll see a bunch of green event buttons

#

@jovial shuttle

jovial shuttle
#

kk thanks!!

sly coyote
#

Theyre self explanatory

#

Make sure whatever you plan to have trigger that script has the option to "generate hit events" turned on

#

Otherwise youll get the script to trigger

honest vale
#

hmm, the new project wizard has changed

#

where do I select whether I want a C++ or BP project?

#

oh now I found it

normal burrow
#

nice

vernal thicket
#

Anyone know of a way you can live update lighting? Finding I need to rebuild every 10 mins

grim ore
#

switch to movable and it will be dynamic, otherwise you have to build if using stationary or static

vernal thicket
#

πŸ‘Œ Brill cheers bud

loud knoll
#

anyone ever got mesh's in emitters to have collision?

tidal wing
#

@slim gazelle already fixed it, it was a directx issue couldnt run it with direct x12 but was able to run it with the 11 version. But when i run from editor -game mode it works perfectly fine on DirectX12.
Do you maybe know if its possible to tell the Launcher that he should run the Editor in simulate mode? Because in -game the animations streaming from a plugin are not working atm.

jovial shuttle
#

Gah, ive been looking for ages for the blueprints on the trigger box but i cant seem to find it, would somebody be able to help

dire parcel
cosmic matrix
#

Hello,

plush yew
#

hi

cosmic matrix
#

i got a question about conception

#

I want to know what is the best design between:

#

using dataTable and Data Bp

#

like for Game Items in game lika armors or weapons etc...

dim plover
#

Do you mean Data Table and Data Asset?

cosmic matrix
#

I find the databp systhem very interessing and intuitive

#

@dim plover DataTable an bp with only property no code

#

Do you want a screen ?

#

So i don t no what systhem i must use between those 2

dim plover
#

Depends on your situation. But Data Table is probably the better option.

cosmic matrix
#

Oh so what is the use case for using data only bp inheritence?

#

Cause that s mean i must look up in the table each time is it not a performance issue?

dim plover
#

It's not really a performance issue, no. That lookup should be pretty fast.

cosmic matrix
#

oh are you sure?

dim plover
#

But a lookup of some sort can't really be avoided, anyway.

cosmic matrix
#

yes of course

kind dew
#

How do i set up a function to take in a wild card data type in C++

cosmic matrix
#

But for exemple if i need to make a random loot systhem it s more difficult to use datatable with IDs than BP reference do you see what i mean?

dim plover
#

I don't think it would be more difficult.

jovial shuttle
#

@sly coyote ive been trying to find the blueprints you told me about but i cant find them, is there any chance that i can have like a reference image

#

its fine if you cant

cosmic matrix
#

@dim plover not more difficult but less friendly

#

are you sure about fact that get datatable row is really fast?

dim plover
#

I'm pretty sure, yeah. But I could be wrong.

plush yew
#

what was that thing you all used not to loose progress?

delicate needle
#

Howdy, I'm trying to so something outside my knowledge zone. I'm working on the ability for a client to chose their furniture and once all permutations are decided, they hit a button and a itemization shows up that they can print/emailed. The project so far has the ability to choose furniture, paint, etc. I just need to parse that information into a distributel format. My initial guess was to send the variables to an XML/TXT, that a webpage could read from a web widget, then the web-widget can send it off to an email. Not sure, what would be the best way to go about this? Thanks!

runic iron
#

@plush yew Perforce ?

plush yew
#

ah yes

runic iron
plush yew
#

Is it very helpful?

#

I made something before but lost it all so I feel like this will be a nice safety net

#

is that what most people use for unreal

runic iron
#

Yeah you need some kind of version control for projects, especially if you collaborate with other people. Helix core is free to up to 5 collaborators iirc, if you're solo you can even just host the repo on your own pc, no need for a server

digital anchor
#

@delicate needle not sure if thats what you asking but, theres a struct to json converter built in, sounds the easiest way to convert ingame info

runic iron
#

I think perforce is used by the majority of the industry working with UE4 yeah

jovial shuttle
#

shoot hollup

delicate needle
#

@digital anchor Basically the client uses the unreal app, choses the apartment configuration they want, then prints the cost of that configuration.

dim plover
#

Pretty much everyone uses JSON nowadays.

plush yew
#

so what is the best option

runic iron
#

helix core = perforce

#

Either use that or something like git

#

But use something lol

plush yew
#

yeah I kinda just wanna use it formyself so whats the best option?

delicate needle
#

@plush yew So basically output my values to a JSON and then have a web page read those values?

digital anchor
#

yea sounds like it, convert your info to json > post to a page through rest, which calculates > that webpages email the person

plush yew
#

I just want something to keep my projects safe and i can change quickly through them

runic iron
#

No idea what would be the "best" option but perforce seem to work well for most people
Try asking in #source-control for more info

#

check the vid I linked earlier to get an idea of the workflow, the guy covers a few things

#

gl

delicate needle
#

@digital anchor "post to a page through rest, which calculates" what does that mean, can you give me a term to google?

digital anchor
#

POST, REST

#

lemme get a code sample

delicate needle
#

I'm not a web guy, 15 years out of date on that.

#

I'll learn as I go.

dire parcel
#

anyone knows where i can get a weapon asset pack for a 2d side scroller ?

digital anchor
#

i use a IHttpRequest for posts and GetJsonStringFromStruct to convert struct to json

#

obviously will need an API on the other side that can read this json

delicate needle
#

@digital anchor, its all greek to me what you are saying. My goal is to use the browser widget object to fetch the JSON data, and output it in a nice pretty HTML table, that will list the items and allow it to be emailed. Looks like its all doable, maybe. I think the issue is all the complicated web stuff, complicated for me. The webpage would have to be localhost, which might be problematic, and also be able to send an email, or maybe... send the info to a PDF in the browser that then can be printed... ideas... no knowledge... humf..

digital anchor
#

oh so you dont need to send over to a "server" ? its all locally

delicate needle
#

The unreal app will be loaded on the sales persons PC, they will walk the client through their proposed apartment, then at the end of the meeting they will print it to their local office printer.

#

I'm guessing the sales person will need to run a mini lite webserver with its only webpage being the template.html that will read the JSON file with the chosen equipment and cost.

digital anchor
#

sorry if its confusing, im not a web guy myself, but i will explain what i did on my game and maybe u can get some useful info:
I have a struct named player, which contains the items, i use the GetJsonStringFromStruct function to turn it all into a json file, and a class called IHttpRequest to create a post request on my server (just opening the link with the json as the parameter).
On the python server i have a body = json.loads(self.request.body) which will load that request, and with body i can present the all the items in that json in any way, including a list or a pdf

delicate needle
#

So you use pyton to read the JSON that Unreal created?

digital anchor
#

yes

delicate needle
#

Can a webpage execute a .py file and draw the data out?

digital anchor
#

oh, idk, i run the py through a server

delicate needle
#

Yeah, the whole idea is trying to keep this as simple for the sales people. The second I require a server, it's outside their ability, and mine. Can't maintenance that, etc.

digital anchor
#

but you probably could, maybe save to file instead of POST, then use a browser to present the json

#

that would be the easiest way to be honest

#

just save the file, use HTML/javascript to show it nicely

delicate needle
#

Well it seems javascript can read the JSON and output it.

#

The issue is, the implementation of the web browser widget might be rather limited. I mean, maybe all this can be done with blueprint, and have that output to a file on their desktop... Or I'll have to overdrive my brain and code some custom C++ class.... ugh.. lots of work for a proposal that my boss would be selling....

delicate needle
#

Okay, so the web browser can open a windows dir, but it has to be implicit... not good.. is there a way to %project%/content/info.html this?

#

If that makes sense, I need it to open relative to the project content folder.

sweet relic
#

could you post the data using REST instead?

#

and have a url that you connect to that is hosted somewhere

delicate needle
#

I can't rely on web or servers outside of the sales persons PC. I guess I would have to for emailing, but I need this to be out of my hands once sold.

#

The more self contained all operations the better. Even if that means custom C++ jazz, I'll try that route.

sweet relic
#

hmm, a local rest service could work as well. it seems like you just need to fill a web form with data from unreal

#

you will need c++ to do Json serialization in unreal at any rate

delicate needle
#

Yes, exactly.

sweet relic
#

look at FPaths for getting project/game paths

jovial solstice
#

Does anyone know why my 4.24 folder is 61GB? I have 4.23 installed and it's only 10GB

normal burrow
#

how is 4.24 installed?

#

debug symbols are large maybe you don't have them on 4.23

delicate needle
#

@sweet relic , @digital anchor for help! Got some stuff to bite onto and explore!

jovial solstice
#

50GB large? I installed preview first is that why?

normal burrow
#

thats about how big they are yes.

jovial solstice
#

can I reduce the size?

normal burrow
#

see if debug symbols are installed, if you don't need them you can remove them

delicate needle
#

Ah! Figured out a good way "launch URL", and Get Project Content Dir! I appended the string, and a HTML file I had, boom! Chrome opened the page!

keen moss
#

is there a way in Unreal to render out color masks, for post processing similar to render IDs in Vray?

edgy moat
#

Do you mean LUT's?

delicate needle
#

@chis.k what are you using to render?

sweet relic
keen moss
#

we render using high resolution screen shots and sequencer, and i want to get color masks similar to this

delicate needle
#

@sweet relic - This is how I did the "first part" now to JSONS, stucts, and webby stuff.

sweet relic
#

@keen moss in sequencer you can select the render pass to output

#

not sure if the same thing is possible with high res screenshot, but you could just set the render pass in the viewport view mode

keen moss
#

right that makes sense, but how to i achieve the colored masks?

sweet relic
#

Use the custom depth stencil; you can set the value of an object between 0-255 which should work for a mask

keen moss
#

ok i will give that a try now

sweet relic
#

if you need a color you can do a postprocess mat to translate the stencil value to an rgb

#

@delicate needle the json seraliization stuff isnt that well documented

#

check that thread out for a good example

mild meteor
#

Hey guys! After updating UE4 from 4.23 to 4.24, tessellation in my landscape material stopped working, I've seen 4.24.1 hotfix notes and it says:

Fixed! UE-85561 Flat and PN Tessellation displays as No Tessellation

But I still got the same results, I'm using brushify material, does anybody have this issue?

keen moss
#

@sweet relic can i ask u about the post process material?

sweet relic
#

what about it?

keen moss
#

im trying to build the example on the link you posted and there are a few nodes i cant find/dont know what they are

sweet relic
#

which ones exactly?

dire parcel
#

hey, doesn anyone knows the easiest way to put guns into a side scroller?

keen moss
#

in indexed random color, it has 3 nodes, random R, random G and random B, what are those?

grave nebula
#

@mild meteor tess works just fine on 24

sweet relic
#

looks like they return a random float value (0-1)

mild meteor
#

@grave nebula on landscape material, yeah?

grave nebula
#

correct

mild meteor
#

@grave nebula by any chance do you use brushify?

keen moss
#

how do i get that node?

mild meteor
#

weird

sweet relic
#

@keen moss hmm not sure (it could be a custom material function)

keen moss
#

crap

sweet relic
#

i might be wrong (i feel like there should be a random float node somewhere)

#

you could use a noise node to generate the random value (although its likely a bit more expensive)

keen moss
#

i have the rest of the material done but im stuck at that part

sweet relic
#

hmm ya there dosn't seem to be a "random float" node for materials

keen moss
#

the node has the letters idx in it, idk what that refers too

sweet relic
#

im betting that they are reading from a noise texture or something like that

#

@keen moss you can get a random color using a vector noise node (cell noise)

#

feed the "PerInstanceRandom" input node as position

vital cosmos
#

My editor crashed while I was migrating assets to another folder, now my project won't open, it's stuck on loading at 95%.

#

I've been waiting for like 10 minutes now

sweet relic
#

@keen moss hmm doesnt look like per-instance random actually works...

#

maybe add a vector parameter for the color, and use a blueprint/dynamic material instance to set the color to a random one

#

not the best solution but workable at least

#

I guess GPU isnt great at random number generation

#

ok per instance random is set by instanced static meshes

copper elk
#

How do I import .uasset files into UE4

#

whenever I drag them in I get an error

fierce tulip
#

place it in the project folder trough explorer

copper elk
#

oh yes I just searched it up lmao

#

thats dumb

#

thx anyway

keen moss
#

@sweet relic is there a way to hide these numbers

coral robin
#

.6

vagrant iris
#

Anyone done some serious work with sequencer by any chance?

sweet relic
#

@keen moss Hmm, not sure (maybe not on the debug view mode)

#

@vagrant iris I have a bit of exp with sequencer (you could also ask in #cinematics )

vagrant iris
#

Eh I tried but it seems no one understands how to manipulate paper 2d characters through sequencer

sweet relic
#

i would assume that it would be the same as any other actor...

#

if you mean switching/setting flipbooks you will need to build functionality for that in your character blueprint

#

and maybe use and event track to call the relevent functions on the character

vagrant iris
#

no not even that you just can't manipulate them at all thru sequencer it seems

sweet relic
#

hmm, im able to use a paper character in sequencer just fine here

#

does not seem to be any different than a regular charcater actor (or any other actor type for that matter)

vagrant iris
#

that's weird, wasn't working at all earlier

plush yew
#

anyone know how to fix this? I've rebuilt the lighting multiple times lots of it is black and lights won't fix it.

next badger
#

make sure you have proper lightmap UVs (mapcheck)

plush yew
#

sorry I'm pretty new to ue4 how would you check that?

next badger
#

it's under Build Lighting in the same menu

plush yew
#

ok ill go check

#

alright I went into mapcheck its just got the logs

#

I don't know what else to do.

next badger
plush yew
fiery scroll
#

Looks Unlit to me.

next badger
#

and?

fiery scroll
#

What are you guys trying to achieve? πŸ™‚

#

Yeah that's LightMap errors

#

Did you fix it yet Refragment?

plush yew
#

no not yet

fiery scroll
#

Want me to help ya? I can give you a quick Tutorial if you want?

plush yew
#

that would be great

fiery scroll
#

(5 year UE user here)

#

Add me - Id be happy to help you solve it. πŸ™‚

plush yew
#

added

fiery scroll
#

πŸ˜‰

keen moss
#

how can i fix the scene depth pass to not have the lines in the distance?

left citrus
#

is it by design that custom attribute animation curves are not updated when played through the sequencer?

#

or is that just when scrubbing?

sly coyote
#

you create it yourself, there aren't any premade BP_actor triggerboxes

#

πŸ™‚ calling the code scripts makes me believe youre coming from unity to UE, am i correct?

plush yew
#

did something in UE4 change because I can now not change the angle of view with the left mouse button only the right.... which is annoying

sly coyote
#

in 4.24?

plush yew
#

4.23

#

in editor, gameplay is ok

sly coyote
#

nah, all the editor controls seem to be the same for me in 4.22, 4.23, and 4.24....maybe something just took a dump in your config and messed it up, have you installed any plugins lately?

#

i would notice something that extremely annoying almost instantly

fiery scroll
#

Refragment and I and where able to find the solution to his Lightmap Issues. πŸ™‚

#

And had some fun talking about Lightmaps and Modular Level Design. Good stuff! πŸ˜„

plush yew
#

doesnt seem to be local to the project and I cant find it in editor preferences

humble ridge
#

anyone know how to get light to bounce better

#

seems really dark on the opposite side of structures

dark depot
#

skylight if you dont have one

#

or bake your lights

humble ridge
#

that seems to dimish shadows quite a bit

#

i think that lighting is a sub level

#

everytime i build the lighting it finishes but that message remains

sly coyote
#

Lightmass Importance Volume might help?

humble ridge
#

Alright ill take a look at that

sly coyote
#

as always Matthew covers everyting so well

#

and this is the lightmass importance volume itself

humble ridge
#

awesome thanks man

sly coyote
#

just careful adding one too late in the design, cause it dramtically changes what you had set up for lighting once all the indirect lights kick in

#

and it might kill whatever mood lighting you had currently set up

humble ridge
#

Alright will keep that in mind

plush yew
#

is there any benefit to making a project a C++ project? I understand I can add code to a blueprints project if needed anyway, whereas a C++ project is more restrictive

sly coyote
#

other way around....

#

blueprints is restricted

humble ridge
#

Yeah better off starting with cpp

thorn vector
#

Mainly performance

humble ridge
#

you can then do everything in bps if you wanted

#

but still have access to the base cpp

sly coyote
#

C++ can be used in all blueprint but if needed you can add c++ code to do stuff

thorn vector
#

Bp is slower than c++

sly coyote
#

ehh, speed doesnt matter now that you can nativize the blueprint on production builds

#

its more that you cant easly go and add c++ if you ended up needing it

#

in a blueprint only project

#

where you could do a CPP project and never even write a line of CPP

humble ridge
#

Yeah thats how i see it

thorn vector
#

I recommend use hybrid both c++ and bp like write calculation/complicated stuff in c++ and more visual and easy thing in bp

#

That's how mine

humble ridge
#

I'd recommend starting a cpp project anyway

thorn vector
#

Why though πŸ€”

humble ridge
#

then just go to bps

#

because you have more access to native classes

sly coyote
#

you should clarify, make the project cpp, but just write everything in blueprints in that project...

humble ridge
#

yeah haha

sly coyote
#

it doesnt hurt you any to do it that way, but will allow you to use the CPP if 6 months later you needed to write a custom class

#

to handle some crazy logic you decided to add

#

i started a card game (mtg style) in blueprints, and after 3 months of working on it had to scrap it and go CPP cause i wasnt thinking about text parsering from a txt file blueprinting a card parser was ....not fun....where in cpp you can write a text parser in less than a day

humble ridge
#

Can also integrate some library

kind dew
#

if i was making a rock paper scissors-like mechanic like fire emblem. Is there a neater way of comparing attack types rather than just a bunch of if-elses comparing possible combinations?

normal burrow
#

dictionaries/maps

#

one could run every single combination of attacks and prebuild some sort of interaction table.

sly coyote
#

could also do it in a switch statement, but in the end youre still left with the equivalent of a bunch of if/else if statements

#

comparing them the type to each of the other types

#

could do it in a nested for loop too

#

if its a closed loop then a if.elseif solution is all you got...meaning roshambo where everything is beaten by atleast something else

kind dew
#

yea okay thanks guys

vivid narwhal
#

So I'm having trouble working out a more, erm, technical/modular way to work out positions of a actor to spawn in the circle. I've calculated how to position 8 things in a circle around but I'd really like it to be able to change based on the Int of a ForLoop

mossy nymph
#

for (0 to N) -> SpawnCenter + ArbitraryVector.RotateAngleAxis(Index / (float)(N - 1) * 360.f, UpVector)

#

where your ArbitraryVector is something along the lines of DistanceFromCenter, 0, 0

#

it basically rotates the ArbitraryVector in N equal increments (making a full circle) and adding that to spawn center @vivid narwhal

#

making one correction up there, screwed it up

vivid narwhal
#

So.
N would be Index
SpawnCenter would be Get Actor Location of Player (Or rather, Parent of this ability)
Then I'd + that to <something>
Then I'd * that by Index / 360, as a float, and ignore the Z axis since I'm not using it

mossy nymph
#

pretty much, its Index / (float)(N - 1) * 360, where N is your last Index of the for loop

#

you have to make it a float, since 4/13 would be 0 in integer division

#

but you rotate the DistanceFromCenter, 0, 0 vector first

#

then add it

#

as you are rotating it around UpVector (0,0,1) you are rotating it strictly in XY plane

vivid narwhal
#

sorry I'm a little slow when it comes to processing maths

#

I'm confused how we can get both X and Y coordinates from Index / (float)(N - 1) * 360 since it's giving me a float

mossy nymph
#

you good reading c++?

vivid narwhal
#

pseudocode yes actual code no

mossy nymph
#
FVector FirstOffset = FVector(DistanceFromCenter, 0.f, 0.f); 

for (int32 i = 0; i < N; i++)
{
  float Angle = i / (float)(N - 1) * 360.f;
  FVector SpawnOffset = FirstOffset.RotateAngleAxis(Angle, FVector::UpVector);

  FVector SpawnLocation = SpawnCenter + SpawnOffset;
  FRotator SpawnRotation = UKismetMathLibrary::MakeRotFromX(SpawnOffset);

  GetWorld()->SpawnActor<AMyActor>(MyActorClass, SpawnLocation, SpawnRotation);
}
#

Index / (float)(N - 1) * 360 is an Angle you rotate the FirstOffset vector around the Z axis by

#

and rotated vector is a vector

plush yew
#

hhhhhhhhhhhhhhhhhhhhhhhhhhhiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii

mossy nymph
vivid narwhal
mossy nymph
#

almost

#

you don't add the location to the vector you are rotating

#

or it will work correctly only on 0,0,0

#

affecting your distance from center/radius proportionally depending on how far from 0,0,0 you are

#

even on this screen i'd say you're spawning/drawing debug at around 700 distance from center, not 50

vivid narwhal
#

Yeah it's quite a distance away

#

okay yeah creating a "first offset" vector fixes that

mossy nymph
#

you don't have to have a variable for it, you can just MakeVector

#

there on the spot

vivid narwhal
#

I'm thinking I'll plug X Offset into the custom event so when I use it I can set how far away from the caster the damage cones appear

mossy nymph
#

on that screen SpawnOffset it a vector from your manequin to your debug sphere

#

so MakeRotFromX from it returns a rotator whose forward vector is aligned with that SpawnOffset

#

(facing outward from the center)

delicate needle
#

I’m running in circles with figuring out a solution to my problem. Simply, how do output variables from unreal app, to an html page. Looking for a fresh answer from my current course.

vivid narwhal
#

Huh. Now it's throwing out an error

mossy nymph
#

if you want editable float for distance

#

then replace that FirstOffset with MakeVector that takes that float for X, and 0 for Y and Z

#

and it will work just fine

#

you can/might need to further upgrade this by adjusting the SpawnLocation.Z so things don't spawn halfway into the floor

#

or in the air

vivid narwhal
#

There's no way to move the pivot point of a spawned object is there? So if I want to I can have my spawned objects rotate around the enemy caster

#

that was supposed to be a question

mossy nymph
#

if you want them to rotate

#

you attach them to the enemy caster at SpawnOffset relative location

#

then you can either recalculate the offset each tick to get rotation - GetRelativeLocation().RotateVectorAroundAxis(RotationSpeedInDegreesPerSecon, UpVector) and set that as new relative location

vivid narwhal
#

I can't just attach them to a dummy actor and make that dummy spin?

mossy nymph
#

or you can add a SceneComponent and RotatingMovementComponent to enemy caster for each attached Actor, then set the UpdatedComponent of RotatingMovementComponent to the SceneComponent, and attach the Actor to it (this would also keep it at correct rotation automatically)

#

you can do that too

vivid narwhal
#

I don't mean rotate individually, but rather like a clock

mossy nymph
#

yeah, it doesn't have to be an Actor it can be a SceneComponent on enemy caster

#

then you can just add it and one RotatingMovementComponent to the caster's CDO

#

and attach those spawned actors to the SceneComponent, then SetRelativeLocation to SpawnOffset once

vivid narwhal
#

Sorry what's a CDO

#

Odd. My dummy actor does rotate but the damage cones do not rotate with it even though it's plugged into "Owner"

mossy nymph
#

class default object

#

there are few ways to go about this, depending on what the goal is

vivid narwhal
#

For reference I'm trying to create a series of "spells" that enemies can use and trying to be as modular as possible. I'd like to be able to just tick a bool to "true" to rotate the damage zone around the enemy

#

oh god typing on discord while a cat is throwing stuff off your desk is wild

mossy nymph
#

its probably still better then when its walking or lying on your keyboard

vivid narwhal
#

I'm clearly doing something wrong. Connecting the Owner pin of the spawned actor to a dummy actor that rotates, and the actor rotates but not the children. Then I tried to spawn the actors inside the dummy actor, and they didn't rotate either

mossy nymph
#

needs to be attached

vivid narwhal
#

not just "Owner"?

mossy nymph
#

not just owner

#

also, for modular here

#

your Dummy should spawn them itself

#

taking ExposedOnSpawn class of an actor its spawning, float for rotation rate, float for distance, integer for number of actors spawned

#

it should have a RotatingMovementComponent updating its RootComponent

vivid narwhal
#

Top picture is the dummy

mossy nymph
#

yeah, location and rotation should be keep relative

#

spawn location is irrelevant, you need SpawnOffset to SetRelativeLocation after attachement

vivid narwhal
#

relative makes them rotate weirdly

mossy nymph
#

i have to go, so gl

vivid narwhal
#

Thanks for all your help! greatly appreciated!

warped current
#

are there crash logs that i can pull on the iphone? deployed and opened the app on the iphone but it crashes right after splash screen

#

im trying to get faceAR to work on the iphone. it works when i built it from 4.21 but when i build the app from 4.22 it crashes

#

unsure what is causing the crash

#

i have to have it use engine version 4.22 unfortunately

real pasture
#

Is there a way to disable SteamVR from starting when you launch UE4?

sullen rain
#

guys anyone know how the google ar lens work, like how do i integrate my ar videos and 3d which google lens can detect

#

@real pasture disable it from the list of plugins

rich rose
#

Didnt know where to place this so i thought I'd place it in #ue4-general . Its a camera issue or SpringArm Issue.

why does the camera clip up into the object if the camera is clearly below the ceiling. Makes crouching through tight spaces a nightmare :/

quiet token
sturdy star
#

Hey guys, how would I make a mama object that can teleport me from level to level

serene birch
#

@rich rose if you mean the clip on the right, it's due to the near clip plane

rich rose
#

@serene birch I actually wasnt talking about that one but thanks cuz i can definitely fix that! πŸ˜‚ didnt even notice it.

I was actually talking about how the camera (when my character crouch walks under an object that it CAN physically crouch walk under). instantly makes the object invisible despite my camera being so far below it

serene birch
#

as a guess, your "spring arm" origin for the camera entered inside the bloc

rich rose
#

Yeah but I thought the purpose of the spring arm was to prevent that from happening πŸ€” @serene birch

serene birch
#

make sure your origin point is INSIDE the player collision box them

rich rose
#

ooo ok interesting

serene birch
#

you could do a double spring arm setup maybe πŸ˜„

rich rose
#

Yeah this is how i have it set up

#

i didnt know it had to start INSIDE

serene birch
#

well that's a way to restrict the pivot from doing inside geometry mostly πŸ™‚

#

though don't forget that crouch probably lowers the collision box

snow sphinx
#

So im trying to implement a player logo UI in a character menu, so when i press the logo on the UI, it changes on the screen, and if i choose another logo its changing again. How do i do that ?

rich rose
#

@serene birch Thats it! appreciate the help πŸ‘