#ue4-general

1 messages · Page 617 of 1

jaunty cedar
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I can see why blueprint performance can be absolutely hellish

grim ore
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@silent harbor I do them when I can it's just at this point most things are getting more complicated to cover heh

silent harbor
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@kindred viper a little bit clearer, thanks!

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Haha I can imagine. Was hoping you would cover some new things from 4.24 but I reckoned you were busy

grim ore
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@jaunty cedar chances are that is a hard reference and a hard reference has to load the referenced item in order to access it.

silent harbor
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Pleasantly surprised to see your writing here

fathom glade
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*frustum not frustrum

grim ore
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@jaunty cedar basically in order to keep a reference to it in order to access it the entire thing gets loaded as you noticed. If you do a soft reference (just reference the class itself) you will not have the cost of the entire object being loaded

jaunty cedar
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Thanks!

grim ore
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yep its good you noticed it, imagine referencing your character or something else in your main menu for example and then your entire game loads... it's... uh not uncommon to have that happen lol

kindred viper
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@fathom glade my bad. I keep doing that. It's like a tick now

jaunty cedar
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I'm working on a blueprint tutorial, coming from a background of C++ and having done a couple smaller games in Blueprint, but adjusting to BP coding practices where there is less significance* of pointers etc when trying to promote and explain good practice etc is annoying. I could have prepared better, but luckily, there are no glaring issues (besides a slightly annoying cast that can be fixed later) in the next ~5 episodes that are scheduled for upload, and I'm spending a bit of time with a backed up copy of the current progress and fixing everything up so I can dedicate a longer video to cleaning out the code a bit. Pretty important considering it's basically a full course on making an online loot shooter.

grim ore
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holy hell I just noticed .25 is the next version, thats 25 freaking updates to the engine

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iterate, iterate, iterate 🙂 it's a programmers life for sure

kindred viper
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@jaunty cedar there are pointers in blueprint. There are also Refs. You have to explicity call by ref though

dawn gull
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So you know how in Windows you can make hidden folders that you can only access when you type directly in the directory?

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(Oh sorry to interrupt)

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Well is that possible in the unreal content browser?

random holly
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Hey guys! 👋 Could anyone possible help out a UE4 noob for 5 minutes please? I’m having problems setting my animation montages up

kindred viper
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@dawn gull not by default, but you could goto C++ to do it

random holly
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It would be muchly appreciated

dawn gull
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Awww ok

grim ore
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might be able to add to your personal content folder but its still there

kindred viper
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Technically you could replace the entire content browser. Or extend it. But the directory thing is tricky because windows file permissions and how the content browser displays are entirely different. You would have to have some kind of interface for doing it

edgy halo
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My team is running into an issue which means we cant use scenerendercomponent2d for our scopes and mirrors, is there another way to do it?

grim ore
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@random holly#animation might be better focused for that specific question but if you are stuck after following the docs people in here might be able to figure out the problem

random holly
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@grim ore Okay will look into it now 🙂 thank you for the reply

kindred viper
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@edgy halo with HLSL and a material to deal with it I guess

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I mean, whats the issue with the scenerendercomp if I may ask?

edgy halo
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its a vr specific issue

kindred viper
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aliasing?

edgy halo
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the fps dies when they start capturing

kindred viper
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ahh yeah it would but how many do you have?

edgy halo
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something about the headsets keep reinniting

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1 camera adds 10ms

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no matter the fov

kindred viper
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there is something wrong there then

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like really wrong

edgy halo
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yup

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but its only when its rendered to a texture

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no matter if we show the texture or not

kindred viper
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I've worked on a game that used it for a HUD in VR and it wasn't taking much up at all tbh. It even has material post processing on it

grim ore
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oooh Chaos is enabled by default in .25 right now and there has been a ton of work on .25 in the master branch. I wonder if that will be a big focus at GDC this year

edgy halo
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its apparently a new problem from 4.23

kindred viper
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ahh I see.

edgy halo
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no clue how hlsl works, might be worth looking into?

kindred viper
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well its a hacky workaround and I have no idea of the cost, but you can get pixel information and output it, so technically you could recreate a rendercomp in a 3d world (non-camera based) but like I said, its hacky.

edgy halo
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ah

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goddamn this is so annoying, it completely kills scopes for us atm

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when they are enabled, something called "framerenderfinish" in stat gpu goes up 10ms from 0

kindred viper
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have you tried recreating a scope with the same method in a blank project and seeing if its got the same resource cost, or profiling deep and seeing if there is a hitch somewhere? Or is this a known issue that requires an engine/commit update?

edgy halo
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its a known issue and we tried in a blank project :/

kindred viper
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fixed for 4.24?

edgy halo
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nope :/ running 4.24

kindred viper
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wow two versions with a buggy scenerendercomp. I mean... its kind of used a lot. Would think a fix was on the way at least

edgy halo
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we alleviate the issue a bit with r.SceneRenderTargetResizeMethod 2

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if its default as 0, we get around 20ms

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from that alone lol

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so ridiculous

kindred viper
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are you simulating the whole eye2scope movement? ie. just going from regular to scoped with no animation, just transition?

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or is it manual from the user?

edgy halo
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manual, having a basic mirror does the same though

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the camera is completely disabled when not close for our scopes

kindred viper
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I would say, if you wanted a fakery method, that once the event for "IsFullyScoped" or similar fires, switch cameras. Dont use a render comp, instead have a custom cam that does the same thing, but doesn't need the other cams active

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ahh

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sugar you beat me to it :p

edgy halo
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haha ^^

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can we use a normal camera and render from that to a texture somehow?

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could that make a difference

grave nebula
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no matter the fov``` That is not unexpected.
kindred viper
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10ms is a bit harsh dont you think?

edgy halo
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when we have to stay under 12ms for vr

kindred viper
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I mean, I wouldnt even consider it production value for 10ms

grave nebula
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Depends on resolution, but overall, on par.

silent harbor
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@grim ore are volumetric lightmap fixed for level streaming in 4.25?

edgy halo
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in nonvr there is no performance issue at all

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1.2ms

kindred viper
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yeah sounds about right

edgy halo
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framerenderfinish doesnt take any of it though

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whereas it in vr is adding 10ms

grim ore
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@silent harbor I dont know, I did not see any changes to it in the notes

silent harbor
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So what alternative is there if you want level streaming with baked light and have dynamic objects to be lit correctly? I heard it’s unsupported/broken

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Would be awesome if it got fixed

kindred viper
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i dunno. if you have a lightmass volume, you should be able to keep it confined. Not sure about it fully tbh as I had that on my life of thing todo. I mean, you wouldn't get far in an open world game engine if you couldn't level stream lighting in such a way

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im sure there are plenty of issues though

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caveats so to speak

winged crypt
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Anyone ever encounter stretching with ragdolls when force is applied? Somehow nothing on this anywhere that I can find that is helpful

umbral trout
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Sounds like an issue with your physics asset and the constraint settings.

chilly gale
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Is there a way to export the contents of a blueprint and copy those parts out to past in the world for editing, there's times when I'd like to edit building and it much easy out in the level space that it is inside a blueprint, ALT- drag to dup for example does not work inside a blueprint

edgy halo
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@kindred viper can you maybe guide me in the direction or know a guide on how to setup hlsl for my purpose?

pseudo grotto
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Hello, I send you a question. I have opened my Unreal project on another computer with the same version of the engine. Upon returning home, he has deleted all my favorite folders and told me that at my level I could not save any of the changes made because he said:

"You do not have sufficient permission to save the following content to disk"

As a result of this I have closed and opened it once more, however now, that lvl if I check it from the folder weighs 0mb the asset and in Unreal it does not read it directly to me. It is as if I had deleted it. Does anyone know something?

frozen pond
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so my project crashes after updating to 4.24.1, problem is my struct, after manual replacing it in folder it works only 1 time - until i restart, its playable before closing project

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Any idea what might happend ?

silent harbor
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I was refering to this issue

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@kindred viper

dawn hedge
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Someone please help, Unreal engine keeps crashing when i try to import fbx models.

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i dont know how to fix it

kindred viper
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@edgy halo its as simple as using a Custom Node in a material and typing in the HLSL there.
@silent harbor good read. thanks.

fierce tulip
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@dawn hedge could be anything, version of software you are using, fbx version, export settings, import settings, very messed up mesh, etc.

dawn hedge
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@fierce tulip i am using Mixamo. Some models do work (the ones on their website) but when i take one of my models and import it onto Mixamo and import it onto Unreal Engine it crashes it

worldly dust
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is 4.24.1 stable for a beginner to learn off of?

dawn hedge
fierce tulip
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no experience with mixamo

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@worldly dust i'd suggest .23 or even better .22
though when you just start out you probably wont hit snags in .24

worldly dust
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thank you, I had heard there were crashes relating to animations, they did fix it in .24.1, why would .22 be better then .23?

abstract relic
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Sounds like a case of a poorly made model, not an issue within Maximo itself

fierce tulip
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besides some oddities, .23 is also fine but has some shipping issues for some people

worldly dust
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okay, I'll stick with .22 for now, thank you for the advice, I figure it's much easier to try to upgrade a project then downgrade

fierce tulip
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you cant downgrade really

abstract relic
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You can’t downgrade

worldly dust
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oh lol, I have never tried so even better

abstract relic
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Wisdom by experience is the bitterest 😜

pseudo grotto
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When Unreal does autosave, where do you save those files?

normal burrow
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Saved folder in Autosaves iirc

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er Autosaves in Saved folder rather

pseudo grotto
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And how is an autosave loaded? @normal burrow

worldly dust
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are there UE games out there (EX: Sypro Reignited) that utilize epics character class and character movement? or do these studios make their own? really the question is should I be learning epics already implemented systems or learn how they work from scratch

fierce tulip
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really depends on the game i bet

kindred viper
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you should learn the CMC just to know where it's going to bite you in the proverbial. Even though I hear rumours it's getting replaced.

obsidian lily
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hey everyone-- I'm doing some due diligence before potentially using unreal for my next project. Question: my game will need to dynamically combine meshes at runtime. Is there an existing way to do this?

worldly dust
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even if it gets replaced I'm sure it will take quite a while to actually be ready for commercial use, thank you I agree it would be best to learn the CMC, I am way too unskilled to try to make one as a learning experience

obsidian lily
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expanding a bit, modular objects will be player placeable in the world, and there will potentially be a lot of them, so when the player isn't in edit mode I want to combine these objects into a single mesh, mostly to reduce draw calls

kindred viper
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@obsidian lily yes you can. I haven't done it but I have seen things from others that tell me its possible now

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don't forget that in that kind of "editor" sense, you can also go external to C++ and use code to make things outside of the engine and pipe them in so to speak

scenic hatch
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how do you make text glow in ue4?

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i thought you would be able to just drag the emissive material onto the text

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seems you cant

kindred viper
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@scenic hatch I always do my glow externally. It seems like an overkill effect to do anything other than fake it really.

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is it static or animated text?

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also there is Rich Text in UMG which might have something if you need.

scenic hatch
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@kindred viper its just static text mate

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its in a dark area though

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wanted to light it up

kindred viper
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you can still apply emissive nature onto your glow texture in the material. Although I don't light things with emissive either.

abstract relic
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Gotta check first. Did you set your materials to UI? I thought they’re all technically emissive

scenic hatch
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if i add my emissive material onto my text is just gets blocked out white

wary wave
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you need to set up a text material, you can't just use anything

abstract relic
gilded plinth
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has anyone messed with control rig in 4.24? stuck on the basics!

abstract relic
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Then you need to add vertex colour

normal burrow
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what does User Interface imply for materials?

fierce tulip
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uncompressed i think

abstract relic
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It’s basically unlit with screenspace input

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And opacity of course

normal burrow
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interesting, didn't know that was a thing

plush yew
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I cleaned my anim system today,it can work on any character now,its literally a plug in and play,now all i need is to clean anim states and make it look better

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I'm so happy

kindred viper
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grats

dawn hedge
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well im lost

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i cant fix this

calm widget
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Puh... How come adding a simple comment to a material and saving makes it recompile the entire material? 6k Shaders left.

abstract relic
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you don't need to compile when adding a comment. Just save the asset

calm widget
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Sure, but when i save it automatically compiles?

abstract relic
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no

calm widget
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Well, that shouldn't have been a question. I'm telling you it does 😛 I don't know why, it makes no sense. But i'm getting so much bugs lately i don't even know what's going on, changing a materialfunction input name, another materialfunction stops working...

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Was kind of slow there, also it wasn't compiled before, but it does that anyway.

kindred viper
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there is an option to compile on save. just need to turn it off.

grim ore
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there is?

calm widget
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I need this, where can i find it : )

grim ore
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there is an option to save on compile for Blueprints

kindred viper
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its not there for material editor?

grim ore
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it's not there for anything as far as I can tell, the reverse is (save on compile) for BP only

kindred viper
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im having a derpy moment then. sign that I should goto bed

grim ore
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It was a good idea lol but as far as I can tell materials have to be saved when you close them and compile them or they get mad

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if you notice there is no compile button for Materials heh

calm widget
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I got another question about saving, when pressing "Save all" in UE, how come i'm always confronted with prompts from every single tab that's been opened to save them? Takes me 5 minutes to save everything when working for the entire day.

kindred viper
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Honestly I do such little material work, I should have just closed my eyes and not opened my mouth. The will to assist beat me. Anyways. gl hf im off to rest for another day

fierce tulip
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they shouldnt pop up when they are already saved

grim ore
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that is weird for sure as save all doesn't prompt me here 😦

calm widget
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But it doesn't seem to save them.

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Take this one for example

fierce tulip
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only maps

calm widget
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And consider i have maybe 30 tabs open

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Normally

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Then there is the final prompt to save all the things you've already been prompted to save already after closing?

grim ore
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I think save and save all just saves the map itself and not the assets

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and the materials compilation/save is separate from the asset saves

fierce tulip
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i never use that save-all, but the one in the content browser

calm widget
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Even so, going through them all and saving manually, i'm still getting the pop ups to save everything when closing. And the final one doesn't make any sense, cause it lists all the things i just saved, and asks me if i want to save them?

fierce tulip
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doesnt do that for me in .22

grim ore
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cross references possibly. You save materials which update objects in the world which then needs the objects saved again as they are now dirty. etc...

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I can say I don't have that issue in .24 but I don't keep extra items open and I always save when I close a tab and I don't work with materials which seems to be a biggie for you

calm widget
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Hm, yeah. It's nothing really, just figured i cant be the only one having this

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Speaking of .24 i'm having these weird flickers with HeightFog, even on new projects.

scenic hatch
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when you build your lighting on high or production does it skip from 0% to 100?

calm widget
scenic hatch
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because its been on 0 for ages

grim ore
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@scenic hatch it can take ages depending on your machine and lighting settings, it should not skip no.

scenic hatch
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my scenes pretty small though

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maybe like 20 lights or so

calm widget
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It usually gets some traction though after it's passed 0% if i remember correctly, i use dynamic lighting only for my scenes so could be wrong. How long it's been going for?

grim ore
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20 lights could take 2 weeks if you are running on an atom x5800 and you are using 2048 for lightmap resolution soo...... its like 20 lights or so doesn't really mean much

scenic hatch
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@grim ore

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is there a way i can build lighting for just 1 level?

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thats why its taking so long i think

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i forgot im building new level in same project

fierce tulip
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only builds it for the current map

scenic hatch
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fuck

normal burrow
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lol

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have you tried building lighting on your new rig yet luos?

fierce tulip
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no, not on anything worth mentioning

calm widget
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Anyone got a clue about the flickering in .24(From previous clip)? Pretty sure it's godrays related, i downgraded again so haven't tested a lot.

fierce tulip
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no clue

dawn hedge
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so i have the "multiple bone roots are found in heirarchy" error in UE4, how should i change that in blender. here is screenshot

grim ore
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delete the Armature.001 ? Note I have no idea what I am suggesting

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there is also a plugin for blender that can help automate this process

rotund scroll
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anyone a vector math wizard?

dawn hedge
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thanks

calm widget
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@dawn hedge Also make sure you have no bones without parent, they will have their own root in blender.

grim ore
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ah maybe its the leg IK bone and the pole target that are causing it?, the left ones look like they are unparented

dawn hedge
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so how do i parent them (i dont know blender i just downloaded this model)

calm widget
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I think Ctrl+P should do it, select the child bone first then the one you want to be parent.

dawn hedge
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wow i have no idea how to do this

calm widget
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You can pm me if you want, i've done a lot of work with armatures in blender. Don't think it should be discussed here probably.

dawn hedge
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ok

static flicker
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@grim ore do you have add leaf bones in the export options?

glass rapids
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quick question, How would I make a multiplayer respawn system for my multiplayer game? I can't get my clients to respawn properly. How would I replicate that

obsidian lily
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I am really sad at the thought of not having linq if I switch to unreal, so I'm hoping there's a proof of concept.

fervent sigil
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what's a good place to store information about POIs? I thought about data tables, but they feel kind of awkward to use.

tawdry compass
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Hi everyone, could someone tell me how to remove a listing in the looking for talent channel?

exotic thicket
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if the POIs are relative to locations in the world, maybe you could store that information on a POI-Actor which is placed in the world or something?

fervent sigil
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I need a way to access them all though, when saving progress (e.g. I completed that POI), or when positioning markers on the map

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Also, I'm using world composition so actors can be streamed in/out freely, so I can't really base any global data on world actors

exotic thicket
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Guess you would have to use a combination of actors and data then, assuming you can't query for every POI in the world if parts of the level isn't streamed in

fervent sigil
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how would I save the data though? what are even my options?

exotic thicket
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I was using a data table for something similar, although I'm not quite sure how well it's gonna work if I had a really large amount of entries in it

fervent sigil
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the thing I hate most about data table is I need to edit an external csv file every time I want to change something. I'm pretty sure about it anyway, right?

exotic thicket
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I just edit the data table asset directly in the editor

fervent sigil
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😮 I remembered I couldn't. Why do you think it's not gonna work well for a large amount of entries btw? what's even a "large" amount ?

exotic thicket
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well, the editor UI for it is very barebones, so it feels like it might get unwieldy if there was a large amount of rows and columns (ie. finding what you need from it to change it)

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Although it does have a search function so maybe I'm just imagining problems where there are none... I build UIs at work so I have a bit of a tendency to do that sometimes lol

fervent sigil
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haha cool. Well I'll give it a try and see how it goes. Thanks!

scarlet birch
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It's been a while since I've used it so maybe I'm forgetting something. I thought all you had to do was select the session in the session frontend when running a game in standalone. But whenever I select the session the standalone game locks up. I've tried both using the session frontend from within the editor and running it from the exe.

plush yew
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Nickname change

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Where is matthew

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@grim ore check dms

abstract relic
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Gotta buy him pizza first man

normal burrow
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do it, do it

plush yew
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Im having an odd issue.
BP Skysphere has totally disappeared from my project, from the assets browser, everything.
And I have no clue how to re add it, and Im not redoing everything.

fallen schooner
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Day 500, Unreal wiki is still locked.

dim plover
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Don't worry, they're working on it.

normal burrow
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Better be the best wiki ever, better than Wikipedia

woeful snow
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Ok so I need help. I am trying to loop through an array with a for each loop. It was working fine, then when I added an additional item to the array list, it broke searching. Once I removed the second item (so only there is one item - therefore the index is at 0), it fails to search through the contents of the array because of an index out of bounds error. What I am doing is using the index of the for each loop to access the contents of another array. If I subtract 1 from the index, my code works. Therefore, I ask, why and tf why? How does this make any sense. Why is the index starting at 1 now?!

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Is this a bug?

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The index should start at 0

swift spindle
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you should clear an array first

woeful snow
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But why. The first array contains 1 item now. The other is filled with data from the first. I should not have to subtract 1 from the array index for it to work. All I did was manually added an item to the array the for each is using manually in the editor, then removed it. Now the for each loop is broken

swift spindle
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you should just always clear an array first

lapis vine
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... one of these magic "just do it"

woeful snow
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Ok I tried doing that and its still broken

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Why would clearing do anything when there is nothing in the second? lol its filled from the for each

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I dont understand that

lapis vine
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I don't know to be honest. I'm c++ dev, I look only at BP and tick with tongue.

woeful snow
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I know c++ but I been trying ue4's bp system for some time now

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I havent had any issues

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but this is just confusing the hell out of me

swift spindle
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lol

woeful snow
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I feel like my editor is bugged or something. The array is not null

swift spindle
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I'm just screaming at houdini atm

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houdini to unreal that is

abstract relic
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Let me guess

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Crashing every 5 sec?

woeful snow
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Lol

normal burrow
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Yeah

woeful snow
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the meme with ue4 also is when u attempt to undo something it and says nothing to undo lol sad times

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happens all the time with widgets for me

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says I am editing a "parent" when I am not

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I end up having to restart the editor

normal burrow
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@swift spindle I had to delete user settings in documents

swift spindle
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?

normal burrow
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It was crashing Houdini non stop

swift spindle
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oh

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mines not crashing

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I'm just stupid

abstract relic
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You just gave me a mentally suppressed flashback

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Had to delete that damn user settings too because ui wasn’t scaling

swift spindle
normal burrow
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That suppressed flash back is what made me try it

abstract relic
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Really?

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Kinda blacked out with annoyance

normal burrow
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For real yeah lol

abstract relic
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Oh dear

normal burrow
abstract relic
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Did I have a sailor’s mouth?

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Do not remember any of this lol

swift spindle
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I find nordic screaming music to help when working with blueprints or houdini

normal burrow
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Suppressed hard huh? Yeah expletives

abstract relic
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Oh no

ripe saffron
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I think they made houdini harder to learn for newbs since they added all the shelf tools ... means a lot of people skip the basics which are really essential

abstract relic
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You can’t suffer if you can’t remember

normal burrow
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It’s okay I suppressed it too, mostly

swift spindle
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I don't think I've ever used one of the shelf tools yet

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they have no relevance to Houdini use I feel

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and I looove shelf icons...

normal burrow
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I just want to not crash at start screen

ripe saffron
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they are good for quick pyro / flip setups ... but you always have to dive inside

swift spindle
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no wait... I've used 1 icon before...

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the Update toolset icon

abstract relic
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Serious question. Who hasn’t immediately closed Houdini when they opened it for the first time?

swift spindle
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hahahaha!

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yes...

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that happened to me

normal burrow
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“I wanted”

swift spindle
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and that was with 20 years experience in this field...

abstract relic
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Has it happened with any other software?

ripe saffron
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even all the hdas that come with game toolset, while useful usually need to be heavily modified

normal burrow
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Uh

swift spindle
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only other software that made me do that.. was older versions of blender

ripe saffron
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I started learning H on version 8

normal burrow
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Milkwave3D

manic pawn
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why discord randomly steals focus

ripe saffron
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stopped and started learning many times

swift spindle
#

also... Speedtree

abstract relic
#

How about recent incidents?

swift spindle
#

oh... yes... Unreal Niagra!

normal burrow
#

Haskel

#

Erlang

abstract relic
#

I’m curious whether veterans ever get hit too hard by a learning curve

normal burrow
#

Niagara yess

swift spindle
#

of course we do

#

it can be much worse for us sometimes

normal burrow
#

Niagara was that

swift spindle
#

we have so much conflicting information in our heads

#

same names.. different meanings

ripe saffron
#

^^ and yes when heavy maths come into play

swift spindle
#

all the different muscle memorys for shortcuts

abstract relic
#

Figured you’d eventually get used to walking on the stumps of your legs so to speak 😜

swift spindle
#

I've still got stupid stuff from 1996 in my head

normal burrow
#

Running*

swift spindle
#

like.. why do I need to remember how to create themes for windows title bars and shit like that...

normal burrow
#

These are sacred memories

ripe saffron
#

I push all the old stuff out as I have the memory of a goldfish

swift spindle
#

oh yes... Unreal intergration with oculus vive ... WHY is the input rotation 90degrees!

normal burrow
#

It’s like that weird time in life where you try to make windows look like osx

swift spindle
#

also.. gimble locks....

ripe saffron
#

I do remember the confusion of world and local space back in 98

swift spindle
#

I still hate the fact that not all my software use's the same cords / scale system

#

or normal maps...

#

while things are much better now.... (thankyou unreal guys) people expect so much more.. .so I'm still doing more leg work then ever!

ripe saffron
#

a unified 3d shortcut system ...its better now but I used to switch between max maya and houdini and camera would be flying about all over the place

swift spindle
#

lucky most are now unifying around the maya defaults

abstract relic
#

You don’t need leg stumps now, just do the worm

swift spindle
#

looks down its more the roll these days...

normal burrow
#

Worm was a good dance move

#

It was announced before and after execution

abstract relic
#

Office chair with wheels? Even better. Bask in the glory of technology.

normal burrow
thorny perch
#

im upping my equipment on the ole renderbox, is a RTX2070 a good card to use with UE editor?

swift spindle
#

yes

thorny perch
#

worked wonders for still renders, but the old Quadro 4000 isn't good for UE 😄

swift spindle
#

lol....

#

that's getting a tad old

thorny perch
#

but 100% cpu for that so no biggie 🙂

#

fun combo, Quadro 4000 paired with a 2970X

#

just to get video out 🙂

jolly stratus
#

if anyone's looking for a convenient tool for snapshotting for help w/ debugging, i recommend ShareX
https://getsharex.com/

thorny perch
#

I just use snipping tool 🙂

honest vale
#

ooof the marketplace freebies are awesome

plush yew
#

i have 4.24 and every time i import a static mesh as skeletal mesh editor crash any fix?

steel lily
#

What did I do wrong here,I have a actor called "Dash location" in front of the player,but when I attempt to teleport to it's location I get teleported only like 1 centimeter,even if the dash is 10 meters away

#

oh god nvm

#

I keep forgetting how weird UE4 is

#

I made a object dash location,then i made [somekind of child actor?] with same name and only the child one worked in the blueprint

native adder
#

Does Unreal Engine support 2d vector graphics?

cloud cobalt
#

Like most game engines, UE uses textures to draw images

#

So depending on what you're asking exactly, probably not

#

You may be able to import a SVG and rasterize it into a texture that will be used in the game but that's the extent of it

native adder
#

So basically there will be pixelization?

#

Bruh

#

@plush yew impatient much?

cloud cobalt
#

@plush yew Have a block instead.

#

@native adder Depends what you call "pixelization"

#

All textures will be stored as pixels, yes

#

They won't necessarily be visible

sudden agate
#

<@&213101288538374145>

native adder
#

The graphics I want to achieve is one where zooming in wont show the pixel edges

snow crown
#

@plush yew chill out

sudden agate
#

@native adder You can use Shaders if you can compute the shape, but Vectors aren't a thing in UE.

cloud cobalt
#

It's probably for the best to look into another engine if you need 2D and vector graphics to be honest.

native adder
#

Im fine with alternatives

#

If I cant get vectors but have ways to achieve it, I can do that

sudden agate
#

there is always the possibility of having super-duper high res textures :'D

native adder
#

Also that

#

But really what im looking for is a system to procedurally generate textures

cloud cobalt
#

You can do that, depending on the zoom level, but it's not really practical and won't look as good as actual vector

native adder
#

Basic tho

sudden agate
#

can you give examples what you want to achieve visually?

native adder
#

Ye, I could

#

Lemme find something online

#

Base body, then “detail” which is the base body but repeated at smaller iterations from the center of mass

#

I think a system like that would produce simplistic but fairly memorable shapes

exotic otter
#

hey any idea how to stop an animation instance play at the last frame so it doesnt reset to og state

#

i have box that opens

#

but at end it goes closed again

sudden agate
#

set it to not looped

tropic jasper
#

Would people recommend udemy for learning? They seem to have a lot of in depth things, and currently a good sale on the lessons.

lapis vine
#

I'm familiar with C++ courses only there. Think only one or two are worth it.

#

... In general you have better and worse ones there. I guess you ask about UE courses of course.

tropic jasper
#

Yeah I’m looking at 3 different ones on there looking at the unreal engine c++,
Creating a multiplayer game with c++ and online game dec in c++, I’m wanting to learn as much as I can in the engine but I also want to start learning c++ so I guess that’s a good place to start

native adder
#

Urg im so confused on how to make my character rotate to my cursor

queen fossil
#

So my dream project is a specific idea for a fighting game, i've never worked on games before and am really new to to unreal and have no programming knowledge in the slightest. Just today i've been trying to follow a 2D platforming tutorial so I can learn my way around Unreal although I tend to get frustrated with how often there are unexplained differences and problems with the tutorials I watch. Is there a better place to start or some recommended classes I can take?

short plaza
#

Can anybody tell me how HapticFeedbackEffect_Curve assets work? The editor for that asset only shows the usual Save and Browse buttons. Unreal 4.23

lapis vine
#

@tropic jasper There is one from Tom Looman Multiplayer FPS C++ or something, that's good. The other one I would recommend is from Stephen Ulibarri "Ultimate..." something, its RPG.

tropic jasper
#

I’ll have a look into now, see what’s gunna be good, thank you 🙂

hidden aurora
honest vale
#

what?

hidden aurora
#

The ms

honest vale
#

no

glacial pecan
short plaza
#

@glacial pecan Would assume so

glacial pecan
#

"will probably cause rendering issues"... guess we'll see

dim plover
#

Just as a follow up to previous posts, I think I'm able to use Artv1 successfully. Pretty happy.
I mention this because, I didn't see a single comment in the past three years that said it could be done, so I thought it was completely deprecated and non-functioning.

solemn siren
#

@tropic jasper I have bought the same courses. Haven't started yet!!! 😅

tropic jasper
#

Ahhahaha I need to force myself to do it so I need to power through it @solemn siren

gilded lichen
#

Hello, why cant I change the opacity of a text render?

plush yew
#

So there is someone streaming game dev with a thing called "Dreams" for Playstation and it has this concept of Wireless Transmitters and Receivers which I thought about and it actually might not be that bad to have in Unreal Engine even though it might be a bit overhead but it is quite convenient.
The idea is that you can make a Wireless Receiver(Event) on any object, give it a name and call it from any other object.
There can also be duplicates of a wireless receiver on the same object or on other objects.

exotic thicket
#

That sounds like a fairly typical global event listener system

plush yew
#

Sort of

#

But imagine it would be part of the editor, so you could go like:
Create Wireless/Global Event
and then do right click and it would show up anywhere

dim plover
#

Is that not just an interface?

plush yew
#

Afaik for a blueprint interface message you always need a reference where the message goes to

#

I mean you could do event dispatchers but setting those up is not as convenient

hasty pewter
#

Guys, I'm waiting for rtx 3000. Should I get 1660s or 2060s in the mean time?

#

I could sell it or use it for machine learning later

normal burrow
#

Get something used

manic pawn
#

what do you have currently

hasty pewter
#

A 940m

#

And a GTX 700 something

#

But currently 940m only since the GTX is back home

#

So building new one

normal burrow
#

1660ti would be light years ahead

hasty pewter
#

I know

normal burrow
#

But you’d get a lot more value in used

hasty pewter
#

Put I want to texture stuff too

#

We don't have used where I live

normal burrow
#

Especially if intention is to move to marginally better amphere

hasty pewter
#

Ampere is for the RT cores and the final touch

#

I need something to start making stuff

#

Now 1660 super or 2060super

normal burrow
#

||rtx sucks||

hasty pewter
#

I could use 2060s for machine learning later

#

Yeah it does but painter could use it

plush yew
#

@normal burrow why is that?

normal burrow
#

As long as there is an excuse RTX will live

#

It is noise and slow

hasty pewter
#

Baking at light speed with rtx

normal burrow
#

Faster noise shrug

hasty pewter
#

Next gen consoles - rtx

#

Everything will have raytracing in the next year

#

By*

dim plover
#

What do you mean by "everything"?

normal burrow
#

We’ll see. It’s pointless for the time being

hasty pewter
#

Most AAA console games

normal burrow
#

Not RTX

hasty pewter
#

Raytracing

#

But it's the same thibg

normal burrow
#

Nah

hasty pewter
#

RDNA2 OR DXR

#

Really?

#

What's different?

normal burrow
#

RTX is hardware

hasty pewter
#

Rdna2 will have hardware support too

normal burrow
#

It’s a specific driver based way of handling it

spark sonnet
#

1660 also has raytracing

hasty pewter
#

No not that please

normal burrow
#

It does yeah

hasty pewter
#

Shoot me

spark sonnet
#

Even the 1060 will have it

#

or has it

normal burrow
#

Have you tried Though akthem?

hasty pewter
#

Yeah why not

plush yew
#

I have seen comparisons between ray tracing with RTX and with GTX10 models that have the driver update and it showed that the GTX10 models with the driver update really weren't that suitable for real time ray tracing after all

hasty pewter
#

Tried what?

normal burrow
#

RTX enabled anything

hasty pewter
#

@plush yew yes thank you

#

No @normal burrow

normal burrow
#

I can assure you that it is a lot of marketing

hasty pewter
#

But it looks good

normal burrow
#

It’s cool for what it is but it’s not worth it for games

#

Cod uses it best and that is barely at all

hasty pewter
#

It can be used for marketing our own game

#

RTX enabled trailer

normal burrow
#

I don’t think it’s value in marketing your game is high. But I dunno for sure

hasty pewter
#

With megascans it is

#

And virtual texturing

#

My god

normal burrow
#

Megascans are pretty dope without RTX

dim plover
#

I do not have an eye for graphics, but is raytracing really that noticeable to most people?
I truly could not tell... even with before and afters.

normal burrow
#

No

hasty pewter
#

Does light baking scale with the number of cores?

#

The time taken

normal burrow
#

Unless it’s literally a mirror

#

Rtgi is cool but does not support emissives

hasty pewter
#

That's sad

normal burrow
#

It’s horrible

#

Everything you want RTX to do there are hitched to

#

Reflections have a bounce limit too

hasty pewter
#

I'm sure it's get upgraded

#

It'll*

#

As time passes

#

We have more than a year

normal burrow
#

The noise is horrible on top of it all

hasty pewter
#

For the next gen consoles

#

They'll probably figure a way out

normal burrow
#

Yeah idk I’ve got a 2080ti and don’t expect consoles to out raytrace it

hasty pewter
#

Maybe with more RT cores

#

Who knows

normal burrow
#

But amd might have something amazing idk

hasty pewter
#

Yeah but we might get upto 16gb vram with the 3080ti

#

So rtx 3000 ftw for me atleast

normal burrow
#

Are they really skipping 2180ti?

hasty pewter
#

Yeah 😂

#

Probably

#

I would like a 2180ti myself

#

Now

normal burrow
#

They need numbers explained better lol

hasty pewter
#

You're right

dusky chasm
#

Hello guys, sorry to interrupt, but have you ever faced this problem?

https://forums.unrealengine.com/development-discussion/animation/14623-why-is-my-character-floating-off-the-ground-in-persona

My character is floating 2.5cm above floor level and it's causing me a lot of troubles with the animations.
It seems to be a common issue, but couldn't find a fix. My character has no Physics Asset.

Thank you!

normal burrow
#

If you drop the skeletal mesh component?

dusky chasm
#

That looks like a general workaround, but if I do that then I have issues with my animations using root motion :S

normal burrow
#

Hm

#

How?

stark marsh
#

i might need some help to set up a combat

#

i want him to attack then go back to the animation it should be doing like walking or something after hes finished attacking

wary wave
#

"That looks like a general workaround, but if I do that then I have issues with my animations using root motion :S"

One might question why you're using root motion.

#

but also, it shouldn't be an issue

thick minnow
#

Hello i want to do a tron like game where you can ride a tronbike. My question is does anyone knows how to make this laser trail? do i have to animate this or can i use particle system would be great if someone could help

grim ore
#

There is a ribbon particle you can use easily for that

normal burrow
#

Would think foot on ground would help root motion but I don’t use it

thick minnow
#

okay thanks

grim ore
dusky chasm
#

i'm using root motion for jumping. I need my character to move to the position where the jump animation ends. Would you suggest teleporting the actor instead of using root motion?

normal burrow
#

Interesting use case

#

Character has means of jumping built in

#

Have you considered the jumping in third person template?

spark sonnet
#

Why does the first string execute when the loop is completed and not before?

wary wave
#

I would absolutely move the character, not use an animation

#

root motion is almost always more trouble than it's worth

plush yew
#

@stark marsh Depending on if you use a blendspace for the idle to walk system and its complexity you should check out the third person character blueprint and how it gets the float value to blend between those based on movement speed. I personally do an alpha of 1.0 on the X axis for a 1D blendspace then on blueprint update I get the velocity of the pawn, get its vector length, divide it by the max walk speed of the character movement component and set the blendspace variable as that

grim ore
#

@spark sonnet why do you think it's not happening until its completed, i assume you mean the Hello print string?

spark sonnet
#

Because its an array with over 5k elements so it takes some time to load and when its fully loaded both of the strings print

wary wave
#

your thinking is flawed

grim ore
#

all of that event happens in 1 frame from what I can see, print string, run loop, print string, draw frame

wary wave
#

because your operation takes so long, you don't see the frame update 😄

dusky chasm
#

in my game i need my character to perform 90º turns. Is there something more reliable than animation notifies to detect whether the turning animation has finished so I can apply the rotation instead of using root motion?

wary wave
#

yes, don't use the animation at all

#

rotate the character 90 degrees

#

and drive the animation through the character

#

this is how nearly all games work

#

those that don't tend to have all kind of problems

sonic pagoda
#

you guys have this issue on 4.24.1? delete a file that is referenced somewhere, editor freezes?

#

im having it across projects (some with source control and others without as well)

wary wave
#

it's probably going through all your references and ensuring stuff doesn't explode

#

and that will take a long time

sonic pagoda
#

no

#

its just 1 reference

#

i mean, in 4.23

#

it was fast

#

when i did that

wary wave
#

it has to go through ALL your stuff to ensure there aren't more references

#

that can be pretty slow

sonic pagoda
#

i see, well

#

it was a lot faster

#

in 4.23

wary wave
#

your 4.23 may have been indexed already or something

sonic pagoda
#

idk, seems like a bug if it happens across all my proejcts.. especially new ones with not a lot of assets

wary wave
#

deleting an asset in this project takes several minutes (4.21)

sonic pagoda
#

ah ,i see... i guess the slowness finally hit me then

#

wish ue4 had some sort of progress bar for that though, cause it just shows that it deleted and then the editor freezes meanwhile

grim ore
#

that is odd then. When I delete I can see it loading all the references here before prompting me what to do before it deletes it from the project

sonic pagoda
#

i get that as well, but as soon as i press force delete

#

than it freezes

#

the solution is not to delete things unreal

#

or even better

#

dont create new things that will be deleted 🧠

grim ore
#

yeah it does that for me as well, I havent deleted anything in a while I guess lol

misty creek
#

Just delete them through the file explorer

grim ore
#

oy...

misty creek
#

Not very pretty

#

But it does work

sonic pagoda
#

im just saying, not trying to pull rank or anything(becaused id quickly get outranked), but in my 3 years of ue4, this shit is weird

normal burrow
#

lol, important to be accurate

grim ore
#

agreeing with you now that I deleted something in a full project, one wav file is taking 2 minutes so far once I force deleted. No source control so its not that. 20% cpu activity on UE4, no HDD

sonic pagoda
#

is it still ongoing?

grim ore
#

and it failed to delete lol

normal burrow
#

question is, what cpu?

sonic pagoda
#

3800x

grim ore
#

i7-4790 here but its not even using 1 cpu

normal burrow
#

i saw yesterday a computer with vs taking 18 percent cpu on idle

#

ah okay yeah

#

20 cpu is probably normal then right?

#

(matthew)

grim ore
#

its must be doing more reference checks because after it un freezes it bitches about assets being referenced and still open and fails to delete... so you arent crazy @sonic pagoda

#

yeah nothing above normal on the CPU here

wary wave
#

I assumed that's what it was doing, yeah

#

that's the behaviour I expect to see

grim ore
#

so no issues on blueprints, the one having a problem is a sound wave

normal burrow
#

note to self: its quite nuts how well the 3800x compares against the 9900k

grim ore
#

and even then it's just this one wav, it says its open in the project but I have never played it or used it. Direct references work fine when deleteing (music referenced in the level bp for example)

#

the wav is referenced in a .cue which is used in some BP somewhere (deleting crap from an ALS test project lol)

sonic pagoda
#

im guessing they must have fixed that bug where you would delete a folder and it was still there and this time thign is the price we pay for having it fully functional? because i swear it was way faster in previous engines

grim ore
#

I dont remember it doing this either, the loadup to the "force delete" screen could take a while but not after. It would always fail quickly

normal burrow
#

one thing projects rarely do is just re-save all assets

#

its a good idea because if the project has been upgraded to newer engine versions it might be doing things to load an asset that it wouldn't have to do were it saved with the same engine version

#

if your getting problems with snappiness

sonic pagoda
#

i just did it in 4.21.1 and it was like

#

1 second

grim ore
#

yep it's a reference thing. Sound Cue -> reference wav -> error after 2 minutes when force delete. wav referenced in BP -> delete immediate. Wav non reference -> delete immediate

normal burrow
grim ore
#

like its checking references -> sees the cue so loads the cue -> deadlocks the wav as its now loaded -> times out with error

#

so you aren't crazy it's just specific things causing it lol

sonic pagoda
#

i see, yeah definitely these projects have been upgraded so it "checks out"

grim ore
#

well this is a new .24 project from the realistic rendering and oi opened all the wave files and saved and the cue and saved. still an error if i force delete. replace reference is fine

#

so its an issue with the node being abandoned in the cue I would guess

normal burrow
#

interesting

#

.24 sets the new audio engine as default as well

#

'new' 2017 cough

grim ore
#

with a play sound node in say a blueprint removing the sound wave will just make the node have no wave file to load and delete of those waves seem fine

#

2 minutes per test is.... annoying lol

normal burrow
#

2 minutes per anything in volume is yeah lol

sonic pagoda
#

yup, i've just been force closing ue4

normal burrow
#

actually i take this back

grim ore
#

I wonder if that's the issue where it can't handle "removing" references for certain nodes

#

what other types of force deletes cause this for you?

sonic pagoda
#

in this last case , in specific, it was a landscape layerinfo

grim ore
#

which is referenced in a material and in the landscape itself yes?

sonic pagoda
#

yes

grim ore
#

damn no issue here with a layer info lol

normal burrow
#

is the level with the references open when you force delete?

grim ore
#

it was for me now I have a black landscape

sonic pagoda
#

yes

normal burrow
#

pat really should learn more about how that stuff works with delete

#

hm okay

#

are you watching the log at all as this happens?

sonic pagoda
#

i didnt but i can find it and try to see what happened

normal burrow
#

one of the benefits to launching with vs is a output log that doesn't eat all resources with scrolling

#

wouldn't expect one to keep the output log open in ue4

#

but you could look at it, the information is going to be more relevant when you see the stuff piping into it real time though

#

if anything

#

ehrm

sonic pagoda
#

[2020.01.08-16.03.55:020][408]LogSourceControl: Attempting 'p4 fstat -Or C:/Users/reivi/Perforce/RTW_Perforce/RTW_Alpha/Content/RezTech_Studios/Auto_Material/Landscape_Materials/Layers/Foliage_Removal_LayerInfo.uasset' [2020.01.08-16.03.55:049][408]LogSavePackage: Moving 'C:/Users/reivi/Perforce/RTW_Perforce/RTW_Alpha/Saved/Foliage_Removal_LayerInfoDEC960C6432B1E3129886789F5DFDD9D.tmp' to 'C:/Users/reivi/Perforce/RTW_Perforce/RTW_Alpha/Content/RezTech_Studios/Auto_Material/Landscape_Materials/Layers/Foliage_Removal_LayerInfo.uasset' [2020.01.08-16.03.55:049][408]LogFileManager: Warning: DeleteFile was unable to delete 'C:/Users/reivi/Perforce/RTW_Perforce/RTW_Alpha/Content/RezTech_Studios/Auto_Material/Landscape_Materials/Layers/Foliage_Removal_LayerInfo.uasset', retrying in .5s... [2020.01.08-16.03.55:550][408]LogFileManager: Error: Error deleting file 'C:/Users/reivi/Perforce/RTW_Perforce/RTW_Alpha/Content/RezTech_Studios/Auto_Material/Landscape_Materials/Layers/Foliage_Removal_LayerInfo.uasset'. [2020.01.08-16.03.55:550][408]LogSavePackage: Error: Error saving 'C:/Users/reivi/Perforce/RTW_Perforce/RTW_Alpha/Content/RezTech_Studios/Auto_Material/Landscape_Materials/Layers/Foliage_Removal_LayerInfo.uasset' [2020.01.08-16.03.56:795][408]LogSlate: Window 'Message' being destroyed [2020.01.08-16.03.56:836][408]EditorErrors: New page: Save Output [2020.01.08-16.03.56:836][408]EditorErrors: Warning: Error saving 'C:/Users/reivi/Perforce/RTW_Perforce/RTW_Alpha/Content/RezTech_Studios/Auto_Material/Landscape_Materials/Layers/Foliage_Removal_LayerInfo.uasset' [2020.01.08-16.03.58:726][408]LogSlate: Window 'Packages Failed To Save' being destroyed [2020.01.08-16.04.12:004][258]LogUObjectHash: Compacting FUObjectHashTables data took 7.07ms [2020.01.08-16.04.13:106][258]LogSlate: Window 'Save Content' being destroyed

#

so i guess it failed

#

but i never got the failed message

#

in editor

normal burrow
#

question

#

your perforce is set up in editor yeah?

sonic pagoda
#

yes

normal burrow
#

ok

#

is the file actually gone though?

sonic pagoda
#

no

normal burrow
#

how anal is perforce with having to check out things?

#

and was this checked out?

grim ore
#

heh I got an ensure condition error lol

#
LogOutputDevice: Warning: Script Stack (0 frames):
LogStats: FPlatformStackWalk::StackWalkAndDump -  0.023 s
LogOutputDevice: Error: === Handled ensure: ===
LogOutputDevice: Error: Ensure condition failed: PackagesToReload.Num() == 0 [File:D:/Build/++UE4/Sync/Engine/Source/Editor/UnrealEd/Private/ObjectTools.cpp] [Line: 2810]
LogOutputDevice: Error: Failed to unload all packages during ForceDeleteObjects
LogOutputDevice: Error: Stack: ```
#

and a stack dump after

sonic pagoda
#

i dont think it was checked out at the time, since i had not edited it at all

#

but maybe it wanted to check out the file, before deleting it..

normal burrow
#

i use svn but have it hooked into editor similarly

#

i'll see what happens when i try to delete something not checked out

grim ore
#

mine is the same issue without any source control

sonic pagoda
#

yeah i had it in other projects as well without source control since getting on 4.24.1 none of them made in .24, but you just did make a fresh one

normal burrow
#

yeah it just deleted fine

#

but fwiw the asset wasn't in memory

#

didn't ask me to check out though

grim ore
#

mine wasnt even loaded, was in a separate level so its just simply trying to do it's and the assets are getting stuck

normal burrow
#

just double checking its not source control related, it actually rarely ever is

#

yeah

#

unreal just constantly grooming the snow or something

plush yew
#

I agree on that

#

4.24 takes too long to delete something

sonic pagoda
#

can you put a time to it monster, and does it actually delete?

normal burrow
#

what was in the stack trace if you don't mind me asking mathew

plush yew
#

And theres a bug with enums,I don't know how to replicate it but it doesn't allow you to save changed enums,and when you get out and try to delete the saved folder it says the program is opened and theres nothing in the task bar

#

@sonic pagoda it does delete,but a simple deletion takes 30 secs

low violet
#

I don't understand why is there no main channel where you can ask main things that aren't related to the Programming Channels?

#

Or is it THIS channel?

normal burrow
#

this one

#

this is it.

sonic pagoda
#

welcome

grim ore
normal burrow
#

ye, read that

plush yew
#

It's this channel,if you problem is really specific then you go to other channels

normal burrow
#

if it fits no where else, it does here.

grim ore
#

@normal burrow doesnt really help, I dont have debug symbols installed so its just a bunch of useless stuff

normal burrow
#

ah gotcha

grim ore
#

and it only errored out 1 time, tried 3 more times same action and nada

normal burrow
#

how come you don't have symbols btw? lol

#

i'd think you'd have them anyways

grim ore
#

never use them they just take up space, I can run the source version if I need to

normal burrow
#

word

plush yew
#

I got a weird bug in only dedicated server where the character slides forward with no input,and debug says nothing

normal burrow
#

if you want to describe exactly what to do i can test it on source version

#

to reproduce i mean

#

my 4.24.1 is fully compiled on c++17 though, so its not exactly normal but would expect it to happen and could debug the break point @sonic pagoda and mathew

plush yew
#

I would like to create my own starting blueprint for a first person game. I do archviz, so some things like the gun are not needed, others I'd like to adjust -- the collisons to need to be adjusted, as does the speed the character moves at, etc. There are a lot of good parts in the one provided in the engine, so if possible I'd like to modify that rather than start from scratch.

#

That's how my movement system started

#

And i have kept it seperated and really customizable

normal burrow
#

you got rid of the gun right taholmes160? also @abstract valve may have some really like time saving advice for not using fps as the template?

#

I imagine there is something better than starting with fps for demo of arch viz

plush yew
#

I tried to but it didnt compltely work, and I cannot find the section where we talked about it here

normal burrow
#

ah you spoke with antoine already?

sonic pagoda
#

@normal burrow i'll keep an eye out for these errors, but mostly on my smaller project since this one currently is 80gb dont want to send you that, for your own sake, the other one is like 2gb so once the error occurs on that i'll shoot it your way ok?

plush yew
#

Why is your project 80gb?

sonic pagoda
#

3 years

normal burrow
#

oh yeah i don't have time to transfer projects really

plush yew
#

And?

sonic pagoda
#

of "content"

normal burrow
#

if you could just describe repro

sonic pagoda
#

i have like every asset pack (and it was actually 120gb, i deleted quite a few things)

plush yew
#

My project is a walk through, rahter than a still picture
@normal burrow

sonic pagoda
#

ah ok Pat

normal burrow
#

yep taholmes160, i just imagine the archviz features of the game don't involve fps template

#

wonder if your doing something that isn't already done for you is all

#

i have no idea personally, but would expect walk throughs be a no brainer for the non-game templates

plush yew
#

Might well be, I have a lot to learn

#

cool -- didnt even know there were non game templates

normal burrow
sonic pagoda
#

could also check out one of this months free asset

#

the pick up plus inspect

normal burrow
#

admittedly i don't know much about the subject

sonic pagoda
#

and see if its useful for your walkthrough

plush yew
#

@sonic pagoda planning to do that

normal burrow
#

here comes life 🦸‍♂️

abstract valve
#

@plush yew for archviz if you use 4.24 I suggest you start using our templates

#

haha

#

I'm leaving for lunch right now though

plush yew
#

@abstract valve point me to where to go

#

🙂

#

enjoy your lunch

normal burrow
#

(when you get back from lunch)

#

lol

abstract valve
plush yew
#

Cool -- thanks

abstract valve
#

this one is setup for archviz stuff

#

alright bbl !

plush yew
#

SWEET -- thanks

normal burrow
#

hooray

plush yew
#

Wow -- didnt see the archviz section at all -- was off the bottom of my screen

stark marsh
#

im following a tutorial on melee combat and im making an animation that puts his sword on his back/puts it in his hand, but i cant get the sword to be in 2 differant places

reef lava
#

I love his tutorials

#

they are great

stark marsh
#

what i mean is i need 2 differant positions where the sword exists, his back and his hand

#

yes and virtus learning academy, hes also another good one

reef lava
#

mhm

stark marsh
#

dank pfp 😳

reef lava
#

I've followed Virtus since back when he was a very small channel

#

always been a good friend

#

also

#

yes

#

haha

stark marsh
#

nice, i only got into unreal a few months ago

reef lava
#

oh! well hey, it's only the best 😄

#

been using it around 4-5 years now

#

myself

stark marsh
#

but about the sword thing though, in the video he makes it in 2 differant places with scene conponents in the viewport

#

but i just cant get it to work, like my sword only has one position and when i move it for one scene component it just moves the sword for both

#

its sorta hard to explain but if you watch the video from about 8 minutes onwards i think he does it

#

does anyone know what i could do?

plush yew
#

Hi,I've decided to get in to game development in my free time,I'm graduating in computer science,so I know to program,and I've used blender 3d for about 2-3 years,so I also know how to 3d model,animate etc. My problem is that I'm a bit confused and I don't really know from where and how to start with Unreal Engine.Can anyone give me some suggestions please?

stark marsh
#

im quite knew to it aswell, but theres tons of tutorials on youtube

reef lava
#

Start as in what aspect?

stark marsh
#

thats how ive started learning anyway

reef lava
#

hold up ima link you something

stark marsh
#

you can code in blueprints or c++ from what i know if you didnt know that

reef lava
#

literally the best thing you can use at your side at core

#

especially starting out

abstract relic
#

Start from the beginning. Make breakout or spacewars (2.5D of course)

plush yew
#

@reef lavaI I'lle be a solo developer,none of my friends is interested in it

#

@reef lava thank you

reef lava
#

i am too

#

ive been solo for the majority of my "freelance" career

#

and np 🙂

dim plover
#

If you have an Anim Sequence with a notify close to the very end, when it starts blending out, is it supposed to prevent notifies from firing?
Oh, turns out, anim sequences don't get updated when you reimport them (and they're different) in anim montages. So my new longer anim sequence's length never got reflected in the anim montage.

plush yew
#

@abstract relic,I've already tried something with unity,but I didn't liked it,made a very awful pong and flappy bird games in it

#

So I want to restart

reef lava
#

along with text, the documentation resource as I've linked you does a great job of mixing text with visual and interactable learning. It's also very useful to learn of pretty much or near every feature unreal has to offer, and how to use them, or when to use them.

#

I started in Unity as well

#

a long while back

#

then i began modding other games, some even in Unity

#

and got to unreal climbing up so to speak

stark marsh
#

does anyone know how to set two differant locations for my sword to go, like on my character

reef lava
#

@dim plover nothing should necessarily stop a notifie from firing as long as it's on the anim track where you believe it should be. Although not exactly sure what you mean

#

and oh

#

nvm

#

lol

stark marsh
#

i need one slot for my hand and one for his back, and i have got an animation that grabs it/puts it back

dim plover
#

Thanks anyway, Aerix. Though... this bug is definitely going to be a problem.

reef lava
#

right. yea, speaking of bugs, I have quite a project breaking one ive been putting up with for quite some time now

#

fustrating as ever, not a man I know can pin point it

dim plover
#

What is it, vaguely?

reef lava
#

ive used ue4 for 5 years...never seen anything like it; but hold up I'll link the answerhub post i created a few days ago

#

like I said, nothing I've ever come across (and obv using unreal for 5 years you're gonna get the fair share of problems and things you need to solve yourself) has ever been this bad, nor have I any explanation for it

woeful snow
#

Hey so I have a main menu widget bp with various child widgets in it. And sometimes I get this error: "Error: Blueprint Runtime Error: "Accessed None trying to read property CallFunc_Create_ReturnValue". This is on the "Add to Viewport" function in the image below. It is as if the widget it is trying to add is null, however, it is created just previously. And this error is random. It rarely occurs but sometimes does. Any ideas?

stark marsh
#

i really dont know how to get this to work like what he does in the video

#

he has 2 differant sockets for the sword

reef lava
#

if my map would open I'd honestly try the sword thing myself

#

but my computer wants to shit on me

stark marsh
#

😳

reef lava
#

fantastic

stark marsh
#

his back and his hand are both sockets with scene components, and there is an equip and unequip animation

obsidian lily
#

I haven't really I am just considering switching to unreal, and all this blueprint stuff is sort of scaring me away. From a programmer's perspective they look like a nightmare, and they seem pretty much unavoidable in the ecosystem (eg. marketplace). Can a programmer here tell me they are actually good and useful, or am I right to be nervous?

stark marsh
#

the animation is the thing that i have got working, its just the two differant locations of the sword on my player character which i have no idea how to do

verbal oar
#

Random Suvery from an enthusiat, who likes Street Hockey?

reef lava
#

excuse me what

verbal oar
#

i like street hockey, yes?

reef lava
#

just fyi

verbal oar
#

ah but no advertising ninja moves for jedis

reef lava
#

what

#

how do you go from street hockey to jedis

stark marsh
#

i dont know really, i dont know much about coding it text based, but it looks like blueprints are just easier and do the same things, im not sure though if there is extra things you can do with coding with text

reef lava
#

am i high

verbal oar
#

not discussing, i lioke treet hockey, wish it was in Unrweal, oh wait maybe

#

DM for more personal Instructions Sir / Ma'am 😉

reef lava
#

lmao

woeful snow
#

@obsidian lily I was a bit unsure at first. But honestly u can do a lot in BPs and I somewhat code... faster? in BP. Its honestly personal preference. C++ will also be the better go to but the blueprint system has expanded quite a lot

obsidian lily
#

@brazen axlealt I believe you are being fucked with 🙂

verbal oar
#

i am lol, but not dumm as some say : Blush :

reef lava
#

i bleieve so

#

either that

#

or yennefer is casting spells on me again

verbal oar
#

no i will leave recruit in Looking for talent, it's not kosher top advertt here

#

only jeids green screen their death sir

#

Steven Spielberg raped indsie jones man, raped!!

verbal oar
#

oh Wow

plush yew
#

@abstract valve Having trouble finding the "Select template category" Page

obsidian lily
#

@woeful snow I would be really surprised if BPs were faster for me than coding. Like, I can't even conceive of it. How would I design good apis? how would I test? And by the way, how ARE blueprints stored in version control? are they just saved as generated code, or is it worse?

verbal oar
#

i lives epic's unreal since R6 first hit the shelves, weird flex hehe

reef lava
#

lol

verbal oar
#

r63 was socool

reef lava
#

i like this guy even tho he's prob gonna get banned

verbal oar
#

eh rules are for fools look at meeee

#

jk

#

fgloppy dance :X

woeful snow
#

Well what I mean by code faster is in certain circumstances. Basically when I first started 3 years ago, I was super slow with the blueprint system but gradually got faster with it

#

I still code in c++ obviously

verbal oar
#

Hooray!

reef lava
#

right

#

i personally prefer a combo of both

#

instances where you'll use c++ , others where you'll utilize bp, simple as said

#

just gotta learn and know what they are

obsidian lily
#

ok, re: combo style, can you tell me some circumstances where BPs are good? like, how does the switching work for you?

woeful snow
#

Um. Well like if I want to program something quick like a component for the player or a widget, or player data overall, I might use BPs. But I would use c++ for tasks like what the player can do or the gamemode. However, when it comes to save game data for servers or just singeplayer, its typically c++

grim ore
#

well you could code your interface in UMG and BP or you could code it in C++ and slate

void kraken
woeful snow
#

wth lol

#

I have never seen that before

obsidian lily
#

@grim ore wait, UMG is BP-only?

misty creek
#

Slate is c++

low violet
#

Any idea how to connect to my steam dedicated servers using IP and Port (Open Level) without using Sessions? I know about NetDrivers and bUseSteamNetworking in DefaultEngine.ini but I still dunno whats the correct way to do it

grim ore
#

it's not BP only but it would be silly to use the UI layout system in pure code rather than in the editor. technically you can use C++ to do all the UMG stuff but.... why

woeful snow
#

Anyone have an answer btw for the question I proposed above? I still don't understand the null error.

#

Its very rare and uncommon as I said

obsidian lily
#

@grim ore yeah, that's what I'm interested in -- why indeed. Right now I can't conceive of what would be bad about the code or what would be good about the BP, even though i believe you when you say it?

grim ore
#

there is nothing bad about either, the engine is designed to use both

#

so you learn the engine, learn how it works, learn what is supposed to be done how, and profit

#

you can force yourself to use one or the other but the optimal way is both if you can

#

rigging up an animation blueprint?.... blueprint. doing some heavy math loops? c++. setting up a UI? UMG. etc.

obsidian lily
#

ok, I see

#

and what abotu the VCS question before? How are blueprints saved on the filesystem? what do they look like in git?

grim ore
#

I Personally use BP as much as I can because It's much faster for me (no need to reference the API or remember * & etc.)

#

Blueprints are data so no real diffing. there is BP Diff in the engine but it's wonky

#

in the end the general practice is do your C++ stuff when you want to do C++ stuff, expose it to BP to hook it all together visually if you want or to let your designers who can't code design stuff and make a game in the end

obsidian lily
#

data, as in stored as binary so there's no text to diff meaningfully?

grim ore
#

yep binary, not text

obsidian lily
#

that's pretty bad

#

it makes me queasy to think of substantial connective tissue in a complex piece of software, just hidden from VCS

#

like pull requests and code review

#

and testing. I suspect it's probably fine in practice

#

but call me a dinosaur, it definitely doesn't jive with my coding habits to date

grim ore
#

there is automation testing in the engine itself and you can do it with blueprints if you want

#

code review in BP is no different than code review in text, you just see it in pretty boxes 😛

#

its a different work flow for sure

obsidian lily
#

yeah that parts made me hopeful -- I have a whole spreadsheet with questions to answer about unreal, and checkboxes where the answer "this will be fine" and testing is one of the checkboxes 🙂

grim ore
#

I mean a function that takes in data , does stuff, and outputs data is going to work the same in BP or text code you just have to grok it differently

#

the primary thing to remember if you have this question is blueprints are just C++ code on the back end exposed in a pretty picture to the front end

obsidian lily
#

that's what I keep reading

#

but also that they are stored din binary, and like 10x slower

grim ore
#

well

#

if a rotation takes .000001ms in C++ and .000010ms in BP is it an issue?

obsidian lily
#

if it were literally the case that BP graphs were just natively represented as straight-forward, generated c++ then I'd be fine

grim ore
#

it's all relative in terms of BP being slower than C++. In the end if you optimize that will not be an issue

obsidian lily
#

@grim ore yeah, I've had this conversation with myself too. My usual answer is "I'm switching the beauty and ease of C# in large part for the performance gains, how sad will it be if I pay the price and don't get the benefit?"

grim ore
#

and technically there is support for BP saved as text assets (the engine just doesnt read them lol) and you can technically copy/paste BP graphs into text. The issue is they don't save as text and probably never will to be honest.

frank escarp
#

BP tick is more than 10x slower

#

measured about 100 times slower or more

#

to give a reference. 100 BP tickers will waste 1 ms on consoles

#

btw, 100% overhead, tick connected to nothing

obsidian lily
#

fuh -- seriously, what could it possibly be doing under the hood that causes that? some kind of asinine marshaling scheme?

frank escarp
#

different types of overheads in a bunch of places

#

just do not use blueprint tick at all

#

use blueprint for event based stuff, not stuff that runs every frame

#

and specially not for anything that loops more than 20 times

#

blueprint has a "fixed" overhead per-node. If you have math loops, the overhead of BPs will be much bigger than the calculation itself

#

other than those gotchas, you can use BP

#

just remember that they are a script language

#

use it to extend stuff and do high level stuff, not core logic

fossil socket
#

don't ya just love it when you click a UE4 link on google then it logs you out of your epic account for some reason and then redirects you to a completely unrelated page

grim ore
#

Spend a bit of time making a small project in UE4 trying out BP and C++, remake something you have done in Unity to compare if possible and just see what happens.

obsidian lily
#

I mean, my original thought when I started looking into this was that I'd just avoid them, but the ecosystem is pretty dominated by them :/ Like, you'd be hard pressed dto find a tutorial or marketplace asset that isn't just BPs

frank escarp
#

because distributing c++ plugins is much more of a nightmare

#

so only serious stuff gets distributed as c++ plugins

obsidian lily
#

yeah @grim ore I think I'll need to

frank escarp
#

but anyway

normal burrow
#

its interesting that prebuilt binaries are a thing on mp

frank escarp
#

avoid blueprint stuff in MP

#

i havent seen a single one that was decent

obsidian lily
#

I believe you

frank escarp
#

there are some very nice things on the cpp plugins land tho

#

pretty much all cases of marketplace "game logic" stuff in BPs is garbage

#

mostly because you shouldnt be implementing such things on pure BP to begin with

normal burrow
#

idk vblanco

#

if the person is using pure bp in their game they might be putting a lot on the exposing of native from plugin land

dim plover
#

It is unusually hard to read BP marketplace stuff.
I bought a couple of settings menu stuff, all BP, couldn't follow any of it.
On another note, if anyone wants to make a settings menu done mostly in C++, I'm sure there's quite a bit of interest in it. Might be worth it. 💰

obsidian lily
#

speaking of plugins -- one thing I'm still trying to figure out is pathfinding. In unity there is basically nothing, but there's an excellent project called a* pathfinding project by this guy who's been at it for years. It's a great package. when I looked into it in unreal it seems confusing. My impression is that there is some kind of native pathfinding in unreal, but also that people write their own which tells me it's probably limited, but I can't find any details

#

and most importantly, I can't figure out if there's a plugin that already exists that tries to be comprehensive like APP tries to be

grim ore
#

There is a navigation system in UE4 out of the box and technically A* in the engine just not exposed.

dim plover
#

There's also EQS, which you may want to look at.

obsidian lily
#

APP is poorly named -- I thnink it started as an A* implementation, but actually now it's a big system with a lot of options

grim ore
#

the basics for navigation itself are built in. areas to move on, obstacles to avoid, etc.

obsidian lily
#

dynamic, too, I assume?

grim ore
#

depending on the goal yes, I know people bitch about it in "large" worlds but I think its a learning curve for that one

#

Fortnite is fairly large and has bots using UE4 so thats about as well as I could say it works for sure

native adder
#

How does one make a character rotate using blueprints?

obsidian lily
#

my use case is basically 2 different things: one is smaller areas with fairly complex geometry (including bridges and the like), and one where for large areas that are significantly for simple

#

think of like navigating a landscape over distances, then navigating a town

grim ore
#

@native adder if you are using a Character you can set the control rotation

#

slap down a nav mesh over the terrain you want it to walk on, block anything you dont want it to walk on, and tell it to move lol

native adder
#

Its a 2d frictionless enviroment

grim ore
#

a to b navigation is pretty simple, the EQS system is more for choosing what to do rather than moving itself

native adder
#

And the desired effect is the character rotates to the mouse

grim ore
#

well i dont know how you are moving the character itself but there is find look at rotation if you want to find the rotation from A -> B

obsidian lily
#

yeah it sounds coo. Although I do worry about details -- what about ladders or other "jump" type connections? What about dynamic geometry, eg. the player places stairs in a new arbitrary location?

grim ore
#

there are nav links for going up and down, ladders are special case like in anything

native adder
#

@grim ore The movement is by a basic clicking system

#

Press left to add speed and momentum

grim ore
#

how do you turn it now? or does it not turn at all? can you rotate it now with keys or mouse

native adder
#

Not turn at all

dim plover
#

There are nav modifiers that apparently able to support stuff like that. Dynamic geometry is also supported more or less out of the box.
The only thing it straight up can't do is flying stuff. No navigation info in the air.

grim ore
#

then you can probably just rotate the mesh, otherwise if this is a Character class you can set the control rotation. You can use the find look at rotation node to find the correct rotation to use.

obsidian lily
#

this all sounds great. I may need flying down the road for some kind of mob, but whatever, I'll burn that bridge when I come to it

native adder
#

Will do

inner finch
#

Are planar reflections totally disabled for mobile platforms? Or is there an override checkbox hiding somewhere that disables them on mobile by default? I currently see blackness where there should be reflections 🧐

obsidian lily
#

the main thing is people walking around, which it sounds like I'm good on

grim ore
#

yeah walking around is no problem. You can find many a tutorial on that basic AI lol

#

even ones that handle doors and remaking the nav mesh as needed

obsidian lily
#

yeah nice

#

I'm going to go ahead and put a checkmark next to pathfinding 🙂

grim ore
#

you are just going to have to go play with it for a bit, even if it hits all the checks it still might not work

obsidian lily
#

actually, while I have you: what do you think I might be fucked by that I don't yet know about? Like what would I put on my spreadsheet if II already knew what I don't currently know about the pitfalls of unreal?

grim ore
#

Every engine has plusses and minuses, your project should dictate what to use

#

like a mobile 2d game multi platform and using ads I might avoid UE4 if I wanted to knock it out quickly

#

a basic Multiplayer FPS, I would choose UE4

#

an AR experience that needs the latest SDK, I might go with Unity and Vuforia

obsidian lily
#

it's neither, but in terms of scope and capability, unreal is fine, and almost certainly better than unity

grim ore
#

I don't think either is better, they just do things they do

obsidian lily
#

I have a prototype in unity which just can't hold up, performance-wise, even though I've tried pretty hard

dim plover
#

a basic Multiplayer FPS, I would choose UE4
Are you implying that you would pick something else for an advanced multiplayer FPS? 😄

grim ore
#

maybe lol. I know a basic MP FPS would be like drop in assets and bam it works in UE4 lol

#

like a more advanced MP FPS I might lean towards Unity just due to them having more services I might need as epic is still ramping those up

obsidian lily
#

are there any obvious must-have assets for something like that?

grim ore
#

Unity really has a quite nice set of services they offer their users and Epic is just slowly catching up

obsidian lily
#

like is there a "everyone uses this" kind of character controller or something?

dim plover
#

What type of services? Like... Gamelift support sort of things?

#

No, there aren't really any mandatory third-party plugin stuff, really much at all.

grim ore
#

yeah. ads, analytics, cloud supports, etc.

#

nothing you cant do in UE4 just not out of the box like in Unity

#

but then again Unity literally has no official Networking layer right now so....

obsidian lily
#

yeah I guess that's true, but I also was surprised when you wrote that

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because when I think of unity I think "well, this is going to have to be custom..." because basically nothing works

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like networked multiplayer -- sure... except not, you have to roll your own

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even terrain is like... well, fine to prototype, but good luck actually using it in a real game

grim ore
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yep it's a global picture type thing. What can I get out of the box from this engine, what do I have to roll myself, what can I purchase, etc.

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Unity is catching up to UE for some of that quality of life stuff, while UE is catching up to Unity for some of that bonus stuff

obsidian lily
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yeah, agreed

normal burrow
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blasphemy

grim ore
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at some point Unity Engine will be born