#ue4-general

1 messages ยท Page 618 of 1

grim ore
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actually that was quite curious, the latest git changes to UE have removed the date from the copyright notice and I have noticed less "Unreal Engine 4" branding and more "Unreal Engine"

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in 2 years both engines will be different than they are now so that is always something to keep in mind.

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hell at that point we might see Cryengine actually usable... maybe?

abstract relic
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Maybe. They might just get another government bailout more likely ๐Ÿ˜œ

normal burrow
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oof

obsidian lily
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yeah actually, the other thing that prompted this exploration is that I lost faith in the direction of unity. The basic story is that I was having some performance issues that I believe ECS and burst and everything could address, and I believed the tech team was better than it had been, and the stuff they were talking about releasing seemed good, so I was waiting

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but 2019.3 is basically a botched release waiting to happen, and I think it's becsause their new CEO is pushing too hard for IPO

grim ore
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DOTS is soooo far off from being usable

obsidian lily
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so I'm like, oh, they are shitting the bed in preparation to cash in

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fine, but I'm out

normal burrow
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dots is merely an excuse to claim unity is fast when no one uses it.

obsidian lily
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yes @grim ore totally agree, and I doubt it'll ever really be as promised now

abstract relic
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They donโ€™t seem to have a long term support plan either. There are several features that break each other.

grim ore
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I love the idea of the visual scripting system in Unity and it being DOTS code on the back end but jesus it's in an unusable state right now and I think it's going to get worse

normal burrow
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its a trap, this is my honest opinion

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they get you with the taking no royalty from your never-finished game

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and dark theme money

dim plover
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I just really, really want to see what happens if they IPO. I mean, there's like no way that Unity users benefit from that.

grim ore
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The best part of the visual solutions on Unity is they are usually VS <-> C# code which is awesome and if Epic could figure out how to push that thru.... amazing

obsidian lily
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yes, I have come to agree with all this

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but guys

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C# is so nice. .NET is so nice

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I am sad in my heart

grim ore
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Coding is nice but Blueprints make joy ๐Ÿ™‚

abstract relic
normal burrow
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doctor monocular i really think that statement of C# is off though

obsidian lily
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I've been looking at all the wonky reimplementations of LINQ for c++, and weeping

normal burrow
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like its really a bad thing to work with for games

obsidian lily
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yeah yeah, GC, whatever -- but from a programmer ergonomics perspective I'm going to miss it dearly

frank escarp
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@obsidian lily c++ Ranges are like LINQ but extremelly faster

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on c++20

normal burrow
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nah not even gc alone doctor

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its not a fun language to get into deep

frank escarp
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linq has atrocious perf because it allocates new vectors and data structures constnatly

grim ore
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If you swap to using just BP you never have to worry about what you are missing in C++ ๐Ÿค”

normal burrow
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even ignoring its horrendous performance i mean

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generics are bs

obsidian lily
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yeah I get that LINQ is a performance disaster, but it's glorious to use

manic pawn
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too bad c++ ranges has ๐Ÿšฎ syntax

normal burrow
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compared to linq though?

low violet
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Its not really a performance disaster, its just not as good as it can be

normal burrow
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nah it is, full fledged disaster

low violet
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Well not really, the algorithms it uses can be improved, just like your implementation of it would be like

grim ore
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I think the only solution is we go back to using ASM and stop using all the modern language conveinences

obsidian lily
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I think it's faiir to call it a performance disaster, but also it's worth pointing out that it's perfectly fast enough for what it was designed for... which isn't games

normal burrow
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its 100% dependant on implementation and implementation to not have it suck and generate garbage collection normally involves so many explicit template implmentations that it makes your head spin just to satisfy some few quick coding lines

frank escarp
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meanwhile c++ ranges are literally 0 overhead

normal burrow
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meanwhile, you dont use linq and write less code

frank escarp
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and so are the rust ones

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tho looking at c++ ranges extension... they are truly big brain 500 iq template bullshit

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so only hyper experts wil lbe able to create new ranges

normal burrow
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templates and meta programming are the way

obsidian lily
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@frank escarp I'm reading here, this seems nice

normal burrow
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dot net has no smarts in compiler

obsidian lily
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what c++ does unreal use?

frank escarp
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casuals will just enjoy sort(vector) and : take 3

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14

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you can eanble 17

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you can use ranges v3 lib on unreal. Pretty sure

low violet
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Just go use python

obsidian lily
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so we're fucked on this for a while?

frank escarp
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but that template is such level of template bullshit that will murder your compile times

normal burrow
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yeah, use python over c# for sure, and use neither as your game's language

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i think thats a bit of a myth vblanco

frank escarp
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@obsidian lily ranges v3 supports c++ 14

obsidian lily
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@p@t one thing you're dead wrong about is "less code" -- Linq makes things really clear and concise almost always. It's partially just preference, but it super clarifies logic in most cases

normal burrow
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inlining is usaully the culprit over templates

frank escarp
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so you should be able to use it on unreal

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and on unreal types

normal burrow
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@obsidian lily nah, you misinterpreted what i meant. The amount of code you have to write to support the syntax was the point of that statement. You spend an entire day implementing all the interfaces to avoid some gc allocation

obsidian lily
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neat

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one annoying this is that this doesn't use standard names

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neither does linq, but this is yet a third arbitrary naming scheme, hah

abstract valve
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@plush yew you get that page when you create a new project

normal burrow
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and its not like its free either, all that interface implementation. compiler does nothing smart with it.

obsidian lily
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got it

manic pawn
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the fuck is a views::iota

frank escarp
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1-2-3-4 ....

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dont blame the ranges

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blame the stl

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who decided that incredibly retarded name

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views just view-ify it

normal burrow
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tbh who cares lol

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views::iota is a little better than views::somemoredescriptivetext

manic pawn
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that calendar example on the page probably takes 5 minutes to compile

frank escarp
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it does

manic pawn
obsidian lily
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ah yes, one of the other problems with unreal... the onerous compile times.

frank escarp
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there is also this

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like a much simpler version of that ranges lib

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more portable

obsidian lily
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one of the things I was looking forward to in unity 2019.3 was shorter iteration because it was a problem for me that code changes took like 15 seconds to see working in engine, which was breaking my flow

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to which unreal replies "lol, hold my beer"

native adder
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@grim ore Sorry for asking, but how can I find the location of my mouse so I can apply actor rotation?

normal burrow
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working with a smarter compiler does take more time for sure, but if you keep the player on mind its worth it

grim ore
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@native adder look at the Convert Mouse Location to World Space node

manic pawn
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if they used this ranges crap in the engine it would take 10 hours to compile on your threadripper

obsidian lily
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incidentally, slate ui looks older than UMG by a fair margin, is it a "the old way that still works, but none of the cool kids use it" situation?

native adder
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Erm

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I cant find it

gilded lichen
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Why does this happen? I put 2.1 and it changes to this?

normal burrow
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someone will correct me if wrong doctormonocular but bleieve slate is a level lower than umg

native adder
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Convert Mouse Location to World Space node doesnt exist

normal burrow
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like slate exists in umg

manic pawn
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umg is implemented in slate

normal burrow
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ye, that. thank you

obsidian lily
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I see

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ok cool, so I can choose which layer of abstraction I work on

normal burrow
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absolutely.

obsidian lily
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seems fine

normal burrow
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no mess of gameobjects

grim ore
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@native adder It's a context sensitive from the player controller, so drag off a reference to that or uncheck context sensitive

obsidian lily
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hah, yes, unity ui leaves something to be desired

native adder
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Ah thank you

grim ore
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it's based on your player camera normally so you might have to do math or you can get the mouse position and deproject it to try and get the actual location on the screen relative to your player. lots of math at this point

native adder
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Oh no

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I hate that word

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The big M

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Screeches in terror

grim ore
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the find look at rotation node takes in two vectors and gets the rotation from one to the other to face it. You can get your players current location then the location of the mouse in the correct plane and feed it into that node then you can use that to set it

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but all of this is general info as I dont know your exact game setup in regards to player and viewport etc..

plush yew
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@abstract valve found it -- thanks

obsidian lily
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@manic pawn can you say more about compile times? II think the way it works is that c++ templates are actually a compile time this in which the compiler looks at all the places you actually used them, and generates specific , strongly typed overloads for all the necessary methods, which implies to be that the more ways you use what I would call a generic function, the more compile time it adds? Do I have that right?

normal burrow
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doctor, know you asked zeb but easy answer is templates do exactly what it looks like

manic pawn
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the problem are these """modern""" ones where you have 100 levels of templates to do something simple for no reason

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so the compiler is busy for quite a while

native adder
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Which vectors specifically? The Mouse, player or the camera?

grim ore
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I was supposed to start work like 2 hours ago but this conversation has been quite fun to watch

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@native adder the start vector would be your player, the end vector would be the mouse if you want to find the look at rotation from the player to the mouse

obsidian lily
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@normal burrow I am very familiar with the concept of generic, which are similar to templates, but I'm less clear about how they are implemented under the hood

native adder
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Alrighty, and the vectors can just be dragged in, right?

grim ore
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should be able to be yep.

normal burrow
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everything you know about generics doctor

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ignore it

obsidian lily
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@manic pawn that makes sense -- I guess it's a sort of combinatoric explosion of types when you start combining and laying templates

normal burrow
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it literally makes code for the exact type without constraints or anything

gilded lichen
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Can anyone help this is a bit annoying. When I put 2.1 into a delay it converts to 2.0999999?

normal burrow
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template<typename T> auto GetX(T value) { return value.X; }

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that will work with anything in the world that has a .X

obsidian lily
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I was about to say "but what about interfaces?" -- not a thing ๐Ÿ™‚

normal burrow
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it does not care yeah

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it just calls as it says

grim ore
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@gilded lichen that would be floating point precision, it's annoying, and not much you can do ๐Ÿ˜ฆ

obsidian lily
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@gilded lichen you are seeing a floating point precision issue. The ELI5 version is that 2.1 cannot actually be represented without a repeating decimal when using the internal format of a floating point number

grim ore
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lol

gilded lichen
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oh ok, thanks

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thanks both by the way ๐Ÿ™‚

grim ore
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I used to spend hooours in Unity wondering why that would happen to my transforms and crying because it was broken

obsidian lily
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๐Ÿ™‚

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it's a shitty design

grim ore
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It's also why we have the float comparison function 'NearlyEqual' lol

obsidian lily
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I wish they had made better choices back in 1740 when they invented them ๐Ÿ™‚

low violet
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Is there a way to use Steam Online Subsystem while using IPNetDrivers?

blazing owl
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When I package a game, the folder it creates is called 'WindowsNoEditor'. Why? And how do I change it from calling it this prior to packaging?

grim ore
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that is the platform and target, you can just rename the folder. The folder doesnt really matter as the contents is all you need and should distribute

obsidian lily
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ok, another question if people are up for it: threading. Obviously, you can do it IF YOU DARE. Is there a library or best practice to do threading as safely as possible, or am I on my own if I want to do it? Eg. I think it makes sense to my AI planning on its own thread, but I am not keen on causing a bunch of problems

grim ore
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the systems that can thread do thread, other than that you are on your own in C++ land

obsidian lily
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I guess I could write a light wrapper around it and treat it like a Job which the api I'm used to from a few different environments

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I am very likely to subtly fuck it up at first though ๐Ÿ™‚

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the basic situation is that threads talk to each other through shared memory and when you read or write to that shared memory you should lock it first, right? and then all the (fucking) details about that, but that's the baseline?

grim ore
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it doesnt seem like it's too hard and I want to say there are things in the engine you can use for doing threading it's just not exposed to the top level

obsidian lily
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I saw an old wiki entry about how to do it, and it looks terrible but doable

grim ore
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yep [FAsyncTask](API\Runtime\Core\Async\FAsyncTask) - template task for jobs queued to thread pools is part of the engine

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and it can't be too hard there are threading plugins on the marketplace

obsidian lily
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very well -- I'll bang my head against that when I get there, I think it'll probably be fine

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in web based queuing systems they have a good model I think. It's too slow for games probably, but basically you have a job type object which actually just inserts the data for a job into a database like redis, there is a separate process running that polls for jobs, runs the job you inserted, inserts the result into the same database, where it is then retrievable by the original program (through a hook, basically) -- there's basically no way for the usual memory corruption bullshit to happen

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nobody gives a shit if it takes a few seconds to complete

copper elk
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How has TABS created a screen like this?

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I dont mean specifically how

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I meant how can I recreate it

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Im asking about the glow

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because I know that you cant have glows in UI so Im guessing you would have to put this into the actual world right?

grim ore
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is it actually glowing (affecting other items) or just a good image

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create in after effects/photo shop, render out frame sequence if its animation, play back sequence

copper elk
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its the only thing on the screen

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so you cant really tell

grim ore
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yep seems like the easiest way is just an image or sequence

copper elk
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wdym

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as in created an image and made the glow effect in photoshop?

grim ore
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yep

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you can try a 3d widget as well if you want

abstract relic
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or use post processing

edgy halo
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Does anyone know what "Visibilitycommands" in gpu stat means? its eating performance

copper elk
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for a 3d widget cant I make a glow?

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within UE4?

plush yew
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Hey..is it possible to crash a flying enemy (drone) crush in specific location upon death? Because I've found out that there is Navmesh in UE4..is it possible?

copper elk
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anyone with a big brain please translate to dumbass

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I need step by step help

obsidian lily
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I can't give you step by step, but basically it means the way ui is generally done means you can't apply the usual effects to it. Instead you might consider putting the ui elements into the world like other objects in the game, and then the usual effects will apply to it

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like glow -- but also the rest of the effects like motion blur, which maybe you don't actually want

grim ore
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the easiest way and the one probably used most is to just make the image look the way you want

copper elk
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in photoshop?

grim ore
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yep

copper elk
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ok

grim ore
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otherwise you have to put the widget in world space and apply post process to it and hope it works right etc etc.

obsidian lily
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yes, exactly

bronze bloom
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you could always have a dark scene and a emissive material on a static mesh

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then just a camera pointing at that

plush yew
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Can someone tell me the height and run specs of proper stairs for UE4?

regal mulch
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Well UE4 uses centimeter

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You should be able to more or less use reallife numbers

plush yew
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ok, i build in blender in english measurements, and have been having trouble when I import with a 10 inch run and 8 inch rise

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I'll keep figuring it

regal mulch
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Yeah it's advised to change it to metrics

plush yew
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understand -- thanks

obsidian lily
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@plush yew hey, I don't know much about unreal yet, but I know a lot of stuff about buildings in meatspace ๐Ÿ™‚ 8/10 is not really the right rise/run

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it's more like 7/11

grim ore
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I like 7/11 hotdogs

plush yew
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Ok, I knew the two had to eaqual between 17 and 18 inches

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i'll try 7 11

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6 and 12 worked in unreal also

obsidian lily
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generally you don't want to exceed 7.75in rise, 7 is more normal, and you want an absolute minimum of 10 run, but 11 is more normal

plush yew
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cool -- thanks

obsidian lily
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yep

plush yew
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@grim ore I prefer circle K hotdogs or speedway

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๐Ÿ˜„

obsidian lily
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oh, worth noting I guess, those dimensions are for residential applications

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things change for industrial or whatever, but those numbers should get you started

plush yew
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ya, thats what I am working on, just out of curiousity, whats the standard for commercial

gilded lichen
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Hello, I've seen a video where the person drags a node onto a line and joins the line. What is the keybind for this?

obsidian lily
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well, there is no standard is the real answer -- local code will dictate the ranges, but some things are more of an artistic choice

wary wave
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'English measurements' - eh

plush yew
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LOL

obsidian lily
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for example, if you want luxurious stairs you might make the run substantially longer than usual

grim ore
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@gilded lichen you probably saw some custom code to do that

obsidian lily
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or if you're building like industrial machinery scaffold, you might have a rise/run ratio that's a lot more like a ladder than stairs

plush yew
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ya, ok, that makes sense -- was in a house the other day where the rise was in the range of 12 - 13 inches nad the run was about 6.5 to 7 -- built in 1865 -- original stairs

gilded lichen
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oh really

obsidian lily
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yeah, makes sense, old stuff like that is whatever the builder felt like and whatever the layout dictated

plush yew
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yep

obsidian lily
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those also trend toward "deathtrap" hah

plush yew
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what ever you do, dont trip whe making a midnight bathroom run

obsidian lily
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no shit

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that stuff is going to hardwood through to the brick footings too, so not forgiving!

plush yew
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yep

obsidian lily
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I really admire those old builders

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and do not envy them

plush yew
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very true

obsidian lily
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pine lumber with power tools is fine with me, thanks, lol

plush yew
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my brother was remodeling a century home at one point - had to pre drill all the drywall screws -- balloon construction with OAK studs -- couldnt drive the drywall screws, kept breaking them

obsidian lily
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dude, I renovated an old house once that it was simply impossible to nail anything into. No matter how good you were, the nail bent. I needed a pretty hefty rail gun to make it work at all. That shit is no joke, especially after aging that long.

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I fear we are deeply off topic for this room now though ๐Ÿ™‚

plush yew
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indeed -- btw the 7 11 stairs didnt work, I'll stick to 6 / 12

obsidian lily
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didn't work, meaning unreal's default collision didn't treat it like a ramp?

plush yew
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ya

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wouldnt let me go up it

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I set use complex as simple

sweet relic
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You can set the step up height it the character movement settings

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or just put an invisible plane over the steps

plush yew
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where do I find those settings?

sweet relic
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in the character blueprint

plush yew
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cool -- thanks

obsidian lily
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ok, I have literally one checkbox left on my dorky spreadsheet to ask about. I asked about this elsewhere and got an answer that was less detailed than I'm hoping for: short version, I will need to combine meshes into a single mesh at runtime, and also generate LODs for that mesh. Of course everything is possible if you just do it, but I'd love to know if there's a built in way to do it or a good marketplace asset that does this

sweet relic
grim ore
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you can skeletal mesh merge at runtime but I beleive static mesh is on the board

obsidian lily
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whoa thanks both of you ๐Ÿ™‚

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so that's surprising to me -- skeletal mesh merging but not static. Am I confused, or does static merging seem much easier?

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I guess the use case for merging skeletal meshes it like module characters, for example

grim ore
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I founds some stuffs

obsidian lily
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but I'm surprised you don't get static mesh merging for free from that

grim ore
obsidian lily
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oh snap, this is an interface that just does the thing I want, it seems

grim ore
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and no one cares about static ๐Ÿ˜›

obsidian lily
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in unity there is a distinction between static meshes and meshes that don't move or do anything, but maybe are added to the scene at runtime or whatever

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does the same distinction exist in unreal?

grim ore
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not really that I know of. Static meshes or skeletal meshes. how they come to exist in the world is up to you. I know there is a procedural mesh component that is/was being updated as well

obsidian lily
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interesting

sweet relic
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I think an actor's mobility would be close

grim ore
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yeah maybe its mobility?

sage tree
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Does anyone else get poor performance in UE4.24.1 when using multiple monitors, putting the content browser on a side screen? I am seeing half fps or worse in my viewport on the main screen. beefy hardware so that shouldnt be the issue.

obsidian lily
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yeah in unity there's a build-time process that combines and optimizes static meshes, ie. meshes that are known ahead of time and won't move at all. It let you do a lot of prebaking, with some options to account for culling and stuff

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@sweet relic what is actor mobility? just what it sounds like?

sweet relic
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static | stationary | movable

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when you click on an actor just under its transforms

obsidian lily
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ah, yeah

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I'm sure there are details about each, but those distinctions make sense intuitively

whole quarry
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Unity makes a distinction between static mashes and meshes that dont do anything? Does unity have a different understanding of static?

plush yew
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@sweet relic you mentioned putting an invisible mesh over the stairs, is that done in UE4 or in my modeling program?

swift spindle
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@sage tree Unreal does not like many windows open...it has always been the way...

grim ore
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for reference the geometry tools that create stairs default to 20cm height and 30cm length if that helps

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and @plush yew you can create your collision in both places. In the static mesh editor (double click the mesh) you can create collision for the stair mesh automatically. something like a 10 convex collision volume would probably go around it

plush yew
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Cool, thanks

reef rune
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hey everyone, can someone explain what does multiple root bones error mean when I try to import model to UE?

grim ore
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you have multiple root bones

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your animation should have 1 root bone, at the bottom of the hierarchy, and it sounds like you have extra (maybe rig bones or other stuff)

reef rune
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okay

misty stone
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So I got this when trying to save my map after building, anyone have any clue why this happens or how to fix it?

obsidian lily
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@whole quarry there is the common sense usage of "static" which means "this doesn't move or change," but there's also a literal boolean checkbox you use to mark a mesh as "static" in the editor, which means "I, with my human brain, guarantee that this geometry never moves during my game, and never should, and I wish therefore for this geometry to be optimized for cheap rendering in exchange for not letting me ever move it"

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something that just happens to never move or change isn't optimized in that way

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@misty stone just a wild ass guess, but is that map a streaming thing in which only part of it is loaded at a time?

scarlet birch
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@grim ore Nice. That skeletal mesh merge is going to come in handy right now.

misty stone
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I'm not using streaming @obsidian lily

obsidian lily
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yeah I don't know then, you have now exhausted my unreal knowledge ๐Ÿ™‚

misty stone
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someone told me to delete the builtdata and build lighting again. Time to waste another 6 hours

obsidian lily
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in other news, how do people deal with the onerous build times in unreal? Obviously it's not like making a quick change and seeing how it went over and over as in other environments, but what is the alternative workflow? I am imagining a combination of TDD where most of the work is happening without the engine per se, and in much smaller chunks, and also exposin as much data as possible at runtime so tweaking gameplay can happen in real time and justb e saved as data. What else?

grim ore
scarlet birch
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Going to have to add some code to the base character class I'm using but the pay off should be worth it. Rather than having each piece using a separate mesh and using master pose I can use that to take the parts and merge them.

obsidian lily
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yeah I remember that from our convo before, but suppose I want to focus on reducing build times for code, what can I do?

grim ore
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touch less, expose more I guess. Once your class base is done you can expose what you want to tweak to the editor itself and tweak them there at runtime or design in the editor

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it's not horrible if your machine is decent and you don't go touching parts of the engine. If you are just working on your project module your compile times are not an issue

obsidian lily
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yeah I don't plan to mess with the engine (knock on wood), but I also don't imagine most of my time will be in BPs. I'm thinking of like building substantial new pieces of architecture, and the process of figuring out what that architecture should be, what the apis are, the actual implementations of all that - it's sort of "tweaking" but not in "change this easing value" kind of way

grim ore
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yep it wont be bad plus with live coding it's fairly quick to reload changes in the editor

plush yew
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Ok, I got the stairs working finally --- added a plane over them and set it invisible --

obsidian lily
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nice

plush yew
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ya, thanks for the help

obsidian lily
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ok cool, thanks @grim ore

plush yew
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@grim ore thanks to you also

next badger
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@stark marsh I'd recommend you to change the name

obsidian lily
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jesus. re: live coding how the hell does that even work? pretty amazing

flat idol
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its dark practice

obsidian lily
#

I guess you have the program running in memory, and you have some kind of diff, and in games there's a natural stopping point between frames to swap the new stuff into memory, but man, I can't imagine the nightmare of edge cases

grim ore
obsidian lily
#

yeah, it's like I thought

#

it's cool stuff

next badger
#

is it enabled by default btw?

gilded lichen
#

Hello, I need some help fixing this problem.

celest creek
#

Hey, so I'm in a situation where I need collisions (am currently using overlaps) for my pawn... but my pawn has 3 sceneComponents for movement reasons.

How can I make collisions work on a staticMesh that is not the root of my actor?

next badger
#

@gilded lichen why do you have two bools?

gilded lichen
#

tried to think it that way but I'll delete them

#

as it did nothing anyway

next badger
#

i mean, it should be "is hovered" and you set it false when it's not hovered

#

also you have 2 controllers...make sure you tracking them both

gilded lichen
#

it changes when you press the trigger

grim ore
#

heh I couldn't figure out the problem, I don't know what was expected to happen and you didnt explain ๐Ÿ˜ฆ

#

mark it as works as intended and move on!

gilded lichen
#

well

#

when the hand is moved towards and off of the button object, it jumps forward. I just want it to stay where it was

#

starts here

grim ore
#

so moving the right hand onto the object causes it to move location is the issue?

mellow turret
#

is there a way to change the decal component size at runtime

gilded lichen
#

only when it jumps forward suddenly, that is what I dont want

regal mulch
#

Hm, the Timeline looks weird to me. Not 100% sure if that's the right setup

#

It looks like it jumps every time you re-hover

#

This part, every time your Timeline ticks, it adds something between 0 and -100 to the StartLocation

#

This doesn't lerp from StartLocation to NewLocation

#

Try putting start location into A and calculating EndLocation with StartLocation - 100,0,0 and putting that into B

#

@gilded lichen

#

Might be desired though, but not sure if this causes the issue

odd yarrow
#

My imported wav can not be played

#

how do I fix it>

regal mulch
#

@mellow turret Well, the component has a variable DecalSize, did you try modifying that?

gilded lichen
#

I fixed it with a bool as getting the location needs to happen once. Thank for your help anyway!

regal mulch
#

Could just grab the Location on BeginPlay

#

Not need for the boolean then

#

@odd yarrow Depends on why it doesn't play.

gilded lichen
#

jesus, thanks

mellow turret
#

just checked the header file, I thought the variable was private since there wasn't a "SetDecalSize" node in blueprint., thanks

odd yarrow
#

@regal mulch I simply dragged and dropped, and it won't play at all

regal mulch
#

Does it play if you preview it in the content browser?

odd yarrow
#

yes

#

I mean no

rotund scroll
#

hey guys, for foot IK for a humanoid skeleton, has anyone figured out a good way to move the mesh below the capsule?

odd yarrow
#

not at all

regal mulch
#

Then the import is already not working. Make sure that you read up on what your wav file needs to have to work

odd yarrow
#

but it does play when played in the pc

#

ok

regal mulch
#

Not 100% sure about audio stuff but there are some codec settings I think that have to be correct.
But that's just a wild guess.

plush yew
#

Once the shaders are compiled, do they need to re-compile evertime a project is opened?

grim ore
#

they should not unless your cache is messed up or your change your renderer or shader model

flat idol
#

this usually happens when you setup a game map in project map settings for the editor. in this case editor will try to stuff every asset cache into a limited size of boot ddc, and you're already hit the limit, so it doesnt fit.

#

i'd recommend you to create an empty map that has no gamemode set, and set it as default map for the editor to open with.

plush yew
#

Ya, I created an empty arch viz map

#

errr project

flat idol
#

maybe it will clear this boot ddc and the shader recompile just go away

#

I'm not talking about an empty project, but an empty map for your project, and set it as default editor map in the project settings / maps.

plush yew
#

Oh -- ok, lots to learn yet

rapid acorn
#

Anyone use Ambient occlusion on just parts of a scene? I want to use a mixture of light baking and AO for different objects but can't find an easy way of controlling AO

#

AO lust gets applied to everything

#

*just

flat idol
#

It's a screenspace effect, but in the material you can feed something into the ao, maybe try a 0 or 1 const perhaps it will ignore ao on those surface.

#

Never try just guessing

odd yarrow
#

@grim ore Do you know why my imported wav's won't play ?

rapid acorn
#

I'm looking into baking AO into vertex alpha, but was gonna try for something simpler

grim ore
#

There is no way of knowing, they should work if they are supported. You could try sharing a wav and we can try and take some guesses

odd yarrow
#

Take a look please @grim ore

fathom glade
#

I'm having a hard time with the sequencer, none of my objects will seem to animate in it, are there any known issues that cause this?

fierce tulip
#

lol

grim ore
#

plays fine here, just quiet

odd yarrow
#

damn

grim ore
#

seems a bit long for the same sound tho

odd yarrow
#

it should be playing tho...

grim ore
#

yep it plays fine here, its just a really bad wave

flat idol
#

did you see any errors or warnings while import this wav to the editor?

odd yarrow
#

No

grim ore
#

yep thats the wave how it should look

odd yarrow
#

yeah but when I click on play icon

#

it doesnt do anything

grim ore
#

did you turn off your sounds in editor perhaps?

fathom glade
#

sorry I didn't mean animate I think more key framing? i try to move an object from left to right in two different frames, but it just doesn't want to move

odd yarrow
#

nope

fathom glade
#

scrubbing through, the object never changes it's position

odd yarrow
#

it doestn play the sound, it's not because I can't her it

#

hear

#

thanks anyways

grim ore
#

try this one

odd yarrow
#

same

#

thing

grim ore
#

then it's not the wave its your project/settings/pc

#

in the content browser click on view options on the bottom right, turn on engine content, then filter by sounds. look for the compile save/ok sounds and try them

flat idol
#

i have import both wav files and they both play in my editor too.

#

maybe the new audio engine is bugged

grim ore
flat idol
odd yarrow
#

it works

#

but don't know what the issue was

#

exaclty

#

I was playing with the world settings > audio

odd yarrow
#

and it wrks now

fathom glade
#

does anyone know how to fix that?

#

the y changes values, but the mesh doesn't change position when I scrub through even with keyframes

gilded lichen
#

Anyone know why I get this for like 2 mins then it plays the game?

wary wave
#

presumably because it's loading

lilac wedge
#

forgot what a certain node was called. It has two float inputs and an alpha input

wary wave
#

I normally get a black window when it's doing that, but Windows works in mysterious ways

fierce tulip
#

lerp

wary wave
#

^

gilded lichen
#

but beforehand it was instant, only on second play will this happen.

lilac wedge
#

@fierce tulip Thank you ๐Ÿ™‚

grim ore
#

@fathom glade IF you select the item in the Track View does it show the path for the transform like this?

gilded lichen
#

@wary wave I've just closed my project and loaded it up again and it was instant

wary wave
#

odd

fathom glade
#

@grim ore no it doesn't, seem to be there like that

gilded lichen
#

now its instant all the time?????

grim ore
#

might have to just remove it from the sequence then and rekey it

fierce tulip
#

@gilded lichen sometimes it needs to recalculate/render/process stuff

fathom glade
#

I keep trying, but it doesn't seem to be working

#

It's also a childed sequence I'm working in

#

if that makes any difference

#

I'm watching the tutorial, and he does it pretty much the same, it's so easy for him

#

I'm grabbing the same static mesh actor, and everything

grim ore
#

you don't have anything stopping it from moving right? its set to movable and you have no scripts running on it

fathom glade
#

I'm not sure if anything would stop it from moving, but I did set it to moveable, and static. I tried both, I don't think this project has scripts to stop it as it's a project from the online learning portal.

grim ore
#

yep it should move then ๐Ÿ˜ฆ

fathom glade
#

darn I'll just try restarting everything

#

it works!

#

LOL I don't know why

grim ore
#

my only thought would be to draga simple cube into the level then add it to sequencer and keyframe it just to test

#

and that is weird

#

"have you tried turning it off and back on again" does tend to work more often than it should lol

fathom glade
#

I should have done that, crud oh well. I did press the alt key a few times randomly, and I clicked on it after that

#

who knows, thanks though

grim ore
#

Glad it's working ๐Ÿ™‚

fathom glade
#

๐Ÿ™‚

grim ore
#

atleast it confirms you are not crazy

fathom glade
#

haha, that's always good

plush yew
fierce tulip
#

you closed it

#

need to reinstall ue4

#

(just kidding)

#

think you can re-enable it in window

plush yew
#

fixed it

#

haha

#

that joke genuinely made me laugh

wheat dirge
#

so i just installed 4.24, and trying to open a blank project i created I get an ue4editor.exe - entry point not found error. The description of the error says " the procedure entry point LeaveCriticalSection could not be located in the dynamic link library api-ms-win-core-synch-l1-2-0.dll" any one know what part of my computer i need to beat with a hammer?

white canyon
#

Anyone have experience with Networking BP's? Or Fog or War?

grim ore
#

@wheat dirge looks like a windows issue ๐Ÿ˜ฆ all the posts seem to point to missing/corrupt windows files and windows 7

#

or an out of date windows, not the latest updates/patches/etc.

wheat dirge
#

@grim ore yea i saw that and also something about dx12 which my Graphics card doesnt support

grim ore
#

are you running windows 7?

wheat dirge
#

@grim ore windows is up to date..just made sure of that

#

yes windows 7 home premium

grim ore
#

also you can try running the editor itself and skip the launcher to see if that helps

odd yarrow
#

why are these uneditable

grim ore
#

where are you trying to change them at

odd yarrow
#

all of them

wheat dirge
#

@grim ore that link you posted about blizzard.... apparently i have the updated windows 7 already installed

odd yarrow
#

I want to make a sound coming out from a specific place

grim ore
#

@wheat dirge damn ๐Ÿ˜ฆ my last guess would be to try running the editor directly skipping the launcher

wheat dirge
#

i will try that

royal sluice
#

@odd yarrow There should be tutorials on youtube on how to do that. MatthewW may even have made one.

fierce tulip
#

pff, havent done any leveldesign/ regular modeling in a long time

grim ore
#

@odd yarrow well those settings themselves are controlled by the "Override Attenuation" option on the sound in the instance

odd yarrow
#

I know, but on the yt ones, those options are editable

#

mines are locked

grim ore
#

but it depends on where you put the sound

odd yarrow
#

just a simple sound input

grim ore
#

ok so in a sound cue

odd yarrow
#

yes

grim ore
#

did you check the checkbox that I mentioned above?

odd yarrow
#

from content bbroweser?

#

Override Attenuation" o

#

oh this

grim ore
odd yarrow
#

@grim ore Thanks mate;.

native adder
#

@grim ore Im going to be honest, im stuck

grim ore
#

how is your blueprint set up right now for moving?

native adder
#

Left click produces thrust

grim ore
#

and what does your screen look like, is this from the side or top down or etc.

#

I tested earlier to try it out on the side scroller 2d and came up with this for example

native adder
#

Top down

grim ore
fierce tulip
#

< makes a material with blendmatattribute
< sets up both attributes
< vertex paints mesh
< nothing works
< stares at material for 5 minutes
< baffled
< suddenly realize both mat attributes had the same textures.

grim ore
#

this in the side scroller 2d character makes it rotate the character to face the cursor based on the fact its from the side

#

so you can see it's just checking the Z to see where it is and flipping the character based on that but it seems like you want it to rotate like a spinny knob

native adder
#

Ye

#

Probably with a max rotational speed so it has a slight jiggle when it comes to a resting rotation

grim ore
#

well that would be more in how you do it, probably a lerp or something over time

native adder
#

Lerp?

grim ore
#

so is this a character or a pawn?

native adder
#

Char

blissful trail
#

am i the only one who has an issue with epic games launcher lagging ?

#

specificly on the unreal engine library tab

fierce tulip
#

nope

mortal sequoia
#

Anyone have a fix for crashing? As soon as I open 4.24.1 with ray tracing, it crashes.

#

I have an RTX 20160

plush yew
#

Hi folks: I have the ArchViz character in my scene, Hes really moving too fast, so I clicked on him in the world outliner, then in the details, scrolled down to the Chracter Movement Walking, and tried to change the max speed to 55 from 165, when I hit enter, it reverts to 165, Any idea what I'm doing wrong?

#

I think about wether one should prioritize RAM or processing on some occasions lately

#

F.e. right now for a typewrite sort of effect I need to iterate over all character of a string and add them to a text box.
One could either go a head and make an arrays of the characters of the string and add them or one could do a for loop with the length of the string and get a character by index and add it

#

The first would increase the needed ram by an average string size of 50

#

which even if there are plenty strings does not seem to be much

#

but still would be more ram intense

#

the second though could theoretically need a bit more processing to get a substring on each iteration, not sure how much though

odd yarrow
#

how do i fix

#

this

#

problem

#

when I move the character or mouse the texture

#

goes noisy

#

and like stretches

#

idk igf u can notice

#

on the hexagons

grim ore
#

Anti Aliasing? try disabling it in project settings or a post process volume to test

versed spear
#

My unlit material is dark. ๐Ÿ˜ฆ

plush yew
#

I have the archvis character in my scene, but he walks too fast, so I created a blueprint, and then went into edit the blueprint - his max walk speed was set to 165, so I turned it down to 55, re compiled and tried it out, no change, so I went the other way, set it to 1200, recompiled, no change. Not really sure what I am doing wrong
can someone please point me in the right direction

odd yarrow
#

@grim ore It's not that, doesn't change anything. But do you understand what I mean by distortiot?

#

on those hexagons

grim ore
#

I saw it yes, could also be motion blur

odd yarrow
#

I have those on default

#

they're deactivated

#

i don't have any of the post process effects

grim ore
#

๐Ÿ˜ฆ

#

I do see it but my only guess was motion blur and anti aliasing causing it, #graphics might have more help

odd yarrow
#

like when I activate motion blur it's even more noisier

grim ore
#

@plush yew no you are not crazy it does it here for me as well, it must be locked as the other speeds are fine

normal burrow
#

could make the building larger

odd yarrow
#

fixed it

#

apparently you have to check the motion blur and set it to 0

#

if unchecked it applies an automatic value i guess

grim ore
#

Ah hah found it @plush yew

#

it's a default only setting is why you cant adjust it in the world. make a Blueprint out of the arch vis character or make a new BP with the arch vis character as the parent. Go to the character movement component (this is actually an arch vis character movement component), then go to the arch vis controls section and you will find Walking Speed

#

you can only find the Arch Vis Controls in the blueprint itself as defaults only due to how they exposed them

normal burrow
#

how is the new introduction to ue4 series going matheww?

grim ore
#

paused due to work right now but still trying to work on it lol. working like uh 18 hour days right now for the last 2 weeks due to the other dispatcher being on vacation

#

but I keep finding more points to make sure I cover so all good ๐Ÿ™‚

normal burrow
#

Thats good and damn 18 hour days

grim ore
#

I think it was 18 might be uh less I lose track after a dozen lol

normal burrow
#

lol, it all starts blending together after awhile yeah

grim ore
#

all that matters is tomorrow is the last day of it ๐Ÿ™‚

#

if I can get eyes on it I can hopefully do some of it this weekend after wrapping up 2 small courses

normal burrow
#

sweet, looking forward to hearing how it turns out

grim ore
#

looking forward to actually doing it

normal burrow
#

yeah lol, I have been busy on other things outside of ue4 and am looking forward to returning momentarily as well.

grim ore
#

It's nice to get away sometimes, makes you refreshed and want to get back and boy do I want to not do real work right now lol

normal burrow
#

lol ๐Ÿ˜‚

#

wise words of wisdom and truth there

odd yarrow
#

My sound goes off after I get out of the Cue radius, and it doesnt turn on when I come back

sullen sonnet
oblique stream
#

Question about optimization. Since Im not sure about LODs or how to make use of them atm and I'm not a c++ guy, want to know if its better for rendering to put an entire building and everything within (containers,physics objects, light switch bps), into a single blueprint vs placing the buildings static mesh into the world and all its contents directly into the world(outliner).

#

IS it better to make a bp that houses everything or should I place each thing individually into the world?

normal burrow
#

believe its better to have less actors when you can

oblique stream
#

in the world outliner, or in a bp?

normal burrow
#

I don't know enough about lods to say but, believe they work on a per component basis?

#

an actor bp would be a single actor yeah

#

I think you'd have to use one actor per static mesh in world outliner

#

unsure how lods work with lighting tbh as well, if thats a consideration

oblique stream
#

I spoke with an epic instructor and he said that objects arent rendered if your camera cant see it. Wondering if bps are handled differently than static meshes.

normal burrow
#

would not expect that sort of thing to be built into static mesh actor and not the component you'd use on the blueprint

loud knoll
#

is there a place for dev hardware discussion?

#

Anyone that is running the AM4 platform for Unreal Dev PM me I dont want to bother the world with questions.

normal burrow
#

most hardware discussion goes to #lounge @loud knoll but what specifically about am4? Water is fine

loud knoll
#

@normal burrow I just got a 3950x going to build the system tomorrow but I am wondering how VS intelisense runs on it or does it disable it?

normal burrow
#

It runs the same as on anything. Unreal isnโ€™t great with intellisense. Youโ€™d want to grab VAX for better experience

loud knoll
#

VAX another IDE?

normal burrow
#

Visual assist x is a plugin for visual studio

loud knoll
#

ah roger that

#

I am upgrading from a 3770k so I know it going to run faster

normal burrow
#

Costs money but it works well

#

Yeah 3950x will compile your shaders quickly

loud knoll
#

yes sir taking 35 minutes right now

#

it sucks donkey balls

normal burrow
#

Have not yet upgraded?

loud knoll
#

they got 77 in stock from the AMD factory down the street in the silicon valley here and they had a waiting list for 40 of them so I got one before they ran out again.

#

No I just got home from buying all the gear

normal burrow
#

I just grabbed a 3950x at retail price too

loud knoll
#

750

#

its sweet

normal burrow
#

Ye

loud knoll
#

here lets PM

#

I want to ask you things

plush yew
#

Just selected the VR template on 4.24, editor's probably stuck in shader compiling at 39%. Anything I miss?

#

It's been like this for about an hour.

safe rose
#

@normal burrow wtf, they just came back into stock?

#

and why a 3950X after your 3970X?

normal burrow
#

(Just found it at retail and figured to grab for processing power)

plush yew
#

A little help here though rip

exotic thicket
#

Is it just me or is control rotation a bit... weird? I was trying to make use of it as a test for something that can roll, but that seems to make it so that yaw and pitch inputs are then completely off

#

Both pitch and yaw inputs for the control rotation seem to be relative to world?

thorny perch
#

im upping my old render rig ๐Ÿ™‚ will be a nice 2970x with a rtx2070S. Good for "playing" and compiling!

dim plover
#

How would you do a socket to socket attachment? For like skeletal mesh to skeletal mesh.

exotic thicket
#

Looking at the code for the control rotation stuff yeah doesn't really seem like it concerns itself with orientation at all... I gotta wonder if some games just completely skip using control rotation, or if there's some other way to make use of it

#

Mostly wondering because pretty much every single example is using control rotation so that kinda makes it look like that's what you're supposed to do :)

rancid lynx
#

Is get all actors with tag much faster than get all actors from class? Or are they both dangerous for performance?

#

Id imagine its much easier to run through a list.

zealous spear
#

Hello, can someone help me fixing a bug?

abstract relic
#

No answer can be given to an unasked question

zealous spear
#

I was expecting that

#

So, I don't want to leak something

#

And I want you, the one who can help me to go in dm and message me

exotic thicket
#

The problem is that nobody really knows if they can help you unless you describe your problem

zealous spear
#

Maybe if you ask in dm what's the problem I would say, hah?

abstract relic
#

Personal help is a service

zealous spear
#

Told you I don't want to leak something

exotic thicket
#

If you're concerned about leaking something you probably should be asking your coworkers for help instead

zealous spear
#

Ok this is getting...

#

Nvm

#

I'll just go

abstract relic
#

Do not ask for public help. Ask your coworkers

grim ore
#

You don't want to leak something however you are willing to ask random strangers for help. ๐Ÿคฆ

abstract relic
#

No one wants to break ndas

normal burrow
#

Crystal ball breaks NDA?

severe meteor
#

anyone has any experience with getting screen readers to work in UE4?

grave nebula
#

For split second I thought you are asking about shipping to an E-Book using Unreal.

severe meteor
#

heheh, not sure how you'd pull that one off

normal burrow
#

Lol death you probably read it like a normal person would

grave nebula
#

Crystal ball breaks NDA? They do and it is the first thing you need to ward off, when starting development.

exotic thicket
#

You would probably have to integrate your project using the accessibility APIs provided by the OS or the screen reader software in question

severe meteor
#

that would require manual labour for every possible screen reader though? ๐Ÿ˜ฆ

exotic thicket
#

Hard to say, I'm only vaguely familiar with this

severe meteor
#

I did manage to set my widget up so that it'd be found by the reader, but currently all of UE4 isn't recognised by it

#

(using the default Windows 10 narrator since that was the easiest option to test)

plush yew
#

Anyone know why my Unreal Editor is stuck at 39% Initialised for the last 3 hours

#

4.24

grave nebula
#

It is likely doing its engine things in the background.

plush yew
#

I'm trying to open the VR template with mobile and scalable settings. Should that fail?

#

It explicitly said that the VR example is for desktop and PSVR

#

I think it's simply unable to compile something in the background

#

With that, I'd ask for pointers on how to approach Mobile VR.

simple ferry
#

hey will there be UI in unreal engine 4 in future

#

bcz many of the people cant use widget layer easily very tough to learn

exotic thicket
#

I thought the widget thing was not that hard to learn

#

Although I have used similar tools before so many concepts were familiar

honest vale
#

how is it hard?

tawdry lily
#

hey will there be UI in unreal engine 4 in future
@simple ferry
What do you mean by that? How would it look?
I have seen quite some UI implementations and I think that Widgets is one of the easiest to get started with

cloud cobalt
#

UE4 has two UI frameworks, Slate and UMG, plus third-party stuff like Coherent if that still exists

#

UMG is what Epic Games use so it's rather decent

#

Slate is the lower level that UMG uses, it's C++ only and it's what you use for editor plugins

#

So overall you have some options ๐Ÿ™‚

exotic thicket
#

Does anyone use ScaleForm these days lol

cloud cobalt
#

Some poor souls probably still do, though with Flash going down for real, probably less now

terse surge
#

i wish they make a UT99 version for 2020

glacial pecan
#

is it possible to get the number of draw calls from within a blueprint?

terse surge
#

can never forget the old days

#

bring back the flipping and side strafe and instagib CTF

#

bring back the character but better Graphics

#

i just wish

timid jacinth
#

@glacial pecan

#

Use an event tick and use the float "Delta time" or something like that

honest vale
#

@timid jacinth what has that got to do with draw calls? ๐Ÿค”

glacial pecan
#

@timid jacinth for draw calls??

#

why would adding LOD levels require a lightning rebuild?

copper flicker
#

someone above had a question about get all actors from tag vs from class. I'm curious too... is it faster to get all actors from TAG?

digital anchor
#

probably not

exotic thicket
#

Feels like it should be as it would be a string comparison but frankly I have no idea

digital anchor
#

string comparisons are slower than casts, and TAGs are FNames, which are fast, but still, all actors with tag does exact same as all actors from class except it also does a test for tag, so its (negligibly) slower

#

C++ version is templated, so it should be much faster than BP version

glacial pecan
#

@digital anchor even nativized blueprints?

dim plover
#

Do people use nativized blueprints? I thought it was too buggy.

wary wave
#

I would not use them, they are unreliable

exotic thicket
#

Interesting that the cast is that fast... I was always under the impression that casting was slow but I guess not

midnight gate
#

so im making a rly cool credits page

#

and it doesnt work help

wary wave
#

uh

#

you know what the Media Player is, right?

#

it plays videos, from disk

#

it can't open Twitter or whatever

fierce tulip
#

lol

midnight gate
#

no i dont

#

please educate me

#

how do i open twitter links

wary wave
#

you can't

honest vale
wary wave
#

ooh, there IS a web browser now?

honest vale
#

apparently

#

๐Ÿ˜„

wary wave
#

"This feature is still in development and is considered Experimental."
"Unreal Engine 4.10"
D:

midnight gate
#

NANI

#

but i saw other games do it

wary wave
#

other games probably use third party tools

midnight gate
#

well whats the 3rd party for ue4

digital anchor
#

if you want to open outside of ue theres LaunchURL

wary wave
#

that would open it up in the desired browser outside of the game, yeah

midnight gate
#

ah thank you ill try that

#

yes i want it ouside the game

#

ugh my ui things are vibrating

#

im spoked

#

yay i fixed em

#

thank you for help

wary wave
#

๐Ÿ‘

plush yew
#

what is the name of the node used to bring a photo image into a material

wary wave
#

in future, rather than just trying to use random nodes, it's worth looking up what the feature actually is before coming in here and complaining that it's not working :p

#

@plush yew - you mean a texture sample?

plush yew
#

that sounds right -- lemme try

#

my forgetter is working too good

honest vale
#

keyboard shortcut is T iirc

#

and clicking in material graph

plush yew
#

thanks

plush yew
#

If I need to scale a texture, what node should I be looking for? -- probably the equivalent of the texture coordinent and mapping nodes in blender

wary wave
#

...texture coordinate

plush yew
#

Thanks

#

Heres the problem I am trying to resolve, note the size of the boards on the floor -- for scale that room is 30 feet wide (almost 10 meters)

wary wave
#

you should be UV mapping it appropriately

plush yew
wary wave
#

otherwise you can multiple tex coords by a scaling factor

plush yew
#

Ya, the problem that I am running into is that I am not sure how to do either of those things in UE4 and im having trouble finding a reference

wary wave
#

you don't UV in UE4, you UV in your 3d app

#

the latter is just a texture coordinate and a multiply

plush yew
#

Ok, that piece is unwrapped already

wary wave
#

basic shader math

#

unwrapped and UV'd appropriately are two different things tbh

plush yew
#

Hang on, I'll pull up the uv map from blender

wary wave
#

no point showing it to me, I don't do that stuff

plush yew
#

oh, ok, thanks

dim plover
#

Is there a way to open two tabs of animation sequences/montages on the same skeleton? It blows my mind that the default behavior is single tab only.

wary wave
#

I don't think so, not without two editors open

dim plover
#

Do you think that's strange that it would single tab? Or is my workflow strange?

wary wave
#

no, it annoys me too

wary birch
#

Can't you open another one using python?

dim plover
#

Probably, but at that point, it might be easier to just change the editor source.
I won't complain about this again, but this is just such bad behavior that they probably had to go out of their way to create. Especially for a program that opens assets in separate windows by default.

plush yew
#

I hate to keep bothering, but I cannot figure out how (as in what nodes to use) to multiply the texture coordinate by to scale the material I have here -- can someone please either point me to a reference or clue me in?

digital anchor
#

to multiply its the multiply node

#

the scale is just a scalar parameter

plush yew
sudden agate
#

yes

plush yew
#

Cool -- thanks

#

๐Ÿ™‚

#

Lots and lots to learn

rustic imp
#

why does a umg widget have a mouse button down function but not mouse button up?

crisp sleet
#

Use mouse hold?

boreal topaz
#

Good Morning all. Looking for a simple piece of advice on what im doing wrong here. Attempting to use a boxtrigger on my door to play the matinee OnClick. It registers when I do OnActorBeginOverlap but i cannot get the OnClick to be recognized/registered

#

its a tad messy but thats just me trying everthing i can think of to make it work

rustic imp
#

your screenshot is barely readable

zealous cloak
#

How should i respond to statements like "people who only use blueprints aren't really programmers"?

cloud cobalt
#

By ignoring them ๐Ÿ˜›

zealous cloak
#

I mean not to have all features of cpp is also a benefit

#

As long as you work as it is intended in blueprints it works perfectly

#

You don't work with stuff, that isn't supported with blueprints.

rustic imp
#

even if his statement were true what does it matter if you're a programmer, engineer, artist, or potato peeler, as long as you do what you do

zealous cloak
#

I try to to my best,always!

boreal topaz
#

my mistake.. sory about that

zealous cloak
#

It's more that I'm not able to write more complex lines of code without support. I always loose the scope of projects. It just goes beyond my mind.

boreal topaz
#

sorry.. unsure how to replace the previous image with the new one. i dont want to make a duplicate

zealous cloak
boreal topaz
#

okay ill take my question there. thanks

rustic imp
#

but if blueprint suit your needs, there's no reason to write complex code that would do the same, except if the BP way is unachievable of course

zealous cloak
#

Except you are the only person in the team who has unreal experience!

#

I come from the HCI research field, so unreal for fast prototyping is genius

#

I would love to learn more cpp, but it's hard if you have no mentor person.

rustic imp
#

well if the person saying you're not a real programmer or developer can't do it themselves, why are they commenting on it in the first place

#

you could start learning from some tutorials

#

or since you know bp you can think of it in bp first and look at the code from those nodes and learn a bit fr omthat

zealous cloak
#

Super tiny team and it's more like. Oh in unity I can do this and how real coder would do it

#

I don't wann adapt, learn sth new, so I avoid unreal

exotic thicket
#

I've been programming almost 20 years and I still rather use BP because I'm lazy lol

rustic imp
#

the problem with learning c++ in unreal is that it's probably better to first learn c++ basics on their own and then step over to unreal

#

cause it all builds on top

zealous cloak
#

@rustic imp that's the reason the best way would be to have a mentor person. Ok my job is fucking good paid! For doing literally nothing except the things I can't do with bps

plush yew
#

you can just choose to not use blueprints

#

right?

upbeat tendon
#

my ExponentialHeightFog seems to be far too thick, even with a fog density of 0.0005 and fall off of 0.15

zealous cloak
#

Learning little by little. I'm only aware of Java and a bit c#

rustic imp
#

you can not use blueprints if you want, but kano is talking about the opposite, they only know bp, no c++

plush yew
#

if they want to not use bps then they will inevitably have to learn

#

they chose to learn bps

upbeat tendon
#

not sure what the best way to use ExponentialHeightFog is really,

rustic imp
#

I started with unreal by following some of this guys' tuts, I had a few years of c++ experience before though so idk how it is for a beginner https://www.youtube.com/user/TLXNA

zealous cloak
#

Ok in my team are 3 coders 2 unity only and me ! They don't like unreal, because bps are just wierd and different

plush yew
#

then dont use bps lmao

rustic imp
#

that's just a stupid suggestion

plush yew
#

how so

rustic imp
#

they clearly want to learn c++, but just don't know how to get started on their own

plush yew
#

blueprints are an option @rustic imp

#

you can easily not use them

rustic imp
#

of course you can, but that's not the point is it

plush yew
#

then im not seeing the point

#

what is it

zealous cloak
#

@rustic imp they don't want It i want, but little by little not getting frustrated

rustic imp
#

yeah by they in that sentence I meant you want to learn, they as in he/she

zealous cloak
#

ร…h ok

paper crest
#

paint spline mesh? yes or no? ๐Ÿ˜„

dim merlin
#

anyone around know some more about RVT or VT ?

#

issnt it true that Runtime Virtual Texture is supposed to be editable at runtime?

honest vale
#

aye

dim merlin
#

@honest vale to me?

honest vale
#

runtime VT is supposed to be editable I think

dim merlin
#

so why do i need to set my actor that has a VT to static ? (no movement)?

#

it looks like its being cached upon beginplay or even in editor, i need it to update at runtime. (e.g. like a road tool ingame)

fierce forge
pseudo grotto
#

Hi, I have this problem, would anyone know how to fix it?

#

LogInit: Display: LogNavigation: Error: [/Script/Engine.RecastNavMesh] found in the DefaultEngine.ini file. This class has been moved. Please rename that section to [/Script/NavigationSystem.RecastNavMesh]

zealous spear
#

hello, when i try to package the game it gives me an error

#

i tried even installing visual studio things

#

and still nothing

spark sonnet
#

Check the log

zealous spear
#

I will send it to you Sebb

whole quarry
#

C:\users and then Apple Computer?

#

What build settings did u use?

pseudo grotto
#

I can't find the folder that mentions my error

zealous spear
#

this is my error when i was trying to package the game

dim merlin
#

@fierce forge create new component (add component) and drag it on the scene component

hexed dust
#

What's the best and most efficient way to place let's say 1000 skeletal meshes with anim bp on a level?

honest vale
#

like, randomly or at specific places?

rustic imp
#

@pseudo grotto you're probably opening an older project in newer engine? just do as the error tells you and change it in defaultengine.ini

whole quarry
#

@zealous spear u need this log: C:\Users\mrale\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+Epic+Games+UE_4.21\UBT-NightmareTheGame-Win64-Development.txt)

hexed dust
#

I've been thinking about converting Skeletal Mesh to Static Mesh and baking some animations to vertex animation

#

But maybe there is another way

zealous spear
#

this is my error log i am getting

hexed dust
#

like, randomly or at specific places?
@honest vale some sort of 500 x 500 battlefield

zealous spear
#

when i try to package my game

hexed dust
#

Of the same units

pseudo grotto
#

@rustic imp I try but I don't know where to find that file to change the name

rustic imp
#

@pseudo grotto just go to you project folder and then under config

hexed dust
#

Ah, thanks. Haven't used it yet. Probably could be a solution

pseudo grotto
#

@rustic imp This?

rustic imp
#

yes

#

open it in notepad++ or something

sly coyote
#

So instanced static meshs still cant be assigned unique materials or am i missing something thats been added for this?

pseudo grotto
#

Ok @rustic imp I changed it. Now let's see if it works. For now, thank you very much for answering and helping me.

hexed dust
#

@sly coyote If we are talking about animations, I suppose you can pack few anims into a one material

sly coyote
#

Nah, i mean actual materials on the mesh...example a modular city buildings blueprint i created, i slap down 4 of them and change the material on any of them and all 4 get changed

#

Where if i used normal static meshes only the one i changed gets changed

hexed dust
#

I've read somewhere that there was some new additions in 24 or 23 that can give the opportunity to spawn thousands of actors. But can't find it in release notes atm. Was there any improvements?

sly coyote
#

They made it so instancing of static meshes was automatic

hexed dust
#

Ah

sly coyote
#

But only if the static meshes are identical

hexed dust
#

And skeletal meshes not?

sly coyote
#

Meaning mat, and physics

#

Not sure if it works with skeletal

pseudo grotto
#

@rustic imp It officially works. Thank you very much, really

sly coyote
#

I actually rewrote that modular building tool and plan to take advantage of exactly that peter

#

:)

#

Though working with instances was a bit easier tho

#

2 things i would love to see someday...unique materials assignment for instanced static meshes, and being able to change the editible variables of child actors bps nested inside blueprints...

naive glade
#

I got a strange bug in 4.23 with hierachical instances, they cast shadows in baked lighting even though the component is set to movable and cast shadows is turned off. can be easily reproduced

verbal oar
#

hmm, tick box error, report it to epic on their stie IMO, good find

#

needs toggle to activate in their UI

#

via their UI*

#

will block shadow cast and importanmce altoghether

#

so should be ignored

#

ignore lightmass and baked=y in that case

#

no shadowcast

zealous spear
#

Hello, i have an error when i try to package the game and i tried even to install visual studio c++ things

verbal oar
#

<-

zealous spear
#

this is the log

#

the error i am getting

#

please help me with that

verbal oar
#

learning trouble shooting will repay itself double in the lng run, but i dont code so i would miss it

#

i had to model, but bugs are understandable for me with my Intro to OOP

#

not always the code, should be a symptom with description, that is a key

#

but the eror lg itself could be confused, with its output and just spits, i didn't downlaod

#

i ran mods and developed for UT 2k3/2k4

#

so i mean im not einstein and a lot has changed, UE4 is a beast

#

docs are intense if you need them to be

#

multitudinal

#

geez, thse updates are tempting lol, i'm in the process of collecting assets in working prototype form for 2 projects and i keep wanting to upgrade, i think 4.24.1 will be the last update so i can get the idea of new tech like landscape outline tool buder and Chaos, but still be friendly on Mid-level and team updaters

#

most asset makers on EMP could update to 4.24.1 soon, i think i have 23 updted and working but it's not canon, yet

gilded lichen
#

Hello, how would I make a certain part of a skeletal mesh interactable to the motion controllers on the VR template?

#

Meaning when the players wants to grab the bar of a table, it will rotate the whole table.

verbal oar
#

add component lined to BluePrint tag? not sure if natively supported, only one possibility

#

linked*

#

tag bone or socket, and BP tag link

#

useful and possible, might be easier with a new way tho

gilded lichen
#

Im a bit confused by what you said, sorry

verbal oar
#

ah, in the skeletal mesh i suppose it has bones or sockets, a BluePrint with teg to link the 2 together (the way triggers used to work) is wirth a tag function link so that once tag with bone nomenclature, the tage would replicate the desired functioin with compnent indivisive of the overall animation of sekeltal mesh

gilded lichen
#

oh ok, thank you

verbal oar
#

yes

#

gl ๐Ÿ˜‰

gilded lichen
#

๐Ÿ™‚ Thanks

verbal oar
#

np m8

#

thats the old way of saying it, i think tage and compnent keywords in goole to search documents (docs) for tutorials is Ok

#

tag* grr

#

new system, old modder

#

llol

sharp wadi
#

Everytime i tried building UE4 it ended up running pretty slow and useless, lagging a lot. My hardware is: http://dpaste.com//3N69C74, so 2 questions. Is there any pre built binary i could just download or deb for ubuntu? Compiling it takes so long.... and what can i do to make it run more properly? On this same computer on windows UE4 runs perfectly.

verbal oar
#

CPu upgrade is pretty important, with mutithreadass, else, i can't think of existing firmware or patch atm

#

threads*?

#

i only got a quad core so i feel ya on that

#

want 6 core with HyperThread

#

12

#

threads

#

8 can do nice too

#

picture a plumber witrh 4 lbs @ 10lbs presure, and t4he other with 12 pipes @ 10lbs pressure, the pressure on flow is less with 12 pipes

#

so 4 pips, vs 12

#

pipes

#

lol Gladys Night ffs

#

i missed an enumerator in example so

#

ok then

grim ore
#

@sharp wadi no there is no pre built binary for linux, you will have to make it yourself. With that CPU it should take about an hour tho if you just let it go which is not horrible

sharp wadi
#

thanks for the reply @grim ore !

#

yeah it usually take 2 hours or so

grim ore
#

secondarily it should run fine on that machine assuming you have the geforce card being used, as it's linux I have no idea if you have optimus support and can force the Nvidia over the intel

#

fine being subjective of course but I have less of a machine that I am using now and I get 60fps in a new third person template for example

sharp wadi
#

optimus is an old thing and i have the propretary drivers installed. Applications like blender here have access to my gpu

#

how can i know if unreal is using my gpu?

grim ore
sharp wadi
#

Im really glad to hear its really possible to use unreal engine with my hardware on linuz

grim ore
#

your hardware is far from poor so if you have it set up properly it should be fine

sharp wadi
grim ore
#

yeah I can't give much support personal but I think we have #linux that might be able to verify your stuff? I got as far as getting it compiling on my chromebook but the darned thing is 32bit so I had to give up lol

kindred tulip
#

Hi, does anyone know of any good resources online to help debug editor crashes please?

#

Having a consistant crash when opening a particular mesh or blueprint in the editor ๐Ÿ˜ฆ

sharp wadi
#

okay... thanks for the help MatthewW

left citrus
#

when adding a blueprint to the sequencer, which has a skeletal mesh component, I'm unable to run animation tracks on it?

#

and the field is yellow

#

am I trying to do this incorrectly?

lofty imp
#

i had an idea today, and i was wondering if it was possible

you know how racing sims can use 3 monitors side by side for the cock pit, is it possible to do something like that but for an mmo where the game is focused to the middle screen, and the side monitors are used for UI (inventory etc)

obsidian lily
#

of course it's possible

#

there are lots of practical reasons you might not want to do it, but as a prototype, yes, and possibly as an option that isn't required

jovial pollen
#

I was wondering if anyone could help

#

So I have a script here that shoots and destroys the actor it hits (which is an ai) but when the ray cast hits the ai it doesnt destroy the ai

lofty imp
#

@obsidian lily thank you, yeah i wouldnt make it mandatory, just an option for players who have multiple monitors be able to choose 1 or 2 extra monitors and the game would stay on the main screen but the ui can be dragged off to side screen

jovial pollen
#

This is the script I got for it

#

Also the chase script doesnt work either and both are setups I use a lot

#

On see pawn cast to player object = player pawn exec pin = ai move to as player = target actor on success = destroy actor actor = player pawn

lofty imp
#

@obsidian lily think that would cause performance issues?

candid basin
#

Hey fellas

#

I recently got ue4 because I've been planning a game for a while

#

but I dont know where I should start with it

jovial pollen
#

Ffs

candid basin
#

should I start with the combat mechanics and health/stamina or the movement and physics

jovial pollen
#

Start with the map...

shell jacinth
#

Can someone please tell me how to reset Landscape Spline Materials?? I moved my material sadly on one landscape spline and now every landscape spline has the same material -.- i mean wtf
Hope someone can help me ...

candid basin
#

are you being serious? No offense

jovial pollen
#

Yes I'm fucking serious, everyone who makes a games starts with the map

candid basin
#

if you say so brother

jovial pollen
#

Fine then... start with the movement

#

Fuckin idiot

obsidian lily
#

@lofty imp I'm not really the one to ask, but yes definitely. First of all, in a 3 monitor setup you're pushing a lot more pixels, and depending on how the whole thing is setup, your camera is pointed at a lot more geometry. Then I imagine various driver issues basically because multimonitor games aren't really a thing, so the tech for it isn't going to be bulletproof

candid basin
#

love it

cloud cobalt
#

@candid basin Start with the core game loop - movement, etc, in an empty level

lofty imp
#

i agree with stranger @candid basin

jovial pollen
#

^^^^^^

cloud cobalt
#

Make yourself a fun game in an empty level with no enemies, and then expand the gameplay with level design, enemies,

lofty imp
#

your map is going to be an ever evolving thing

cloud cobalt
#

And then you can furthger expand with objectives, contracts etc

silent zodiac
#

anyone else has trouble entering the documentation?

#

all i get is 403 forbidden

obsidian lily
#

@jovial pollen I don't know why you acted that way toward @candid basin, but it wasn't cool. If I were a mod, I'd smack you for it

#

no need to be hositle, we're all trying to learn

sweet relic
#

Had me looking for the report button

jovial pollen
#

I'm sorry but he acted sort of hostile to me by saying "are you being serious" when I was trying to hrlp

#

Help

candid basin
#

thats why I said

#

"no offense"

jovial pollen
#

That doesnt fix it does it

candid basin
#

hahah

final monolith
#

Hey guys, have a question about preview of light in editor, I dont know if it is a bug, but it seems my volumetric lightmaps show only when i hit Play button, here are the examples

#

this is the one from editor view

#

this one from playtime view

jovial pollen
#

Wtf lmao

candid basin
#

you clearly werent trying to help either @jovial pollen

jovial pollen
#

Uhh

obsidian lily
#

I didn't interpret Yones as being hostile, I thought he was confused because your answer wasn't in the format he expect nor did it have the content he expected. Then you started calling names