#ue4-general

1 messages · Page 619 of 1

jovial pollen
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Looks like a glitch

candid basin
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<@&213101288538374145>

jovial pollen
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Really... snitching... wtf is this? First grade?

exotic thicket
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I'm constantly surprised how unprofessional this place can be :P

candid basin
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ikr

exotic thicket
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where to start your game probably depends on what sorta stuff you're doing though

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I just usually start building the game mechanics because if none of those work then none of the other stuff really matters lol

obsidian lily
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agreed -- and when I think of game mechanics I think of the mechanics specific to my game, like what makes it unique

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or another way to think about it is that I do the part of the gameplay loop that I'm least sure about / has the most risk of sucking

upper heart
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@jovial pollen Don't insult other members. Please revisit rule #1 of this server in #old-rules

obsidian lily
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and then expand from there

jovial pollen
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bruh

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...

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I was also warned for it...

final monolith
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@light lintel also the rug is stationary mesh

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and character is skeletal

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static meshes seem not to be affected

jovial pollen
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Sam it looks like a glitch to me

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Try restarting the engine

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See if that fixes it

final monolith
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thats why i think its the volumetric lightmap

jovial pollen
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O ok

candid basin
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Thanks to anyone who gave me advice though

unique gull
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Hello folks, anyone here know for what is this for? I haven't found any documentation for what purpose is this setting. I have 4.24.1 and it's on all static mesh actors /SM components. Thank you for any suggestion.

reef rune
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can someone tell why character dissappears when i try to preview its animations?

modern ginkgo
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how can i start with UE4?

reef rune
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oof, guess alot of newbies need advice here xd

modern ginkgo
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yes

crude vessel
modern ginkgo
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thanks

sweet relic
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lots of great stuff there

modern ginkgo
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what are blueprints?

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sorry but i dont speak english very well

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@sweet relic

marble steppe
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I'm not sure if this is the right place, but is there a workaround for landscape Physics materials in 4.24.1?

crude vessel
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@modern ginkgo just do that whole series

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It should walk you through most features of UE4 in very simple way

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Including Blueprints

modern ginkgo
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thanks

low violet
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Where is this light coming from? I closed all light and built lighting only and there is this weird light still existing

fervent sigil
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@low violet one of the lighting doesn't get shut off from the visibility, but has a property affects world. I think it's the sky light iirc

low violet
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Oh thank you @fervent sigil

grim ore
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@unique gull there doesnt seem to be any notes on that but it was added in .22. It seems like the older way was to cache the index order for materials and then look that up when grabbing the materials and changing parameters as needed. The new way iterates thru them all without caching the indexes (false). No idea why it was changed and no notes lol

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and it was pushed in from the //fortnite branch so no notes at all on the commit

midnight gate
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hlep me

unique panther
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Does anyone have experience using libcurl in UE4 C++? How should I access web APIs?

normal burrow
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it says that your thing is too big for shadows

midnight gate
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so how do i fix it

normal burrow
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make it smaller things

abstract relic
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Lucky for you, the error already told you how

normal burrow
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yes, that.

midnight gate
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but i cant slace them down

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its a platformer and that will mess up the whole level

normal burrow
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then they shouldn't cast shadows as it says.

abstract relic
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Follow the instructions

maiden flax
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Ehm... So i am new to UE4 and i was told that i could get advice here ;-; anyone willing to help?

midnight gate
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so how do i make them not cast shadows

abstract relic
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No answer can be given to an unasked question

normal burrow
maiden flax
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Ok so i guess ill just use Unity instead

midnight gate
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wheres the button to disable cast shadow

maiden flax
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ok bye whatever#

chilly gale
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Whats this about please

Can't save D:/Kiwi-Hawk/My Documents/Unreal Projects/ALS_RPG_UI/Content/_Data/Maps/Levels/Island_PLE.umap: Graph is linked to private object(s) in an external package.
External Object(s):
Texture2D_1279_BaseColor
Texture2D_1278_BaseColor
Texture2D_1109_BaseColor
Texture2D_970_BaseColor
Texture2D_832_BaseColor
...

Try to find the chain of references to that object (may take some time)?

maiden flax
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this server is a waste of time anyways

chilly gale
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Is that because it's migrated for another projetct?

tribal peak
grim ore
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@chilly gale do you have the project open more than once?

chilly gale
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Nop

maiden flax
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No free tutorials for this version of UE4

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no advice on discord

chilly gale
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I was trying to move the levels within a projetc to clean up a litle

maiden flax
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... but they murmur in the vids i acant understand them

chilly gale
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@grim ore thanks for the reply

abstract relic
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You literally haven’t asked anything

maiden flax
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me/

normal burrow
maiden flax
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?

tribal peak
grim ore
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@chilly gale when moving make sure you clean up redirectors after a move, it might cause this issue

chilly gale
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Thanks been doing that

maiden flax
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ok thanks @tribal peak for trying to help

tribal peak
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Dun be scurred @maiden flax

maiden flax
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wdym?

tribal peak
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*Don't be scared.

maiden flax
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oh, gotcha

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@tribal peak i know how to use UE4 but i need help for the bluprint or c++

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wichs better ?

normal burrow
chilly gale
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@grim ore I'm now thinking it might been better to open the level and do a save as in the new folder, thoughts, good bad idea?

tribal peak
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If you like poking around instead of reading or watching vids, definitely check out the Content Examples download. @maiden flax

maiden flax
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k ty

grim ore
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@chilly gale If you are just moving the map that should be fine, all the other stuff will still be referenced in the older spots. If you are moving other stuff just do it a few at a time it's a pain in the rear 😦

midnight gate
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help

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this is how i want my lvl to look

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this is how it looks after i bake dat lighing

abstract relic
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“Help”
“Ask your question”
“Fuck you”
Bravo 😂

maiden flax
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@tribal peak isnt that just a map template or something

tribal peak
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@maiden flax if you're a programmer you should go with C++, if you're not or don't have an interest in learning programming, go with blueprints. They are alot of fun and there's lots of documentation online and vids.

maiden flax
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i want to go for blueprint

tribal peak
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It's like a museum of features. You can open up the assets and see how they were made. @maiden flax

grim ore
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@midnight gate Baked lighting and realtime lighting will look different, you will just have to iterate and bake and keep testing till you get what you want.

chilly gale
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I was just after spliting levels out into groups eg: full level, scenes, and the test building levels so that the maps folder didn't look so cluttered, yes I mess about a lot lol

midnight gate
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@grim ore i think i get an error that prevents me from having cast shadows on the map mesh

maiden flax
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@tribal peak ok thanks for the help, really appreciate it

grim ore
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you should still be able to get shadows if you set them to static

maiden flax
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lol its 3.2G

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gb

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but idc its already downloaded

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my laptops fast

unique panther
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I want to download a file from the internet and use it locally. How should I go about doing that? Libcurl? Some other UE4 library?

chilly gale
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I tried the Online learning to do blueprints, it felt more like what I could do rather than how for a beginner

tribal peak
maiden flax
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wow

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his voice is really clear

tribal peak
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And his hair is very pink.😂

maiden swift
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He's one of the best instructors Epic has. 😄

maiden flax
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yeah

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i see

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not like him

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above

grim ore
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Zak is not an instructor anymore 😦

maiden flax
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why?

maiden swift
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Technically that's true.

maiden flax
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ye

maiden swift
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He's too busy helping studios level up their game.

grim ore
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aww Wes is a good guy, I can understand him fine

maiden flax
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yeah he looks like a really good guy to be around

grim ore
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and if you think that is hard to understand you should try Sjoerd's stuff lol

maiden swift
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Is Zak still a senior tech artist on the dev rel team? @grim ore

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I love Sjoerd's videos, mostly because he dives really deep on topics that are barely covered elsewhere.

mossy nymph
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Wes likes to murder good programming practices in favor of expediency

grim ore
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I dont think he is anymore @maiden swift, not even wes is not instructor anymore

tribal peak
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@midnight gate is there a lightmap setup on your floor static mesh or are you using terrain?

abstract relic
maiden swift
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@grim ore Now that you mention it, I remember seeing a new title for Zak on the 2019 end of year stream. Forgot what it was, but it sounded enterprise-y.

grim ore
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looks like it was Technical Business Development @maiden swift

maiden flax
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lol

grim ore
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oooh confirmation of .24.2 "The team is working on a number of crashes for the 4.24.2 hotfix. " from the live stream

maiden flax
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is GTA5 made with UE4?

abstract relic
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No

maiden flax
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oh

abstract relic
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They have their own in house engine

chilly gale
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Oh here one for you guys,.. Is there away to copy the assets out of a blueprint, eg I have a building blueprint I wish to edit, it much easier to edit change in a level so I'm thinking copy it out past into a level and make the changes, that way copy, ALT Drag all work which DON'T inside a blueprint. I know you can select and create BUT can you select and un-create so to speak

normal burrow
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that guy is smart

tribal peak
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You can still get hilarious results with Unreal's physics engine though.

maiden flax
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i always hear game developers make like at least 60k a year

abstract relic
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Nah

grim ore
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they do if someone else pays you do do it 😉

maiden flax
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can you put ads on your game in ue4

chilly gale
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Why?

grim ore
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you can yes

maiden flax
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to make money

chilly gale
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we there to play

maiden swift
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@grim ore Yep just looked it up too. He's in the same echelon as Chance now, I guess.

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Now we'll never get more Zak instructional streams. 😢

grim ore
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lots of people keep moving around there it's annoying when trying to find someone lol

maiden flax
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ive never seen ads on a game made by ue4

normal burrow
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you have to have a game first to put ads in it. and people have to play it to generate money from seeing ads

chilly gale
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add are EVEYWHERE do need more

normal burrow
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these are harder than putting ads in game.

sly coyote
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Kiwi there is also 2 tools you can get, a free one and a paid one for "prefabs" that do basically what youre saying

maiden flax
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@chilly gale lol calm down

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im ok

royal sluice
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@maiden flax Back in 2002, I remember Nintendo saying they would hire graduates from Digipen at 65k/year. Kind of depends who's paying you and location of company.

sly coyote
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I use the free one and i love it to death

low violet
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Any idea why building to Oculus Quest gives results that are very different from within the editor?

maiden flax
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@royal sluice Oh

chilly gale
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@sly coyote thanks, it guess that would be better than the current built in if your the type to change their mind

grim ore
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@low violet are you previewing in the correct shader model/Renderer for the quest in the editor?

chilly gale
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@maiden flax I ok I just get sick of being add bashed lol

abstract relic
obsidian lily
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@maiden flax just for some anecdata, I would never play a game with ads. If I accidentally did, I'd stop and uninstall it immediately. I'm probably not your target market though 🙂

cloud cobalt
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The reason few UE4 games have ads is that few mobile games are made with UE4, and only mobile users are okay with ads

maiden flax
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@obsidian lily why?

scenic hatch
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how come when you run around in your default scene with ur 3rd person character

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he just bugs the fuck out through the floor ?

grim ore
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he shouldn't

scenic hatch
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its 2nd time ive tried to explore my scene

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and the character is so glitchy

grim ore
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what changes have you made?

scenic hatch
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none, ive just decorated the enviroment

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added boxes and materials etc

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nothing fancy

grim ore
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none != none

mossy nymph
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that usually happens when you spawn/add something that has mixture of movable and static meshes

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unreal no like that

grim ore
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its possible your getting some collision that is pushing out your object

scenic hatch
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ah @mossy nymph could it be because ive added geometry items and "basic" items?

tribal peak
scenic hatch
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they are like static meshes and brushes right

mossy nymph
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there is mobility for primitive components on actors

scenic hatch
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@grim ore no, its mainly the floor actually its bugging through

mossy nymph
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problem arises when you have some components that are mobile, and other that are static on the same actor

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usually static root with mobile "children"

grim ore
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the default floor is a cube static mesh so if you are falling thru it there are some other bigger issues

mossy nymph
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at least i had an issue when someone on the team created a pickup item that had wrong mobility, just spawning it would turn off all collisions on the level

scenic hatch
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hm will test it again thx for replies

maiden flax
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i dont even play fortnite

scenic hatch
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@grim ore @mossy nymph it seems its do with turning while roaming around, when i turn it kinda like sucks my guy into the ground abit in a really glitchy way, but if i just run straight its fine

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if i try and move foward while looking left and right its a mess =/

unique gull
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Hmm. Are you guys having issues with tessellation on landscapes on 4.24.1? Especially it's not working on landscapes but works on any non landscape objects. I was testing 4.22 and 4.23 and it works fine there.

grim ore
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@scenic hatch weird. I can say I have never had an issue with the default third person template or map and glitching out

scenic hatch
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hella strange

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and if i look down

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it slowly just drags my character below the surface 😂

grim ore
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definitely weird

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IF you just make a new level with the normal ground and run around see if it does it

scenic hatch
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i think i fixed it mathew

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i think it was to do with the "follow" camera

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i readjusted it and now it seems ok

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much better atleast anyway

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it still pretty glitch as i rotate the camera left and right though

obsidian lily
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howdy everyone

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thinking about mods. I'm a little worried that there's really no way to get the balance between powerful modding and security right. Have malicious mods been a problem for any games in the past? I don't know of any examples

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like, imagine you add some gameplay feature that people like, and also download malware to the host computer

safe rose
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@obsidian lily you check out mod.io yet?

obsidian lily
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I know it exists, that's about it

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it's an api, is it supposed to solve this problem?

next badger
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all the content you use in ue4 is self contained, and uses classes that developer made, you can't supply new ones

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i.e. you can't implement new network functionality if it was not implemented by original dev

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you can see how it's made for ARK, or RoboRecall

obsidian lily
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can you say more? I'm confused by this

scenic hatch
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any1 know why my lighting is going crazy like this?

obsidian lily
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I've not written an Ark mod, but I know that sometimes they need to be first in load order and/or are incompatible with other mods because they override some core class like the player controller

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so you're saying that if I do that, I can't make a curl call from it or something?

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how does that work?

cloud cobalt
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UE4 modding support is atrocious.

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It doesn't exist really - it's DLC support.

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No code changes, no additional C++ code, no real way to modify content (has to be new additional content)

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No shipping with the editor on Steam or GOG

fathom glade
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Anyone know if there's a hotkey for x'ing out the search bar?

obsidian lily
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yeah I believe you, but: 1. My impression is that they are working on making that better, according to some docs I read. Not sure how skeptical to be. and 2. it's possible to make this work by changing the engine, which I know because that's how Ark works. I'm sure it's all terrible, but I do know it's possible to pull off by a dev team that's mediocre

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(bold claim: wildcard is mediocre)

cloud cobalt
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I don't know what exactly Ark allows, but I can tell you the engine only has DLC support

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And the EGS-only editor is a really painful restriction

sweet relic
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tbf Modding is a 'hard' problem that is very contextual based on the game

cloud cobalt
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tbf, the entire content pipeline assumes no mods

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As in no modifications

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It supports random additions alright

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And single changes by one unique mod if the stars align

fathom glade
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Does anyone remember the hotkey to search all assets/content?

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I definitely remember there being one, besides having to click the content folder and then searching in the search bar, like it's own standalone thing comes up.

obsidian lily
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I wish I knew more technical details, but I can tell you that ark mods routinely modify existing content

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both stuff like item stats and other attributes, and things like map geometry

vast fjord
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is it possible to download the multiplayer shootout files that Unreal produced?

obsidian lily
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I think part of that is just that it's quite data driven, but that can't explain all the mods I've seen

cloud cobalt
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Well, I have no idea how Ark does it. All I can tell you is, as far as UE4 is concerned, there are no mods

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Very literally the engine code has "mods" like 3 times

grim ore
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@vast fjord the one with the orange characters? IF so its on the learn tab on the Launcher called Multiplayer Shootout

vast fjord
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ah, got it, thx

obsidian lily
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ok so, all of this not withstanding, suppose I write a "DLC" pack for a game

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what is stopping me from making a curl call, other than the os?

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like how does the pi work such that I can't do anything malicious?

cloud cobalt
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pi ?

obsidian lily
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API, sorry

cloud cobalt
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What API ?

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The DLC system does not support additional code at all

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So there's that

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You can add Blueprints

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So anything possible in Blueprint is possible in your mod

obsidian lily
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I didn't know that. That's crazy -- you really can't write c++ code in an unreal dlc, out of the box?

cloud cobalt
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Absolutely not

obsidian lily
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I guess the answer is "don't have mods or dlc, or prepare to do it yourself from scratch"

cloud cobalt
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In the UE4 DLC system, DLC overwrites the executable entirely

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Because DLC is usually sequential

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And to be fair, most DLC would work well with Blueprint-only, provided the executable is updated for any new feature

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But again, for mods specifically, this sucks

obsidian lily
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this is a surprise actually -- I basically just looked at those docs which said "we like mods!" and had some details about how to make a content pack, and inferred from ark that it was fine

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but maybe it's a problem

vast fjord
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trying to load the shootout example but it's just stuck at 45% initializing?

cloud cobalt
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Wait for it, it will load in a few minutes

next badger
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@vast fjord "45% is shader compile time"

vast fjord
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okay

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thanks

lofty imp
plush yew
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Does anyone have rendering scene issues using a 2080s and 9700k with 32gb ram?

south tide
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@fathom glade alt + shift + O

Does anyone remember the hotkey to search all assets/content?

plush yew
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Also having issues with opening up projects

obsidian lily
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@lofty imp hah, awesome

plush yew
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CPU goes to 100% and disk is 1-3% usage and nothing happens

grim ore
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does it show anything on the screen?

plush yew
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Just the loading bar

grim ore
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does it have a % or just a blank bar?

plush yew
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It gets stuck at 23% mostly

grim ore
plush yew
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Yes

grim ore
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yep you just have to sit there if it's the first time loading the project

plush yew
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That's a huge load for a 9700k though? And it never opens. I kept it loading for 28 minutes

next badger
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"45% is shader compile time"

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we need a bot to do that

grim ore
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what project are you opening? and 28 minutes does seem a bit long

plush yew
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The vehicle pack from the store

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The one with the plane

grim ore
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sounds like another issue then if its 23% and that long. 45% or 83% can pause for a while for sure but even then that is too long

plush yew
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I'm using an ssd

grim ore
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have you tried making a new blank or template project?

plush yew
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Yes they open just fine

grim ore
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eep sounds like the project is off 😦

plush yew
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What do you mean off?

grim ore
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broke or something else. There should be a log to look at in the project saved folder

next badger
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it's just the settings in the project may be different, like enabled planar reflections, dfs etc

grim ore
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there are a couple hundred vehicles in the marketplace so can't pinpoint which one you are using easily

plush yew
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One sec

next badger
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btw cache is on C: by default

plush yew
grim ore
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my only thought is the driveable one is not compatible with .24 and some of the blueprints might be hanging it up but doesnt seem likely

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but no these should get to the 45% mark fairly quickly on loading then take a bit more to compile and show the project on your machine

plush yew
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I'm opening them with 4.19 though

grim ore
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yep they should be working then 😦

plush yew
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Could it be because I'm using a bad Win10 pro? I downloaded it from ms but bought a key from eBay for fairly cheap

grim ore
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is it both of them having problems loading?

plush yew
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Yes

grim ore
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but you can use the default templates, maybe try one of the larger packs from the learn tab on the launcher like content examples or archvi interior and see if they load. Most things should get to 45% faily quickly then stall. 23% sounds like a bad project

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but again check your log if it exists in your project under Saved/Logs

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it might give us the answer

plush yew
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I don't have problems with any other projects, except rendering takes a bit more time than id think it should, even with a 6x6 km map

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Not at my pc right now

bronze bloom
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look in task manager, can you find something relating to shaders, usually starts compiling shaders around 45%

plush yew
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Yeah there's multiple processes

bronze bloom
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then its working on it, you just need to be patient

plush yew
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when I do it, and they're stalled

bronze bloom
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what do you mean by stalled?

plush yew
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Ends up not responding

bronze bloom
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not responding doesn't mean its not doing anything, just that its not accepting user input, its probably just chugging away at some shaders

plush yew
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Oh well okay thanks

obsidian lily
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hey, how hard is it to set up unreal swarm?

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I have a couple computers around that are basically idle all the time, would I speed my build up by setting up swarm on them?

grim ore
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not hard ,there is docs. yes it would help lightmass builds if they are large enough.

low violet
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@grim ore Thanks for the help btw

obsidian lily
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what about general build stuff, like just compiling the project?

grim ore
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nope swarm is the lightmass controller

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there are other build systems like incredibuild and fastbuild that can be used for C++

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@low violet yay 🙂

obsidian lily
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cool, thanks@

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ouch, incredibuild's wordpress site is down

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not a great look for them 🙂

manic pawn
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expensivebuild*

plush yew
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i have a question how to i attach the actor i make called (Stone) to the box's child actor place?

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how do i attach this to

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this with commands

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ik how to attach manually but how to i make cmd that does that for me

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i really need help because i looked every where i and didnt find how

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i am a bit new to unreal and that is the reason too

honest rune
#

Hey everyone 🙂 Does anyone have a link to a good video that explains exactly what virtual texturing is and what benefits it provides?

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I'm just not understanding if its purpose is just to allow huge textures or if its an optimization to pack several smaller textures into a larger virtual tile map

grave nebula
honest rune
#

ty sir

plush yew
#

can somebody tell me or url the video on how to make the sockets on actors etc...

thick herald
#

Anyone else notice dramatic fps loss 120 -> 40ish every two seconds, even with just a default 3rd person template used. Made sure any plugins were disabled inc any VR ones. That's three 3rd person projects all doing the same thing. Anyone got any thoughts?

obsidian lily
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exactly 2 seconds, or frequent spikes?

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what does the profiler say?

sweet relic
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hmm, any way to link an engine source build with the launcher?

honest rune
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there is but its a royal pain in the ass. there's something on the wiki about doing it

sweet relic
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Sigh, i just wish substance would post a direct dl link to their plugin...

plush yew
#

i have one big question cuz no one is answering , if anyone made any guns in their game how did you connect you gun with the character, i mean by that is what did you add...

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no whole code process just what did you add to connect/spawn weapons in characters hands...

honest rune
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theres a ton of different ways you could go about that

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you wondering about just the actual attachment?

plush yew
#

i am wandering the easiest way what you place to character and what code you use to pick up/add weapon in middle of playing

#

yeah actualy i wonder jus how you attach i tried million ways it wont work

honest rune
#

@grim ore shameless plug 😉

#

probably everything you're wondering is covered in his videos.

#

and good explanations about why, not just "how-to"

plush yew
#

for exsample i tried adding sockets but i cant find how to add sockets or where that option is

honest rune
#

sockets are added to the skeleton of a skeletal mesh from the bone hierarchy window. Sockets might not be the best way to attach your weapons though. They work fine for anchor points but there are other options for it, like rigging the gun and animating it with the character via master pose component.

plush yew
#

you would say that the easiest way

#

?

#

but how do you make like switching the guns ...

#

can i use the animation in unreal to switch guns ?

scenic hatch
#

yo can any1 help ive been stuck for so long with this

#

im getting this awful over exposure on my lighting when i go in and out of the viewport

plush yew
#

btw thx for helping @honest rune

#

i was just curies about the last question and i am done being boring

spark sonnet
#

Hey guys. Is there a simple way to drag in images or other files (ex. png) in the packaged game? Lets say you have a custom skin for something and you want to simply drag and drop it in. Thanks in advance

plush yew
#

i think you can just drag and drop

#

but not 100% sure

spark sonnet
#

I mean during runtime ingame. Not in the engine

plush yew
#

that i am not sure but someone will help you surely

#

i am a bit new to unreal

#

i used some old outdates 2d game making engine before

#

XD

spark sonnet
#

Thats cool. Did you release any games?

plush yew
#

nope because it was super hard to get help almost no one used it in total

#

what would be a cool idea would be little connector nodes for execution chains, much like events only also available in functions, so you can place one of these nodes and then call it from somewhere

#

it wasn't really easy to use and i didn't know that because i started programing for first time... i searched some easy and it showed up, that what he said... XD

trim pike
#

Im not sure if im just not focusing enough, but is there a channel for material help?

plush yew
#

i don't see it eather

honest rune
#

@plush yew assigning a mater pose component is an approach for modular characters, not for the actual logic of switching objects etc. For switching weapons, you would need to create logic to do that. I'll see if I can find a good tutorial for it because there's quite a bit to be typing in here lol

plush yew
#

ok thx

trim pike
#

Where do i ask for material help?

sweet relic
trim pike
#

okay thanks

plush yew
#

i asked to animate switch guns because you said it would be better and then i thinked to me as good idea

#

do you know any way to switch weapons using child actor .

#

thank you so much for doing this for me i really needed the help

cursive haven
#

there is a node called "set child actor class" I think

plush yew
#

but idk how to change child actor of box with cmds

honest rune
plush yew
#

this is whole think i asked

#

@cursive haven

#

thx i will watch it and try it tomorrow 1:14 am for me

#

@honest rune

#

Xd

cursive haven
#

oh ok sry haven't seen that

plush yew
#

np just telling

#

thx still 😄

#

any help for me is good

cursive haven
#

@scenic hatch hey you still need help with this? Looks like auto exposure, do you have a PostProcessVolume in your level?

honest rune
#

the general idea is:
create an actor-derived type to represent your weapons as a base class
derive other classes from that type to define each actual weapon and its specific functionality
create a property on your character that holds a reference to an object derived from that type
at runtime, you assign instances of the desired weapon to that property.

plush yew
#

i dont @cursive haven

#

i didnt add any volume if i am sore what you mean

honest rune
#

the base type would define all common base functionality. the derived types provide weapon-specific details/implementations via overrides and, if done as a blueprint type, allows for easy assignment of its mesh, materials etc

#

because using c++ to assign the assets themselves is a mofo. That is where blueprints really shine

#

just remember the golden rule: c++ is for base types and logic/functionality, blueprints is for tying assets to those types

#

"generally"

plush yew
#

ohh that helped a lot

#

but i will try tomorrow everything you said and helped

#

sorry if i stoped you if you wanted to tell me more you can try in and i will see it

cursive haven
#

i dont @cursive haven
@plush yew now I am a little bit confused 😅

#

what did you mean?

plush yew
#

i dont really know what that to say the least

#

havent been introduced to everything

honest rune
#

Got a hungry toddler here waiting for me to make food lol that should point you in the right direction

plush yew
#

ok lol XD

#

i am still young Xd

#

if i offended you my bad

harsh tiger
#

i need serious help. my project wont open! it comes with the project loading screen. gets to about 75% an the window disappears and no project opens

#

its a college project due in a couple weeks an i really need it fixed. if anyone knows of a fix please let me know

#

steam VR does start when i open the project but i dont get a crash log or anything like that

#

2 projects in 4.22 dont work. but a project is 4.23 is working

fallen marten
#

Try disable your plugins by opening your project ufile in notepad and setting any plugins to false rather than true. That's usually where I start

#

@harsh tiger

#

Also check and see if your engine will open on its own Instead of opening a project with it

harsh tiger
#

i verified engine version and made the plugin false an it still didnt work

#

gets to initializing 73% an closes

#

gonna try open a blank project in 4.22

#

clicking on launch doesnt open anything

fallen marten
#

Maybe remove it and Reinstall it

harsh tiger
#

@fallen marten the only thing i changed since last time is the vault cache location

fallen marten
#

If the engine won't open on its own then it's fucked

harsh tiger
#

think ill have to uninstall and reinstall, or update the project if that fails. thanks for the help!

#

gives me an excuse to watch the ue4 live stream from today haha

fallen marten
#

Yeah sorry I can't give a better answer man

#

Sometimes it's best to just cut your losses and start fresh

harsh tiger
#

i think uninstalling and reinstalling will fix it. im just happy its not my project thats fuck

fallen marten
#

Hopefully not

#

Sucks re -doing work

harsh tiger
#

i cant cut my losses with this one haha. 3 months deep an deadline is 2 weeks away

fallen marten
#

You could always start a blank and see if it opens in that engine

supple totem
#

Got backup?

fallen marten
#

If it does, copy all your content to it from your school project

harsh tiger
#

im installing 4.22 again, hopefully it works. i have a back up a few days old

supple totem
#

Ahh you're fine then!

fallen marten
#

And clean out your saved folder too

harsh tiger
#

i think changing the vault cache location has fucked it

fallen marten
#

Re Install ahoy then!

harsh tiger
swift spindle
#

back.. up.. plz

normal burrow
#

hurray

harsh tiger
#

i have, it was my unreal version, my project is fine

swift spindle
#

I see so many ppl who don't backup.. it hurts...

plush yew
#

lets backup every 10 s then we will be for sure safe from one danger XD

safe rose
#

i disable auto-save

#

but I also use source control always

harsh tiger
#

i have multiple languages in my game and when in pie it doesnt work, but in standalone it does work. but then in the packaged build it doesnt work again. any idea why?

safe rose
#

@harsh tiger that shit dont' work in editor

#

that's why you have localization preview

harsh tiger
#

its in a packaged build

safe rose
#

Oh, I misread that

harsh tiger
#

it works in standalone. but not in a packaged 64bit windows build

safe rose
#

shipping, dev, test?

harsh tiger
#

dev

safe rose
#

version?

harsh tiger
#

an 4.22

safe rose
#

nah

#

well

#

maybe ya

#

Would make sense

harsh tiger
#

i have spanish an chinese

safe rose
#

GGWP

#

It's interesting that it doesn't auto complete that when you are messing around in localization dashboard

#

which seriously needs an update

harsh tiger
#

+1

#

making a new build now

safe rose
#

@harsh tiger ping me if that fixes it

#

curious

harsh tiger
#

will do

safe rose
#

But in my mind, whatever localization you are doing inside dashboard, it should automatically check those off by default

harsh tiger
#

that would be nice for sure

safe rose
#

If it doesn't, feel like a misstep

serene quiver
#

Hey guys! How would I make a hud that, just for now, only shows your health?

safe rose
#

@serene quiver Start with the UE4 Docs

#

Or find the millions YT tutorials on Google 😉

#

start there though and learn how to use the docs starting out

serene quiver
#

Haha, thank you a lot!

low violet
#

I can't find the log file for a dedicated server running on linux

#

Any ideas?

harsh tiger
#

@safe rose i still need to add a few things haha, but doing what i done in the project settings has fixed the issue in package builds

safe rose
#

@harsh tiger nice!

low violet
safe rose
#

@harsh tiger you should report that as a bug

#

Even if it isn't, they might do internal FR

harsh tiger
#

Yeah i will do. it would be a nice quality of life change and would prevent other people having the same issue as me in the future

#

hopefully get a response, im not sure how long this type of stuff takes @safe rose

safe rose
#

they are decently fast, day or so

ionic warren
#

Hey Guys,
I have a serious, and hopefully constructive concern about Unreal Engine.

I am coming over from c#/Unity and Unreal and C++ has always been hyped for their capabilities but truthfully im running into ALOT of weird buggs, something that I've never seen C#/Unity never suffer from, and I am hoping to get some solid advice and feedback from the unreal community as to why and whats going on here.

  1. Starting small, Visual Studios Intellisense runs like garbage with c++ (and unreal?). Its so laggy, it takes minutes to catch up to what youve typed, and it throwing errors around everywhere when everythings perfect, Whats up with this? Should i use Vs code instead of Vs Studio? Ive heard of VAssist but its a paid program and I find it odd Id need to invest in something when C++ is supposed to be this super efficient language and Unreal is supposed to be "so great" as the leading game engine.
#
  1. The work Flow back and forth between VS and Unreal is quite slow. Having to manually build/compile after any code change is tedious. It feels like this degradation of work flow over time is going to cost any company or person a lot of time/money compared to C# to Unity which is instant. What I don’t understand here is that Unity is written in C++, and then it somehow bridges in C# right? So how can this engine be faster than one written with its native language?
#
  1. Continuing on with workflow issues, I am following a tutorial on Udemy, and I keep running into the same unusual and painfully frustrating bugs as the instructor. We will change one thing in C++ and suddenly all these things stop working in game. Usually a blueprint derived from the C++ class , although the code related to it wasn’t changed at all. Normally we just add a new variable and function and somehow this breaks all old blueprints related to other functions or variables.
    This results in the same process of : Try to close the editor and reopen. If that doesn’t work, Close the editor and try launching through VS with Cntrl+F5. If that doesn’t work, rebuild VS files, delete binaries folder and generate off of .exe. If that doesn’t work, Delete the blueprint and start over…. This has been the biggest pain.. and It makes absolutely no sense to me. I am very frustrated. Could someone please lend some advice?
rancid lynx
#

i cant delete empty folders. whats the solution? i wasnt smart enough for google.

mental shale
#

(has anyone else been noticing the engine getting a little slower each new version?)

harsh tiger
static arch
#

@rancid lynx Delete the folder in Windows Explorer manually and Fix up Redirectors in UE or just restart the editor afterwards

languid canopy
#

Hey guys, so I have a question to people who have developed a full game before. What is your To Do list in order of things to get done when starting designing a game? (i.e. upload character model, import animations, create UI, sprint functionality, main menu, etc.) Thanks!

Please @ me with the answer as I am not on Discord frequently. Thanks!

abstract relic
#

Make a gdd asap. The most boring phase of development but preproduction is a must if you are working in a team.

normal burrow
#

I agree with HighTide

maiden swift
#

I still do preproduction for solo games. Whiteboard brainstorming, writing docs in Notion, collecting reference images, etc. I do quite a bit before I create the Unreal project.

safe rose
#

Yeah, do it whether you are solo or not. And you all didn't @languid canopy

normal burrow
#

To do list is good to do @languid canopy

rancid lynx
#

@static arch thank you but. is that dangerous ? i gues ill backup save and test it. i read about that, and i read about people crashing their entire project with that solution.

earnest minnow
#

can anyone help me and my friend setup perforce control

rancid lynx
#

but. ill test it also. ty. its probably fine

abstract relic
#

Yeah that’s about as dangerous as they come Rob

normal burrow
#

you have to ask yourself how much those folders are worth deleting

#

having source control helps svn

abstract relic
#

glares at all the empty folders my repo keeps restoring

normal burrow
abstract relic
#

you shouldn’t exist

normal burrow
#

but it comes back squint

abstract relic
#

Like a roach after you drown it squint

normal burrow
static arch
#

@rancid lynx Never had this happen, you can make sure with a copy though

#

@abstract relic @normal burrow Hit that Obliterate button :P

abstract relic
#

Nuking won’t work. It’s immune to radiation

normal burrow
#

It can't be drowned

alpine peak
#

quick question, are there any common reasons why a change in my C++ code won't get picked up by the engine?

earnest minnow
#

thanks ceeazy

abstract relic
#

Got live++?

alpine peak
#

I'm working on changing my camera position, but the only way the change seems to work is if I restart unreal engine

#

live++?

static arch
#

Oh yeah, that happened to me before as well

#

Always camera stuff

abstract relic
#

Otherwise, you need to restart engine to apply changes. Hot reloads aren’t reliable

static arch
#

Position not updating in native C++ camera code and the like

#

Placing the BP/class in the level again helps often

normal burrow
#

hot reload squint

#

you don't want to use hot reload

alpine peak
#

why does it need hot-reload?

static arch
#

hammers ctrl+f11

#

So it can compile at runtime

normal burrow
#

life++ is what you want to look into, but you also have to know what you can and can not do with it.

languid canopy
#

Thanks guys for the information, I love the pre-production ideas, but is there a certain way I should plan out when I actually create the Unreal project? Like make a timeline of things to get completed? And if so, what order should I create things in? Thanks.

alpine peak
#

like I'm doing a full rebuild and it doesn't affect the unreal side of things

normal burrow
#

otherwise, restarting the engine is exactly the right thing to do

static arch
#

Otherwise you'd have to restart the engine every time you make a change

abstract relic
#

Welcome to programming

static arch
#

@languid canopy I'm currently thinking and researching about the very same thing

#

Don't overthink and be agile

#

I'm a fan of kanban personally

alpine peak
#

I mean I do C# for my job, not that skilled up with C++ apart from a tertiary paper years ago but if it builds shouldn't UE pick it up?

abstract relic
#

Nope

#

You literally don’t have reload set up

languid canopy
#

Oh okay, I have created one game before, not a playable full game, but I usually end up not knowing what to do next, I was just wondering what order people did things in during game development

normal burrow
#

Its not trivial for c++ to do this.

static arch
#

^ This

alpine peak
#

oh

normal burrow
#

it makes native code that is harder to just unspin and refire

#

compared to a vm, like with c#

static arch
#

@languid canopy Usually workflows are mostly non-destructive nowadays

#

You don't have to worry about order that much at first glance

alpine peak
#

I thought it'd be the engine that picks up changes from a compile

normal burrow
#

so do look into live++ as HighTide suggested

languid canopy
#

Okay, good to know. Thanks.

normal burrow
#

the easy way to explain what you can do with it is just to say you cannot modify header files

#

the hard way is to explain what you can and cannot modify in header files

#

(without engine restart i mean)

alpine peak
#

these changes are in the contructor

#

so in the CPP file

static arch
#

@alpine peak Your error can arise from a lot of things - mind go into details/send code?

normal burrow
#

yep so live++ is something you want to look into and is free for use inside unreal

alpine peak
#

I'm guessing the constructor might be why it takes a restart?

static arch
#

Often it's a cast into nothingness or the like

normal burrow
#

its possible

#

live++ won't re-run your constructors (i don't think)

alpine peak
#

I'm doing a tutorial on the UE documentation for positioning a fps character

static arch
#

I think it actually does

#

@normal burrow

normal burrow
#

so you'd have to at least restart PIE in that case

alpine peak
normal burrow
#

it does? then ignore me

alpine peak
#

that's the constructor

#

with the setrelativelocation fvector line being the test for the camera

static arch
#

Did you create a BP in order to place it in your level?

alpine peak
#

I have a BP

#

but I was having an issue whjere the player in the level didnt' change so I put a player start in

#

thinking that would mean it would load the BP

#

which it seems to do?

static arch
#

Yep that does

#

You have to enable auto assignment to player 0 in the BP when you place it

alpine peak
#

sorry I'm pretty new to the coding side of UE only really played with UT maps before

static arch
#

It's in the blueprints' settings

#

No worries, I've been there

abstract relic
#

Install live ++

normal burrow
#

I agree with High Tide

static arch
#

Doesn't it come with UE already anyway?

normal burrow
#

It is something that needs activation

static arch
#

I used to live compile just by enabling it inside UE and hitting CTRL+F11

alpine peak
#

Ill install it but it does feel like something that should be default?

#

like other code changes have worked

static arch
#

It's experimental @alpine peak

alpine peak
#

just this one in paticular is weird

normal burrow
#

I do not know the process. if its just an engine plugin or whatever. I just refire up the editor every time

static arch
#

I used it, has some caveats but definitely a good step to the future

#

Or rather do still use it*

abstract relic
#

Ok half a million thread man 😜

normal burrow
#

👍 gotta use those threads

static arch
#

@alpine peak Well, how are you compiling at the moment? By hot reloading or inside VS and restarting the editor?

alpine peak
#

I build in VS

#

well I was

#

and it would make a sound in the engine when the build succeeded

static arch
#

Because then the editor should be closed and re-started after compiling's done right

alpine peak
#

but it stopped doing that

static arch
#

Yeah OK, that's hot-reloading that broke probably

alpine peak
#

ahh

#

how would I go about looking at my hot reloading?

static arch
#

If you're sure you're code is clean and is supposed to work, close UE, navigate inside your UE folder and delete Binaries, Intermediate and Saved - recompile in VS (while still having UE closed) and fire up again when done

normal burrow
#

To use it, check the Live Coding (Experimental) option from the drop down next to the compile button in the editor, and hit Ctrl+Alt+F11 to compile and apply your changes. To enable from a cooked game, type "LiveCoding" into a console window.

static arch
#

Oh Ctrl+Alt+F11 it was, right

#

@alpine peak That'll delete all temporary build files and do em' new

normal burrow
#

live coding business

alpine peak
#

haha it's annoying that the tutorials are all for different versions. kINda good in the way that you have to learn a bit deeper than copying code to get things working though

static arch
#

Yeah, 4.15 is a bit older but not much should've changed there

#

So about the constructor, I'm not sure how that compiles into runtime, but usually constructor code gets run at startup of the editor, just as reference

alpine peak
#

that's good to know

static arch
#

In the near past, I actually compiled with restarting the editor, so no Hot Reload

alpine peak
#

I mean tbh I sohuldn't be setting the camera settings int he constructor anyway but Just wanted to work out the tutorial

static arch
#

If you wanna go along like that just compile without the editor open

#

You actually should, it needs init values

alpine peak
#

ahh

#

I mean like I'd probs set them there but they need to be a config or something

#

not hardcoded

static arch
#

You can change them in the BP later

alpine peak
#

I wanna go for a third person camera that zooms fps like in MMO's

static arch
#

That's easily doable

#

Prototype it in BP real quick and then transcode it to native code

alpine peak
#

yeah just doing baby steps rn

static arch
#

Yep, important

alpine peak
#

btw i really appreciate the help

static arch
#

You'll gripe it quicker than you think

#

Nw :)

alpine peak
#

yeah speakign of BP's I chose the project setting to be CPP based but I figure most projects use a mix?

#

liek they seem good for basic stuff that doesn't need a whole lot of wanky stuff done for em

#

*like

#

ohh just saw in UE the enable live coding option

#

I think I bricked my C++ code though cus VS can't open it now

static arch
#

The synergy of both is the strong point, the way you initialize the project doesn't matter too much and isn't hardwired, it just initializes the project default code in either C++ or BP

#

Create base classes in C++ -> derivates in BP

alpine peak
#

ahh cool

static arch
#

What does it say?

alpine peak
#

I deleted Binaries, Intermediate and Saved

#

if I try to reload the projects in the solution it says the vcxproj has been moved or renamed

normal burrow
#

right click uproject file, generate visual studio project files

static arch
#

Strange it did that, but yeah, what he said :)

alpine peak
#

whoa

#

nice

#

we're back in business

static arch
#

😁

alpine peak
#

sweet will see if this live coding experimental stuff works

#

I'm gonna sign off cus it's 6pm on a friday in nz and I've got some beers to sink but ty for the help!

static arch
#

U welcome!

#

Enjoy da beers

alpine peak
#

haha will do o7

tawdry heath
lapis vine
#

Have you paid for it recently?

abstract relic
#

Too expensive. Too many zeros

normal burrow
#

Why can’t it just be free

fallen marten
#

@harsh tiger glad that worked for you man 👍

cursive haven
#

Has someone experience with the build in plugin ‚control rig‘ ?

#

Hope this is the right channel to ask 😅

tawdry heath
#

hey guys I kill my zombie and it simulates physics, but it flies so high. How can I change the weight of the zombie?

random holly
#

Anyone know why this is happening after retargetting ?

zealous spear
#

@random holly what you did to him damn

#

His hand is like 4 meters

cursive haven
#

@tawdry heath you cold Set the velocity to 0 after he turns into a rigid body and apply velocity manually

zealous spear
#

Haha

random holly
#

😞 A case of the old Bendo Armo

tawdry heath
#

@cursive haven where do I find that

random holly
#

@zealous spear 😂 Any idea dude ? Stressing me out

zealous spear
#

Umm

cursive haven
#

I am not at home so I cannot look it up but get a reference of the mesh and search for a node „set linear velocity“ or something like that

zealous spear
#

Idk

tawdry heath
#

@random holly where did you go wrong lmao

random holly
#

@tawdry heath I wish I knew 😩

cursive haven
#

@random holly it looks like you have mixed up the upper arm and the lower arm in retarget manager xd

tawdry heath
#

that?

random holly
#

@cursive haven Thank you il give it a go

#

@cursive haven Seems alright?

cursive haven
#

Sry guys but my internet is too bad to download the pictures

abstract relic
#

Says UpperArm_R -> upperarm_r
lowerarm_r -> lowerarm_r

#

Have an emoji to render Unreal

random holly
#

@abstract relic What do you mean mate ?

glacial pecan
#

why would enabling LODs and generating a few levels of those completely destroy my lightmap UVs (that Unreal also generated for me)?

grave nebula
#

I don't think Unreal preserves lightmap UV borders at all when generating LODs, does it ?

#

In any case, that should not always be an issue.

glacial pecan
#

I don't get why LODs would ever affect any UV mapping at all

grave nebula
#

Why not? It is a different mesh.

#

Can have different UVs, hence.

glacial pecan
#

can, yes, but clearly not when they're auto generated by a game engine

#

I get it if you manually tweak it and stuff in Max or something

#

but ok, this is all kind's of fucked up now, because Datasmith generated those UV maps on import and now they're destroyed

#

bug report time, I guess

grave nebula
#

Sounds painful.

glacial pecan
#

well, now I get to see how good PlasticSCM is at rolling back a revision 🙂

grave nebula
#

If you ever played Diablo on hardcore, you would know the thrill and joy of developing without SC.

whole quarry
#

LODs have different meshes thus different faces thus different UV thus different lightmap. Makes perfect sense. @glacial pecan

grave nebula
#

LODs do not always have a different lightmap.

whole quarry
#

Those that do not are more the exception

grave nebula
#

no, in fact, the opposite is likely true for most hand-made LODs

whole quarry
#

Perhaps I should have included a "afaik" to my previous comment :P

grave nebula
#

Only one lightmap will be used, if LOD mesh consist only from a subset of original mesh.

#

Since quite a lot of hand-made LODs are done by simply tossing away edge loops, most will use only one lightmap across all LODs.

whole quarry
#

Makes sense but for auto lodding (like using Remesh in Blender), things tend to have different results :P

grave nebula
#

That is blunt, relentlessness and utter truth!

sly coyote
#

Ive had some pretty ugly results with autolodding

glacial pecan
#

@whole quarry it would seem INSANE for lightmass to have to recalculate lighting for each LOD

humble ridge
#

Anyone had issues with Instigated not being valid on damage event but the instigator and owner of the projectile is valid?

#

Ehh nevermind :/ sorted.

#

radial damage without a valid causer will do that...

zealous cloak
#

can i give a player pawn different cameras and switch between them?

#

for example shoulder camera and top down?

#

i dont wanna change the position of the cam

whole quarry
#

Sure you can

zealous cloak
#

@devout grove just use the set active node for the camera?

#

when using multiplayer Player 1 sees third person player 2 sees top down

#

so different pawns dont make sense

#

how can i specify which camera my client is using

thin stag
#

Hi! i wanna make a Kylo Ren Unstable Lightsaber Material for my project but dont know how, what should i do?

zealous cloak
#

thats my actual problem

whole quarry
#

@thin stag search for @fierce tulip on youtube and check the tutorial video to make jet engine/space ship engine particle

#

The method is nearly the same

zealous cloak
#

it has to be on the remote path im sure. is there a way to get a specific client?

regal mulch
#

Well, by default the Pawn that is possessed becomes the viewtarget. So it uses the Pawn for the CameraLocation + Camera Offset caused by the active CameraComponent.
If you have two different pawns for your players, one can have a camera component that is third person, the other one can have it for top down.

#

Unless we are speaking about a fixed position camera.

wary wave
#

^ you would need manually control which camera is active on which machines too

#

since by default the view target just uses the first active camera component it finds

zealous cloak
#

but if the whole blueprint is identical except camera position, wouldnt it be unnecassary?

regal mulch
#

Theoretically, if it's just about having one person with a different camera angle, it's enough to spawn the different pawn when they join

#

Yes, that's what Inheritance is for

#

So you only change the camera in the child.

wary wave
#

I would even inherit in this case, the changes are so small

#

it's literally like a bool to flip an active camera

zealous cloak
#

ahhhh so i only change the cam in the child

regal mulch
#

For simplicity, having a ChildBP of your default pawn is probably the better solution for now.

#

Theoretically you can have a boolean in the Pawn

#

That controls this. You can mark it as Expose on Spawn

#

And spawn the Pawns manually, setting it true for player 1 and false for player 2

#

You can then change the camera setting on BeginPlay of the pawn

#

e.g. have two cameras in the pawn

zealous cloak
#

how do i change settings for each player?

regal mulch
#

Set one active and the other inactive or other way round

zealous cloak
#

when spawning?

regal mulch
#

By default UE4 spawns the DefaultPawnClass defined in your GameMode

#

You can set that to none

#

And then spawn the Pawn on, I think, "InitGenericPlayer" or something like this.

#

There are few function in the GameMode

#

That provide you with the Controller of the joining player

#

So you can spawn the pawn by hand and posses it

zealous cloak
#

give me second to get it

#

can i make a thing like first spawn this player(set camera (topview) and then spawn this player (thirdview)

#

sry its abit complicated, first time working with multiplayer

regal mulch
#

Yes, that's what I suggested

zealous cloak
#

so i have to manually spawn them

#

with the check

#

spawn my player in the level map?
autimacally it spawns the default one? when i drag in player start?

whole quarry
#

it spawns the one you have set in the gamemode

zealous cloak
#

yep i noticed it so the first node i call in my pawn is to set the camera

#

and have exposed the check

#

but how do i spawn my player in my map?

#

Multiplayer Options set to 2 players

#

does unreal automatical generates multplayer settings for client and host?

whole quarry
#

no that will require some experience and engine knowledge

#

it can be done in blueprint only, but its not a "do this and do that" thing to get it done

zealous cloak
#

much complicated?
basically my gamemode decides when using this player start you get this camera setting

#

can i set my player pawn in my gamemode blueprint?

#

got it

exotic thicket
#

there's also a few events in the gamemode you can override in a BP to do custom spawning logic if you need it

zealous cloak
#

thats what im doing right now

exotic otter
#
{
    if (!CheckForInput || Completed)return;

    if (Cast<AcVRPlayerPawn>(OtherActor) && (OtherActor != this) && OtherComp)
    {
        UBoxComponent* BtnCollider = Cast<UBoxComponent>(OverlappedComp);
        FColor* BtnColor = SSButtonMap.Find(BtnCollider);

        CheckForInput = false;
        GEngine->AddOnScreenDebugMessage(-1, 10, FColor::Green,FString::FromInt(int(CheckForInput)));
        GetWorld()->GetTimerManager().SetTimer(CooldownInput, this, &ASimonSays::ActivateInput, 0.0f, false, 3.0f);

        if (BtnColor)
        {
            RemoveColorHighlight(*BtnColor);
            if (IsRightColor(*BtnColor))
            {
                AdvanceRequirementsToWin();
                
            }
            else
            {
                Reset();
            }
        }
    }```
the timer isnt executed
so i wanna call the activate function once after 5 seconds
zealous cloak
#

trying to do 😉

midnight gate
#

i clicked compile

#

and got error

#

oki instaled the studio

#

what onw

lapis vine
#

You need VS if you are using C++ for UE. Judging by your knowledge, you better avoid it for now.

regal mulch
#

What causes continues Force to an attraction point applied to the CMC of a character to be completely ignored?
It seems to happen when I walked away from the force center and then the force is further ignored even if I stand still, unless I walk a little bit angled to the actual force direction.

#

Okay seems like the force it not high enough. Still bullshit behavior if I stand still.

midnight gate
#

ok i package my game somehow

#

but now its named animation test

#

cuz this whole ue4 project started out as a test

#

and now i cant change it anywhere somebody help me

midnight gate
#

where is Config/DefaultEngine.ini

tall siren
honest vale
#

...you reinstalled windows because an application does not work?

#

wow

#

it says there "png decompression of source art failed"

#

maybe the source art file is corrupted

midnight gate
#

wow

honest vale
#

alternatively resave it as bmp, tga or something else

#

and try again

midnight gate
#

i still cant figure out my issue

plush yew
#

is there a way to display what character I am using when I play the game? I have a blueprint that I have made, modifying a couple items, but I want to be sure thats the character that I am using

tall siren
#

@honest vale
As I understand it, which file is needed

rancid lynx
#

can i make an array of blueprints that are different objects? that should be no problem , right ?

#

like carrot_bp and potato_bp ? just by using array of Actors ? im new to using arrays.

#

im trying to make a save file with blocks planks and foods.

#

a "yes thats np" or a "hell no thats retarded" would suffice, if true.

#

or, just say "catshit" if the answer is yes, and dog slobber if the answer is no.

#

surely someone is reading this.

#

they might be bad jokes, but at least they are free.

honest vale
#

yes, an array of actors can contain any kind of actor

#

array of a type can contain its child types

rancid lynx
#

ty. sorry. its a bad question. i was just having problems building arrays with loops, so i wanted to make sure that wasnt the issue.

#

child types, and non child types?

#

i dont think i use any child types.

honest vale
#

you can't store two completely unrelated things in an array

rancid lynx
#

so Blueprint_A and blueprint_B both cant be in the same array?

honest vale
#

at the very least you have to store them as uobjects, I think that's the common base type for all thins in UE

rancid lynx
#

actor arrays have to be parent and child ?

honest vale
#

the BP compiler should tell you if you do something that doesn't work

#

no

rancid lynx
#

ok ty.

#

i think im close to figuring it out. thanks for the advice. ill stop spamming. sory

midnight gate
#

HELP

rancid lynx
#

i dont understand those very well, but recently i learned about

#

"see log for more details C:/xxxx-xxxx-xxx

#

the log might have better info ? idk.

#

my last build fail was because of a corrupted tree. once i deleted the mesh, it worked fine. pretty similar message

midnight gate
#

so i guess i should delte that file?

static arch
#

@midnight gate Probably carry that out in #packaging

midnight gate
#

oh right

barren cargo
#

Would it be possible to write text along a curve?

cursive haven
#

@tawdry heath @random holly do you still need help guys? You could also dm me

honest glade
#

Hey guys, how to report a scammer?

cloud cobalt
#

To the platform he's scamming people on, I guess

honest glade
#

I paid a job here he got my project and dissapear

cloud cobalt
#

Probably get in touch with the moderators here then

wary wave
#

I probably wouldn't expect anything to happen though

fierce tulip
#

not much we can do

#

we'll record it, but its always a he said/she said thing

#

in the end its up to you to set up contracts and take care of the legal side of things.

honest glade
#

Its hard to make an contract with people from different country 😥

fierce tulip
#

i dont agree, i worked for people all over the world

wary wave
#

it's not hard to make a contract, it is hard to enforce one

fierce tulip
#

^

wary wave
#

should still have one anyway, that way if you need to take action, you have the capacity

#

without a contract you're literally just handing stuff over

fierce tulip
#

dont pay up first, and never send the whole project until paid

#

but show you have the whole project

#

do dm with the name and some details so we can see if its done before by same user

honest glade
#

K, thx

normal burrow
#

Making contracts is not real easy though

#

Enforcement level is somewhat related to how well contract is written

wary wave
#

enforcement depends on how much you really want to enforce it

normal burrow
#

Also, how enforceable the agreement actually is

wary wave
#

only needs to be as enforceable as the other guy is willing to fight it

normal burrow
#

That kind of thinking is how you get into trouble

wary wave
#

that kind of thinking is how legal disputes work

#

more often than not, the person who wins is the person willing to expend more to win

#

I'm not saying that's a good thing, or even right, but that's just how it works

normal burrow
#

That has little relation to writing a shitty agreement though. Being ready to threaten action against someone does not make your agreement good and defendable nor enforceable

cloud cobalt
#

@honest glade it is also well within your rights to request takedowns of the project if it ever pops up again

#

Like if it ends up being a Steam game, you can and should request it being taken down

wary wave
#

if I take action against someone with a shitty agreement, they can either accept my demands, or they can fight it - it's possible a judge may throw something out if it's really shitty, but otherwise you're now in a fight that's as much about your willingness to win as it is the terms of your contract

#

a good legal team can keep you wrapped up in bullshit for years and bankrupt you before the case even goes to court

cloud cobalt
#

This too

wary wave
#

it's a common strategy tbh

normal burrow
#

Writing something of low quality because you don’t think they will fight it is just bad advice though. You don’t mention who owns the rights of the work done and it’s 100 percent not in the agreement and entirely up to the courts

wary wave
#

doesn't matter if you never get that far

cloud cobalt
#

Or if the other guy is a Russian citizen

wary wave
#

haha, yes

normal burrow
#

What is the point though? Don’t write good agreements?

wary wave
#

China also, trying to nail soup to a wall

#

no, good agreements are beneficial for both parties

cloud cobalt
#

The point is that contracts, no matter how good, are only enforceable to a point

wary wave
#

but even the most bullet-proof agreement in the universe is only as good as you are willing to enforce it

#

if I give you a contract, you produce the work, and I don't pay you, you have every right to take action as far as I'm concerned

#

but that doesn't mean I can't drag you half way across the planet multiple times over a span of months or years

#

and it's up to you whether it's actually worth fighting it

normal burrow
#

To say there is no value in the agreement to enforcement of the agreement is wrong though which is what it sounds like your saying. You need to have strong everything here.

#

Well if one party breaches the contract they would be liable for collection too

#

A bad agreement that either party does not follow will get someone into trouble

cloud cobalt
#

I think we all agree that well-written agreements are valuable

normal burrow
#

Unless no one cares, but why make a point of that

wary wave
#

yes - well written agreements are beneficial for all parties

cloud cobalt
#

The point is that acting on a breached agreement can be impossible

wary wave
#

^

plush yew
#

what do i need to click when editing skeletonmashactor to open skeleton tree, adding sockets?

wary wave
#

skeleton tab, there's a socket manager of sorts in there somewhere

plush yew
#

if you know what tab in that window?

cloud cobalt
#

Like, if you contracted half your game to a Chinese citizen who ultimately says "fuck you, I'm selling your game in China through Perfect World" ? You might have an agreement but do you really think you can cause the other guy to stop selling your game ?

normal burrow
#

If someone screws you over, advice would be to take action really. I know it’s not something people can enforce but pending the agreement itself, if it is really bad, clearly representative of it being breached, getting a lawyer to do something on contention is a thing

cloud cobalt
#

Doing this can also consume half your company's money and be stuck five years until you give up

normal burrow
#

I get the point that enforcement is hard, just saying to put guards down on agreement is not great advice even in face of how hard enforcement is

cloud cobalt
#

That wasn't the advice

#

Again, do write solid agreements

#

This is something we all agree on

wary wave
#

but be aware that if it comes to it, the agreement itself isn't enough

cloud cobalt
#

Also do : avoid contracting with entities you're not sure you can sue

wary wave
#

taking action has a price tag, in money, time, effort and sanity

normal burrow
#

Fair enough

#

That makes sense, just wouldn’t call agreements easy. Perhaps relative to enforcement yes

dim plover
#

Is there any reason not to do the milestone approach? With that, it seems like you limit your risk by a lot.

wary wave
#

the Donald Trump school of business is to not pay your contractors, wait for them to take legal action to recover what is owed, then to tie it up in the legal process so hard that the contractor eventually settles for way less than their owned just to get out of the whole mess

#

some companies legitimately do business that way :/

#

milestones can be useful, but it doesn't stop someone just walking off with your project before doing any work on it, heh

cloud cobalt
#

What you can and should do is need-to-know

#

Your contracted level artist does not need source code

#

Or the other levels

dim plover
#

Do people normally just give out their entire projects like that? I've yet to commission any contract work, but I don't plan to give them any more than needed.

wary wave
#

depends on the nature of the work

normal burrow
#

When I think of a bad agreement floss, it would involve not stating what happens to the work, deadlines, payment proceedures, course of action, period of consideration of disputes etc

#

It’s important to have procedure in there

plush yew
#

I give out a lot of work for level artists and not once did they have to use the source code

normal burrow
#

Milestones could be a way to form the agreement but not the only yeah

plush yew
#

Or even step inside the editor for that matter

dim plover
#

Good to know pat, I didn't really fully think that deeply into the matter.

cloud cobalt
#

I once led a community UDK project with around 15 people and a lot of the artists didn't even access the project

#

They basically emailed exported files

#

Level designers did, but didn't have source code

#

You can go a long way like that

dim plover
#

For the level designers, how did you restrict source code access?
I didn't look into it, but I was confused about how transferable maps could be.

cloud cobalt
#

That's very easy, just don't put it in the same repo

#

And commit binaries instead

normal burrow
#

Most laws protect the business in the states. Representation of the party matters. Employees are assumed no ownership of their work and contractors are assumed ownership unless agreement says otherwise. It’s why most agreements try to have you sign something multiple times when your referred to as both

plush yew
#

that can be said for anyone besides technical artists and programmers. For us, we have two "teams", where I lead all outside engine work and my co worker leads all in-engine. Never have we two teams cross paths, they only communicated when there was something wrong.

normal burrow
#

That sounds painful stranger

cloud cobalt
#

Not at all, really

normal burrow
#

Worked out?

cloud cobalt
#

"Binaries" is just one file in UE4

#

And that way, we had a master Perforce repo, and a separate Git repo for source code that was private to me for some time

#

UDK worked out the same

#

And yeah, it worked out really well

plush yew
#

You can have branches of a repo too and lock people fron specific branches

#

I do that with my perforce alot

cloud cobalt
#

Obviously the game sucked, since it was my first

#

Sorry, it's all in French, and it sucks a whole lot.

#

But at least the production process was nice

tawdry heath
#

@normal burrow are you a staff on this Discord or something?

normal burrow
#

No

tawdry heath
#

you need to be getting paid

cloud cobalt
#

Actual mods here aren't paid either, this is a community channel

next badger
#

the only staff on this discord is pfist

tawdry heath
#

wow I'm surprised you're not you help so much you deserve something back

next badger
#

Epic staff here are voluntary

normal burrow
#

Just enjoy helping and getting used to what issues people encounter

plush yew
#

Hi Folks: I am looking for a bit of advice today. I do arch viz and home design as a hobby, I'd like to have it evolve over time maybe into a business. I do my modeling in blender, and I am learning unreal to be able to do the virtual tours, and also still shots and shots like was done for the new demo project. My problem is that I am a bit overwhelmed with unreal, there is SO much here, im really not positive what I should be focusing on first. So heres what I am looking for, without igniting the price debate, or the freelancer vs studio vs online freelancer etc debate, I'd like to know what you think I should be working on learning in what order -- modeling is obvious -- my modeling skills are fair at best, and need to improve I know that -- I know I need to learn Unreal materials, Im still having issues getting the archviz character to behave like I want it to, I know i need to learn lighting, etc. So where do I go, What online lessons, or books or YouTubes etc do you recommend. Lets say that I am aiming for the quality of the new demo room (and I KNOW im not there yet) -- How do I get better (and practice more is not enough of an answer)

tawdry heath
#

I'm out here complaining when my friend asks about the math homework

next badger
#

@plush yew learn ue4 w/o modelling, you can find a lot of free assets on marketplace and in Learning section to assemble custom environment

#

then you can start to learn 3d modelling

plush yew
#

Ok, that makes sense

#

The learning section under the launcher?

wary wave
#

there is an entire official unreal learning website