#ue4-general
1 messages · Page 619 of 1
Really... snitching... wtf is this? First grade?
I'm constantly surprised how unprofessional this place can be :P
ikr
where to start your game probably depends on what sorta stuff you're doing though
I just usually start building the game mechanics because if none of those work then none of the other stuff really matters lol
agreed -- and when I think of game mechanics I think of the mechanics specific to my game, like what makes it unique
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
@jovial pollen Don't insult other members. Please revisit rule #1 of this server in #old-rules
and then expand from there
@light lintel also the rug is stationary mesh
and character is skeletal
static meshes seem not to be affected
thats why i think its the volumetric lightmap
O ok
Thanks to anyone who gave me advice though
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.
can someone tell why character dissappears when i try to preview its animations?
how can i start with UE4?
oof, guess alot of newbies need advice here xd
yes
I found these tutortials helpful to get my feet wet. Https://www.raywenderlich.com/771-unreal-engine-4-tutorial-for-beginners-getting-started @modern ginkgo
thanks
I'm not sure if this is the right place, but is there a workaround for landscape Physics materials in 4.24.1?
@modern ginkgo just do that whole series
It should walk you through most features of UE4 in very simple way
Including Blueprints
thanks
Where is this light coming from? I closed all light and built lighting only and there is this weird light still existing
@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
Oh thank you @fervent sigil
@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
and it was pushed in from the //fortnite branch so no notes at all on the commit
Does anyone have experience using libcurl in UE4 C++? How should I access web APIs?
it says that your thing is too big for shadows
so how do i fix it
make it smaller things
Lucky for you, the error already told you how
yes, that.
then they shouldn't cast shadows as it says.
Follow the instructions
Ehm... So i am new to UE4 and i was told that i could get advice here ;-; anyone willing to help?
so how do i make them not cast shadows
No answer can be given to an unasked question
Ok so i guess ill just use Unity instead
wheres the button to disable cast shadow
ok bye whatever#
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)?
this server is a waste of time anyways
Is that because it's migrated for another projetct?
Livestream from EPIC now - 4.24 Editor improvements - https://www.twitch.tv/unrealengine
@chilly gale do you have the project open more than once?
Nop
I was trying to move the levels within a projetc to clean up a litle
... but they murmur in the vids i acant understand them
@grim ore thanks for the reply
You literally haven’t asked anything
me/

?
Introductory information for developers starting out creating games with Unreal Engine.
@chilly gale when moving make sure you clean up redirectors after a move, it might cause this issue
Thanks been doing that
ok thanks @tribal peak for trying to help
Dun be scurred @maiden flax
wdym?
*Don't be scared.
oh, gotcha
@tribal peak i know how to use UE4 but i need help for the bluprint or c++
wichs better ?
@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?
If you like poking around instead of reading or watching vids, definitely check out the Content Examples download. @maiden flax
k ty
@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 😦
help
this is how i want my lvl to look
this is how it looks after i bake dat lighing
“Help”
“Ask your question”
“Fuck you”
Bravo 😂
@tribal peak isnt that just a map template or something
@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.
i want to go for blueprint
It's like a museum of features. You can open up the assets and see how they were made. @maiden flax
@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.
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
@grim ore i think i get an error that prevents me from having cast shadows on the map mesh
@tribal peak ok thanks for the help, really appreciate it
you should still be able to get shadows if you set them to static
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?
I tried the Online learning to do blueprints, it felt more like what I could do rather than how for a beginner
@maiden flax https://www.youtube.com/watch?v=EM_HYqQdToE
Announce Post: https://forums.unrealengine.com/showthread.php?101051
This Training Stream takes a look at Blueprint Communication. We find that Unreal Developers of all levels can sometimes struggle through the concepts behind moving data between objects. So in this video we...
And his hair is very pink.😂
He's one of the best instructors Epic has. 😄
yeah
i see
This video gives us an overview of the Introduction to Blueprints video series as well as jumps into a high-level overview of the concepts behind Unreal Engine 4’s Blueprint Visual Scripting system.
not like him
above
Zak is not an instructor anymore 😦
why?
Technically that's true.
ye
He's too busy helping studios level up their game.
aww Wes is a good guy, I can understand him fine
yeah he looks like a really good guy to be around
and if you think that is hard to understand you should try Sjoerd's stuff lol
Is Zak still a senior tech artist on the dev rel team? @grim ore
I love Sjoerd's videos, mostly because he dives really deep on topics that are barely covered elsewhere.
Wes likes to murder good programming practices in favor of expediency
I dont think he is anymore @maiden swift, not even wes is not instructor anymore
@midnight gate is there a lightmap setup on your floor static mesh or are you using terrain?
Not sure. This guy is kinda cool https://m.youtube.com/channel/UCOVfF7PfLbRdVEm0hONTrNQ
@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.
looks like it was Technical Business Development @maiden swift
lol
oooh confirmation of .24.2 "The team is working on a number of crashes for the 4.24.2 hotfix. " from the live stream
is GTA5 made with UE4?
No
oh
They have their own in house engine
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
that guy is smart
You can still get hilarious results with Unreal's physics engine though.
i always hear game developers make like at least 60k a year
Nah
they do if someone else pays you do do it 😉
can you put ads on your game in ue4
Why?
you can yes
to make money
we there to play
@grim ore Yep just looked it up too. He's in the same echelon as Chance now, I guess.
Now we'll never get more Zak instructional streams. 😢
lots of people keep moving around there it's annoying when trying to find someone lol
ive never seen ads on a game made by ue4
you have to have a game first to put ads in it. and people have to play it to generate money from seeing ads
add are EVEYWHERE do need more
these are harder than putting ads in game.
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 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.
I use the free one and i love it to death
Any idea why building to Oculus Quest gives results that are very different from within the editor?
@royal sluice Oh
@sly coyote thanks, it guess that would be better than the current built in if your the type to change their mind
@low violet are you previewing in the correct shader model/Renderer for the quest in the editor?
@maiden flax I ok I just get sick of being add bashed lol
Go to Releasing Product section https://www.unrealengine.com/en-US/faq
@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 🙂
The reason few UE4 games have ads is that few mobile games are made with UE4, and only mobile users are okay with ads
@obsidian lily why?
how come when you run around in your default scene with ur 3rd person character
he just bugs the fuck out through the floor ?
he shouldn't
what changes have you made?
none, ive just decorated the enviroment
added boxes and materials etc
nothing fancy
none != none
that usually happens when you spawn/add something that has mixture of movable and static meshes
unreal no like that
its possible your getting some collision that is pushing out your object
ah @mossy nymph could it be because ive added geometry items and "basic" items?
Doesn't this count as in game advertising? Skins related to a movie marketing campaign?
they are like static meshes and brushes right
there is mobility for primitive components on actors
@grim ore no, its mainly the floor actually its bugging through
problem arises when you have some components that are mobile, and other that are static on the same actor
usually static root with mobile "children"
the default floor is a cube static mesh so if you are falling thru it there are some other bigger issues
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
hm will test it again thx for replies
i dont even play fortnite
@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
if i try and move foward while looking left and right its a mess =/
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.
@scenic hatch weird. I can say I have never had an issue with the default third person template or map and glitching out
hella strange
and if i look down
it slowly just drags my character below the surface 😂
definitely weird
IF you just make a new level with the normal ground and run around see if it does it
i think i fixed it mathew
i think it was to do with the "follow" camera
i readjusted it and now it seems ok
much better atleast anyway
it still pretty glitch as i rotate the camera left and right though
howdy everyone
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
like, imagine you add some gameplay feature that people like, and also download malware to the host computer
I know it exists, that's about it
it's an api, is it supposed to solve this problem?
all the content you use in ue4 is self contained, and uses classes that developer made, you can't supply new ones
i.e. you can't implement new network functionality if it was not implemented by original dev
you can see how it's made for ARK, or RoboRecall
can you say more? I'm confused by this
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
so you're saying that if I do that, I can't make a curl call from it or something?
how does that work?
UE4 modding support is atrocious.
It doesn't exist really - it's DLC support.
No code changes, no additional C++ code, no real way to modify content (has to be new additional content)
No shipping with the editor on Steam or GOG
Anyone know if there's a hotkey for x'ing out the search bar?
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
(bold claim: wildcard is mediocre)
I don't know what exactly Ark allows, but I can tell you the engine only has DLC support
And the EGS-only editor is a really painful restriction
tbf Modding is a 'hard' problem that is very contextual based on the game
tbf, the entire content pipeline assumes no mods
As in no modifications
It supports random additions alright
And single changes by one unique mod if the stars align
Does anyone remember the hotkey to search all assets/content?
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.
I wish I knew more technical details, but I can tell you that ark mods routinely modify existing content
both stuff like item stats and other attributes, and things like map geometry
is it possible to download the multiplayer shootout files that Unreal produced?
I think part of that is just that it's quite data driven, but that can't explain all the mods I've seen
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
Very literally the engine code has "mods" like 3 times
@vast fjord the one with the orange characters? IF so its on the learn tab on the Launcher called Multiplayer Shootout
ah, got it, thx
ok so, all of this not withstanding, suppose I write a "DLC" pack for a game
what is stopping me from making a curl call, other than the os?
like how does the pi work such that I can't do anything malicious?
pi ?
API, sorry
What API ?
The DLC system does not support additional code at all
So there's that
You can add Blueprints
So anything possible in Blueprint is possible in your mod
I didn't know that. That's crazy -- you really can't write c++ code in an unreal dlc, out of the box?
Absolutely not
I guess the answer is "don't have mods or dlc, or prepare to do it yourself from scratch"
In the UE4 DLC system, DLC overwrites the executable entirely
Because DLC is usually sequential
And to be fair, most DLC would work well with Blueprint-only, provided the executable is updated for any new feature
But again, for mods specifically, this sucks
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
but maybe it's a problem
trying to load the shootout example but it's just stuck at 45% initializing?
Wait for it, it will load in a few minutes
@vast fjord "45% is shader compile time"
i managed to test my crazy idea lol
Does anyone have rendering scene issues using a 2080s and 9700k with 32gb ram?
@fathom glade alt + shift + O
Does anyone remember the hotkey to search all assets/content?
Also having issues with opening up projects
@lofty imp hah, awesome
CPU goes to 100% and disk is 1-3% usage and nothing happens
does it show anything on the screen?
Just the loading bar
does it have a % or just a blank bar?
It gets stuck at 23% mostly
is this the splash screen, https://pbs.twimg.com/media/Dqo8s11U4AALPn9.jpg ?
Yes
yep you just have to sit there if it's the first time loading the project
That's a huge load for a 9700k though? And it never opens. I kept it loading for 28 minutes
what project are you opening? and 28 minutes does seem a bit long
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
I'm using an ssd
have you tried making a new blank or template project?
Yes they open just fine
eep sounds like the project is off 😦
What do you mean off?
broke or something else. There should be a log to look at in the project saved folder
it's just the settings in the project may be different, like enabled planar reflections, dfs etc
there are a couple hundred vehicles in the marketplace so can't pinpoint which one you are using easily
One sec
btw cache is on C: by default
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
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
I'm opening them with 4.19 though
yep they should be working then 😦
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
is it both of them having problems loading?
Yes
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
but again check your log if it exists in your project under Saved/Logs
it might give us the answer
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
Not at my pc right now
look in task manager, can you find something relating to shaders, usually starts compiling shaders around 45%
Yeah there's multiple processes
then its working on it, you just need to be patient
when I do it, and they're stalled
what do you mean by stalled?
Ends up not responding
not responding doesn't mean its not doing anything, just that its not accepting user input, its probably just chugging away at some shaders
Oh well okay thanks
hey, how hard is it to set up unreal swarm?
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?
not hard ,there is docs. yes it would help lightmass builds if they are large enough.
@grim ore Thanks for the help btw
what about general build stuff, like just compiling the project?
nope swarm is the lightmass controller
there are other build systems like incredibuild and fastbuild that can be used for C++
@low violet yay 🙂
cool, thanks@
ouch, incredibuild's wordpress site is down
not a great look for them 🙂
expensivebuild*
i have a question how to i attach the actor i make called (Stone) to the box's child actor place?
how do i attach this to
this with commands
ik how to attach manually but how to i make cmd that does that for me
i really need help because i looked every where i and didnt find how
i am a bit new to unreal and that is the reason too
Hey everyone 🙂 Does anyone have a link to a good video that explains exactly what virtual texturing is and what benefits it provides?
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
@honest rune https://www.youtube.com/watch?v=MejJL87yNgI
This is a remake of my 2008 Game Developer's Conference talk; I rerecorded it at home on the last day of the conference so that everyone could see it, not just those that went to GDC.
For more information, see http://silverspaceship.com/src/svt
(By the way, why is it called...
ty sir
can somebody tell me or url the video on how to make the sockets on actors etc...
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?
hmm, any way to link an engine source build with the launcher?
there is but its a royal pain in the ass. there's something on the wiki about doing it
Sigh, i just wish substance would post a direct dl link to their plugin...
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...
no whole code process just what did you add to connect/spawn weapons in characters hands...
theres a ton of different ways you could go about that
you wondering about just the actual attachment?
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
You're probably gonna want to bookmark this youtube channel:
https://www.youtube.com/channel/UCOVfF7PfLbRdVEm0hONTrNQ
@grim ore shameless plug 😉
probably everything you're wondering is covered in his videos.
and good explanations about why, not just "how-to"
for exsample i tried adding sockets but i cant find how to add sockets or where that option is
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.
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 ?
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
btw thx for helping @honest rune
i was just curies about the last question and i am done being boring
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
I mean during runtime ingame. Not in the engine
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
Thats cool. Did you release any games?
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
Im not sure if im just not focusing enough, but is there a channel for material help?
i don't see it eather
@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
ok thx
Where do i ask for material help?
okay thanks
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
there is a node called "set child actor class" I think
but idk how to change child actor of box with cmds
this one is a bit dated but the concept is still relevant:
http://shootertutorial.com/tutorials/
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
oh ok sry haven't seen that
@scenic hatch hey you still need help with this? Looks like auto exposure, do you have a PostProcessVolume in your level?
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.
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"
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
i dont @cursive haven
@plush yew now I am a little bit confused 😅
what did you mean?
Got a hungry toddler here waiting for me to make food lol that should point you in the right direction
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
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
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
Maybe remove it and Reinstall it
@fallen marten the only thing i changed since last time is the vault cache location
If the engine won't open on its own then it's fucked
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
Yeah sorry I can't give a better answer man
Sometimes it's best to just cut your losses and start fresh
i think uninstalling and reinstalling will fix it. im just happy its not my project thats fuck
i cant cut my losses with this one haha. 3 months deep an deadline is 2 weeks away
You could always start a blank and see if it opens in that engine
Got backup?
If it does, copy all your content to it from your school project
im installing 4.22 again, hopefully it works. i have a back up a few days old
Ahh you're fine then!
And clean out your saved folder too
i think changing the vault cache location has fucked it
Re Install ahoy then!
@fallen marten uninstalling an reinstalling fixed it!
back.. up.. plz
hurray
i have, it was my unreal version, my project is fine
I see so many ppl who don't backup.. it hurts...
lets backup every 10 s then we will be for sure safe from one danger XD
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?
its in a packaged build
Oh, I misread that
it works in standalone. but not in a packaged 64bit windows build
shipping, dev, test?
dev
version?
i have spanish an chinese
GGWP
It's interesting that it doesn't auto complete that when you are messing around in localization dashboard
which seriously needs an update
will do
But in my mind, whatever localization you are doing inside dashboard, it should automatically check those off by default
that would be nice for sure
If it doesn't, feel like a misstep
Hey guys! How would I make a hud that, just for now, only shows your health?
@serene quiver Start with the UE4 Docs
Or find the millions YT tutorials on Google 😉
A guide to using Unreal Motion Graphics to create UI elements.
start there though and learn how to use the docs starting out
A guide to using Unreal Motion Graphics to create UI elements.
A How To Guide for creating UI elements with Unreal Motion Graphics UI Designer (UMG).
Getting started with using Unreal Motion Graphics in Unreal Engine 4.
Haha, thank you a lot!
@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
@harsh tiger nice!
These are all the logs I am getting
@harsh tiger you should report that as a bug
Even if it isn't, they might do internal FR
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
they are decently fast, day or so
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.
- 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.
- 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?
- 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?
i cant delete empty folders. whats the solution? i wasnt smart enough for google.
(has anyone else been noticing the engine getting a little slower each new version?)
https://gyazo.com/999282b075a39a11b6a33c17c133e18e any idea why my to text node is working properly?
@rancid lynx Delete the folder in Windows Explorer manually and Fix up Redirectors in UE or just restart the editor afterwards
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!
Make a gdd asap. The most boring phase of development but preproduction is a must if you are working in a team.
I agree with HighTide
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.
Yeah, do it whether you are solo or not. And you all didn't @languid canopy
To do list is good to do @languid canopy
@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.
can anyone help me and my friend setup perforce control
but. ill test it also. ty. its probably fine
Yeah that’s about as dangerous as they come Rob
you have to ask yourself how much those folders are worth deleting
having source control helps 
glares at all the empty folders my repo keeps restoring

but it comes back 
Like a roach after you drown it 

@rancid lynx Never had this happen, you can make sure with a copy though
@earnest minnow Usually that's #source-control - what's the issue guys?
At best tell me in #source-control for structure's sake
@abstract relic @normal burrow Hit that Obliterate button :P
Nuking won’t work. It’s immune to radiation
It can't be drowned
quick question, are there any common reasons why a change in my C++ code won't get picked up by the engine?
thanks ceeazy
Got live++?
I'm working on changing my camera position, but the only way the change seems to work is if I restart unreal engine
live++?
Otherwise, you need to restart engine to apply changes. Hot reloads aren’t reliable
Position not updating in native C++ camera code and the like
Placing the BP/class in the level again helps often
why does it need hot-reload?
life++ is what you want to look into, but you also have to know what you can and can not do with it.
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.
like I'm doing a full rebuild and it doesn't affect the unreal side of things
otherwise, restarting the engine is exactly the right thing to do
Otherwise you'd have to restart the engine every time you make a change
Welcome to programming
@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
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?
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
Its not trivial for c++ to do this.
^ This
oh
it makes native code that is harder to just unspin and refire
compared to a vm, like with c#
@languid canopy Usually workflows are mostly non-destructive nowadays
You don't have to worry about order that much at first glance
I thought it'd be the engine that picks up changes from a compile
so do look into live++ as HighTide suggested
Okay, good to know. Thanks.
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 Your error can arise from a lot of things - mind go into details/send code?
yep so live++ is something you want to look into and is free for use inside unreal
I'm guessing the constructor might be why it takes a restart?
Often it's a cast into nothingness or the like
I'm doing a tutorial on the UE documentation for positioning a fps character
so you'd have to at least restart PIE in that case
Learn how to add a first person mesh to your First Person Shooter character.
it does? then ignore me
that's the constructor
with the setrelativelocation fvector line being the test for the camera
Did you create a BP in order to place it in your level?
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?
Yep that does
You have to enable auto assignment to player 0 in the BP when you place it
sorry I'm pretty new to the coding side of UE only really played with UT maps before
Install live ++
I agree with High Tide
Doesn't it come with UE already anyway?
It is something that needs activation
I used to live compile just by enabling it inside UE and hitting CTRL+F11
Ill install it but it does feel like something that should be default?
like other code changes have worked
It's experimental @alpine peak
just this one in paticular is weird
I do not know the process. if its just an engine plugin or whatever. I just refire up the editor every time
I used it, has some caveats but definitely a good step to the future
Or rather do still use it*
Ok half a million thread man 😜
👍 gotta use those threads
@alpine peak Well, how are you compiling at the moment? By hot reloading or inside VS and restarting the editor?
I build in VS
well I was
and it would make a sound in the engine when the build succeeded
Because then the editor should be closed and re-started after compiling's done right
but it stopped doing that
Yeah OK, that's hot-reloading that broke probably
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
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.
Oh Ctrl+Alt+F11 it was, right
@alpine peak That'll delete all temporary build files and do em' new
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
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
that's good to know
In the near past, I actually compiled with restarting the editor, so no Hot Reload
I mean tbh I sohuldn't be setting the camera settings int he constructor anyway but Just wanted to work out the tutorial
If you wanna go along like that just compile without the editor open
You actually should, it needs init values
ahh
I mean like I'd probs set them there but they need to be a config or something
not hardcoded
You can change them in the BP later
I wanna go for a third person camera that zooms fps like in MMO's
That's easily doable
Prototype it in BP real quick and then transcode it to native code
yeah just doing baby steps rn
Yep, important
btw i really appreciate the help
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
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
ahh cool
What does it say?
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
right click uproject file, generate visual studio project files
Strange it did that, but yeah, what he said :)
😁
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!
haha will do o7
Have you paid for it recently?
Too expensive. Too many zeros
Why can’t it just be free
@harsh tiger glad that worked for you man 👍
Has someone experience with the build in plugin ‚control rig‘ ?
Hope this is the right channel to ask 😅
hey guys I kill my zombie and it simulates physics, but it flies so high. How can I change the weight of the zombie?
@tawdry heath you cold Set the velocity to 0 after he turns into a rigid body and apply velocity manually
Haha
😞 A case of the old Bendo Armo
@cursive haven where do I find that
@zealous spear 😂 Any idea dude ? Stressing me out
Umm
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
Idk
@random holly where did you go wrong lmao
@tawdry heath I wish I knew 😩
@random holly it looks like you have mixed up the upper arm and the lower arm in retarget manager xd
Sry guys but my internet is too bad to download the pictures
@abstract relic What do you mean mate ?
why would enabling LODs and generating a few levels of those completely destroy my lightmap UVs (that Unreal also generated for me)?
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.
I don't get why LODs would ever affect any UV mapping at all
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
Sounds painful.
well, now I get to see how good PlasticSCM is at rolling back a revision 🙂
If you ever played Diablo on hardcore, you would know the thrill and joy of developing without SC.
LODs have different meshes thus different faces thus different UV thus different lightmap. Makes perfect sense. @glacial pecan
LODs do not always have a different lightmap.
Those that do not are more the exception
no, in fact, the opposite is likely true for most hand-made LODs
Perhaps I should have included a "afaik" to my previous comment :P
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.
Makes sense but for auto lodding (like using Remesh in Blender), things tend to have different results :P
That is blunt, relentlessness and utter truth!
Ive had some pretty ugly results with autolodding
@whole quarry it would seem INSANE for lightmass to have to recalculate lighting for each LOD
Anyone had issues with Instigated not being valid on damage event but the instigator and owner of the projectile is valid?
Both Instigated by and Damage Causer are None
prints a valid owner on the projectile
Ehh nevermind :/ sorted.
radial damage without a valid causer will do that...
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
Sure you can
@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
Hi! i wanna make a Kylo Ren Unstable Lightsaber Material for my project but dont know how, what should i do?
thats my actual problem
@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
it has to be on the remote path im sure. is there a way to get a specific client?
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.
^ 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
but if the whole blueprint is identical except camera position, wouldnt it be unnecassary?
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.
I would even inherit in this case, the changes are so small
it's literally like a bool to flip an active camera
ahhhh so i only change the cam in the child
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
how do i change settings for each player?
Set one active and the other inactive or other way round
when spawning?
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
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
Yes, that's what I suggested
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?
it spawns the one you have set in the gamemode
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?
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
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
there's also a few events in the gamemode you can override in a BP to do custom spawning logic if you need it
thats what im doing right now
{
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
trying to do 😉
You need VS if you are using C++ for UE. Judging by your knowledge, you better avoid it for now.
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.
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
where is Config/DefaultEngine.ini
Please tell me what this error means. Reinstalling Windows does not help.
...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
wow
i still cant figure out my issue
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
@honest vale
As I understand it, which file is needed
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.
yes, an array of actors can contain any kind of actor
array of a type can contain its child types
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.
you can't store two completely unrelated things in an array
so Blueprint_A and blueprint_B both cant be in the same array?
at the very least you have to store them as uobjects, I think that's the common base type for all thins in UE
actor arrays have to be parent and child ?
ok ty.
i think im close to figuring it out. thanks for the advice. ill stop spamming. sory
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
so i guess i should delte that file?
@midnight gate Probably carry that out in #packaging
oh right
Would it be possible to write text along a curve?
@tawdry heath @random holly do you still need help guys? You could also dm me
Hey guys, how to report a scammer?
To the platform he's scamming people on, I guess
I paid a job here he got my project and dissapear
Probably get in touch with the moderators here then
I probably wouldn't expect anything to happen though
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.
Its hard to make an contract with people from different country 😥
i dont agree, i worked for people all over the world
it's not hard to make a contract, it is hard to enforce one
^
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
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
K, thx
Making contracts is not real easy though
Enforcement level is somewhat related to how well contract is written
enforcement depends on how much you really want to enforce it
Also, how enforceable the agreement actually is
only needs to be as enforceable as the other guy is willing to fight it
That kind of thinking is how you get into trouble
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
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
@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
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
This too
it's a common strategy tbh
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
doesn't matter if you never get that far
Or if the other guy is a Russian citizen
haha, yes
What is the point though? Don’t write good agreements?
China also, trying to nail soup to a wall
no, good agreements are beneficial for both parties
The point is that contracts, no matter how good, are only enforceable to a point
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
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
I think we all agree that well-written agreements are valuable
Unless no one cares, but why make a point of that
yes - well written agreements are beneficial for all parties
The point is that acting on a breached agreement can be impossible
^
what do i need to click when editing skeletonmashactor to open skeleton tree, adding sockets?
skeleton tab, there's a socket manager of sorts in there somewhere
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 ?
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
Doing this can also consume half your company's money and be stuck five years until you give up
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
That wasn't the advice
Again, do write solid agreements
This is something we all agree on
but be aware that if it comes to it, the agreement itself isn't enough
Also do : avoid contracting with entities you're not sure you can sue
taking action has a price tag, in money, time, effort and sanity
Fair enough
That makes sense, just wouldn’t call agreements easy. Perhaps relative to enforcement yes
Is there any reason not to do the milestone approach? With that, it seems like you limit your risk by a lot.
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
What you can and should do is need-to-know
Your contracted level artist does not need source code
Or the other levels
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.
depends on the nature of the work
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
I give out a lot of work for level artists and not once did they have to use the source code
Milestones could be a way to form the agreement but not the only yeah
Or even step inside the editor for that matter
Good to know pat, I didn't really fully think that deeply into the matter.
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
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.
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
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.
That sounds painful stranger
Not at all, really
Worked out?
"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
You can have branches of a repo too and lock people fron specific branches
I do that with my perforce alot
Obviously the game sucked, since it was my first
Facebook : http://www.facebook.com/deepvoid
Website : http://www.deepvoid.eu
~ - ~ - ~ - ~ - ~ - ~ - ~ - ~ - ~ - ~ - ~ - ~ [ Video available in HD 1080p ! ]
Real-time preview of the upcoming free game DEEPVOID, built on UDK.
This video shows a part of the artistic direc...
Sorry, it's all in French, and it sucks a whole lot.
But at least the production process was nice
@normal burrow are you a staff on this Discord or something?
No
you need to be getting paid
Actual mods here aren't paid either, this is a community channel
the only staff on this discord is pfist
wow I'm surprised you're not you help so much you deserve something back
Epic staff here are voluntary
Just enjoy helping and getting used to what issues people encounter
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)
I'm out here complaining when my friend asks about the math homework
@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
there is an entire official unreal learning website
