#ue4-general

1 messages · Page 620 of 1

wary wave
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with series of lessons etc

plush yew
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ya, Im looking at it3

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What I'm trying to avoid is wasting time learning skills not directly related to what I am trying to do -- I dont want to accidently get sucked into stuff that is game related, and has no ArchViz application, only to find out 2 weeks later it doesnt do what I needed and as a result, I've just wasted 2 weeks -- thats happened too many times before

wary wave
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you're going to find that pretty much all basics are going to be relevant

plush yew
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ok, that makes sense

delicate needle
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This might be a stupid question of sorts. I'm trying to make my workflow work faster. My geometry (modeled by coworkers, and or cad) from max to unreal will often have inverted normals. This is a labor intensive task to fix, as often its not until after my bake do I notice. Of course this can be mitigated by investigating all geometry in max, which is what we have to do. My question is, is there a setting or trick in unreal to bake inverted faces?

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I'm doing a test right now (vray light bake) with "use two sided lighting" turned on. We will see what that does..

next badger
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@plush yew yep, i was talking about learning section in launcher, it has a lot of free assets

plush yew
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@next badger ok, I found a series on becoming an architectural visualizer and im working on it now

tawdry heath
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is Godot better or same or similar to unreal engine 4?

next badger
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no...very different

tawdry heath
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what is it close to

next badger
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unity and godot are much more similar

tawdry heath
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doesn't godot have blueprints and c++?

grim ore
normal burrow
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Godot is raw

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Is not as mature in usage as ue4

next badger
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Godot is not Deferred engine

delicate needle
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@grim ore - That is what I am currently doing, but not a quick deal. Still takes manual observation, items such as scalloped trim, sweeps, imported RVT data etc litter my project, and are a random poporii of flipped faces. At times a normal modifer gets the job done, other times it takes manual work. Other then a drastic use of shell modifier (not a good idea) there seems like no quick way.

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3DS max has xView, which is very shoddy.

grim ore
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2 sided material in UE4 might help if its not a big area as well

delicate needle
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I think you can flip faces in the new mesh editor, but that crashes every instance ive used it.

grim ore
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Unfortunately it's one of those things where the right answer is to just do it right in the first place 😦

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everything else is just hacks

next badger
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fixing inverted normal is quite important for performance

delicate needle
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Mathew, exactly. Unfortunately this project wasn't done that way, and was first constructed by client provided RVT data, manual modeling, and model catalogs (furniture). I've constructed a guideline for how to model buildings that work well with lightmass/unreal, as well as material guidelines for conversion, as many things dont convert.

next badger
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since every flip produce additional vertices, resterizer having hard time on the edges of flipped triangles and 2 sided materials are more expensive

grim ore
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I did test and the mesh editing tools in the static mesh editor can flip faces, sucks yours is crashing that would be some easier fixes

next badger
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STL check is your friend

delicate needle
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I think it is crashing due to it being imported via my V-Ray for Unreal plug-in.

next badger
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afaik vray is not importing meshes as meshes

grim ore
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there are the mesh editing tools in the mesh editor, and there is the mesh editing/modeling tools in the viewport, have you tried both?

next badger
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also, you have Datasmith

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it has some scripts to solve part of hte issues

delicate needle
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My workflow is subverting datasmith right now, but I know I can go back and use that. Various reasons why.

grim ore
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thats kinda cool, there is a fix normals option in the models tools that seems to work on some easy stuff. If this wasnt in flux I would love to learn it

delicate needle
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I want to use datasmith for good reasons, when I do. This current workflow is fine, but 98% of my hangups are inverted faces, and materials that need to be "simplified"

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I'm stuck using the previous version, vray isnt out for the latest version of Unreal

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So I'm not sure if the tools you mentioned for the viewport are there.

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@next badger Thank you for the reminder on STL Check, I forgot about that modifier, I hope that helps things!

grim ore
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good question, I think they are just experimental in .23 and super crashy

delicate needle
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Another "issue" I am having is being forced to use rather high lightmass resolutions on thin detail items, such as intricate trim, baseboards, crown moldings. I guess thats the only solution, or a "smarter" unwrap.

grim ore
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I was trying to see if they exposed most of these tools to the dataprep or DS import workflow but it doesnt look like it yet 😦

delicate needle
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It's so difficult, because I'll find a workflow, then Vray will improve some issues, then datasmith will do something, and back and forth.

scenic hatch
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does any1 know why when i drag a decal onto my scene, it doesnt let me move it at all?

steep ferry
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hey guys, I have a question. Since I had a development packed project of my game. And i lost its project file. Is there any way i can turn it into ue4 project?

grim ore
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did you cook the content or is it still in .uasset form?

tawdry heath
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how long does it take to learn the basics of python

lapis vine
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Around day.

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Then add a bit of time each time you need to lookup something in their standard library.

upbeat tendon
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I want to learn how to place objects in game without the use of another actor to use in the scene. Ideally I would like to place it on terrain

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I guess I could spawn an actor just infront

next badger
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@tawdry heath ue4 only uses python for editor scripting by default, just i case

steep ferry
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@grim ore I should check, well what if its in pak

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?

tawdry heath
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hey guys how do you make character turn where camera is looking when standing still?

whole quarry
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Use pawn controller rotation or smth @tawdry heath

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Its a check box in the character settings iirc

tawdry heath
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ok let me try

whole quarry
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@upbeat tendon can do that from the level blueprint, game mode, a widget, game instance

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Tho from GI it might be a challenge

willow bramble
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Has anyone ever had a problem with shift-f1 and/or f8 not actually unfocusing the mouse? For some reason I can't get my mouse unfocused to explore any of the game objects anymore BibleThump

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F8 brings up a crosshair, but its locked to the game window. That might be how it was intended, I'm not sure. Shift-f1 just doesn't work at all though

tawdry heath
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it didn't work @whole quarry

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what else should I do? blueprints?

tawdry heath
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actually cross that, Ima do one where my character looks the direction he shoots. I am using line tracing and currently my character can shoot behind him

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can any1 help me out :( I need like a tutorial on that. I want my character to turn at where the cross hair is when a bullet is shot. Any YouTube tutorials? I'm not sure what to look up

cyan robin
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Hey guys, i'm having an issue when i try to compile in visual studio 2017, here's the error: 1>D:\Programas\Visual Studio\Common7\IDE\VC\VCTargets\Microsoft.MakeFile.Targets(44,5): error MSB3075: The command ""D:\Programas\Unreal Engine\UE_4.24\Engine\Build\BatchFiles\Build.bat" StealthGameEditor Win64 Development -Project="D:\Documentos\Unreal Projects\StealthGame\StealthGame.uproject" -WaitMutex -FromMsBuild" exited with code 5. Please verify that you have sufficient rights to run this command.
1>Done building project "StealthGame.vcxproj" -- FAILED.
========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========

anyone knows how can i fix it?

plush yew
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hello guys I have problem with the inventory that I am making-so my problem is that I need to connect these 2 blueprints but I can't -how to fix the problem?

willow bramble
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@plush yew you are trying to connect an Inventory to an Inventory Item. You probably have to get an item from your inventory first, before setting its amount

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@cyan robin always check your compile console output when the error list only shows that message. There's usually more information about why compilation is failing in there, like missing a ; on a macro or some other weird error

plush yew
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ok so I will try @willow bramble if I have problem I will write you in dm to talk and screenshare you

willow bramble
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I don't have that much time to look into your inventory system, but I'll help out if I can 👍

plush yew
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ok cool thank you 🙂

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so what and how to get item from my inventory ?

cyan robin
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ok i think i saw it, thanks!

tawdry heath
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any1 know my fix? I am trying to find a solution but it's taking so long

willow bramble
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That's your system, I have no idea how to get an item from your inventory lol

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However you implemented getting items, that's how you do it 😃

whole quarry
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@tawdry heath are you using first person or 3rd person?

plush yew
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I follow tutorial-lol

tawdry heath
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3rd person

plush yew
whole quarry
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did you check the 3rd person template?

tawdry heath
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ye

whole quarry
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seems like you missed something then

plush yew
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nope

whole quarry
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did you check the class default settings of the character and player controller?

plush yew
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I did it sometimes-I deleted the bp-s and I created them again and again error

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what to check on them? @whole quarry

tawdry heath
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I picked the starter content

whole quarry
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@plush yew not talking to you..

plush yew
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this is connected but it is on the tutorial-on my project is this:

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a ok sorry Ramco-xD

willow bramble
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Check out that left node- the tutorial is ConstructBPInventoryItem, yours is ConstructBPInventory

plush yew
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a ok

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I will check and try now

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another error

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@willow bramble

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but now I need to connect with the L class btu when I connect with it, it broke the previous with the set amount

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hmmm

tawdry heath
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@whole quarry wym by checking class default and player controller?

abstract relic
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Going off memory. In the character movement setting, enable “Use Controller Desired Rotation” and make sure “Orient Rotation to Movement” is disabled @tawdry heath

tawdry heath
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THANK YOU!!

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also what does "Ignore Base Rotation" in character movement walking do?

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wait I have a problem now, my character can sprint backwards

south ridge
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I think it rotates your view when the base object you're standing on rotates

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But I'm not sure (just going off memory too)

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Well, when "ignore" is set, it doesn't rotate, obviously

tawdry heath
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are you talking about "Ignore Base Rotation?"

abstract relic
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Pretty much what black fox said

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Like if you were on a ship for example. When it turns, so do you

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When set to false

tawdry heath
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so what do I do to stop it from sprinting backwards?

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the ignore base rotation?

abstract relic
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Sprinting backwards?

tawdry heath
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yes my character can sprint backwards

abstract relic
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You don’t need to mess with ignore base rotation

tawdry heath
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ok then what

abstract relic
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It’s for when you want a separate actor (say a spinning cube) that your character to stand on to rotate the character as it rotates

normal burrow
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think of base in this context as a wobbling box you stand on for cover for safety yeah.

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do you ignore the rotation of such wobbly box or do you spin with it?

abstract relic
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If set to false, you rotate with it

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Regardless

tawdry heath
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oh wait I got it

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I just set Orient Rotation to movement true

abstract relic
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You need to set max walk speed to something slower when S key is pressed (assuming you’re using wasd) for movement)

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That works too

tawdry heath
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now the last thing is to make my character look at where crosshair is pointing when my character shoots the gun

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that's blueprints, right?

abstract relic
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No simple answer for that. I’m assuming you want to have the mouse cursor be the cross hair and the character rinterps to match its vector

normal burrow
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up to you on how to handle that issa yeah.

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animation blueprint would be the thing doing the actually looking, but you'd have to decide how it gets that information

tawdry heath
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true, my game is full of bugs currently :( I'll fix them eventually

hexed dagger
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why when i move a finger or an arm from my mannequin, it dosen't save?

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and resets itself back to normal

abstract relic
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Good luck Issa. You’ll get there 🙂

timber birch
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Hey! i have a question, i export a character from UE4 to fbx, made some edits and reimported the model, however the uvs are all messed up in UE4 does anyone know why or if its a bug?

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UE4.24

abstract relic
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Not a bug. Edits on the mesh will break the uvs depending on what you’re doing.

hoary silo
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has anyone figured out how to get chaos working in 4.24?

celest creek
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Hey all, is there a trick to get childActors to trigger collisions (non-simulated blocks)?

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Mine don't seem to fire at all..

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I have my main actor set to trigger collisions, and does so just fine.

midnight gate
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EVERYTIME I OPEN UE4 PROJECT IT COMPILES MY SHADERS

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it didnt do that before

obsidian lily
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hey everyone

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so, I think I'm confused in a subtle way, I hope someone can help: Blueprints

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I have seen this term being used in 2 different ways, but I suspect they are not actually different, it's justthat i don't get something

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first, blueprints are the visual scripting, node things that are driven by some underlying classes but that hook together for game logic in the editor

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that node graph is a blueprint (or is it the nodes themselves?)

cloud cobalt
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Good question, tbh

obsidian lily
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the other way I've seen the term used is like in the ARPG example docs, they are like blah blah ther eare items, one of the types of items is the weapon blueprint

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and I'm like hol up

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you're using that sort of like you would a unity prefab

cloud cobalt
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"Blueprint" is the language, "a Blueprint" is a class defined using Blueprint

obsidian lily
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like a basically arbitrary preset heirachy of components and actors and settings that is meant to be replicated

cloud cobalt
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Here's what happens in more detail

obsidian lily
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cool, I'm all ears

cloud cobalt
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UE4 has C++ for all of the underlying engine

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Actor is C++, UActorComponent, UObject, to give some examples... All of this is C++

obsidian lily
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yep

cloud cobalt
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UE4, like other engine versions before, also needs a designer-friendly way to interact with the code

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The answer is an introspection system that allows C++ programmes to expose things to the editor, in general

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Which is the UPROPERTY stuff

obsidian lily
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right

cloud cobalt
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Blueprint technically defines the node graph language that some classes can be extended with

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Which is mostly actors

obsidian lily
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so if I have a node in my visual graph it represents an instance of whatever underlying class, and shows me the properties of that class that are exposed by the programmer

cloud cobalt
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Most nodes are C++ methods

obsidian lily
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ohh, ok, that makes sense now that you say it -- they take some inputs and pass them on to further nodes

cloud cobalt
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You can add a DoStuff() method to your C++ class, tag it as "BlueprintCallable" with UPROPERTY(), and you got yourself a Blueprint node

obsidian lily
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after doing whatever to them

cloud cobalt
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Sorry, UFUNCTION()

normal burrow
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UFUNCTION(BlueprintCallable) ye

proper nymph
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hello everyone, I'm having a strange bug in my VR dev environment

obsidian lily
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ok, that opens questions in my mind, but I'm good for now

proper nymph
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im trying to get the fps to display with stat fps but the console is not rendering properly and the FPS never shows

normal burrow
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all the things with pure being implied on const functions is annoying haha

proper nymph
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ill post a screenshot if we are allowed to in here

normal burrow
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UFUNCTION(BlueprintCallable,BlueprintPure=false) is the answer for BlueprintCallable which sucks

proper nymph
obsidian lily
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ok so, @cloud cobalt -- what does it mean when I see a phrase like "weapon blueprint" then?

cloud cobalt
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That would mean "Blueprint-generated class for a weapon"

obsidian lily
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like I made a node graph then generated c++ code from that graph?

cloud cobalt
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Technically, Blueprint is a virtualized language

proper nymph
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is there a setting i need to pick for the console to generate better, and to show FPS while in vr preview?

obsidian lily
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(which, I haven't seen that generated code before, but I bet it's a real treat)

cloud cobalt
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UE4 runs a VM for Blueprint, which runs bytecode compiled from the graph

obsidian lily
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whoa, ok, didn't realize that

cloud cobalt
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The VM calls C++ code and is run through C++ events

obsidian lily
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in that case why hasn't anyone made a bunch of arbitrary compilers from their favorite language into that bytecode?

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like I gather they are working on a python binding now, but henever I see VMs like that in oher environments there are basically always a bunch of languages for it

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brainfuck for unreal!

cloud cobalt
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It's easier to use the UPROPERTY introspection to expose the engine to another language's existing VM or interpreter

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The Blueprint VM is, understandably, BP-specific

obsidian lily
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yeah, ok -- it now makes sense by BPs are so much slower

cloud cobalt
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I think people did Rust or Python bindings using the introspection system

obsidian lily
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before I thought the graph just represented generated c++ under hte hood, but it's actually a vm

cloud cobalt
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BPs aren't that slow, either - they're slower than C++, but you can use them extensively before they actually slow things down

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Most UE4 game's game thread time is way under the rendering thread's

obsidian lily
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sure, but I've heard estimates that they are like 100x slower -- it ~never matters, but...

cloud cobalt
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They're not 100x slower

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There are "benchmarks" going around that basically measure the VM overhead in stupidly adverse conditions

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Some nodes are expensive, some not that much

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Blueprints offer super-fast iteration, prototyping or level-specific programming - when, if they get too slow, you move expensive parts to C++

obsidian lily
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what do you think my intuition should be for how much slower they are? Like, suppose I am profiling and see that some BP stuff is causing trouble. I think to myself "hm, I could convert this to c++ without any logic changes and save x% right off the bat"

subtle bloom
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Hey guys I have a quick question I’m brining materials in from substance using the unreal packed export... my metal is coming in as black and I can’t seem to figure out why... I’ve uncheck srgb as well.

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So I have a base color a metallic a rough and a normal and AO

obsidian lily
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obviously "it depends" -- but like if I'm working on web stuff and I have a huge, shitty query, I have an inuition about whether it's worth it to optimize the query or batch it or queue it into an async job based on the details

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I have no such intuition about this yet

cloud cobalt
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Things that actually make Blueprints slow enough to be measurable are going to be somewhat obvious to a programmer, like doing traces in a loop on tick

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Basically volume tends to be the problem

obsidian lily
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yeah, as always 🙂

cloud cobalt
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I mean, most gameplay code is immensely simpler (in complexity terms) than running a frame in the engine. Even if you get the VM to be 100x slower - you're going to write what, 0.001% of the engine's cost ?

obsidian lily
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yeah most of the time. I guess I can imagine trying to do some complex AI planning thing and having that be shitty, especially if it involves environment queries

cloud cobalt
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In my experience, you want to move to C++ for the easier source control, merging, reviewing

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You run into graphs that are too painful to track changes for over time, before you run into graphs that are actually too slow

obsidian lily
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yes that is a major concern of mine, honestly -- this ecosystem is really dominated by BPs which don't lend themselves to high quality software engineering practices. It makes me nervous

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I my intuition says it won't work at scale, but I override that intuition because I know a lot of huge projects use them successfully

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but I don't get how, yet

cloud cobalt
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It should. C++ is very desirable for the text format alone. You should use it if you're familiar with it

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The cutoff is yours to decide

obsidian lily
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I am actually not that familiar with c++, to be honest. Like, I can write it, but I've never worked in it professionally, so I have a curve to look forward to

cloud cobalt
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I mostly only use Blueprint for level-specific needs, and as a prefab system. That's the most C++-centric approach in UE4

obsidian lily
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but I still plan to do as much as I can

cloud cobalt
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Things where Blueprint are basically perfect in every way and would make very little sense in C++ :

  • UI (with UMG)
  • Animation (Anim Blueprint)
  • AI (behaviour trees, not technically Blueprint but Blueprint-like)
  • Unique behaviour on levels or characters
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These should really be Blueprint

sweet relic
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there is a really good dev days talk about the philosophy of blueprint/cpp integration

obsidian lily
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that actually bring up a related question I have -- I am more familiar with unity's setup in which I make a component class (monobehavior), and that allows me to attach it to a gameobject. And when I do that I get to see the values that I exposed for my component on that gameobject, and edit them in the hierarchy. The confusing thing for me is that unreal has the equivalent of a hierarchy and property window, which ot my unity-adled mind seems perfectly sufficient for a prefab, but somehow I'm supposed to also use BPs for this. But how? what's the difference or the advantage over just editing the values in the details window?

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like for example, I wrote a GOAP system for my NPCs in unity in which I made each possible goal the NPC might have into a component that I attach to a specific node in the hierarchy, and I edit things like how "good" this goal is to do in the property window. So I can add and remove them trivially and edit whatever values on them I need to

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and I have a NPC prefab which I change in small ways per instance to make different NPCs care about different things

cloud cobalt
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You can do pretty much the same thing here and write a C++ component that you put on whatever Blueprint actorr you want

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Blueprint is more appropriate for unique behaviour on a class

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Rather than building systems

obsidian lily
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I think I'm going to have to just try a bunch of stuff to really get how it's supposed to work

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@sweet relic I'd love to see that video

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one last question -- I would like a straightforward video tutorial on setting up automated testing, and I'm having trouble finding anything

cloud cobalt
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Automated testing isn't very much in gamedev culture - can't say I ever saw it much

sweet relic
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i think this is the one

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/2

obsidian lily
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great, I'll check it out

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@cloud cobalt yeah I totally see the same. Nevertheless, they are wrong 🙂

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I don't test everything, but it sure saves my bacon on complex systems that are pretty bullproof from the get-go

cloud cobalt
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The thing in gamedev is that your game is entirely different from one month to the next, so any testing has to account for massive changes every day in how anything is supposed to work

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It's common for even AAA productions to only look like the final product in the final months

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That combined with being extremely visual in nature makes auto tests kind of unknown teritory

obsidian lily
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yeah I get it. Like I said, testing made certain things even POSSIBLE at all for me to implement, so I'm going to want to get it working right away, especially since I'm less familiar with c++

near notch
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Hello. I have created a multiple landscape using world composition. What is the correct way to load the sub level through a menu system? Also, my AI cant move in this level but works fine on a third person template map. Thank you.

valid pike
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Hey guys I have a destructible mesh inside a moving actor

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but it rendered corrupted when is moving

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any ideas?

celest creek
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Hey, how can I make a random value affect a particle scale in Niagara?

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I can only see a way to use expression (no idea what the syntax is), or a curve (which is not great if you just want a random float)...

obsidian lily
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when would I sue a data asset instead of a data table?

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it seems data asset is the conceptual equivalent of a row in a data table, is that right?

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so I might use a data asset for the game settings, maybe? but even that seems weird to me, I'm just not clear about it

hearty walrus
whole quarry
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are those earplugs for hard hearing?

hearty walrus
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yes

abstract relic
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God, hearing aid moulds were ditch like 10 years ago

obsidian lily
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hey so, is the conceptual equivalent of a unity scene an unreal level?

worn granite
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Yup

obsidian lily
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in unity the architecture I'm used to is that the running environment has 1 or more scenes loaded, and the way I handle it is that there is always a "manager scene" (which isn't special as far as the framework goes, it's just a scene that I happen to load first and always keep around) which contains global things that will always be in memory like, eg, the sound manager, and then I also load a scene which contains all the objects for a particular environment/level. Scenes can and often are sort of mixed together spatially, so for example in my case my player object lives inside the manager scene, but walks around and interacts with the "forest" scene environment

worn granite
obsidian lily
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in unreal I think the equivalent is that there is a persistent level that is like my amanger scene, and it IS actually special to the engine, and then I load in sublevels?

worn granite
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A persistent level is only really different because it is such.

obsidian lily
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thanks @worn granite I have read that page, maybe I missed or forgot this bit

worn granite
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It's sort of an automatic "manager" scene in a way

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It just is the level that the particular map file is supposed to represent

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And you load in other levels in the way you suspect

obsidian lily
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and does loading sublevels work the same way as I described? like I could theoretically load a sublevel with a forest environment and also load a sublevel that had all the forest spawn points in it, if I wanted to for whatever reason?

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cool yeah

worn granite
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You can do that, and they can be dynamically loaded or not

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So you get composition as well as streaming

obsidian lily
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curious: historically loading chunks into a large world created increasingly large floating point errors as you moved away from origin, so you'd have to sort of manually normalize things by moving everything back to origin seamlessly as the player moved. Is this handled behind the scenes in unreal, or will this be a concern?

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neat, that's great

worn granite
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There is a mechanism for handling that - not sure how automatic it is

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but it's well supported

obsidian lily
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ok great to know

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thanks for your help

worn granite
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glad to help! welcome to ue4!

obsidian lily
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thanks 🙂

lofty imp
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any tips and tricks how to merge projects together (action rpg inventory sytem + player build system)

vast fjord
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can someone help me with setting up a multiplayer game mode please?

fierce forge
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why i have 3x more foliage triangles in standalone than in viewport ?

normal burrow
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what is your means of measuring?

fierce forge
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?

normal burrow
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how do you know?

fierce forge
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stat foliage

normal burrow
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hmm not sure tbh

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more actual foliage right? not just triangles?

fierce forge
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just 1 foliage

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and it have 3x more triangles in standalone

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that's in viewport

normal burrow
#

it appears to be doing everything 3 times

fierce forge
#

and the static mesh have 2.228 triangles

#

what i can do ?

normal burrow
#

possible you have more cameras in standalone?

fierce tulip
#

only thing i can think of is... multiple materials?

fierce forge
#

multiple materials at static mesh like leaves , branch , trunk ?

fierce tulip
#

yes

fierce forge
#

yes

fierce tulip
#

among multiple materials

#

well there you have it

fierce forge
fierce tulip
#

multiple materials on mesh = multiple renderings

fierce forge
#

i can't combine ?

fierce tulip
#

better combining textures.

fierce forge
#

how ?

fierce tulip
#

new bake/photoshop

fierce forge
#

there's megascans materials

fierce tulip
#

megascans is all but very optimal

fierce forge
#

is there something in ue4 to bake the materials ?

fierce tulip
#

should be a bake material option underneath those 4 ones

#

but never used it

fierce forge
#

omg

normal burrow
#

luos does not have this problem

fierce forge
#

?

normal burrow
#

nothing lol, just compiling shaders is quick

#

ouch

#

believe its more of a cpu thing

#

lol when you delete things it makes my words look like babble lol

fierce forge
#

but after bake out materials i have 4 materials same

normal burrow
#

i'm mostly confused why it happens in standalone only

fierce forge
#

idk

fierce tulip
swift spindle
#

anyone know why unreal 4.24 has insanely long landscape compile times ?

violet cove
#

@normal burrow Are you running stand alone in the editor?

normal burrow
#

@fierce forge i think you were intended target of that ping

violet cove
#

Ah yeah, sorry

fierce forge
#

?

violet cove
#

Are you running stand alone in the editor?

#

And are you running with two clients?

fierce forge
#

me ?

violet cove
#

Yes

fierce forge
#

yes standalone in editor

violet cove
#

That could be why

fierce forge
#

if i package it , it will be fine ?

violet cove
#

Might be

#

Could be worth it to check

fierce forge
#

i think it's the material

violet cove
#

Every material will split verts

fierce forge
#

if i'm baking the material i need to choose the blend mode but leaves have masked and trunk and branches have opaque what i can do ?

violet cove
#

Having two materials for the tree is fine

fierce forge
#

i can't choose 2

#

just 1

violet cove
#

What do you mean?

fierce forge
#

i'm trying to marge materials and there are not a option with 2 from 4

violet cove
#

You cant merge it in editor

fierce forge
#

where ?

violet cove
#

You would have to do it in your modeling program

fierce forge
#

it's a megascans foliage

#

i don't make models in blender or anything like it

vivid narwhal
#

Is there any way to add this to the designer via the blueprint graph? I have two child widgets being spawned in the horizonal box and I wanted to create a spacer for them

vivid narwhal
#

basically I want the children to be "Widget" "Horizontal box w/ padding 50" "Widget"

vivid narwhal
#

found out I can just add padding to the widget and skip the spacer box

obsidian lily
#

this testing stuff is giving me heartburn... I need to watch someone for like 2 minutes actually click around and add some files in the right places that are named correctly and I'll be good to go

#

but nothing is specific enough -- everything I've found talks too abstractly or else too specifically. Just venting, once I figure it out I may document what I did for posterity

tawdry raptor
#

is my unreal engine corrupted? I ran a verify but I still get errors for missing datasmith files. I dont know what that is

#

anyone know how to fix it?

obsidian lily
#

@frank escarp hey man, I've been googling about testing and I found a reddit thread that you made about a year ago which say you did the thing I am currently trying to do. Can you tell me the very basic steps to do the following: I have the FPS template open with basically no changes to it. I want to put a correctly named c++ unit test file into the correct place and then run a dummy test that I write in that file within the unreal testing window. What do I need to do?

pastel glen
#

@obsidian lily there is some documentation on the automation framework

obsidian lily
#

I think I've read it all

pastel glen
obsidian lily
#

it explains he ui in details and skips the critical step of actually making the files and writing the test, hah

#

oh oh, this is what I need

#

glorious, I don't know how I missed it before

#

thanks

fervent sigil
#

Anyone knows any app that can export an image to a .r16 file?

obsidian lily
#

@pastel glen having one problem -- "IMPLEMENT_SIMPLE_AUTOMATION_TEST" is giving an error like it's not defined

#

c++ requires a type specifier for all declarations it says

#

not sure how to fix

fervent sigil
#

@obsidian lily include Misc/AutomationTest.h ?

pastel glen
#

^

obsidian lily
#

offff course 🙂

#

thanks

#

hmm, well, it now syntax highlighted like it knows what the call is, but it still has the same error

#

and I had to hcange the call to remove the first argument because there was no overload for it

#

so maybe the docs are out of date with the current version?

#

the pretty name and flags are recognized though

solar swift
#

how can i detect collision between my enemy, and player bullet actors?

#

it doesn't work

iron kelp
#

anyone know how to get rid(replace) of the black screen you get between the splash and the first level/map loading ?

hardy granite
#

@solar swift get overlapping actor on the enemy side then sort by class

#

you should also use the "other actor" as you get the over lapping actor from that

solar swift
#

oh okay, could you mabye type out what to do instead?

#

except for the other actor i can do that lol

hardy granite
#

on event overlap>is other actor of class bullet> if true >

solar swift
#

Oh okay that makes more sense actually. Thanks alot!

hardy granite
#

np

#

do you know how to add a comment to a file in your content folder?

#

i need to reduce the length of my files and i want to keep some of the "wtf is this folder for" like a non 3 letter word would provide.

solar swift
#

in blueprints i do

#

damn i cant find it lol

hardy granite
#

like on these?

solar swift
#

I don't think I've tried that before sorry

hardy granite
#

then get bullet in that class

#

and damn that gonna suckkk.

#

also i hope you can see what i did on top of my other blueprints, just look at the circle @solar swift

solar swift
#

ohh gotcha

hardy granite
#

but if your bullet is moving so fast

#

that it may skip the overlap event

#

you might need to do this but per frame to its new location

solar swift
#

it works perfectly 😅

#

oh okay, ill keep that in mind thanks my dude

hardy granite
#

ight, i know when i tried realistic speeds i couldnt get that to work every time. but that above fixed it

solar swift
hardy granite
#

nice

#

those zombie cubes aint gonna know what hit em

steep ferry
#

Hey guys. Is it possible to somehow get my project file back from a ue4 game packaged as a development build?

normal burrow
#

Do not believe so. Content is still cooked I think

solar swift
#

lmao yeah

obsidian lily
#

Window menu?

#

sorry, not sure

#

I'm burning out here, this testing stuff just won't cooperate. I have it set up just like examples say, but the IMPLEMENT_SIMPLE_AUTOMATION_TEST has various issues :/

#

you are looking at my problem, it has nothing to do with yours 🙂

#

I'm trying to get testing to work

#

yes

plush yew
#

My game won't package if I have nativization enabled, I get error code 5

plush yew
#

Aaaaaand importing skeletal meshes causes the engine to crash, even in a fresh project

plush yew
#

Based on what I've seen on reddit and some forums, I guess you just can't import skeletal meshes from blender in the current version of ue4? If that's the case I need to let the IT department at my school know asap

abstract relic
#

I work exclusively in blender for our rigs. It's nothing ue4 can't handle.

normal burrow
#

Other people having similar crashes on 4.24 @plush yew

#

I don’t think it’s blender related. Mixamo content does it too says @sonic pagoda

plush yew
#

Are top down pixel games harder to create? I can only find like 3 tutorials on them.

dusky hound
#

Hey all, Anyone know how I can get decent contact shows while using Forward Renderer and HDRI Lighting?

obsidian lily
#

well, I figured some stuff out. I figured out how those macro things work--I didn't know that they are basically placeholders for code that will expand according to their templates, plus just mentioning "FPlaceholderTest" basically declared it--I didn't have to also declare it in the .h file, so anyway, I got it error free.

rancid lynx
#

if I make a "carrot_Blueprint" can i make child blueprint copies that all use the same functions as the main carrot ? how do i do that ? class settings somewhere? copy ?

obsidian lily
#

however, the test still isn't showing up in the automation panel. I think the problem is that the test file isn't in the manifest? I don't know how to add it though. is it the cmake file? how do I correctly add it by hand? or do I need to do something else?

#

I'm fighting both my c++ learning curve and my unreal learning curve at the same time, so it's a little tough

rancid lynx
#

wow, i found the right click "creat child" option. ill test that. sorry to spam

obsidian lily
#

maybe Cmakelists.txt?

plush yew
#

Well yeah I work exclusively in blender as well @abstract relic but atm if I want to use a new skeletal mesh I need to import it to a 4.23 project then migrate it over. seems to be an unreal problem rather than a blender problem

obsidian lily
#

phew ok, i got the test file into the right cmake file

#

and it all compiled

#

but... I still don't see the test in the automation tab

#

sigh

#

anyone know anything at all about testing that might help me?

covert oak
#

If anyone is looking for a playtester let me know. Would gladly help out!

tawdry heath
#

Hey guys I made a line trace to where it traces where camera is looking. How can I make my character look in that direction at all time?

regal mulch
#

@covert oak You can (and should) make paid/unpaid posts like these in #looking-for-work

hexed dagger
#

why when i move a finger or an arm from my mannequin, it dosen't save?
and resets itself back to normal

static arch
#

@hexed dagger That's the preview pose, changing permanently needs to be done in a modeling program

hexed dagger
#

@static archyou can't change the animation in UE4?

static arch
#

Not the animation anyway @hexed dagger

#

Unfortunately

#

One of the first things I wanted to as well back then 😁

#

But believe me, 3D software is better for that anyway

hexed dagger
#

then what modeling program should i use

static arch
#

Whichever you want, that's whole different story

#

Blender is there, obviously

#

Since it's free

hexed dagger
#

one that's the easiest

static arch
#

: ' D

#

Honestly? I found Maya easy to get into, animation-wise

#

I use Maya personally

#

You should look into that thematic a bit, personally

tawdry heath
covert oak
#

@tawdry heath It's ToString (Vector)

tawdry heath
#

ok thanks

hexed dagger
#

@static arch i actually figured out how to edit animations in ue4, though thanks for the help anyway

static arch
#

Mind telling me? @hexed dagger

hexed dagger
#

you move what you need to move then press key and apply

static arch
#

But you're only editing the blend curves there AFAIK

#

Or did I miss something? I might be wrong ofc

hexed dagger
#

¯_(ツ)_/¯

solemn siren
#

Q : Is it possible to make fluid inside UE4? I want to make Molten metal and want it to behave as so, i.e. if it falls from a height (e.g lava fall, like waterfall XD), it should behave like that. I have tried it with Flex plugin but I can't make a package of projects which uses Flex.
Looking for an alternative here.

tawdry heath
#

ok I got this to far, whenever my character shoots it turns my character in the direction the crosshair is facing. How can I make it only rotate the X axis?

static arch
#

everyone is typing

proud berry
#

Anyone got an ide of how to make an object hanging from the character (a tube) that is the characters health bar?

solemn siren
#

@tawdry heath you might be able to restrict axis rotation in the details panel under "Pawn". Just tick the one you require among "Use Controller Rotation Pitch" or "Use Controller Rotaion Yaw" and so on

ebon furnace
#

Hello everyone ^^
can someone help me out with an error I keep getting when I try to generate project files?:)

thank you <333

#

error CS0246: The type or namespace name 'UEBuildBinaryConfiguration' could not be found (are you missing a using directive or an assembly reference?)
ERROR: Unable to compile source files.

blissful trail
static arch
#

@blissful trail Nice!!! 💪

loud knoll
#

setting up a new machine how do I find the community Visual Studio link?

#

Question is should I use 2017 or 2019?

midnight gate
#

I HAVE A VERY VERY SERIUS PROBLEM

#

IM HAVING RLY BAD ISSUES WITH PACKAGING

#

MY LEVEL LOOKS LIKE THIS WTF

#

suposted to look like this

#

i believe my materials arent comipling properly

#

i dont understand

#

HELP ME SOMEBODY

#

i bake the level and i get the red error second

plush yew
#

i need download 4.22.0 engine version from epic games launcher, but there is only 4.22.3

static arch
#

Can confirm, I don't think they list all versions, only the latest of every revision (if that makes sense), so probably pull from GitHub and build from source manually @plush yew

fierce forge
#

it's ok 8k triangles for a highpoly tree ?

static arch
#

I don't think that's much but that always depends on the goal

fierce forge
#

a realistic game

static arch
#

8k sounds perfectly fine to me though

#

Yeah I rather meant performance wise

#

I think the demo tree in the UE4 foliage starter pack had like 32k

fierce forge
#

i see trees with 200k

static arch
#

Reminds me, time to get my hands with SpeedTree dirty

velvet ravine
#

Hi strange one from me today. When i press Package Build the Unreal Documents page opens lol, Have i pressed something lol

steady owl
#

In the Allar style guide he says that all umap files should be in a folder named "Maps", is it fine to have that folder named "Levels" instead without breaking anything?

lapis vine
#

Ask him, but these are guidelines. You need some sense yourself.

steady owl
#

Just making sure that Maps isn't a special keyword

lapis vine
#

Not at all.

steady owl
#

But it looks like as long as it's consistent with Maps or Levels it should be fine

#

Thanks!

manic pawn
#

maps are just assets they can go anywhere

trim silo
#

Hey guys! Need fairly urgent response if possible. I'm flying away later today. I have a laptop that i want to work on when i'm away. Is it possible to have unreal engine on an External SSD along with my project? Will it work?

#

Or do i have to have UE installed on the actual machine

wary wave
#

trying to run anything from an external device is going to be incredibly slow

humble ridge
#

If its USB C itll decent enough

#

Anyone know a nice way to add a skeletal mesh to a UMG

#

without using a scene view

cloud cobalt
#

Not really

bold shadow
#

You mean the mesh itself or actually the bone structure?

humble ridge
#

Just the mesh really

#

I want to make a weapon attachment system

#

doable in a UI at runtime

bold shadow
#

Does the model need to be 3d in order to achieve this?

humble ridge
#

Not really

bold shadow
#

(i.e. can't you just make a 2d render of the model outside engines and use that in the widget?)

cloud cobalt
#

if you want to have a skeletal mesh displayed in front of UI, you need to either use a scene view (slow), or to make your entire UI in the 3D world so that you can place it behind.

bold shadow
#

Or even screen cap (in appropriate lighting) the character inside the engine?

humble ridge
#

id then have to create one for each attachment possiblity

#

I think maybe ill try spawn an actor behind the ui

#

and see what happens

bold shadow
#

Nono, just you create a 2d image of each attachment

humble ridge
#

Wanted to avoid scene view because it is slow

bold shadow
#

Good idea to avoid scene view

humble ridge
#

I have a 2d image of each attachment

bold shadow
#

But I think typically it's just a 2d representation, and you use the z-buffer to show it where you want it

humble ridge
#

Ah yeah

#

Hmm

bold shadow
#

(i.e. sword on back, behind character)

humble ridge
#

i wonder how pubg do it then

#

is that a sceneview?

#

They have a live view of a player and the gun

bold shadow
#

It's not quite live though, it's not scene view

humble ridge
#

Yeah

cloud cobalt
#

You can perfectly well show UI next to 3D. Just not behind it.

#

The background is here 3D

bold shadow
#

That's like showing mesh in a window, which perhaps narrows your question, but it's a problem I haven't tackled

humble ridge
#

You think its actor behind the umg?

bold shadow
#

Well, the simplest way to do it (knowing from playing pubg, many players turn that feature off because of the FPS drop, it might actually be sceneview)

#

I can't think why else they'd give an option to players to disable it

humble ridge
#

Oh really never noticed it haha

#

Is it just the player it disables?

#

or the gun attachments also

#

I dont want the player view

bold shadow
#

Everything

humble ridge
#

ah right

bold shadow
#

Boot up pubg and check the option to see it, it's like a 2d shape of human with a question mark in it that it displays instead

#

You still get the boxes, but the boxes just have a 2d image of the attachment in them

humble ridge
#

Ahhh ok

#

So its prob scene view then

#

Interesting

bold shadow
#

I wouldn't say for sure, but that's the option which makes most sense, and I know (purely from playing pubg) most pros turn it off purely for the FPS boost

#

(when switching out attachments etc(

humble ridge
#

FPS boost while you are in your inventory seems redundant but anyway haha

bold shadow
#

I think it's about loading speed than strictly FPS

humble ridge
#

Yeah thatd make sense

bold shadow
#

i.e. press tab and it's there instantly

humble ridge
#

Yeah i think i might get away with a scene view

#

I'll test it out anyway

bold shadow
#

If loading speed isn't essential, then do it, and perhaps include an option for a fallback

#

same as pubg

humble ridge
#

Yeah good idea

bold shadow
#

gl!

humble ridge
#

Ty!

near notch
#

Hello. I have created a multiple landscape using world composition. What is the correct way to load the sub level through a menu system? Also, my AI cant move in this level but works fine on a third person template map. Thank you

slim idol
#

Hey guys I'm working on a VFX to Unreal pipeline for an asset with over 69 UDIM channels. What would be the best way to use the least amount of resources inside Unreal when streaming the textures? Just do virtual streaming? I don't need to be running in real time cause it will be rendered to passes. Anyone have worked with this workflow before?

odd flame
#

i need some help

#

real quick

#

so i made a landscape and i need to get rid of the grid

#

wait

#

do i just need to build the light?

#

ah yes that fixed it

spice canopy
#

My beta testers get scared away because Windows Defender says my game is from an unrecognized publisher or something like that

#

Well for the installer anyway. That is created using Inno Setup.

#

The game itself just triggers the antivirus because of not being recognized, but doesn't trigger Windows Defender (or maybe it does on THEIR computers)

forest tree
#

Anyone ever had this error? Trying to build the developmenteditor:

midnight gate
#

his is how my level should look

#

but this is how it looks when its baked

mossy nymph
#

@forest tree looks like missing include, also ignore error window and look only at output log

midnight gate
#

help

#

where do all my shadows go

plush yew
#

is autodesk maya good for making skeleton?

steep ferry
#

@midnight gate settings

midnight gate
#

what settings do i do

forest tree
#

@mossy nymph This is in VisualStudio

#

It seems like the file is fine though, I didn't touch it:

midnight gate
#

help me

forest tree
#
// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.

#include "dinoSurvival.h"
#include "Modules/ModuleManager.h"

IMPLEMENT_PRIMARY_GAME_MODULE(FDefaultGameModuleImpl, dinoSurvival, "dinoSurvival");
mossy nymph
#

it has output log too

forest tree
#

Oh

pale forge
#

Hey guys ... trying to setup a collision capsule on my Weapon, which is a child object of my Character. For some reason I can't make it block objects in the games. I've set up all objects with "Block All" collision

mossy nymph
#

but for most part errors there are more sensible, and there are no false positives that intellisense insists on detecting

pale forge
forest tree
#

========== Build: 25 succeeded, 1 failed, 31 up-to-date, 4 skipped ==========

#

Hmm

pale forge
mossy nymph
#

that looks like you hit build all from source

#

right click the UE4 and build just that

forest tree
#

I went build -> build solution

#

That's not correct?

mossy nymph
#

you just need ue4

forest tree
#

(First time I am building, excuse the sillyness)

mossy nymph
#

i'd clean the solution and build the UE4 project only

forest tree
#

Build -> Clean Solution?

mossy nymph
#

yeah

forest tree
#

And then "build only gameName"?

mossy nymph
#

there is a UE4 project in the solution explorer

#

right click it

#

and build it

#

also set it as startup project if you want to be able to start the editor from VS with F5

forest tree
#

Cleaning now

#

This is to get a dedicated server running by the way

#

In case it helps to understand my mistakes 😄

mossy nymph
#

you'll also need to build the server target

#

then

forest tree
#

Things are a bit tricky, I managed to cook and package the game. But the server build kept throwing an error about missing a map.

#

The unreal wiki shows you should build the deveditor too, so I was trying to fix that issue in hope of solving the actual problem with the map missing.

#

Cooked game, the client, runs fine though

#

Doing the build again now as you suggested.

zealous spear
#

Hello, i have some effects in my main menu when switching the characters and i would like to change it, can someone help me tomorrow or these days with that?

pale forge
#

Any help pls.... Trying to block my weapon from passing through things.

forest tree
#

@mossy nymph ========== Build: 0 succeeded, 1 failed, 2 up-to-date, 0 skipped ==========

#

Goshdarnit 😛

#

1>LINK : fatal error LNK1104: cannot open file '[...]\Binaries\Win64\UE4Editor-dinoSurvival.dll'

rancid lynx
#

Recently, after updating to 4.24, when i use the OPENLEVEL Node, every OTHER time I press the OPENLevel hotkey, it locks up for 12 seconds and reloads, but every other time its instant. why? how do i fix this? this never happened before.

forest tree
#

The DLL is there though...

#

Oh

#

It can't build when the editor is open

#

Closed the editor, now the editor dev build works

#

Trying the server now.

#

Close, but no cigar:


Message

The map specified on the commandline '/Game/Scenes/ArenaTest' could not be found. Exiting.

OK

#

That map is not included in the project list of maps to cook. ArenaTest used to be the default map I used, but it is no longer

#

The cooked game (not the server) launches the normal start map just fine, doesn't load ArenaTest

#

Did I bork the server config somewhere? So that it is now loading the wrong map on startup?

grim ore
#

did you check your maps and modes, default maps in project settings? there are ones for editor, server, and client

forest tree
#

Yeah, it just hit me that there's more options @grim ore

#

This fucking icon

#

Is the bane of my existence

#

😂

short onyx
#

Hey, i try to import a simple low poly mesh, but Unreal don't want

#

I don't have problem with other mesh that are more complex or less complex, i don't get why

fierce tulip
#

hmm

#

its so small it might not properly import

short onyx
#

It's like 1.5m high (in blender)

rancid lynx
#

try to remove extra vertexes ?

short onyx
#

Already clean the mesh

fierce tulip
#

blender exports like 0.1% of the size or something (though I might be mistaken as I dont use blender)

#

think that might be unity on import with 3dsmax

short onyx
#

It's FBX, not OBJ, so it's the same size in Blender and Unreal

fierce tulip
#

hehe

grim ore
#

@pale forge the problem you are having is your character movement uses the capsule (the root object) when it moves for collision. It's a special class that handles movement and collision based on the capsule. Your object is never checked for collision when you move. You will have to manually check and prevent it from happening or make the capsule larger to account for the weapon

rancid lynx
#

armatures often export strangely, but normal meshes export the correct size

short onyx
#

There is nothing

rancid lynx
#

check your unit sizes options in blender, you sure they arnt .001 or something?

short onyx
#

And the other mesh that are the same size a pretty big in Unreal

#

No, the size is 100% ok

#

Super big

#

I export it at 100% and import it at 100%

rancid lynx
#

oh also, reset your transform,

short onyx
#

and it's a FBX

#

You mean, the Origin ?

rancid lynx
#

go into object mode and press control A, and reset all transforms like size scale rotation location

#

if the object has a funny resize history, maybe tahts confusiong something ? idk

short onyx
#

Already did

rancid lynx
#

those are my only terrible guesses.

short onyx
#

Already did that

#

That's the first thing i do when i scale something

rancid lynx
#

with a profile name with .blend it it lol, you probably know more than me

#

i just googled it quick and guessed a few

short onyx
#

Yup ^^ i already try all the logic stuff

rancid lynx
#

one time i copied my shape, opened a new general, pasted

#

and that resolved my shit

#

was somethign with history i guess

short onyx
#

Meh, i gonna re create it from 0, gonna be faster, the mesh is pretty simple

#

just a screw modifier and some edge

rancid lynx
#

Im using Oculus Rift with UE4, last month OpenLevel node was an instant effect, this week, when i press the button it works instantly 1 or 2 times, but sometimes it will lock up my system for 15 seconds, i think it has something to do with new steam controller integration and input changes. anyone got any guesses?

#

oh one last idea

#

up the range on the merge by distance

#

maybe 2 of the verts were just outside of distance merge default

short onyx
#

Already did, i cleaned the mesh before importing in Unreal x)

forest tree
#

@grim ore If you don't mind me asking a further question. When I do the whole "Switch unreal version" on the tutorial, it borks the project and the next time I launch it it gives me this error:

#

Is that normal?

#

Step 4.

#

I can convert in-place and all. But it's a bit screwy...

As well as:
[2020.01.11-17.40.45:103][884]LogNet: Error: UEngine::BroadcastNetworkFailure: FailureType = OutdatedClient, ErrorString = The match you are trying to join is running an incompatible version of the game. Please try upgrading your game version., Driver = PendingNetDriver IpNetDriver_2147481012

#

The initial map error is fixed now though! 🙂 Many thanks for that. Also Zlo 🙂

royal dragon
#

Does anyone have problems with Animation Blueprints while playing in STAND ALONE mode on UE 4.24 (they do not work)?

normal burrow
#

define do not work

royal dragon
#

Do not play... everything is in T pose

grim ore
#

@forest tree usually that error is not an issue when swapping from launcher to source build as you are using the same base version (.23, .24, etc.). Is it possible your source and launcher versions are not the same?

forest tree
#

I expect that may be the case yeah @grim ore. It did seem like they were both 4.24.1, but perhaps I didn't download the right version. I'm re-downloading a release from github now, just to try it out again.

#

Which will take ages to download everything and re-compile, but that's alright. Only the third time I am doing that 😂

plush yew
#

I forgot to close out of the editor last night and this morning I came back and the editor was locked up. I tried this out on our other dev machine and after 3 hours on being idle it locked up too. Has anyone noticed this as well? I am using 4.24 sourced

forest tree
#

Is the error normal though? The fact that the launcher says "hey the version changed"?

#

As you mention "when swapping from launcher to source build"

plush yew
#

Dean, just get a threadripper so your compile goes quicker lol

forest tree
#

Words of wisdom 😄

#

I'm happy with my 3700X though

#

Pretty speedy

#

Just the full compiles take a-a-a-g-e-s

plush yew
#

yeah I have a 9900K and it still takes ages. I do want to try out a threadripper just to see how it does

forest tree
#

I'd be curious about a benchmark on that actually

plush yew
#

we need a YT channel for benchmarking specifically for dev stations lol

forest tree
#

YES

cosmic matrix
#

@grim ore Hello,
i saw one of your video talking about data asset and at the and you got a button where you click on and you reference all of your data asset what s the code you are using for doing that Thanks.

plush yew
#

I can provide the data for a 9900K lol

forest tree
#

Would love to see that

#

Wonder how it stacks up against mine

#

Yours should be faster, quicker single core and all

#

Or is the build highly multithreaded? Not sure how the compiler works actually

plush yew
#

See I am not sure how many threads VS will use. I have it OC'd to 5.1 with a variable voltage. iirc the 9900 is faster per core than the threadripper but if it can use half its threads it would smash the 9900 imo

obsidian lily
#

hey everyone. So I'm back at trying to figure out testing. I have it to the point where it compiles, but I still can't see my test in the automation panel. So my new theory was that there is a list, like a cmake file sort of, that lists all the tests and I hadn't added my test to that list. So I looked at the existing tests that came with the template, found them in the code. But they look mine, no extra list or annotations (my other theory). I'm back just groping in the dark, any ideas?

#

my next idea is that the docs are wrong about the Private/Tests folder structure or that I have those folders in the wrong place, so I'll mess with that

whole quarry
#

Seems like a question with a big backstory

obsidian lily
#

I was trying to get help on this last night for about 6 hours, but no one was really around, it was late

pale forge
midnight gate
#

why not just make the player capsule bigger

midnight gate
#

i mean after all its the player not the gun

#

try putting that capsule on the player

pale forge
#

yes but the weapon moves around... Aim Offset

midnight gate
#

is it really such a big issue

#

in game dev i noticed you have to spent time focusing on the biggest aspects not the tinies little features

pale forge
#

having the gun pass through things? It looks pretty bad

midnight gate
#

well see if this would be in first person you could just keep the gun close to the chest like most long guns are being held and only when aiming and no body is gonna aim into a wall

#

i never seen a game thought that doesnt let the weapons pass thought walls

pale forge
#

It's a good point... and if it's a limitation then so be it. I'm still trying to figure out what is possible with UE4.

midnight gate
#

ahhh thats why

#

well a good way to know whats posible in ue4 is just seeing what games are made with it and what those games contain

pale forge
#

I wanna say that I could do this with Unity

midnight gate
#

coding everything by ya self is so much harder

obsidian lily
#

@pale forge I don't know much about unreal yet, but I can tell you that what you're trying to do can be done

pale forge
#

so your saying "there's a chance"?

odd flame
#

hello

pale forge
#

Doesn't seem so though... the consensus seems to be that you get one blocking collision sphere per character, and all the others are triggers only.

odd flame
#

honestly i feel like doing what you're trying to do is just plainly too hard, so it's not worth investing time into that unless you're like a big team of people working for a studio and your goal is to make the best game possible

pale forge
#

Yes thanks... this is one of those things that looks like it should be easy.... and then find out it's a ton of work. I am just trying to see what's possible.

odd flame
pale forge
#

preview only?

odd flame
#

wdym?

pale forge
#

you get what?

odd flame
#

the preview

#

word

pale forge
#

build lighting

odd flame
#

should i be concerned

#

i did

#

i built it at medium cuz i wanted to see it better or smthng

pale forge
odd flame
#

okay i built tighting only, it seems to have disappeared

#

is this how it's supposed to be before you add grass or did i fuck up?

#

theres like a bunch of mini hills and stuff and they're indistinguishable

dark depot
#

yeah its letting you know you are viewing preview shadows. also yeah if you have no details in your texture that can happen it looks like your just using a vec3 for color

odd flame
#

i didn't want any details in the grass since i was just going to add big weeds and pebbles

#

this game will probably be suprisingly highly demanding for something of that style

#

i just used constant3 for color and then constant for roughness

#

before you answer, take into consideration that i am big stupid, is that fine or should i do something otherwise?

dark depot
#

also @pale forge you can trace to see when your gun is near a wall or check for a collision and set its position closer to the player that is how alot handle it unless you do something like custom depth to render your gun last if your in FP///

#

i mean your feeding a constant color and so its constant with variation i was just letting you know yeah its going to look like that cause thats what you made it look like so if thats what you want you didnt mess up @odd flame

odd flame
#

i just want to kinds have more shadows from the hills so it'd be easier to see

#

can i feed anything into occlusion or something?

dark depot
#

you can do whatever you want 😛 and yeah seeing it now i would play with your lighting

#

any lighting + distance and terrain look kinda weird unless you mess with cascades and other things in your directional light which you can read up on in the docs

pale forge
#

@dark depot Thanks... because it's a paintball game, I want the players to be able to "hug" the bunkers as much as possible. And I don't want to interfere with the Aim Offset, with other animations, etc. I'll probably just live with it.

odd flame
#

yeah that's how game dev works i guess

#

just spend countless hours to fix an inconvienience or live with it

#

now, @dark depot where do i find the docs?

cosmic matrix
#

@pale forge Why not using material

dark depot
cosmic matrix
#

to keep gun hide or show

dark depot
#

also its worth changing the position if they are colliding or else depending on how your spawning pellets they can shoot through walls

pale forge
#

@cosmic matrix Not sure what you mean "material". I don't need the gun to be always on top of the bunker. I would like to keep it from passing through... but that looks pretty impossible.

cosmic matrix
#

By using material you can hide the gun

dark depot
#

they mean to fade the gun

cosmic matrix
#

so this way other players would not see it

#

you can of course use ik

#

many ways to do that

fluid fable
#

How do u all learnt unreal engine?

plush yew
#

read Docs and YouTube

#

and just messign around with it

#

There is a learning academy now too

obsidian lily
#

c++ question: if I declare a class variable without initializing it, will the default constructor be called?

#

eg. MyClass foo;

#

does MyClass() get called on that line?

#

or does it work like C# where nothing happens until assignment?

plush yew
#

#cpp is where you can get more help on that

obsidian lily
#

oh neat, I didn't see that room, thanks

fierce forge
#

hello , why when i'm packaging a big project and i wait some minutes , the pc will block ? i have gtx 1060 6gb , amd fx 8370 and 16 gb ram

plush yew
#

your cpu is a bit old but that shouldn't completely lock your system

fierce forge
#

it is old ?

plush yew
#

2014 iirc

odd flame
#

now, i think i fucked up

#

i was trying to build a railroad

#

and what i did for the wood is that i just copied and pasted a cube

#

and now i have like 30cubes

#

i tried grouping them but all that does that makes it so if i click on one it selects them all

plush yew
#

i don't see what you messed up on

#

it is doing what is expected

odd flame
#

well, i'd like for there not to be 30cubes in the world outliner or whatever that's called

plush yew
#

you can create a folder and add them into that

#

select all the cubes and then click the folder icon in teh upper right

odd flame
#

thanks

plush yew
#

👍

lime gull
#

Im using the procedural foliage generator but trees and such will spawn inside buildings and things i dont want

#

How xan I fix that?

solid sierra
#

Ay does anyone have game ideas? I'm bored and just wanna make anything random. Or if not ideas any exercises or something will be alright 😄

odd flame
#

a drug selling game 😛

solid sierra
#

lol I could,,,

marsh swallow
#

So I am turning my character towards the enemy on their turn by running SetActorRotation on a timeline. However this makes the camera flicker

#

any idea why

plush yew
#

I started working on a game where you use the FPS template to bounce the projectile off objects to make it into a hole... Golf but more dimensional (this is just a side project as I need a break from my main one) @solid sierra

#

try that lol

solid sierra
#

Ooh that's a cool idea!

odd flame
#

@lime gull im no pro, starting out myself but maybe there's like a block thing or i guess you could try making a bunch of generators and grouping them and placing them around the unwanted spots?

#

also, does it mean everytime you run you restart or smthng it randomizes it or does it always spawn one way?

lime gull
#

You simulate it once and itll be the same until you do it again

plush yew
#

I have never used the generator but could you go back and manually paint over it?

lime gull
#

Im not sure you you would do that

odd flame
#

okay so

#

ive applied the material and i've built the lighting

#

what do i do?

plush yew
#

it's just the material. if you move the Directional light it will change

odd flame
#

...

#

how much do you have to move it?

plush yew
#

I think you really need to watch the learning videos so you understand the basics or you won't understand anything we say

#

just rotate it a little and it should change

odd flame
#

yeah i have watched quite a couple, not all of em but like...

plush yew
#

The reason it looks black is that it is currently in full shadow. put a light next to it and you will see it light up

odd flame
#

okay anyways, i made it less metallic and it showed up

plush yew
#

any ideas to why ue4 crashes when I retarget animation?

pale forge
#

Regarding my collision issue... there is a way to have multiple collision spheres on a character block the world around them. One thing you can do is turn on 'Simulate Physics'. This will block all similar objects in the world.

zealous spear
#

Hello, i have some effects in my main menu when switching the characters and i would like to change it, can someone help me tomorrow or these days with that?

bitter iris
#

anyway to stop baking textures soons i edit the tiniest bit of landscape? its quite annoying

rotund scroll
#

is there a way to eject from a third person character? or as a console command?

mint sequoia
#

@rotund scroll F8

rotund scroll
#

@mint sequoia it does nothing in third person

normal burrow
#

have to give it focus

#

while in pie, f8 will let you navigate around

spice canopy
#

Anyone else's unreal engine AND launcher suddenly stop working today?

#

"Unable to create temporary directory"

#

Engine starts up okay. Works until I try to move an actor that has papertilemapcomponents on it.

#

If it's just me then I have to fix my stuff. If its other people too then we have a bug

iron kelp
#

repeat question from last night, does anyone know how to avoid the black screen while the opening map/menu loads ?

spice canopy
#

@iron kelp this is after the splash screen and opening movies finish?

iron kelp
#

yeah after the splashscreen and before the map loads

#

i get a black scrreen while the level loads i presume

spice canopy
#

Not sure. Maybe the black screen is the Entry map

grim ore
spice canopy
#

@iron kelp have you tried having it play a movie at the launch of the game?

cosmic matrix
#

@grim ore thank you man.
I see your video cause i don t know if i must use dt or data assets or data bp only 🙂 Thanks for your work

iron kelp
#

@spice canopy no, i basically open the menu widget in an empty level

spice canopy
#

Yeah but i mean @iron kelp the startup.movies that play before the first level ever opens

#

Or any level

iron kelp
#

@spice canopy i dont have a movie

spice canopy
#

Ok that means you haven't tried that idea yet. I really dont know about the blank screen but I wonder if the level named Entry in the project settings Maps amd Modes has anything to do with it

vague plume
#

Im suddenly having an issue where on start i seem to get two of whatever player state, and pawn i have set in the game mode

#

and if i have any placed in the level its crashing

#

no matter the game mode, selected state, or pawn

iron kelp
#

@spice canopy I have the Game Default Map set to the main menu in my game

vague plume
#

also happens in any level

orchid sable
#

After updating to 4.24, when I generate vs project files, then open the vs project, it only has Engine > UE4 in the solution explorer...cant seem to find my game...also the build configuration doesnt have Development or Debug or anything...

iron kelp
#

@spice canopy I will try the startup movie thing as that will probably be the way i go anyway

vague plume
#

Anyone have any idea how to disable preview clients... i figured out my issue which is that its running two clients when i start it, just the second i never noticed cause it gets covered by the main one once the main starts up

#

Found it 🙂

iron kelp
#

@spice canopy try to play a startup movie but that shows up black too

plush yew
#

has anyone had the editor lockup if you have it sit idle for 2 hours or so?

slow python
#

Yea it happened to me

exotic thicket
#

Are there any guides on how to make complex physics objects that consist of multiple meshes and things like that? Mine are just spazzing out lol

#

I have some ideas on how to solve this - but figure I'd ask if there's anything good on the subject since I'm sure it would help me avoid a lot of trial and error

plush yew
#

Has anyone else been running into the engine bug where variables use a value of 0 even if their default value is anything else?

tawdry sigil
#

Hey

#

maybe someone can help me Oo i have a weird light arround my player wtf is this ?

normal burrow
#

@plush yew yeah it can happen when you change a parent blueprint sometimes

#

its actually more like if you add a variable

#

to a parent blueprint, it doesn't see to carry the default to the child blueprints that are also loaded

#

i tend to run through immediate child blueprints after adding anything to a parent, and not before.

tawdry sigil
#

Theres nothing else light stuff ... only thirdperson standard char and a landscape with water

#

and its moving with character

tawdry sigil
#

hm

fallen marten
#

Check you camera isnt inside your mesh

tawdry sigil
#

@fallen marten its not running its the editor but when i run it all arround character is also tooo light also i disabld all which could have a light
Instead of the Thirdperson Character

plush yew
#

got a bug, cannot look up/down using left mouse button in editor, cannot use left mouse to drag in blueprints

#

I need to use right mouse to do what I would with left which is annoying as I always need to click off something and it's slower

sonic pagoda
#

@normal burrow i told the guy who made the rig to re save it with different export options and it worked... just saw your message

#

it was weird tho, how it worked in 4.23 and not 4.24

bitter iris
#

How would I start lowring my basepass? I've got shadow depths all the way down to 0.37 from this scene, however basepass just seems to be 2ms

tardy token
#

I don't know how to fix this, When i click the left shift the graph will start to work, but when i dont hold left shift the speed is 500

grave osprey
#

Hi,how to make static mesh follow player ?

#

Without using socket

tawdry sigil
#

@grave osprey what is you exactly plan ? there are many ways to do it or solve it

blissful trail
tawdry sigil
#

@blissful trail uhm when u go in ur bp of the player click movement component then under details u have something called follow rotate or so let me look

#

Character Movement Rotation Settings

#

Use Controller Desired Rotation / Orient Rotation to Movement

#

!ticket

blissful trail
#

already enabled

tawdry sigil
#

Is it made from scratch or from the ThirdPerson Blueprint ? I dont know needing more informations to help you

#

did u changed scripts of the movement ?

blissful trail
#

made from scratch

tawdry sigil
#

Uff can you then show me ur script ?
And ur keymappings for it

blissful trail
tawdry sigil
blissful trail
#

changed it to that (didn't work)

tawdry sigil
#

show me ur input mappings

blissful trail
#

these ?

tawdry sigil
#

ye u need to add the input mappings for rotating or turning arround also

#

@fallen marten and rest.
UPDATE: I figured out the Stuff with the Light.... its when u dont have a Static Mesh in ur Scene. Cant say why but if u place some mesh doesnt depends which is gone.

The small Things cost the most time xD ....

rotund scroll
#

has anyone found a better way to capture all actors within a camera view other than traces (with . product?)

tawdry sigil
#

you only wanna do it with the cam view cause much other ways would be possible 🙂 and for what u need kit

rotund scroll
#

what?

kindred viper
#

i think that meant the camera view is the optimal way. But technically an actor can figure out it's own relation to the world origin and forward vector at any point. Factor that in with the forward vec of the cam and you are good. But tracing shouldn't be too bad. I mean, you can do something like a sphere trace and do the same thing.

tawdry sigil
#

Also if not a trace is required u can do a collision zone .. and check whats in it or stuff like that

kindred viper
#

a sphere trace is pretty much just that

tawdry sigil
#

okey for now i just workd with line trace xD so idk exactly 🙂

odd yarrow
#

guys I'm using sound cues, and every time I get out of the fallout range the sound stops playing if I go back. How do I fix it

rotund scroll
#

@kindred viper it'd be great to get in some precision, I feel the sphere trace isn't super precise. I was thinking about forming a view cone, but I'm not sure it's the best approach? in terms of camera forward vector + location that seems like a poor man's implementation of a trace. is there a way where you can do this in a more elegant way?

#

like a frustrum would be nice

kindred viper
#

well as an example, I made a 3d radar. I tried different approaches and settled on sphere trace. When I did some speed testing, it had no negligible effect.

rotund scroll
#

I can't seem to get the precision I'm looking for with it, but I suppose I could just follow up with a dot product and leave that within a certain value to filter the targets...?

kindred viper
#

yeah thats what I did

obsidian lily
#

@rotund scroll what if you do a sphere check in front of the character, if it's in there then you get teh dot product of the view forward vector and the delta vector between the camrea and the other actor, and if it's inside your cone threshold then viola?

kindred viper
#

yeah like that

obsidian lily
#

hah, yes

rotund scroll
#

ok but just to confirm there is no other way than doing traces?

tawdry sigil
#

can someone give me a tipp how to smooth out my beach xD ?

rotund scroll
#

@tawdry sigil that's a very vague question. smooth out how? is it landscape? just use the smooth modifier

kindred viper
#

If you already know the location of the Actor, the location of the camera, the forward vector of both, you are set. Its just how do you get them?

rotund scroll
#

I have those already available

kindred viper
#

you could have them solve their own on some kind of timer, or just go the trace route

rotund scroll
#

I just wanted to test if other methods gave better results in regards to precision right off the bat

kindred viper
#

ahh then just do the dot product. Although, there is a node for RecentlyRendered too. That can tell you if its in the frustum

#

its not exact though. takes the centre of the object as the point to check so offset the bounds

tawdry sigil
#

@rotund scroll ye its landscape 🙂 the overflow from the beach to the water xD atm it looks like 1m and then bye xD

rotund scroll
#

@tawdry sigil use the smooth modifier

#

@kindred viper interesting, will check that out, thanks.

tawdry sigil
#

@rotund scroll u mean the tool ? i do but i dont get it smooth over long distance :S it looks more like a cliff and not a smooth ramp xD

rotund scroll
#

smooth just averages positions

#

so if you start by making your beach into stair steps (you don't have to make a lot of them, but for like 10m you could do something like 4-5 steps)

#

then use smooth on top of that, you'll get a very smooth ramp

tawdry sigil
#

okey thx 🙂 i will try it

near notch
#

Hello. I have created a multiple landscape using world composition. What is the correct way to load the sub level through a menu system? Also, my AI cant move in this level but works fine on a third person template map. Thank you.

kind dew
#

I have a dedicated server. How do I make it so players can just click the client.exe and have it connect automatically to the server without them having to open up CMD? Is there away to make the .exe run the needed commandline arguments automatically?

exotic thicket
#

If you make your game load into a menu level or something on launch, you can add logic into that to have them automatically connect (or run it from a button or something)

kind dew
#

oh okya perfect thank you. Know off the top of your head what the function call for them to connect would be?

#

is it that Open Level function? The name is throwing me off.

exotic thicket
#

if you mean for connecting to a server, I think it's a console command node which you can use to do that

kind dew
#

ohhh right right okay thank you

#

i always forget about the console command node

exotic thicket
#

I think I saw it in the UE4 Network Compendium so maybe check that one out :)

kind dew
#

Thanks!

plush yew
#

Does anyone else have MASSIVE preview meshes? The scale of everything is 1 but for some reason spawning an actor in the hand of my character and using the character's scale causes the thing to be ten times bigger than normal. This is on a fresh skeletal mesh too

normal burrow
#

Assuming you did not set units up in blender?

kindred viper
#

^^

plush yew
#

I'll check but this is all from the same file and export settings I've been using for two years now

kindred viper
#

scaling things in blender requires a transformation reset too

plush yew
#

nothing in blender is scaled unfortunately

kindred viper
#

fair enough 🙂