#ue4-general

1 messages · Page 623 of 1

thick herald
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well you could hash or salt the save 😄

calm widget
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Any one tried adding virtual texture to terrain? I'm getting CTD "Shader expected a uniform buffer of struct type LandscapeContinuousLODParameters at slot 3 but got null instead. Rendering code needs to set a valid uniform buffer for this slot."

midnight gate
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@whole quarry theyre my enemies

calm widget
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If arrays are your enemies, well, you're outnumbered

plush yew
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why it has problems?

thick herald
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@calm widget I've added it, didn't encounter that error.

plush yew
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@whole quarry

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this is the package that I downloaded and opened-wtf is thaaaaat

calm widget
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Hm, i see, any idea what to make of the error? @thick herald

abstract relic
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Just broken variable. Don’t panic Fish

thick herald
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Sorry @calm widget nope. All I did was follow the docs for it basically.

whole quarry
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Seems like there is no input given from the Structure, resulting in a null == NotAnItem

plush yew
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a ok

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I did some setting in input because this was written in the docs

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so how to fix the problem? I want to test the inventory and then add this inventory in my project

whole quarry
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read the docs carefully, if it doesnt inform you how to fix it, you can ask @vale halo, he's very kind and usually awnsers fairly quick on messages and mails

plush yew
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ok cool

ember shadow
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Hello, i was just wondering if anyone can help me make my character rag doll?

whole quarry
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@ember shadow enable simulate physics on the physics component of the character

ember shadow
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Its a bit more trickey than that

plush yew
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in my own project I went in edit project settings then in input and I imported the file of the inventory in my project and then I decided to open the inventory project and test the inventory and now the variable is broken-wtf-what's then?

whole quarry
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check the docs fishy 😛

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maybe you need to populate the items list so it has items to check or something

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(i only checked the first 3 seconds, but the thumbnail is promising)

ember shadow
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thanks! i will check it out, i only want part of the character to rag doll, the top half so hes floppy lol

whole quarry
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it works per bone level too

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i remember that from a fun-project a year or so ago 😛

ember shadow
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cool ill check that out then

abstract relic
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Your level has too many foliage instances. First, make sure they have cull distance set up and set up light mass importance volumes. If it’s still too heavy, you need to have your level broken up into metaphorical bite size pieces. Look into level streaming and world composition

ember shadow
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@whole quarry that video isnt what im looking for

abstract relic
ember shadow
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its not rly that either

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i just want half of my character mesh (top half) to simulate pyshics (ragdoll)

calm widget
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There is a node "set all bodies below simulate physics" i used that in my project, works just fine for that

ember shadow
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where about is that?

calm widget
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Set it up in your player bp

wise stone
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All my assets and projekts dissapeared. Not a singel track of them. Cant find then anywhere in the pc what can I do?

cloud cobalt
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Revert changes in version control

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Use your backups

whole quarry
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@wise stone is the hdd/sdd where you stored them still present on your computer?

plush yew
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I have some question about the docs-I am doing the steps now but when I copy the bp-s from the InventorySystemChaarcter to my own character there are no variables that are used in the code-dod I need to create them or not? @whole quarry

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I am a little bit confused-xD

whole quarry
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Did you migrate it or did you copy-paste the blueprint nodes to your own project?

plush yew
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I migrated it

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I followed the steps

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I have the whole folder with the following bp-s and files

whole quarry
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Weird, it says the CurrentlyOpenChest variable does not exist

plush yew
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yup but this code I pasted it from the other character bp to my own-do I need to do it?

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do I need to make the branch to each action in my own character bp?

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in my own character bp in action forward it doesn't exists the code with the branch-do I need to do it ?

whole quarry
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I havent used the Inventory System yet, so I dunno

plush yew
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ohh gg

whole quarry
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ive it in my vault for a year or so 😛

plush yew
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oh ok

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I need help

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!

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do I need to paste the bp from the other character to my own character??

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who to contact? @contact wi?

tribal sphinx
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I recently started exploring UE and hence, I don't have much experience. When I imported a mesh into UE, a portion of it turned black, the rest of it is fine but can't do anything about the black parts. I checked the normals, the UV, everything is fine, but I can't get rid of that... I need help

plush yew
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@vale halo

whole quarry
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best is to send him a DM

plush yew
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ok yeah I did it

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so from this I need to paste this code to my all action inputs? but in which character in my or the other?

whole quarry
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@plush yew did you do this:

plush yew
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in my project?

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@whole quarry

whole quarry
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yes

plush yew
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I remember I did it -why?

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I will do it again

whole quarry
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I've the docs open, so just verifying all the steps

plush yew
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ok yeah

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thank you

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I will do it again

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ohh

whole quarry
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yes

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also, on page 9 of 18

plush yew
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I did it

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what about
also, ?

whole quarry
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that will solve the error that you have

plush yew
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ok

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but idk how to do it-I don't understand it

edgy halo
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is there any way to change a sockets rotation at runtime?

scarlet birch
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Yes. You can get the socket by name from the mesh and then set its rotation. There's also a node in the animation graph to do the same.

edgy halo
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i cant find any get socket by name

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oh, i suppose i can use find socket

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cant figure out how to actually set the transform, id really really prefer to do this in the bp and not the animbp

scarlet birch
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err I may be wrong. You can definitly do it in the animation graph. I thought you could in bp too, but I don't see it now.

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in the animation graph there's a transform bone node

edgy halo
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yeah okay, well thanks 🙂

scarlet birch
normal burrow
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super frustrating they dont have a transform version of that damn node lol

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when you view skeletons and modify their orientation and translation. it generates a huge animgraph internally of just modfy bone transforms

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really would prefer to skil the euler conversion

scarlet birch
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I've never used it and don't see a use in my normal flow.

edgy halo
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I actually got this working

scarlet birch
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Yeah, my bad. I wasn't thinking. I should have remembered to drag off the get socket to see the set rotation, I was looking for it in the root right click menu and didn't see it.

slender ibex
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hey guys, does anyone know where the github link for the unreal engine 4.23 chaos destruction went to? xD

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mb, found it^^

weak sorrel
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Hello there ! I have to make http call to my own web server. I've seen many here using VaRest which is a plugin to achieve that using BP only.... But it doesn't have much documentation and they are actually changing some things making the plugin not very easy to use. Should I ditch that and do everything in C++ ? I feel like it's going to be much easier to maintain in the future

sweet relic
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@weak sorrel Ya, if you are comfortable in c++ you should do it. C++ is hands down easier to maintain than BP

pallid talon
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I accidentally saved "Two-Step" on a computer I do not want to save it on, how do I remove it from this computer?

weak sorrel
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well I'm not comfortable with C++ atm but I'm gonna spend lots of time learning more right now

worthy flame
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hey, i have a jump animation that starts after half a second. And how can I make it so the jump starts after .5 second after I press jump?

weak sorrel
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thanks @sweet relic

sweet relic
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always good to learn! and simple http calls should be pretty straight forward in cpp

grim ore
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It can't hurt to try the VA Rest plugin, spend an hour on it see if it works. The source is available as well so you can always maintain it just think of it as a headstart to your C++ code at the worst. It's pretty easy to use it follows normal REST structure last time I used it.

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@worthy flame How are you triggering the animation to play now?

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alternately does it need to wait 0.5 seconds? If not cut that first part off and problem solved

worthy flame
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well there is a animation before the jump. and it takes .5 seconds to jump. Im using anim BP to tell it when to play the animation. triggering animation when pressing space and jumping

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@grim ore

grim ore
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so you need press space -> animation play -> delay 0.5 seconds -> character jump?

worthy flame
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yes

grim ore
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so that should be your code then. I assume your BP is using the Is Falling to determine if it's jumping like normal? if so you might have to set a separate boolean to trigger when you hit space to start the animation instead of checking is jumping is triggered

worthy flame
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yes i did do it like that. I think I know what you mean

grim ore
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could even split up the animation into starting jump, jump and then trigger the starting jump when you hit space and trigger the transition into the "jump" animation when you hit the jump event on your character

worthy flame
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yes but isnt that the same thing as the one you said before?

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its the same thing but different way?

grim ore
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yes you just have more control in the end but the end result would be the same. having delays just feels weird sometimes

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what you do all depends on your project tho so it's hard to just say "do this" and it will work

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it sounds like just changing the transition rule in the anim BP to checking a boolean for like "start jumping" and setting that when you hit space and delaying the actual "character jump" command half a second might work

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do you have auto exposure/eye adaptation turned on?

exotic cave
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Have you rebuilt your lighting recently?

grim ore
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two words for the same thing basically. in the editor you can disable it in the editor by clicking lit in the viewport then at the bottom changing the setting or disabling it

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in your project settings you can disable it in the rendering section

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you can also enable/disable it in a post process volume in the level

worthy flame
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@grim ore Ive tried to cut the animation and do it that way, but its even worse. I cannot set up the delay. Is there a way to trigger jumping after the delay, without using the anim bp?

grim ore
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it adjusts the level of light that camera takes in (brightens up a dark scene over time)

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you would put the delay into the character BP where you have the jump command

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press key -> set bool to start jumping (triggers animation in anim bp) -> delay 0.5 -> jump event

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this is off the top of my head since I don't know how your anim BP is set up but assuming its triggering on the jump command like the normal template and checking the is falling property which triggers when you jump

worthy flame
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how would I set up the trigger anim in the bp? when the bool is set to true?

fierce forge
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hello , what is renderviewfamily ?

worthy flame
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in the animBP i assume?

fierce forge
azure cargo
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please for the love of God can someone help me with something on UE4? i just want to preview my game but the camera just falls straight down the map when i do it

worthy flame
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@azure cargo i think you have the same problem I had a couple months ago. I had to delete my project and start over. That was the answer when I was trying to fix it. You could try to set the cameras position when you start play but that still wouldnt help you i guess, bcs it didnt help me. i dont remember anything else that I found for that

grim ore
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@worthy flame https://imgur.com/a/91fAFxT I modified the jump command, checked for the variable in the character and set it in the anim bp, and changed the transition from idle -> jump start to check for the new boolean instead of the older one

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@azure cargo are you using a template for this project?

azure cargo
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@grim ore i believe so. the 2dSideScroller template

grim ore
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any chance you can show a screenshot or video? what have you changed.

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for the side scroller the camera should be on the character, and the character should be using collision on the platforms by default

normal burrow
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@fierce forge its normal for things to not be perfectly uniform in stats. some things you should expect to be larger than other things. I'm fairly confident that that is normal overhead, but you've cut out the timing information so I have no idea.
Don't know exactly what that stat is for, but if you try using the same stat command on something that runs well, like a template you can get an idea of what is normal stats

grim ore
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RenderViewFamily - Total scene rendering time.

normal burrow
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aka, the sum bar

grim ore
worthy flame
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@grim ore how did you get the start jumping bool in the last pic, i cannot get it. I made my bool in the character BP. and got access in the event graph by casting to it, and now when i want to put the bool in the anim thing I dont have it

grim ore
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the 2nd picture is me getting the variable from the character in the anim bp event graph and saving it to a new variable in the event graph called StartJumping

worthy flame
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so you got the start jumping from the character bp and set it to a bool you made in the anim bp?

grim ore
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yep, same way the is in air is done

worthy flame
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yeah figured it out

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thank you so much

grim ore
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heh doing that to the third person template with a 0.25 delay makes it look weirdly weird

fierce forge
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MathewW and how i can make it lower ?

normal burrow
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Gamer Liber, pay more attention to the time reading

fierce forge
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?

normal burrow
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it sounds like that bar will always be at the top because it encapsulates everything below it.

grim ore
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you can make it lower by making your scene "better"

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less draw calls, less unique materials, combining meshes as needed, etc.

normal burrow
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you can make the time lower yes, but it does sound like the size of the bar in the graph (what is actually reported in your screenshot and not cut out) will not change for that particular thing

fierce forge
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combining mesh will help much ?

grim ore
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we don't know, it's your scene

normal burrow
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just stating that if your under impression that you can shrink the bar, it does not work like that. you need to look at the time

grim ore
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10000000000 cubes using unique textures is going to end up different than 3 objects with the same material

fierce forge
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i have just a road , some trees and some grass

trim steeple
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Could make it worst or could help. Very hard without a lot of specification

grim ore
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start with the draw calls count that should be in the bottom section

fierce forge
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draw calls ?

trim steeple
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@fierce forge foliage tools is the way to go for tree and any vegetation

fierce forge
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at mesh draw calls is 216

grim ore
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and what is your performance like? Stat fps

fierce forge
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80 fps in viewport

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with build

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with a gtx 1060 , amd fx 8370 and 16 gb ram

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but if i see really everything it is like 600 at mesh draw calls and 60 fps

grim ore
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well is 60fps bad?

fierce forge
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60

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in 1280x720

grim ore
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and 60fps is probably capped

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anywhoo

fierce forge
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is not

grim ore
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you are looking at this wrong

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that bar will be based on your project, and draw calls as well. you are going to have a certain amount and it's not bad

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if your project is running bad, then yes optimize where you can but if it's not you are optimizing prematurely and without possible gain

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if you want to see your unlocked fps type in t.maxfps 300 and see what it goes to

fierce forge
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i did

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same

grim ore
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what is your target goal for this project?

fierce forge
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like fps or what ?

grim ore
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yes, what

plush yew
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why do impulses need those very high vector values to have a visible effect?

fierce forge
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60 on 1920x1080

grim ore
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on what hardware?

fierce forge
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gtx 1060 , amd fx 8370 and 16 gb ram

grim ore
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ok so your spec then. Is it getting that target or are you below?

fierce forge
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i have 48-50 fps

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on 1920x1080

trim steeple
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@fierce forge don't forget that you run the editor which is far from light 🙂

grim ore
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play in editor, stand alone, or built project?

fierce forge
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in standalone

trim steeple
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(I assume maybe too fast hehe)

grim ore
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you should always test against built project if you have a chance

fierce forge
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a did this

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i have just 138000 foliage triangles

grim ore
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so at this point you basically just need to figure out what is causing your frame rate loss and start improving it. foliage is probably a good start

fierce forge
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i optimized it

grim ore
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are you using the foliage tools or just placing down meshes? is the foliage optimized iwth LOD's

fierce forge
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i use LOD'S

trim steeple
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  • do you have set a cull distance
fierce forge
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i have just 100 trees

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and each one have 2000 triangles

sharp wasp
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Have a quick question if someone can help me with if they can DM me about unreal camera system

fierce forge
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and i have cull distance

grim ore
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yep you just might not be able to do that

fierce forge
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on 4000

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max

grim ore
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there is no 1 answer for optimizing, it's a very skilled skill

trim steeple
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Did you look the material complexity? Maybe your tree have unoptimized textures for the leaves.

fierce forge
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probably

trim steeple
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It depend on so many little factor

fierce forge
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i use a leave texture from megascans

trim steeple
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@plush yew in my experience you need very high vector if the character his on the ground

plush yew
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@trim steeple oh hey how is it going 😄

grim ore
plush yew
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you were Gabriel from Mike's discord? with that game you were working on

trim steeple
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Yes 🙂

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Doing fine and you? 😄

tribal sphinx
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anybody have any idea what's causing the black area to appear and how to fix it?

plush yew
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Doing alright 😄

trim steeple
grim ore
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@tribal sphinx do you have proper UV mapping for that part of the mesh?

trim steeple
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@tribal sphinx Make sure you set your lightmap to the automatic UV

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@tribal sphinx Also you might want to check the resolution of the lightmap, maybe it's too low :p

fierce forge
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how i can make lower mesh draw calls , because when there's a lot i have 40 fps , when there's just 100-200 i have 120+ fps

trim steeple
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It's a lot about making your level in a "wise" way

grim ore
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the quickest way is to force your meshes to the lowest LOD so they look like crap and run faster lol

tribal sphinx
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@grim ore @trim steeple Thanks for the reply guys, I'll give it a try

grim ore
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we can't really fix your scene for you @fierce forge and all the suggestions we have given are up to you now. There are links to help you just have to go "huh, this is causing this much hit to performance. can i fix it or is there somewhere else I can make this up" over and over

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and over

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and over repeatedly

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delete half your tress, does the FPS go up? Whoo trees are a problem. Can I live with half the trees or do I need more or less? how much of a frame in MS do the trees use up? is it related to 10 materials per tree or perhaps the trees are too high in poly count? etc. etc.

sharp wasp
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Hello, can someone DM me I have a question regarding how to make the camera turn 180 in first person mode in unreal engine to see behind? I'm trying to recreate the Outlast mechanic. 🙂

trim steeple
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@sharp wasp You can ask here if you want 🙂

grim ore
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Set control rotation to forward vector * -1 lol

trim steeple
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The quickest way aha

grim ore
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just make sure you turn the control rotation if using a character and not the camera or mesh

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wait uh that's not the exact math there just uh napkin logic lol

trim steeple
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Or you can set the control rotation if you don't use it

sharp wasp
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Yeah, I'm also trying to make it return back to first person when the button is released

trim steeple
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@sharp wasp a very quick way would be to take the z axis, do a +180 and then clamp the axis again and set the rotation with the new value

sharp wasp
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I'll try that

trim steeple
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I personally do it often

plush yew
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@sharp wasp if you want an interpolation you probably will need a timeline and if the camera is attached to a spring arm you will have to rinterp the spring arm rotation on the timeline or do an ease only with the Z value

grim ore
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yeah @trim steeple idea of just adding 180 is way easier than mine, just make sure to set the control rotation if using a character otherwise it goes wonky

trim steeple
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100%

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@ebon linden the function is private

grim ore
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took me foreeever back in the day to realize using a character and the controller to not just set actor trasnform lol

trim steeple
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Bp weather effect is created by you?

plush yew
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it says the class is deleted

trim steeple
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?

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it's just not public

plush yew
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oops read that wrong

trim steeple
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@ebon linden I never use a private function in blueprint, don't even know if it's possible

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no worries 🙂

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Is it possible that you are calling a c++ function?

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what you could do is to create a event inside the blueprint that call the node you need and then you could call the event you created to which you have access

grim ore
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You can go into the function and there is an access specifier on it in the details panel that might be set to private if you want to change it. It's probably set up to be private for a reason tho.

trim steeple
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I hope it is aha

jaunty zinc
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Hi, I have a destructible mesh using APEX, anyone knows how to change the size of it? (when I change the mesh of it, the pieces are large and glitchy, and when I change the cell count it doesn't really work)

worthy flame
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i moved a file to another location and now there are 2 files of the same thing

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how do i get rid of the duplicate without it ruining my stuff

grim ore
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you can right click in the folder that had the old file and fix up redirectors, then repeat on the new folder

normal burrow
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like matheww said, you're best just playing with things and seeing what does or does not help the frame rate.

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but that particular warning i believe is more a thing on lightmap accuracy and not performance.

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you have texture coordinates that overlap and thus produce artifacts on the lightmap

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don't think that would do anything but make your lightmaps ugly but wouldn't pretend to know for sure without testing it now a days

abstract relic
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Blender

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Nothing free

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People gotta eat

normal burrow
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Frames take effort

forest tree
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Wise lads! If I have a struct on my Character that is replicated in my multiplayer game, should the ActorComponent that is updating that struct also be replicated? The whole component?

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You deleted your post so I can't @mention you

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Check treeit out @fierce forge , there's also pre-made packs on the forums 😉

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But it's an awesome piece of software, and free.

fierce forge
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totally free ?

forest tree
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Yes sir!

normal burrow
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Would recommend you read the license still

fierce forge
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without royalty ?

forest tree
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All model exports are 100% free to use with any engine/projects, whether its darkbasic or ue4.

fierce forge
normal burrow
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yeah these sayings aren't worth much if theres a license file

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if theres no license file then your not really being granted anything

fierce forge
forest tree
#

Licence Agreement:

Please read the following terms and conditions
carefully before use/installation of this software.
Your use of this copy of Tree It indicates your
acceptance of the following licence agreement.

  1. This software is not to be distributed via
    any website domain without the prior written
    approval of the rightful owner.

  2. This software must not be modifed, taken
    apart, reverse engineer, decompile, disassemble
    in any manner.

DISCLAIMER: Any user that Runs/Installs Tree
IT acknowledges that he or she is
receiving this software on an "as is" basis
and the user is not relying on the accuracy
or functionality of the software for any purpose.
The user further acknowledges that any use of
this software will be at the user's own risk
and the copyright owner accepts no responsibility
whatsoever arising from the use of this software.

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😉

normal burrow
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that looks sufficient

fierce forge
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you used it ?

normal burrow
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would prefer it say something about the content coming out of it though

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no

fierce forge
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not you

forest tree
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I have, it's used a lot AFAIK

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If you want something easy

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There's a few packs like that on the forums

fierce forge
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i prefer to use tree it

forest tree
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Sure, that gives you more control

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These packs are from TreeIt though

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Just some premade unreal assets through TreeIt

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Whichever works for you 😉

floral parcel
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Do you guys have any good sources for academic papers for games (like bullet ballistics, etc.)

normal burrow
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Haven't found any single one source for that sort of thing

fierce forge
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very detailed tree creation

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tnx for the app

forest tree
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Np 😉 Have fun!

fierce forge
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tnx

worthy flame
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ive deleted my character and made a new one and my camera doesnt move right, movement is weird and i cannot make it move like the third person camera did when using it

fierce forge
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@forest tree i need to use my textures ?

grim ore
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was it the third person template character you deleted? Make a new project with it and look at it or migrate it. There are quite a few settings to change out for the spring arm and character

keen quartz
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So im currently trying to profile a performance hiccup that happens when I transition out of a sequence playing in one scene, into another scene.
Kinda like an intro cutscene. When profiling the hiccup all of the threads seem to be just idling / waiting for CPU. So i really cant find, why this hiccup happens.
Is there anywhere a more detailed guide on how to profile properly?

worthy flame
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i deleted the third person BP

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ive looked and i used the same settings but I cant set it correctly

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the character moves weirdly, and if I set up the settings as in before. it doesnt work the same

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@grim ore

grim ore
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then you dont have the same settings. It might be easier to just migrate the character back into your project

hushed hare
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i have a problem that literally shouldnt exist

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a plane i have is blocking the player

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problem is

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and its not a blueprint changing it

forest tree
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@fierce forge I'm not sure on anything detailed regarding TreeIt, I only played with it briefly

scarlet birch
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@hushed hare Might help to actually show the check boxes. Your screenshot cuts off at what's most relevant.

hushed hare
#

its a preset so those dont matter

#

but ok

scarlet birch
#

you can change presets\

hushed hare
#

heres the player

#

no reason for them to not overlap

#

right?

grim ore
#

the pawn is set to block world dynamic and your other item is world dynamic no?

scarlet birch
#

it's blocking world dynamic,

hushed hare
#

uh

#

well yeah but i havent changed collision and itt stopped working randomly

scarlet birch
#

I was typing that , but I thought if they weren't both set to block it shouldn't block

grim ore
#

then maybe it's not this, maybe it's something else causing the blocking?

hushed hare
#

like what?

scarlet birch
#

Personally I'd use a different object type for the trigger

grim ore
#

if you move the plane does it still block? like move it away completely just to make sure it's just the plane

scarlet birch
#

could be mesh or something

grim ore
#

and the plane is just a static mesh actor right?

hushed hare
#

the plane is on an actor that is always rotating so yeah it moves

#

and yes its a static mesh component

scarlet birch
#

I mean, it could be the mesh on your character

hushed hare
#

the character doesnt have a mesh assigned

#

should i make the actor the plane is on a pawn or something?

grim ore
#

I just tested your settings with a default TPP character and a static mesh actor plane and it went thru it fine

scarlet birch
#

if the plane's only purpose is to act as a trigger I'd set a trigger object type and have both set to overlap rather than block\

grim ore
#

so it might be something else

scarlet birch
#

but yeah 👆

hushed hare
#

yeah the thing is i wasnt messing with collision

#

it stopped working when i started working with clip planes

grim ore
#

Plane blocks the camera channel but not the character itself

hushed hare
#

and i undid the clip plane stuff

grim ore
#

did you restart after changing the clip plane?

hushed hare
#

im setting it to ignore all but pawn

#

no

#

but i have restarted since then

#

i need a dynamic clip plane on a scene capture component thats what i was doing

grim ore
#

my only other thought is use the showflag.collision 1 and pxvis collision commands to see what collision looks like at runtime maybe you are missing something

#

but those 2 settings shouldnt collide based on my tests

#

assuming that is on the character and the plane

rustic panther
hushed hare
#

didnt redirect for me

forest tree
#

😄

whole quarry
#

hmm, can't remember 🤔

rustic panther
#

that link redirects me on chrome and IE

hushed hare
#

this stupid collision is making me mad

scarlet birch
#

flush your dns cache or try another dns server

#

setting it to custom and ignore all , overlap pawn doesn't fix it?

hushed hare
#

ill do that again to see what happens

#

to exxplain it

#

something weird happened

#

yep

#

didnt work

#

i didnt even get the weird thing

scarlet birch
#

Happy days. What I thought was going to be a minor optimization just cut my gamethread down from 4-6ms to 1-2ms.

strong spindle
#

Does anyone know if it is possible to have a multiline copyright notice specified via settings in the editor? Or if not, if it is possible to just modify the value in DefaultGame.ini

rustic panther
#

I flushed my DNS and looked into any router issues and I don't see anything wrong that would explain why Im getting redirected

scarlet birch
#

idk, it's fine for me

hushed hare
#

ok this is pissing me off

#

i played and it worked

#

i went back to editor

#

played again

#

doesnt work

scarlet birch
#

No idea if they redirect based on IP or something. Have you tried clicking the little globe and selecting english? I'm assuming you have.

worthy flame
#

ok i sorta fixed my camera. but the character moves weird. if I press W it goes on the X axis forward. to go backwards i need to press S. and it only moves in -X axis. how do I make my character move where I press not dependant on the axis. It should go forward if I move my camera to the side, while holding forward and if i change the direction the camera should stay in the same position but the direction should change

hushed hare
rustic panther
#

it doesn't, something must be changing something

#

or there's another collision somewhere

hushed hare
#

theres not another collision somewhere and i searched the entire project for nodes that change collision

worthy flame
#

nvm figured it out

hushed hare
#

its not just the portals colliding

#

the player collisions are messed up

#

it is set to "overlap all dynamic"

#

but still lands on the floor

rustic panther
#

welp, it's not the router, cause other computers on the same network don't get redirected to the chinese version

scarlet birch
#

Vpn?

rustic panther
#

nope

scarlet birch
#

idk, vpn, dns, cache would be my guesses after that I'm out of ideas

#

@hushed hare maybe try setting the mesh to something? I've seen weird errors with null meshes in the past

rustic panther
#

ya and it's not every documentation page that gets redirected

#

only some do

hushed hare
#

the mesh's collision is set to no collision

scarlet birch
#

or start listing the collision events and see what's hitting what

hushed hare
#

I set the mesh and it still acts the same

#

it collides when it is set to no collision

#

and then randomly falls through the floor in one spot

#

jesus christ

#

this is the buggiest stuff ive ever seen

#

i open a normal actor

grim ore
#

that seems weird. Your not super far away from the world origin are you?

hushed hare
#

no

#

thats what it looks like trying to view this actor in the viewport

#

it looks fine in the main editor window

#

theres the world location

grim ore
#

😦

hushed hare
#

this is the player's collision and it still is blocked by stuff like the floor and the plane that it should overlap

scarlet birch
#

are any of those meshes simulating physics?

hushed hare
#

no

#

well

#

the player

#

but thats cuz of the movement component

scarlet birch
#

movement component is not compatible with physics

rustic panther
#

so flushing the DNS may have fixed it, after restarting chrome it's apparently fixed

hushed hare
#

well i mean the jump thing

#

so then no

#

no physics

#

i set everything to overlap all dynamic and no overlap events are being triggered

#

its just ignoring them

#

u know what i just remembered

scarlet birch
#

😢

hushed hare
#

time to delete half of the project files

#

so which folders in the project directory are the go-to deleted ones

scarlet birch
#

☠️

hushed hare
#

that doesnt help me

#

isnt it intermediate and saved

fallen marten
#

Nut make sure your capsule is set to overlap, not just the player mesh

rustic panther
#

actually it isn't fixed, it was a different page

fallen marten
#

Every component must overlap if you want it to free fall through everything

hushed hare
#

@fallen marten every single component in the game is set to overlap

#

and the player still lands on the floor somehow

fallen marten
#

The floor is set to overlap too?

hushed hare
#

yeah

#

all of it

#

overlapalldynamic

#

the player can walk around some of the floor

#

but one part

#

it jsut falls through

#

thats where it all started

#

when i realized even tho the player was set to block the floor

#

and the floor was set to block the player

#

the player still fell through

#

only in that one spot

fallen marten
#

And floor has a solid encompassing collision primative?

#

Not pieces?

hushed hare
#

the floor was a single large plane set to block all dynamic

#

and a collision box also set to block all dynamic

#

i added the collision box later on because of the player falling through

#

but it didnt fix it

fallen marten
#

So wait you want the player to fall through or stay on the floor?

hushed hare
#

stay on

fallen marten
#

Then why is the player set to overlap?

#

I'm confused lol

hushed hare
#

im testing overlap events with something else

#

the player needs to overlap with something

#

so i set everything to overlap

#

and it still doesnt overlap

#

it just ignores it

#

before it was blocking it for no reason

#

and to add on

#

the player still can walk on the floor anywhere but in that spot

#

even tho its set to overlap all

fallen marten
#

Sounds like a mess

hushed hare
#

yeah it is

#

i wasntt even messing with collisions when it started

#

i was messing with clip planes on a scene capture

fallen marten
#

Set all the collision back to fresh like in a third person template

hushed hare
#

tried it

keen quartz
#

So im currently trying to profile a performance hiccup that happens when I transition out of a sequence playing in one scene, into another scene.
Kinda like an intro cutscene. When profiling the hiccup all of the threads seem to be just idling / waiting for CPU. So i really cant find, why this hiccup happens.
Is there anywhere a more detailed guide on how to profile properly?

sweet relic
fallen marten
#

Nut are you print stringing the overlap event? Test with that and see if you can get an actor value or an overlapped component value to come up

#

You need a value or a clue to work with

#

Same as your player. Add some print strings to some overlapped or hit events

hushed hare
#

the overlap event would teleport the actor overlapping

#

but it doesnt

spare sun
#

how do I

#

remove a c++ class

#

regenerating vs project doesnt seem to help it

hushed hare
#

idk i quit until they fix their engine

fallen marten
#

Lol it ain't the engine

#

Print string your code

#

Trust me, you'll find something

#

It's the single most helpful node when debugging your shit

scarlet birch
#

When asking for help assume you don't know what's important and what's not. Don't crop screens, show everything. It's painful to have to pull out information. I don't know how everyone else does it. I just don't have the patience for it.

polar hawk
#

it is called community service and it is soul crushing

cloud cobalt
#

Overlap events are not easy to get working

#

Mostly because you need to change a lot of settings (all of them in the doc)

grim ore
#

It's not that, the issue is items that should not be colliding are colliding and his test by turning everything to overlap is still colliding items.

#

something went funky in his editor when he was messing with stuff and it's cascading onto other stuff.

scarlet birch
#

I love the collision system. I think it's incredibly time saving if you take the time to think out your collision channels.

fallen marten
#

Exactly

#

Red I haven't tried removing a C++ class yet but I imagine you would have to find the C++ file and header file in the project folders and delete it there

grim ore
cloud cobalt
#

And regenerate the project files, and recompile.

spare sun
#

yes thanks for noticing my question, thats what im doing rn

#

wish there was a

#

FASTER WAY

grim ore
#

create a program to do it for you?

spare sun
#

why would you create a program to delete classes 🤔

polar hawk
#

wish there was a FASTER WAY

grim ore
#

you can skip the deleting binaries/intermediate by doing a clean in VS instead

normal burrow
#

results now, thoughts later

cloud cobalt
#

There can't be a faster way because of how computer programs work, simply put.

polar hawk
#

what

sweet relic
#

rm -rf

spare sun
#

sure there can be a faster way of deleting a class with no dependencies whatsoever out of my editor screen

grim ore
#

Switch to Unity, deleting classes are faster there

fallen marten
#

Lol

cloud cobalt
#

No, there cannot be

grim ore
#

bam problem solved

cloud cobalt
#

UE4 uses C++, which doesn't have any fancy notion of "removing parts of the executable while it runs".

grim ore
#

The editor uses a .dll to load the classes, the .dll needs to be compiled from VS for UE4 to load it. You can't just remove the class from the editor without..... doing all that stuff

fallen marten
#

I'd rather smash my computer than use unity

polar hawk
#

refactoring tools do not exist

#

that would require a refactor

spare sun
#

well there is the dll way of patching but fact is the class aint used anywhere and nothing depends on it

cloud cobalt
#

Still need to recompile

polar hawk
#

which is supported

cloud cobalt
#

Which is the slowest part by far

grim ore
#

Question, does UE4 even know where the files are on your disk for your C++ classes?

polar hawk
#

yes

cloud cobalt
#

No

grim ore
#

like in the editor

spare sun
#

yes it does

polar hawk
#

yes

cloud cobalt
#

UE4 knows where the class is declared, but it cannot know where it is defined.

#

Again, C++ limitation

polar hawk
#

uh

grim ore
#

was mainly just curious on if ue4 would even know what file to delete if you nuked something in the C++ portion of the editor (if it was allowed, obviously it's not)

cloud cobalt
#

If you're wondering why, the reason is you can have a class definition split over any number of cpp files

normal burrow
#

when you double click a node in bp matheww it tries to bring you to the header file

#

full, absolute path.

cloud cobalt
#

Headers are easy because they kind of have to be atomic

#

Sources though, nope

polar hawk
#

its pretty trivial to search for the definition of a function

normal burrow
#

ye no source file

cloud cobalt
#

If you think anything about C++ is trivial, there's no point arguing about it

polar hawk
#

sounds good to me

spare sun
#

imo you could just add a delete button and * hide * any interaction with it

normal burrow
#

fwiw uht does this same trivial underestimation

grim ore
#

It does sound like switching to Unity is the easiest way to make this quicker

cloud cobalt
#

Obviously

spare sun
#

matthew unity guides when

fallen marten
#

Or just use blueprints

grim ore
#

I have one on my channel, the learn portal has one, and the docs has one, and live training has one, and uh... there is one more

normal burrow
#

your breaking my heart mathew with this joke haha

spare sun
#

blueprints are easier to delete?

normal burrow
#

someone might think your serious

fallen marten
#

Yeah

#

One button

#

Boom

spare sun
#

oh ok then

cloud cobalt
#

Blueprints aren't compiled as machine code, so they don't have the same problems

normal burrow
#

in unity, you can delete files the best!

polar hawk
#

I'd argue blueprints are overall harder to delete

spare sun
#

yea its not as much about machine code stranger

grim ore
#

I am serious, pick the tool for your needs. If you want faster iteration times and need grandpa code go with Unity or something other than UE4 C++

regal yoke
#

Can someone explain me tags in nutshell

polar hawk
#

it is far easier to corrupt a ue4 project deleting a blueprint than a native class

fallen marten
#

Depends on how extensive in use the bp is I guess

polar hawk
#

aye

#

blueprint dependency graphs can get out of control

cloud cobalt
#

@spare sun Oh, but it is. Removing a fully independent, unused C++ class still needs to produce a completely new editor executable for your game. Blueprint may break half your game if the class was in use - like for C++ classes - but at least it's content

spare sun
#

ofc I understand if you got dependencies and gotta sort all that shit out

lilac wedge
#

is there a way of converting a texture to binary in order to upload to an api?

cloud cobalt
#

Blueprint work a lot like Unity scripts - they run inside a VM

regal yoke
#

Can someone explain tags to me

spare sun
#

I honestly don't think I need to close the editor to generate a class do I

cloud cobalt
#

You do

polar hawk
#

you don't

spare sun
cloud cobalt
#

If you don't want weird, project-breaking errors

spare sun
#

anyway ty for the tip with the blueprints

#

I'll try that one out

cloud cobalt
#

Seriously having a hard time guessing whether Allar is joking here

#

But generally speaking you should never compile with the editor running

polar hawk
#

I'm not and there is so much damn misinformation about this damn engine

scarlet birch
#

I do it all the time.

sweet relic
#

@cloud cobalt you actually don't. you just need to know what you are doing

cloud cobalt
#

I'm aware

normal burrow
#

we're at the point where we consider hot reload to be broken

grim ore
#

You don't have to wear a seatbelt when driving a car, it doesn't mean it's safe.

normal burrow
#

maybe thats the difference?

regal yoke
#

Hey what are tags

polar hawk
#

fancy fnames

scarlet birch
#

Idk, it depends on what I'm changing whether or not I restart the editor after making a change in c++

cloud cobalt
#

Beginners will often do something like adding a new UPROPERTY betwene two others, hot reloading, and saving the Blueprint inheriting from that class- pretty much guaranteed broken asset

wary wave
#

ignorable unless you have a specific reason for them to be there

grim ore
#

@regal yoke Which tags? Actor tags, component tags, gameplay tags?

regal yoke
#

gameplay

#

i think

#

can i add tag to 3d model without making blueprint

polar hawk
#

extremely fancy fnames

grim ore
#

and technically Allar answered what the other Tags are lol

opal hornet
#

hey i've been having an issue with ue4.24 where the scene stutters every 3 seconds. this happens on any new project and when moving about in any rendered environment, via viewport, simulation, etc. any ideas?

#

this issue doesnt occur on any other version btw

fallen marten
#

Just walk away from it for a while and let the engine sort itself out. It happened to me on 4.21 and just leaving it for a while worked. Idk what is happening in the background during that time

opal hornet
#

huh hadnt tried that, alright will do

fallen marten
#

If it doesn't come good, I'm not sure what to suggest

normal burrow
#

profiling

#

or some stats command, not sure which

fallen marten
#

Could always check task manager and see if there are those compiler threads running too I guess

thick herald
#

I've noticed 4.24 having intermittent stutters too, in new projects. No idea why - mainly because I don't know how to check properly. But's more common than I'd like. Had to nuke several attempts before one was stable.

opal hornet
#

task manager seemed fine

#

gonna let the editor idle after its done verifying

lilac wedge
#

what us apple image utils image conversion result?

outer lark
#

I'm not sure where to ask this: is there a way to populate a data table using a folder of assets?

#

I have a folder of over hundreds of assets of the same type. I'd like them all contained in a data table, each their own row, so I can access them via blueprints easily.

sweet relic
#

@outer lark you will likely need to write a script for it

#

personally i would use python to do something like that

outer lark
#

Oh boy ... where do I go to start learning about that?

sweet relic
outer lark
#

Thanks

digital anchor
#

another option is using scripted actions

light vigil
#

We are have a lot of sub levels and when I change a seemingly unrelated blueprint it asks me to check all of the sub levels out; any way to make it less sensitive to that?

chilly gale
#

Is it worth trying to make UCX files now days or jus let UE4 create collision?

normal burrow
#

define worth?

#

i think its required still to get accurate collisions authored. The simplified collision generation stuff isn't well suited for everything. Sphere shaped objects shouldn't use ucx etc

hoary silo
#

I found some logs for when my game is crashing from importing the mesh: 2020.01.15-00.02.03:562][710]LogSkeletalMesh: Section 0: 4923 vertices, 53 active bones
[2020.01.15-00.02.03:562][710]LogSkeletalMesh: Section 0: Material=0, 9842 triangles
[2020.01.15-00.02.03:581][710]LogSkeletalMesh: Built Skeletal Mesh [0.22s] /Game/Monster_01.Monster_01
[2020.01.15-00.02.03:582][710]LogLinker: Failed to load '/Game/Monster_01_Skeleton': Can't find file.
[2020.01.15-00.02.03:583][710]LogLinker: Failed to load '/Game/Monster_01_Skeleton': Can't find file.
[2020.01.15-00.02.03:584][710]LogLinker: Failed to load '/Game/Monster_01_PhysicsAsset': Can't find file.
[2020.01.15-00.02.03:585][710]LogLinker: Failed to load '/Game/Monster_01_PhysicsAsset': Can't find file.
[2020.01.15-00.02.03:591][710]LogSkeletalMesh: USkeletalMeshComponent::InitArticulated : Could not find root physics body: '/Engine/Transient.World_1:PersistentLevel.SkeletalMeshActor_0.SkeletalMeshComponent0'
[2020.01.15-00.02.03:591][710]LogWorld: UWorld::CleanupWorld for World_1, bSessionEnded=true, bCleanupResources=true
[2020.01.15-00.02.03:591][710]LogSlate: InvalidateAllWidgets triggered. All widgets were invalidated
[2020.01.15-00.02.03:600][710]LogWindows: Windows GetLastError: The operation completed successfully. (0)

normal burrow
#

this is what causes the crash in 4.24

hoary silo
#

Oh

#

How do I fix that?

#

Im using blender 2.81

abstract relic
#

add material before exporting

hoary silo
#

I already have one, but ill add another

abstract relic
#

you didn't assign one

#

log is saying 0

hoary silo
#

weird

#

fixed

#

it

#

thank you!

normal burrow
#

person asking about text render: its a component you add to an actor, not a bad question at all.

#

not a bad question at all

open eagle
#

How do you set up a replication graph

blissful trail
#

alright so i'm gonna buy a new pc maybe soon and im choosing parts
i cant decide on the cpu either the Intel Core i9-10980XE or AMD Ryzen 9 3950X
what would be better vfor unreal and blender ?

normal burrow
#

3950x.

open eagle
#

3950x

#

its a more well rounded chip

normal burrow
#

you gain 2 cores on the 10980xe but overall performance tanks to where the 3950x is usually gonna pull ahead of the more expensive chip.

#

plus the chipset on 3950x is more ideal for future things if you go with one of the latest mainboards

open eagle
#

that's if you go with x570

normal burrow
#

10980xe is going to do well in quad channel memory tasks

#

believe x570 isn't the only one that has gen4 pcie

open eagle
#

that't the only 500 series board that exists

normal burrow
#

ah they skipped 550?

open eagle
#

yep

blissful trail
#

how does the rtx titan do in unreal ?

normal burrow
#

then yeah, you'll shell out some extra for x570

normal burrow
#

its not really a question of how it does in unreal, its a three thousand dollar gpu

#

it is a little better than the fifteen hundred dollar gpu (2080ti)

blissful trail
#

$4055.70 aud :/ is alot

normal burrow
#

not worth.

open eagle
#

technically the world's best RTX gpu is the NV Quadro RTX 8000
edit: worlds most POWERFUL

blissful trail
#

not rly for gaming

open eagle
#

?

normal burrow
#

if you ignore rtx and just compare rasters, the 2080ti isn't a whole lot different if 11g of memory is okay.

#

the 1080ti isn't a lot different either

#

but if you must have rtx in unreal then yeah, those super spendy ones are most ideal.

open eagle
#

RTX 8000 is only 11 percent better

normal burrow
#

that site is horrible.

open eagle
#

I know it's innacurate

#

they both use the NVTU102

normal burrow
blissful trail
#

i chose the asus rog strix rtx 2080 ti

#

what would a good motherboard be ?

normal burrow
#

high end ROG is what i go with usually

normal burrow
#

strix is good, crosshair i think is their higher end on am4 though

open eagle
blissful trail
#

price shouldn't be an issue

#

im literally getting this for free xd

normal burrow
#

eh, well form factor then

brittle remnant
#

Anyone know why I can't change any settings of the post process volume I just added to my character? All grayed out.

blissful trail
#

whats a good case ??

normal burrow
#

are you in PIE shepkin? (playing in editor)

brittle remnant
#

yea

normal burrow
#

you have to stop pie

brittle remnant
#

oh you mean actively playing no

warm crescent
#

somebody please tell me- where can I go to get some help quickly?

normal burrow
#

hmm i dunno about post process volume tbh. if your not in play mode, would think it'd be editable.

brittle remnant
blissful trail
#

hm the pc is only $6600

open eagle
#

you wanna UP THAT?

#

lmk I can spec you out a godlike PC

normal burrow
#

@brittle remnant scroll to towards the bottom of the grayed out area

#

is enabled selected?

brittle remnant
#

yea I found it lol

#

thanks

blissful trail
#

i think the budget is $10,000 aud

#

lol

normal burrow
#

its probably the best mix of gaming and work pc you can get

blissful trail
#

i managed to get it up to $9,000 aud

normal burrow
#

you start getting into 3960x and 3970x and they'll still game 'good' but its more about getting work done at that, then 3980x and 3990x are probably a crawl at gaming

blissful trail
normal burrow
#

that network adapter is dumb

#

if its as expensive as this lists it

pseudo phoenix
#

Hi. I really need help and I don't have much time... Do you guys have options to build for Macos in your package project menu on windows 10

blissful trail
#

$9205.99 aud, $5813.78 usd, a little over £5163.15 euro

#

doesn't show full price in euro becos some parts are not avalible in europe

normal burrow
#

yeah i mean, these things shouldn't be that expensive

blissful trail
#

idk why its like 9k aud but what eva

normal burrow
#

its a slow ssd for the chipset there too

#

rgb fans incompatible with mainboard

#

memory is slow too

open eagle
#

@blissful trail you can't just throw in those corsair LL120s like that, you need to throw in a few commander pros

#

the RGB wont work

#

ur mobo does not have enough headers

blissful trail
#

it might be so expensive because australia is litterally on fire rn

#

ima try and lower the price a little

normal burrow
#

most those should need is one commander pro. but your better off going thermaltake if rgb is a real concern. they will plug directly into the mainboard.

#

the controller i mean.

#

corsair afaik is still not addressable by aura
mp600 is the ssd to go with if your not caring on price
that intel 10g card at 300 something is just a rip off though.

blissful trail
#

would i need a wired & wireless network adapter ?

normal burrow
#

no, onboard if you go with that strix

#

you get on 2.5gbit onboard lan. its not as fast as 10g but a 10g card shouldn't set you back more than 80 dollars

#

but yeah the price in us even , with us retailers i wouldn't expect thse things to top 3k

blissful trail
#

$6968 aud

#

i accidently added too much ram xd

abstract relic
marsh swallow
open eagle
#

How can I implement the shooter replication graph system in to my game

rancid lynx
#

when scaling actors, the collision boxes work perfectly while im holding the actor , but once i drop the actor, the collisions seem like jelly. wtf is up with that?

#

vr game. attach component to right hand, then set simulation ON forces a detatch, if i pick up the item again, collisions work great, but while droped, if scaled, collisions act like jelly

#

pivot is in the center of the mesh. so scale should be proportional correct.

plush yew
#

On the Chinese unreal forum, it's a QQ group, one of the members shared an open source hot patcher plugin, and I thought it may be useful to share it here as well
https://imzlp.me/posts/17590/

#

Google Chrome can be used to translate

#

From the developer notes It is used to track resource changes in engineering versions to make patches

icy wind
#

heya, not sure where to post this but just giving a shout out to update windows 10 because a critical bug has been found. Its apparently pretty bad considering the NSA reported it so it could be patched up. (if you want it moved to another channel or were already informed just delete this message then >.<)

vague sable
wheat dirge
#

In other words... they found out people could keep them from spying on you, so they had to fix that so they could keep spying!

lapis vine
#

It's part of their work. For good or bad.

#

Also this is for #lounge or so off-topic.

winged crypt
#

bittersweet that Epic made it impossible to bounce a trace back and forth in an infinite mirror loop, I kinda wanted my pc to shit itself

feral crow
marsh swallow
#

So we just got through some odd testing and what to know if anyone else experiences this. We have a music system that has a delay in it for looping and cutting in times for intro, outros etc. this makes perfect transitions. However we encountered while testing the loop on a song, that the delay was wrong. the music playing while in editor would finish, but 10 seconds or 8 or 3 or 9 of whatever it just so happened to be would pass in silence before it loops. this involved changing focus to a BP and dragging around in it while the delay was running. However if we just hit play and it sit, the loops are perfect.

#

tldr; does dragging around and whatnot while in BPs, if the code is not in a "break" state, cause delays to get thrown off?

#

4.22.3 btw. Its just the weirdest thing. we can open our in game menu, open the console whatever, just so long as we never break focus on the viewport the delays are matched up with music play time. break the focus by clicking on a BP with console open or shift+tab and click on the BP and move around and its thrown off. very weird!!!

winged crypt
#

@marsh swallow Timers and delays aren't guaranteed intervals of time as far as I know. If you break focus from the game, the framerate drops significantly by default (I think this can be disabled to keep it running) and it's probably what's causing issues. You could use delta time instead to accurately measure the intervals of time you need, at least this way it would be framerate-independent.

Someone please correct me if wrong.

marsh swallow
#

see i thought delay was in seconds, not framerate. thats what i was trying to lookup.

winged crypt
marsh swallow
#

cause if its calculated in framerate, that makes total sense, however that means its HIGHLY unreliable in framerate to match music times. each pc could fluctuate and really slow pcs with a bad framerate mess up the entire looping process. lol

grizzled willow
#

I'm still having problem with exchanging files between PC/unreal project

winged crypt
#

@grizzled willow What's the problem?

grizzled willow
#

well yesterday I did a test with "migrate", it's a cascade particle with some materials on it

#

on the other PC (with different project), the cascade settings are all messed up and all the texture was detached from the materials

#

I test it again just now, but this time I make sure the folders and contents are intact

winged crypt
#

When you migrated, did you migrate into the Content root folder of the other project, or how?

grizzled willow
#

I select the object (cascade particle) then select "asset action" then "migrate"

winged crypt
#

What folder did you choose to migrate to?

grizzled willow
#

I suppose UE will collect all the dependencies on that particular asset

winged crypt
#

Yeah

normal burrow
#

Don’t think there are other ways. They all migrate afaik

grizzled willow
#

"content" folder

normal burrow
#

Entire content folder, yes

grizzled willow
#

well now it seems that all the materials kept intact

#

but the particle don't seem to show proper color

#

and texture is still applied properly within the material but they don't show up on the particle?

#

I check on the nodes, they're all fine

#

on the first test, the material node lost all the texture so I had to re-apply the texture

#

maybe this is one of the cause : I "migrate" the particle into non UE4 content folder

jaunty zinc
#

Hi, I have a destructible mesh using APEX, anyone knows how to change the size of it? (when I change the mesh of it, the pieces are large and glitchy, and when I change the cell count it doesn't really work)

grizzled willow
#

then on the other PC I just copy them within the new PC "content" folder

#

there should be proper way to reimport them on the other PC that I'm missing I suppose

#

but import and such only shows options for fbx and obj (external files)

#

or perhaps I should use .uasset?

normal burrow
#

Beyond confused by what your trying to do

grizzled willow
#

ROFLMAO

normal burrow
#

Source control?

grizzled willow
#

source control requires one, single unified project across all PC, correct?

#

basically what I'm trying to do is to collect art (in this case, particle fx) from different PC/artist

#

into my PC

normal burrow
#

The project is just a folder and can be move entirely

#

You must migrate entire content folders afaik

#

To merge

grizzled willow
#

🤔

#

kind of impractical but I'll give it a try

#

so what if I want to merge 2 particle fx into my project

winged crypt
#

You can migrate a single asset, but it will pull all of its dependencies with it, but nothing extra

normal burrow
#

It’s why mp things are in folder of their own

winged crypt
#

what engine version are you on btw

normal burrow
#

You sure sinn?

winged crypt
#

yeah I do it regularly

grizzled willow
#

UE 4.24.1

normal burrow
#

Cool didn’t think that was possible

winged crypt
#

example of a fresh / blank BP

grizzled willow
#

@winged crypt it works

#

but like I said the particle don't display correctly

#

okay migrate process is good I think

#

how to re-import the folder properly?

normal burrow
#

What is frame of reference for color?

winged crypt
#

I've had cases like this in the past where my materials would get totally screwed up after migrating, but this was many versions ago and I don't remember what the cause was

#

@normal burrow Like, how do you know why red is red?

normal burrow
#

I’m just wonder if post processing is different between his projects

winged crypt
#

ohhh hahah

#

exorio can you post a screenshot of what they look like in your good project VS the bad one

grizzled willow
#

so on the PC that I want to export the particle, I select the particle > asset action > migrate > put them on server

#

okay hold on

#

I check on the materials and cascade

#

they're all fine

#

it's only that when importing them I'm clueless on how to do it, so I just use explorer and place the migrated folder into my "content" folder

#

making sure they're at the same hierarchy structure

#

so probably, the main question now is how to properly import the migrated asset into different PC?

#

since I'm sure using explorer isn't the way to do it

#

"explorer" as in windows file explorer

tribal sphinx
#

Does anybody know how to clear that black area when importing into unreal?
I checked the UV and Lightmaps, they are fine, but can't figure out what's causing this.
The original mesh is okay too, no visible overlapping or anything...

normal burrow
#

It really sounds like source control is what you want @grizzled willow

#

A single project between computers

#

But a zip of the entire project will transfer to another computer. Source control will make it many times easier

grizzled willow
#

mmm yeah I'll try that later

#

but the first question is what is the proper way to import migrated assets?

normal burrow
#

Don’t think there is such a thing

grizzled willow
#

so it should be fine using windows file explorer right?

normal burrow
#

Everything in unreal is file path based

#

So if everything in the file exists in the other project it will work

grizzled willow
#

I think I should set up a single project on server

normal burrow
#

I think so too

grizzled willow
#

so artist can migrate into that project

normal burrow
#

No lol

#

Source control is what you want

#

Everyone working in the same project

#

It makes versions

grizzled willow
#

yeah but it's kind of overkill on what we plan to do

#

I'll take a look on that for sure

#

but currently we just need something quick and dirty

normal burrow
#

And you send it to the server. It keeps track of versions and everyone does not migrate anything

grizzled willow
#

since we don't do full games on it

normal burrow
#

Hm yeah, you’d have to be willing to learn a bit. But I don’t see a centralized server for a project being utilized by everyone in a smooth manor

#

As far as file server I mean

exotic thicket
#

If you just want a "quick n dirty" way to move files seems like you could just do zip files lol

normal burrow
#

Yeah that

#

One project per art asset

exotic thicket
#

but frankly sometimes source control will save your ass even in a simple project and it's not that complicated

normal burrow
#

It’s easy. It does take some sitting and reading though

#

svn is probably the easiest to get up and running

#

Apache web server plugin

exotic thicket
#

git's probably easier if you just use github or something like that (assuming you don't have gigantic assets since I believe there is some limitations in filesize)

grizzled willow
#

I think it works

#

something in my viewport don't lit the particle enough lol

#

weird since we're using new projects and just starter content

#

I didn't change anything

#

I tested on the original PC

#

turn off the light and it still show properly

normal burrow
#

Make sure that the other computer does not have editor open

grizzled willow
#

So I'll check on my viewport settings first. Since the other-other PC can display properly

#

two panes, and one displayed it incorrectly and the other one correct

normal burrow
#

@tribal sphinx have you tried detail lighting view?

grizzled willow
#

thanks BTW guys

sullen wraith
#

im trying to figure out the best way to make a interactable map such as plague inc, and those kind of strategy games, does anyone have any input?

grizzled willow
#

yeah I figured it out, the left pane had all the post process disabled and the right pane all turned on

#

sorry for this lol

#

okay one more question

#

as pointed out by @exotic thicket and @normal burrow source control had to rely on external softwares like git and apache correct?

exotic thicket
#

well, you could do "not really source control" and just zip file your entire project and send it over to someone

#

but beyond that yeah you need specialized software for it, since they do things like allowing you to "commit" your changes in such a way that you can later easily come back to them

#

(which is very handy because you can safely edit your files and not worry about messing things up)

grizzled willow
#

just thought that UE4 should have somekind internal tools or whatsoever for that kind of need

exotic thicket
#

it has builtin support for a number of source control programs, probably easier for them to add support for existing tooling for it :)

grizzled willow
#

ahhh okay

#

thanks man

exotic thicket
#

np

grizzled willow
#

emmmm onnneeee more question this just came up

#

do unreal asset have somekind of id like in unity?

#

that really causes pain in the ass when I work on unity

#

seems like everything is packed within uasset file I suppose

#

subversion eh okay thanks @normal burrow 👌

remote roost
#

for me, its git + sourcetree

grizzled willow
#

will look on all the alternatives

remote roost
#

for me, its the mcchicken, the best fastfood sandwich

grizzled willow
#

normies, I prefer whopper

worn sparrow
hot pulsar
#

Amazing !! 👍

worn sparrow
#

its just the sky bp and speed trees set at defaults, works wonders

#

real happywith that addition 🙂

#

cause why not 😛

hot pulsar
#

Are you creating it on a laptop or PC?

nova pier
#

I’ll let you all know how it looks in 2021

honest vale
#

time to get some coffee

#

and lunch

#

and dinner

nova pier
#

Ahaha thank god I’m paid hourly

hot pulsar
#

hahaha 💯

worn sparrow
#

@hot pulsar pc, 970 i5-4690k 16GB ram :D
terrain in 2k

versed spear
#

Lamo mine would crash if it is over 15k. You computer must be a beast.

zealous cloak
#

can someone help me with subtitle management
i want to update a textbox in my level. Can i use the level sequencer for that?

manic pawn
#

ah yes 19 fps

forest tree
nova pier
#

@forest tree I’m convinced there’s a related XKCD for everything lol

tame delta
#

What's the issue when dynamic shadows look fine in editor but disappear in game view again? 🤔

#

I swear I've encountered and fixed that like 5 times but have awful memory for that kind of stuff

timber minnow
#

Hi everybody , i'm trying to use the depth of field on my camera but it doesn't seems to affect anything in my scene , does someone has any idea of how i could make it work ?
i'm using a simple cam ( not a cine cam )

zealous cloak
#

where can i post questions about the levelsequencer

#

?

uncut vigil
zealous cloak
#

thank you 🙂

#

trying to get my subtitles and audiovoice synchronised

plush yew
#

@timber minnow You may need the post process volume in your level

#

And then play with the settings, see how it goes

#

The volume needs to be big enough to encompass your scene that you want to have an impact on

timber minnow
#

@plush yew it worked without post process but thx, the value had to be very very small at some point , so i had to write them down by hand hand not using the slider as it was clamp between 0 and like 10000 and the effect work with a value of 0.1

blissful trail
#

rip the crystals in dialga and palkia disapeared

plush yew
#

i just came back to this project looking like this

#

i have no idea what's wrong...

#

i checked all the light sources and none of them were at stupidly high brightness levels

#

no

#

if i set it to unlit i can actually see stuff

#

@nova pier why'd you just delete your messages? lol

#

and yes ill check auto exposure whatevers (thats all i saw)

nova pier
#

I doubt it would fix it lol but lmk

plush yew
#

well its always good to check everything...

#

oh all that stuff is disabled lmao

tribal sphinx
#

when importing into unreal,

#

this

#

goes to

#

this

#

any idea why?

brave widget
#

Meshes are automatically triangulated importing into Unreal.

tribal sphinx
#

ohh, I'm new in unreal, so don't know much about these, yea something about 3's rather than 4's, I think I've read it somewhere, but the problem is that creates some black areas in my mesh, and I can't seem to fix that, how do I get rid of the black areas??

brave widget
#

Thats not the triangulation causing that, thats another issue. You UV unwrapped it, correct?

tribal sphinx
#

yea, many times, did it manually too

worthy flame
#

hey, how to set it when I press a button it stays active, and when I press it again it makes it off. I cannot find my file where I dont this before. if you know ping me pls

plush yew
#

does anybody know how to fix my issue?

tribal sphinx
#

@brave widget added a lightmap too, didn't fix it, been at it since yesterday, not even a single article on the internet too, I'm like what did I end up with

red prairie
#

Thats what it looks like in the engine

brave widget
#

You have a material created and assigned to it in Unreal as well? Assuming yes, but just making sure @tribal sphinx

red prairie
#

this is what it ssupposed to look like

brave widget
#

@plush yew Are you using the new SunSky actor by chance?

tribal sphinx
#

@brave widget Yea, I have, the material doesn't show up at the black area, the rest of it responds to the material

plush yew
#

nope...

brave widget
#

LightsOut, normals pointing in the same direction? I would think it'd be invisible instead, but maybe its the reason 🤔

#

GamingMidi, I have no idea then, sorry 😦

tribal sphinx
#

@brave widget Yea, I thought so too, but unfortunately that's not the problem too, that's when I checked the wireframe and thought the difference could be the problem, but that's not it too

#

I must be missing something somewhere

honest vale
#

if you want AO to be visible always you need to multiply the base color with it

plush yew
#

ok ill try my other projects then, if they're broken too than i blame myself for breaking unreal engine just like i broke way too many other apps xD