#ue4-general
1 messages Β· Page 627 of 1
:D
yeah that's kinda like for doing raster graphics on the screen I guess, the fps demo project draws a crosshair on the screen with that
Which is kinda dumb imo. But I know the HUD BP was made before widgets
Back in the ye olden days it made sense
ok i dont know if there will be donuts in my game vut yes the playlist you send me is very good
Maybe no donuts in the game, but yeah, his first series he made helped me a TON π
well this is his 5th time doing the series but yes
The 2nd, actually. The 6 series is all apart of the same tutorial just broken up into 6 sections.
ah ok
i dont understand this
Please anybody with knowledge of Kubold Movement Animation Pro. It looks its animations are in T pose, where I need A pose. I want to retarget them - but can not figure proper positions (rotations) for arms. Many thanks
X-ray mode is on
oh ok
Unless thats not what you're talking about π
how to lock cursor to the middle of screen in first person
Hello, I have some code on the Gamemode blueprint but it doesnt run, the code is on event beginplay?
I've made sure that I've selected the correct gamemode blueprint in the project and world settings
Anyone knows how to fix the quality of light shafts in 4.24 with sky atmosphere, or even change the sun disc scale?
Sorry it's not the light shafts, just something weird with sky atmosphere, still don't know how to fix it though
Doesn't look close to this one
Could anyone explain to me why my "Compare Float" is causing an infinite loop when there's a lot of enemies inside the range (1000)?
I assume it's cause I'm setting the Closest Enemy to the Array Element on For Each Loop? No idea how to fix that though
Ok so we are just having discussion on threading in the engine, to what extent is the engine threaded? What can we use to leverage threads...
As far as I know BPs are not threaded without some external help of plugins(Timers, timelines, delays, ticks all still work on the same thread right?)
C++ that would be pretty much on the developers if they work with threads in their own code, but are there parts of the engine that get distributed to other threads?
@gusty hare I do not think it is the compare float causing infinite loop, I think it is the line going back to the "For Each Loop" from the right
(Timers, timelines, delays, ticks all still work on the same thread right?)
Yes, except for delays.
Nah it's giving me an infinite loop error from the compare float
yeah I'm pretty sure Acheta is right
If you have it going back into exec from the loop that will definitely cause an infinite loop
Delays aren't threaded, they're treated similarly to a timer
I will give it a try
@gusty hare the infinite loop detection is ... strange do not trust it where it is saying it is happening
@dim plover as far as I know delay create a callback on latent action manager.... and that just executes it when the time comes
unless the manager runs on a different thread that would still be in the same thread
Oh, right, that makes sense.
yeah that is as far as we got in the discussion π
I mean if I watch my project and resources it uses it is spread across the threads... just not sure what parts are on what thread...
"stat unit" gives some of the threads... π
I think you get an infinite loop because you connected the "body" part of the loop with the "exec" part.
Like, your body restarts the entire loop.
@gusty hare in general the infinite loop detection triggers on the last node that was before the threshold of nodes triggered in the sequence
there should be no reason to go back to the execute pin of that for each loop π as that is the sole reason of the loop
you are trying to get the closest actor?
Yes I am
It infinite loops if I spawn my turret on top of enemies and also if a bunch run into the range
also I took out the pin going back to the exec and it still infinite loops
The error it gives me specifically goes to the output of the Compare Float node
finding closest is easier in a function
the error from the detection generally just points to whatever it was doing when it detected the loop, so it's more of a general direction you should look at
gotchya
you use local variable to remember the first one, loop and replace the value in the local variable with the next closest...and return the reference ... I wrote a macro that does that for me...
let my try loading that π
well in first person you hide the cursor if you do not need it
did someone notice that size of the sun disk in Sky Atmosphere is really small?
You can increase it with the Source Angle.
@alpine wigeon its not fk first person template
@brave widget oh that really worked, thanks
@royal kettle Np π Bloom also has an effect on the size of it as well. So if you plan on using Bloom, be sure to check it against that as well
@brave widget i tried to tweak its size with bloom before your tip. however if the sun is partly hidden by the clouds or goes very low its getting less bright which disables bloom effect. so bloom is probably not so usable in my case.
Yeah, that part is kind of annoying. I set my Source Angle first and then set the bloom so it didn't blow everything out.
@gusty hare here is my solution to the find closest actor thing https://blueprintue.com/blueprint/bqny7kho/
@regal yoke template is just that, template, you can do whatever in whatever template... in the controller you have an option to show/hide cursor that should do it
@gusty hare here it is in picture mode π as blueprint ue is not nice with macros
Anybody got any experience with using the Xbox One with ue4?
I think console nda does not allow for much discussion about it in public
ahh i didnt want to talk about it publically just with someone else with the NDA as i got an issue which makes 0 sense @fierce tulip
cant help you there, i did vfx for an xbox onegame but that about it
ahh no worries, thanks though π
can someone help this noob to figure out why his game mod isn't woreking
unreal engine 4 is tuff
what game?
Mechwarrior 5
so let me give you the whole picture, hope you have a few minutes, thanks!
I found uasset files in Editor that seem to be database files, where all the values are specified, like mech tonnage, negotiation points, etc, I adjusted those files in Editor, packaged, but when I am in game, the rewards are reset to 0 and tonnage doesn't change, if I remove the mod, the rewards are back to default
will try to show a few pictures
my ue4 has some sort of auto-brightness when i look into dark areas, it gets really bright?
anyone else have that or did i enable something by accident?
Thats the auto exposure
its kinda annoying, can you disable it?
Yes you can, in Project Settings
oh found it, ty
Np π
@bright basin This seems something that we'd need to be familiar with Mechwarrior to answer
But what a lot of mods do is just set values at runtime themselves.
(if you can't init it, overwrite it)
maybe I am doing it wrong, here
adjusting this file
looks like this
I adjust a few numbers, package it into PAK in the same folder structure, but nothing changes in game
I even tried to use Asset Action - Migrate so that files would be exported with all the dependencies, pak that structure with the adjusted settings in file but still no luck
mind boggling
Just skimmed the guide
is there any rule of thumb that needs to be followed while modding unreal games?
they seem to want you to only add things π
like don't adjust database files, but rather adjust classes or blueprints or something
Nah, not sure why editing the table does nothing
some guys adjusted this file and it changed the tonnage in game...
this file he adjusted... it doesn't even have any variables to adjust
how? π€
open it and show me?
Yup
all values here are default
yeah, but you can't see the values the same way you see them in DatabaseFile
I know
so how can I adjust them?
Okay actually
I am so confused π€ͺ
Go back to the table asset, right click on it and view references.
See what all touches this
references of blueprint?
(if anything, mods might work differently)
or the database file?
Right click on the left one, then Edit
yeah opens blueprint again..
Okay well
What I'm trying to show you is that you can change how things work
You can leave that table alone and make a new one, and have that blueprint look to yours first and then fall back to the other one.
you think that original table is somehow locked and thats why changes dont make into the game?
Essentially, yes
I take it you're new to UE4? Might be worth just following a few BP tutorials over with the normal editor
yeah I am new... you can tell, can't you? π
I was new once as well :P
What's the proper channel in this discord to ask about lighting tutorials/resources, particularly scene composition. I'm trying to get my foreground to 'pop' more from the background, but I don't really know where to start. Tweaking the post process volume settings helped a bit, but it's still not great.
And as a side question, I'm starting to work on the FX for weapons, explosions, engines etc. should I start using Niagara or the previous system?
another example
ok I'll dig around, hoped there is some rule of thumb I am not following
thanks! @worn granite
@worn granite thank you
no worries @bright basin, wish there was a simple fix I knew of
unless you really need very complex vfx, cascade should be fine for a game like that @unreal wasp
So I have an odd issue. Basically the anim graph freezes on first frame and wont evaluate, only when played on Android. 4.22
So the entire engine freezes?
Nah just the anim graph
Like it sticks on frame0
NativeUpdateAnimation still runs
But all the anim graph was (for testing) is a single looping animation
But it acts as if it is set to evaluate at 0.0
Hm well the game thread does wait on the anim graph to finish while they run in parallel, so itβs unlikely itβs literally frozen
Yeah not literally frozen
Hm yeah maybe print GetDeltaSeconds() off the proxy
Might help to know if that is zero or not
I'll give it a go, the deployment time is high though
I imagine
Makes it that much more fun to fix >_>
@normal burrow
void UMyAnimInstanceV2::NativePostEvaluateAnimation()
{
FAnimInstanceProxy& Proxy = GetProxyOnGameThread<FAnimInstanceProxy>();
if (GEngine)
{
GEngine->AddOnScreenDebugMessage(3528, 1.f, FColor::Orange, FString::Printf(TEXT(": %f"), Proxy.GetDeltaSeconds()));
}
}
This evaluates each frame during PIE but on mobile it evaluated at the start only, it printed only for the specified 1.f
hm it sounds like its only being called once then
I'm trying to run a lighting build on my map but every time i'm left with 3 stubborn foliage pieces that refuse to bake their lighting. DumpUnbuiltLightInteractions told me they are foliage pieces but did not specify where they are in the level. Can anyone tell me how i might locate them?
@normal burrow NativeUpdateAnimation continues to run and it has a valid delta time for the proxy
hi guys, I have a quick question, how do i get the direction of the player? i'mt trying to make a sliding mechanic with the "launch character", but i want the character to slide in the direction he's moving, how would i do it?
Get forward vector?
right
why this don't work? I click on the button and it doesn't hide it-I test it with print string and when I click it works
but doesn't hide it
hmmm
I am having issues with my character not rotating to the direction my camera is looking and where I press to move, he stays looking forwards, if I go left he stays looking forward. He stays in that position for the whole time. The movement is fine, and it works fine with the camera. The problem is with the character not rotating when moving. Can anyone help with this one
Are you hiding the right reference @plush yew ?
nothing like spending hours on a 13 min tutorial and not being able to figure out why shit doesnt work
I created widget and saved the variable
and then I got it and connect it with the visibility
and no result
hmm
@spark sonnet
Hey
Try testing if its valid @plush yew With an IsValid node
ok before which node? @spark sonnet
You can hook it up at the start
Yes. Is it printing now?
let me try it
I tested it
it doesn't print the "done"
@spark sonnet
so it is not valid-hmm
Then the reference is not working
Could you send a screenshot on how you get the reference
I deleted the nodes
I will create them and send you
want to continue in DM? @spark sonnet
Good idea
Hey. I'm intersted by creating a browser based game with UE4. But I was wondering if there's any way I can make this app also responsive for the one's who wants to play on it on their phone. I don't want ot build native app becuase my game is the kind of game that will get banned on the play/app store
What kind of game is that? π€
game involving crypto currencies
google and apple don't like that it threaten the current model (getting fess out of ads and microtransactions)
I am having issues with my character not rotating to the direction my camera is looking and where I press to move, he stays looking forwards, if I go left he stays looking forward. He stays in that position for the whole time. The movement is fine, and it works fine with the camera. The problem is with the character not rotating when moving. Can anyone help with this one
the orient rotation to movement?
Yes
its not
Try that
Haha. I've done that too π
i was thinking it had something to do with the character(self)
i thouhgt movement has nothing to do with it so im not gonna check it
@feral crow please read the #old-rules, please dont ask/post the same thing in multiple channels.
np :)
i keep bouncing off the beginning tutorial of the unreal engine
i want to use visual scripting code real bad
unreal engine is so pretty in motion
so i am watching this tutorial about camera sequencing, and im stuck at where there is an auto key being set so key frames are added to the current frame. But i dont know how to do this. Any ideas would be appreciated
in the top of the sequencer editor is a Key icon with a triangle behind it. this is the Auto Key frame toggle
maybe they changed it recent, in .24 it's a key with a white diamond behind it
triangle was the wrong word
which version of the editor are you using?
then your auto keyframe option should look like i described
damn
i mean functionally it's the same
well they are for reference so sure if you need them, they just mark stuff you want to find
ok
How I can create a InGame script editor that use Lua?
lots of C++ code
set up your project to use the lua library interpreter, create some slate code to create a window you can type into, add some code for saving/loading/parsing the code
And expose your entire game to Lua
what is this advice here in unreal-engine π
mqrcel someone should warn you about lua lol.
@ember notch if you really are going to integrate lua, this comes before the script editor
take a look at editor python on how to expose ufunctions and the like to the environment
@normal burrow
oh π¦
if your hiding the cursor may as well lock it.
if you can show the cursor while its locked or vice versa i question things.
I wanna randomly ping you too @normal burrow π
so when the game starts I don't have cursor when I click on escape the menu appears and I have cursor-then I click on resume and it removes the menu but the cursor is there π¦
I?
u yes.
no
I imagine its something peeps there would know. I don't personally.
also when you clock on the button resume it doesn't react from the first time-hmmm
probably lock always is what you want. do ask there for more informed advice
is there a way to do when you get the cursor and move the mouse and cursor to don't move the camera cus it is annoying and seems like trash?
Question: Say we make a major change that makes the current save files no longer compatible with the game, how would we delete all current files in the Saved Folder the next time the game loads for when we push an update?
Darnius have you tried?
Tried? to delete all the files?
no, to load a incompatible save file
I mean we can delete the save slots inside the files
Oh yeah! its not compatible
the video settings we introduced will put everyone into a video loop of full screen and whatnot
π
every time you click on the screen it will just flash and then come back, click again, it flashes and comes back.
Wipe the save file and its fine
can you check the settings that cause such loop?
Thats what i am playing around with now
just asking because that extra step to thrust out old saves seems unideal
just trying to see exactly which settings combo triggers the issue
i mean you could serialize a version or something yeah.
Yeah hmm
could also stick the save version in the file name itself.
ignore old stuff, profit?
question: is there a way to do when you get the cursor and move the mouse and cursor to don't move the camera cus it is annoying and seems like trash?
Serialize is the way to go. Stop the problem before it starts. Just make sure you have some sort of ui feedback so the players isnβt punching an empty button when trying to load an incompatible file
wow when you tell a game to use 4K and its not a 4k monitor, man does that look weird
haha
serializing a version number also prevents people from just renaming the file
hi everyone! I have a question, Mechwarrior 5 Editor right, I adjusted some things and it's working fine if I run game in Editor, but when I PAK the files that I've adjusted and then load the game, my changes are not in an actual game. What is a correct way of exporting assets out of UE Editor?
punching buttons should be reserved for back buttons, and or submit bug report buttons.
and can I actually export, just the files I adjusted with all the appropriate assets?
you'd really have to refer to mechwarrior on this stuff shepard
there is no standard way to do any of this afaik, unless one has been established by game communities between games i don't know.
Canβt say we encourage asset extraction. Ask the studio responsible for the game
oh yeah, if your extracting stuff from mechwarrior, don't do that. thought you were doing mod content or something?
so every UE game has different logic on how to mod it?
MechWarrior 5: Mercenaries
I thought there are some asic rules one needs tofollow
afaik, every game has to do mod support on its own
but i could be wildly incorrect
The game has to create mod support
yeah, they dont have native export function yet in this Editor
so I use unrealpak.exe
to create PAK
what about the rule of thumb on how you create a PAK?
cause I may be doing that wrong
like the mountpoins and stuff
Youβre going to need to ask their mod community
no, not for this question, creating a PAK is a general thing for UE in general
ye, i mean if the docs tell you to make pak files, you could check #packaging
afaik PAK are basically uncooked dlcs
so there not real popular
ok will check packaging thanks, cause I think I am not mounting the files right when creating a pak
does it say to make a pak in their docs?
MW5 docs?
Gg
they don't have this part available yet in Editor, you can only edit, that link you gave me, if you follow the guide, it says that in the end, sorry kinda, we don't have the export part for you yet, but mod away lol π
see, thy are supposed to seek additional rights to package the editor in with the game to do it properly
no one does this.
a pak file is just a container like zip, you can have unrealpak put whatever you want in it
ah so its literally a pak file like with quake 3?
@manic pawn yeah @normal burrow their game runs based on a huge 43GB PAK file
Shepard. Youβre too much of a gem for modding something that canβt be mod even though it has mod support. Make your own game.
I am UE noob, I am light years away from making my own game
all I can hope is to mod

hush, you will pick it up quick.
Gotta start somewhere
OH! I actually split my Save Game from the Current Options file.
I just want to figure out how this game ticks, if you know what I mean...
π Players will be much happier about only loosing their Options. haha
like some guy edited a blueprint class file generator or whatever and change is in game... I adjusted DataTable files and change isn't in game... I wonder if I can get some tips, what can actually be modded in UE games, or it's based on specific game?
usually people don't put uncooked stuff in pak files
the most i've heard about pak files with ue4 is that you can't pak file marketplace content
of course you can
question.... do you need a seperate socket for each weapon you want to equip ( for example.. an axe and a pickaxe)
its against the license to zeb
default packaging will collect all your assets into a single pak file
the license says you shouldn't distribute them uncooked
has nothing to do with whether you use a pak file or no
Zeblote, but that is only if game Editor has packaging, right?
well the way mechwarrior is doing things where you can load the game up in an editor through its pak file is not allowed with marketplace content at least.
ive not investigated this specific game
the game itself though has all those files in a big pak
idk memory goes off of some statement about paks vs cooked content
i could be wrong
fair enough
thing is that cosmetics adjustments work and how that guy adjusted a blueprint for specific fixed value... can you even force numbers in blueprint? I thought it just like a diagram that connects modules and determines dataflow
well, I am gonna go do some training lol π
peace!
yeah, its hard to answer a broad question like that.
interesting how this editor is locked behind owning a copy of the game
yeah
that's how it should be anyway
they don't actually have the editor distributed by them though right?
editors are always distributed on the epic store
there are no exceptions
not even for large publishers
Nice tut for learning the basic. We donβt know how the game limits what access you have of course https://www.raywenderlich.com/771-unreal-engine-4-tutorial-for-beginners-getting-started
That @bright basin π
damn i kind of want to get mechwarrior just to see how its set up on egs now zeb.
bit expensive to buy it just for that
yeah wont do it, but its interesting that their
docs
speak nothing of it
might be new
yeah jan 13th
the system to unlock it with the game I mean
I like how they have a guide for using the editor and half of that document is about how to obtain a license for wwise
Please note that support for packaging your Mods and integrating them into the game will be coming in a future update. lol what is the point of this release then
I wonder how theyβll prevent unlicensed usage
Does anyone here use iclone 7 and UE4 if so please dm me so i can have some help
Thanks
The way its worded, it sounds like you need a license to include the editor with your game.
so maybe having it separate is the way to do it i guess.
Iβm sure it greets you with a load of errors otherwise
me too
But thatβs a strange way. What if the mod didnβt touch audio for example?
put denuvo in the editor
And how would it support multiple mods if it isnβt modular
But even ark modding is modular
It doesnβt pack the entire game when youβre done π
yeah
, it must be able to retain references to the pak or something
without re-storing the data of them
is there a help-desk room?
there is no public unreal discord ran by epic quantum
most you could do is post a log file here
I havenβt heard anyone still using UE2 though.
I dont see any room for tech help.
Almost all channels are for help
If people feel like volunteering their help
This is a community, not a company
if anyone has an opinion on a good way to handle attack animations in a combo (using marketplace assets and the sword attacks have a 5 part comboo with 5 separate animations) "best" practice is an animation sequence, linking together the attacks with rules in the anim bp, or something else?
is c++ on the table matheww
c++ is so far off the table it's in the corner for being bad
Only thing I can point to you is thatβs what animation montages are for
and how would you do it with C++ for reference
You know... there is actually a MP asset for Combo attacks
anim montage, that was the word I was missing lol
maybe that might help see what he does
but I dunno if the montage is "better" than just rigging up an anim bp
i think a few images of what he does is posted
I can dm you my basic animation set up I once used to teach students Mathew. Itβs old and basic though
In c++ i would time out the sequences. Take elapsed time between them so they link seamlessly (not dependent of elapsed frame time). In a node or something.
sure. im just messing around right now trying to see if I can knock out a small project for learning purposes and going at it blind basically lol. this is what I came up with as pure anim bp is my only experience https://i.imgur.com/RFvaYUu.png
it works well, can early cancel out of the animations at anytime and the current attack will finish
just dont know if this is normal
Yeah no, Iβd recommend not doing that π
@normal burrow gotcha sounds like the basic stuff just in C++ not BP
@abstract relic why would I use something else?
I like the animgraph system since it lets me tweak so much stuff easily but I have like almost no experience with montages
For combos, itβs the issue of losing the adaptability of montages. You still have to use the ani bp for montages
I would go with what HighTide suggests every time. I've not used montages at all. Just what I was suggesting with c++ would be to not have things be at will of state machine throwing away chunks of transition time when it reaches a state at the end of a frame. HighTides approach is better.
so it sounds like I should look up more info on montages
if I can learn all the ways then I think that would be best in the end as well π more options
yeah, from what i've heard of montages. its likely the way to go and lets you tap into the graph with precision.
anim nodes in c++ are a great thing to learn for more options but its very involved
they are very handy in MP
much easier to replicate then trying to sync the anim graph
montages?
yes
cool
they will basically override the anim graph for the duration on the slots they are player on
which also simplifies the animation graph itself, and reduces the number of required states
jump, for example - can be handled as 3 section montage - leap, "fly", land
where you would just loop the fly part until its time to land
I've been curious about that. so they block off the incoming pose in favor of the montage?
yeah
hm yeah that sounds highly ideal
for stuff that happens occasionally and on demand - imo montages are much simpler way to go
Can i use visual basic 2019 if i use 2017 ?
VB is in large part interchangeable with c#, but not with c++
I use the box thing but i saw there is visual basic so i thought can use c+?
I heard once the swarm agent is vb
VB and c# use the same libraries
If i change 2019 still have my model?
2019 will replace 2017 in any way possible mingxyu (that i can think of)
Unsure what the question is though with visual basic.
But if replace what if break my stuff?
there might be a few minor adjustments to code you'll need to do
If quesiton is about upgrading visual studio 2017 to visual studio 2019, it might break your stuff yeah
Sorry for bad english i try to say way you can understand
its all good
VS 2019 compiler doesn't approve of some implicit conversions that VS 2017 lets slide
personally mingxyu when i upgraded to 2019 it pointed out problems in my code that 2017 did not.
What is implicit
so it was good break, because i found problems 2017 did not show me.
template<typename Variable> void func(Variable const&Variable){..
like letting integer being interpreted as boolean
2017 be like: cool.
one fast question there is command for pause, I tried then with unpause but doesn't exist or?
from where to see all the commands of the execute console command?
int32 i = SomeNumber;
if (i) // 2017 doesn't have a problem with this, 2019 does
if (i != 0) // works with both
Make the box a little bit big so it cover the others @plush yew π
ideally 2019 is better @keen shell but it might not be. things change towards being all round better but that doesn't necessarily mean they are. You are best staying up to date regardless 90 percent of the time.
But if something break how? Can u help if it break? I just show the thing that show on screen if break
set up source control first
How
there's no backward completability
you should google that in your language @keen shell
or github, perforce
this is @keen shell
yeah those are good too, just not free for everything (was joking about svn being the best, but it is probably the easiest to set up locally)
try it?
enter it in manually with console
What is the Execute Console Command Node in Unreal Engine 4
Source Files: https://github.com/MWadstein/wtf-hdi-files
url please
If you want to make a local server to just keep backup you can use https://www.visualsvn.com/server/ which is a really easy to install svn server
but otherwise using github will work too, though you will have size limitations
you can install the server on the same computer you work on the project with.
But if you lose the computer you lose everything
but at least it keeps version support, so you can still use that feature.
Oh but you say which good?
they all work.
Does anyone here use iclone 7 and UE4 if so please dm me so i can have some help
Thanks
svn is easiest to install and use in my opinion if you are on windows.
Yes windows
Okay So I was finally able to capture this in editor. This is our oldest bug. It has happened 3 known times in editor in a year. Its happened about 20-30 times to play testers. RANDOM things the player character will not collide with. Static Mesh, Skeletal Mesh, doesnt matter. In this instance i am going to show. Its the Capsule collision settings LOOK right, but its being ignored. Now I did confirm today that Overlap events are firing.
If anyone can help me solve this, i do have a financial reward available. π This is the top 2 bugs we have. lol.
If i Stop play it could be another month before i encounter this again, so any ideas or data to collect in the next few minutes would be ideal. lol
would really recommend using collision profiles
?
in project settings
you can configure collision profiles that define all those check marks
yeah
I have a few collision channels as well
if it were happening when using one of those it would at least be a more standard thing to look at and ponder why its not working
Well if it were just 1 type of thing it would make sense to me
But i took another video and you can see 2 building made from the same items
I think the issue is with the movement. The collision is somewhere else than the actor that is moving around... my best guess...
hm but you are saying that you have it on static stuff as well
However you can see the collision capsule and the actor both
thats why i enabled it. lol.
I do not trust that as it obviously does not work π
haha
Also where is your player collision?:)
LogUnrealEdMisc: Warning: Heartbeat event firing too frequently. This should never happen. Something is wrong with the timer delegate!
Did anyone catch this bug? I am just opening editor...
@errant dagger Its normal
they need to dial back the severity of that warning
lol
"normal" π
identify every place where you manually move something without sweeping darinius
that is where passing through things happens
or if something is spawned late or whatever
@marsh swallow it is not normal. Other projects run without this thing
okay, well i looked up that error quite a bit and Unreal themselves stated that normal and nothing to worry about
i don't recall the exact rules for overlaps
is it both parties need to accept overlaps from eachother?
i think so yes
because 1 can ignore the other
Here is an additional one with lots of examples. lol
is it multiplayer?
nope
had to ask
yeah π
with what i said about using set actor transform or position without sweeping
is that a thing?
not root motion or anything right?
idk what you mean by that
to me root motion is only applied for anims. lol
didnt know it had another meaning.
is the character movement component the only thing moving the character?
oh! yes
yea root motion animations was the question
character movement is the only thing that moves this character
its never under any AI controller
however...
I did grab that up after i ended play a min ago
thats my NPC AI controllers
ai should still be using the movement component though
so then, no. Movement Component is about it
yeah honestly, making many physics/collision profiles and replacing all your custom entries would be the first thing i'd do
okay
might not be an issue after that. does not appear to be a chance type thing, more of a if it happens, it happens over and over in the same game instance
so maybe when you added more trace channels or object types, some of the custom settings on blueprints got malformed or something in a way that isn't being shown in ui.
if it does fix things would submit a bug report.
does anyone know how to fix the problem im having above...
what is the problem?
this, when I play the level in VR everything green and dark gray just disappears
like they are there but the color is invisible
might not be an issue after that. does not appear to be a chance type thing, more of a if it happens, it happens over and over in the same game instance
so maybe when you added more trace channels or object types, some of the custom settings on blueprints got malformed or something in a way that isn't being shown in ui.
if it does fix things would submit a bug report.
Okay I will try that and see if it happens. its so damn rare in the editor that I wont have anything to report for a month or 2. lol
hey, if I set my players movement mode to flying, how can I make them move relative to their rotation? so if the player rotates sideways, I want them to move "up and down" in world space but its like forward and back in their perspective ok Im making no sense
Ttrying to import blender model I rigged using the mannequin skeleton but I get https://i.gyazo.com/thumb/1200/1c36a8b4b55778cba93ad05d507282fa-png.jpg
oh god not that
its exactly the same bones nothing changed
@brazen hull The same name scheme right down to capitalization(not sure if that matters) as well as the root set the same
everything is the same but rig idk if its blender export settings tho
basically this is what Im trying to do
I even get the same error when I take mannequin to blender then export again
Can someone please help me? I have been struggling with this for hours now. I have built my lighting with Production Quality. My floor and Ceiling are currently Planes, however I have also used 3D cubes with the exact same problem. I have used Unreals Auto generate lightmap and also used My Own UVs. Why are the edges of my Meshes showing like this? They are not overlapping, they are vertex snapped together.
Will do thanks
Try 128 Or higher
fine DONT worry then
So when you are pressing D it should always move forward @azure shore ?
yeah, and when the player is facing up, "forward" would actually be up in world space
but it should be at any angle of course
Hi guys, anyone here using UE for VJing or real-time graphics?
i'am a complete newbie and i'am looking for resources or references
how would I go to add tail physics to a character, if its part of the body, not something I will attach
I only saw the ponytail ones where they atttach it, but I cant attach it, this is part of the character
This should work @azure shore
thanks
4.24 crashes over and over when you enable ray tracing with a rtx 2080 ti....what a mess....
brand new c++ project, just choose ray tracing on...proceed to crash with "video driver has crashed and was reset", over and over
and this
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000018
Tried to reinstall your videocard driver?
hello! i dropped a .wav file into my content folder, but it's not showing up in my content browser. i believe it's because the .uasset file isn't there for some reason. any way to fix this?
@sly coyote if you have a slow HDD / SSD https://docs.substance3d.com/spdoc/gpu-drivers-crash-with-long-computations-128745489.html this can help with that particular crash
yes.. I know it's for another piece o software π
yeah tdr delay is off for me, however its now any slow components in this system lol
i opened with a 2080 ti...
I have the same card
lol
I have to do this also
how does this become a issue between 4.22 which runs flawless....upgrade to 4.24 and its a crashing mess
how heavily optimized for 4.22 is it?
like...they need to slow the hell down with thier adding features and make sure they dont just deliver a steaming pile....
eh well other option is to not upgrade
but theyre missing a mark here somewhere...what was broken to cause this?
do you have a crash log?
of course
is it something you can reproduce? if you have any c++, start it up through visual studio
launcher or github?
how recent are your drivers?
they were last months drivers, updated them to the latest from this month after i got the first crash
a log file would be helpful, but yeah start through debugging on visual studio (F5) and the crash will at least be paused where you can see whats causing it.
thats a great idea, the debugger will take me to the exact line of code causing the issue ill give that a shot
the call stack can be a good thing to walk in that scenario too
@spark sonnet thanks, it works! I really dont know why I didnt think of that...
Glad it worked. Sometimes the easiest solutions are the most difficult ones to come up with
Exception thrown at 0x00007FFA964D8C50 (nvwgf2umx.dll) in UE4Editor.exe: 0xC0000005: Access violation reading location 0x0000000000000018.
yeah, that happens a lot to me like it can literally be a single tickbox thats causing a huge problem
Hey guys does anyone know why my imported mesh is unaffected by the heightfog?
my megascan stuff works fine but this random mesh i imported doesn't cooperate with my world π
@sly coyote you play many games on the computer without issues yeah?
yeah no issues in anything else
including in ue4 4.22 <---- ...this is only happening in the 4.24 ue4
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000018
nvwgf2umx
nvwgf2umx
nvwgf2umx
D3D12
D3D12
dxgi
dxgi
dxgi
dxgi
dxgi
dxgi
UE4Editor_D3D12RHI
UE4Editor_D3D12RHI
UE4Editor_D3D12RHI
UE4Editor_RHI
UE4Editor_RHI
UE4Editor_RHI
UE4Editor_RHI
UE4Editor_Core
UE4Editor_Core
UE4Editor_RenderCore
UE4Editor_Core
UE4Editor_Core
kernel32
ntdll
and its a new project right?
hard to really say why its doing that. everything on internet says drivers, or card fault
Try to reinstall driver completely, by using Display Driver Uninstaller (DDU) (i think it's still relevant app to do that)
ok going to try ddu and reinstall of my drivers
i would be very very hard pressed to believe there is any hardware faults, cause as i said it is only happening with 4.24 and literally everything else i do on this computer is flawwless
afaik, still relevant sed
it may be that some feature was implemented in 4.24 that was recently added to drivers and it may cause fault in old or damage driver setup
model just shows up like this when I select it. It got bones, rig etc
ignore physgun
alright... set up incredibuild on my home swarm. Let's see if it speeds up my material compilation at all!
can i make a physics constraint ignore ALL angular and sideways movement, and only move linearly up and down no matter what
@ashen brook i'm very curious how that goes for you
@velvet haven you can just compile it *shrug
so even after ddu and reinstall i was crashing, I created a blueprint only 4.24 project, that doesnt crash(or atleast it hasnt crashed yet)
@sly coyote I just created on .24 a new c++ blank project with RT enabled, no issues. I am in the editor and VS 2019 is loaded. no crashes. 2070 super , latest windows 10, 436.30 driver version (non creator)
thrid person template, move around some of the stuff and hit build lighting button...
see if you crash
i thought you said it crashed when launching but will do
it crashes randomly but mostly with launching....when launching doesnt crash it moving an item and hitting build lighting crashes it
I know at some point in the last few months a recent nvidia driver was having crashy crashy issues
no problems here. TPP template, C++ and RT on, VS and Editor open. Moved around 5 items in the default level, hit build button, waited for build and lightmaps to apply, no issues
ok downloading 436.30 driver going to try it with that one
holy crap it looks like my driver is old lol, cant figure out how to go back that far in the search
google the driver number
ah, thats cheating
you can get to the page that way lol
ah there we go, sep 10 2019 so yeah I think I kept on this version due to that "crashy crashy" I saw people report
which version were you running?
latest driver
man I love playing with RT reflections
Do any of you frequently use DoF?
hey how do I make the player jump relative to the capsules rotation (similar to what I asked earlier) I would assume you could use launch character and multiply from the up vector but that doesnt bloody work
ok so 436.30 seems to be working fine
no crash yet
so there we have it, do not update your drivers if you run an rtx card and use 4.24....
hurray
I can say I have the latest drivers on a 1050ti so no rtx and no issues there. It seems random on the RTX stuff but at this point I don't want to upset the gods by updating lol
...anyone?
nothing more frustrating than owning a 1400$ card and getting driver crashes
You're multiplying by 0.
?
I printed the up vector and noticed it wasnt changing
but the z 400 is right there why wouldnt that do it
WHAT I had to put it on the others too
my brain is never good enough for this
normally you multiply the entire vector by a value to extend it
so Get Up Vector -> Multiply 400
thanks, I assumed it would just use z
well it did but like Floss said you were taking what was in the X and Y and making them 0
lol when i put mouse over a button or something pops up this happens
is it possible to have fully destructible map in a mobile game
I have not found examples of Unreal chaos being used for mobile
Chaos is very experimental and recently added on top of that
Yeah #engine-source has more or less turned into the place to talk about chaos @tough loom since you need to compile the github source to enable it.
should i reinstall my editor since everything i put the mose over enlarges 300 percent
yeah kraknaknork
kk
lol
whats happening is internal buffers are some how hitting your front one
i don't know if a reinstall will fix it
i just installed 4.24 last night
is it intel graphics or something?
may be the second driver update referral today
drivers up to date
hmm
can you actually see the editor itself? I am not seeing any editor in your screenshots
well assuming you tried the first rule of robotics, turning it back off and on again, that's weird
yea repoened it few times havent restarted pc tho
i'll try 4.20 version see if same thing happens
restart
kk
Hi! Can anyone suggest me where is a problem? I have 6GB project with a lot of Bps, and editor startup time is very slow at powerful PC with fast ssd. I think that is some BP referencing others and all my Bps go to RAM at editor start, but its not true. I use completely blank map as editor startup map and native CPP gamemode and game instance classes. But editor starts at least 60 sec....
yea it was 4.24 version i opened 4.21 and its not doing that anymore
@errant dagger It's possible it is doing asset reference and lookups during startup and that is normal. Lots of stuff to check it sounds like
it might not load it all into memory but it still does stuff like loading the .uasset info into the content browser
probably , but I have 60 gb projects and they starts very very fast. P.S. your youtube is best ever. Thank you very much!
Eep. That does sound bad then π¦ I know the newer version of the engine tried to defer the asset registry stuff until after it opened but yeah if you don't have a large startup scene it shouldnt be too bad
tons of animations , tons of skeletal meshes, very very large map. And its loads 2-3 secs! but now I completely confused. 60 secs or more! But shipping build runs instantly!
is it stuck on the editor loading window, the one with the percents, or somewhere else?
only reason I ask is the caches have max sizes and maybe you keep hitting that limit so it has to shuffle stuff around, redo stuff like shaders on each load
hi guys i need help with sequencer hdr output
percents. 9percents about 45 sec. than jump jump to 83 percent wait 20 sec and jump jump and fast open editor
hmm.. 9 percents is normal stuff loading, 83 % is a small cache check. π¦ damn
at least 10 assets failed to load. can it be a bottleneck?
yes it can since it has to try to load them
4.22 now. can 4.24 skip this check if I use blank map at startup?
@plush yew - uhh, what happened, dear?
Did I do anything wrong? Also, the featured links you send me included a video of someone describing how publicity leads to the higher possibility of your private-created games being more frequently watched and recognized => brands and companies trying to find ways to shut you down as you are posing a threat competition-wise in marketing & business.
However, we aren't gonna be profiting nor capitalizing off of our game before we achieve a minimal standardized approval of rights through a license or alike, and will be keeping it 200% safely legal and lethal, @plush yew. You should really look into Fair Use and keeping off of capitalization/transactions for good. There really isn't anything to fear, otherwise you'd have to be aware for any kind of anime-inspired content out there.
I hope you reevaulate flunking from the server as your collective effort would have been highly appreciated.
I don't know the original context, but non-profit isn't in itself a defence in cases of intellectual property violation and fair use won't cover you if you're releasing material into the public eye using someone else's IP
That isn't the case either, dw.
The content we're using isn't officially owned by anyone, and we aren't capitalizing off of it. It is purely fair use and we don't allow for a single transaction. I am pretty sure Fair Use keeps that happenable.
it's unusual for any content to not be owned by anyone?
Also, the content is nearly 10 years older than its previous use.
oof. Fair use has specific uses, it's not just a general "hey we arent getting paid for it so it's cool"
anywhoo no one here is identified as a content lawyer that I have seen so might be best to just leave it off the channel as it's a legal issue
Well, it is obviously owned, but just isn't in use, really. And when trying to get in contact with the content creators, they won't answer. The publishers of the previous pre-historic game seems to be stating that the rights aren't owned anymore/re-something (I forgot the word).
@grim ore, then what would you say about fan-art?
It is the same case.

Fan art can still be hit
it's the same thing, it's a legal question/issue I would leave it to a legal expert in that field
when ANYTHING get's to be a legal question do it right or not at all
I obviously know that most legal things has to do with the possibilities of people deciding to hit others and file and what not, which is the scepticism that goes into meddling with rights
But I can't see any problem going into it when the content hasn't been used for nearly a decade
By the actual content creators
As well as not resigning the copyright claims for it
unless something has been explicitly abandoned, the work remains copyrighted for decades after the owner's death
Itβs a matter of if they want to prosecute
^
Exactly
I obviously know that most legal things has to do with the possibilities of people deciding to hit others and file and what not, which is the scepticism that goes into meddling with rights
And the percentage possibility that we got estimated was fairly low by a decent amount of legal advisors out there
Since our community is fairly low in quantity
And barely just are trying to make use of content no longer being used nor officially stated resigned
As in decade-not-being-used
Theyβre the consequences youβll ultimately have to live with. Do what you want
We get that the chance is there, but it has been estimated to be very low in our case
I would be pretty wary of going anywhere near any IP that isn't explicitly abandonware
@abstract relic, I mean, does that not go for everyone out there on the net then?
it does, and people have been stung pretty badly in the past
Itβs not a fact some people are aware of
Obviously, and we recognize that, but the percentage of being stun is so low in our case at the current
We are aware
I just think it has to do with the fact that some people are just too passioante
To look past it
I mean, it's up to you really, it's your risk
I GET THAT
Sorry, but it just sounds like a negative attitude on it all as if I am dealing with something exclusive here. This goes out to everyone, really.
I mean, the picture we're using on our pfps can get us filed as well lmao
A lot can be 'hit' in that sense
Our intention are nowhere near marketing/business-oriented, nor is it malicious in any way
Donβt need to justify it to a bunch of strangers on the internet. Just a bunch of strangers in a courtroom π
May be good practice lol
I get it and I will take responsibility for my community if that happens. I get the realism in what you all are saying, but where is the realistic thought in all of this though
meh, as long as you are having fun, if you dont get a c&d yay, if you do, you learned a lot along the way.
I just feel like this whole conversation stirred into being a 'o, yo ass getting whooped if you get that hit' and so on when it is obviously something I recognize
Well, don't need a C&D as proof of wrong doing. C&D isn't always justified
I mean, no need to paint it even worse than it already is
But yeah you sound like you know the murky water your in with this
The chances of our work getting filed is as big as a deviantart creator being filed for using a Naruto sketch
Exactly
Investing time into something that is worth time investing in is why you are getting the pushback from the people trying to be realistic in here.
No need to paint it as if I am going to learn a lot lmao
I realize
Thanks, I guess
I just find it unnecssary and would at least appreciate some realistic thought according to the way of how possibility works
- our community is miniscule
The folks here are solution oriented. Theyβre providing insight. Nothing more
- our project are nowhere near profit-oriented, but rather works on driven-passion for a nostalgic game that we all come together to unite on/about
My wife became pregnant while on birth control and with a condom being used.... some of us are very much aware of reality and chances.
karam these things have no pull on if your infringing on someone elses work or not. Small community and non-profit based does not make infringment cool.
Usually the size of a community isn't really relevant; in a number of countries businesses are required to defend their intellectual property by law
If your claiming your not doing it, then yeah it makes sense. but those aren't excused
failure to do so means losing trademarks etc
the length of time is totally irrelevant
a decade is also a really, really short period of time
I realize you find it not-cool
this is one case where @sudden barn would like to get support and will not understand why he is getting pushback instead. I don't think anyone is going to change their minds on either side for this π¦
Am I just gonna be hit with the same replies now or?
What are you trying to get out of this discussion? No one is beating you with a stick π
I get what you are all saying
dw
No I get it
I just was trying to also give insight
We are only responding to you, you are repeating the same stuff and getting the same responses.
Conversation reset?
I was just trying to tell @plush yew about how the whole policy and rights worked regarding intellectual property
And the minimal risks and possibility
I need to interject here.. I have no idea what is going on.. Can we move this to a different channel if it needs to continue ?
But if the case goes as far to court then I'll make sure to stand in for my community
@grim ore I found it. DefaultEngine.ini -> [InstalledDerivedDataBackendGraph] Shared= ... to local server stucks me. Now large map loading time is 10 sec
It doesn't
There is a large amount of people in here who have experience and just want to help others prevent mistakes when they can. Support is great and all but asking for a realistic answer to something that might not have flowers and bubblegum responses will get you those answers.
@errant dagger Where was it at before?
Just a little confused
I realize, thanks.
posts deleted, I think
It just seems as if I kept on going on with the 'I get the point', but it came across as if I didn't understand what was being told
And everyone felt like being the teacher and having that moment
Thanks doe
@grim ore local network server in Office!
"I understand if I cut off my feet I am going to have trouble walking, why do you keep telling me to not do it when I say I am going to do it"
@errant dagger lol well that would do it
@grim ore Legend, thank you very much
makes sense on why but I never assume people are doing more than a single man project so I miss stuff like that lol
Wait, but I feel bad now. I guess we're ending it off with an overkill.
So I guess this ended off with a brutally honest and one-sided way of looking at things - harshly factual.
Although, the matter of fact is that there are many Fair Use-ish games out there that have been made on the outlined purposes of passionate players and communities who feel like recreating lost, nostalgic-felt games and content out there. I just see miniscule percentage to worry (although I do worry, I still will hold myself accountable for my community).
Anyone know if tessellation/displacement on landscape is supposed to be broken in 4.24?
I think half of landscape is broke in .24. I have seen people mention tessellation directly.
Omg I hate how that ended. I was trying to first explain everything to someone in basic measures, and then later address the reality in the minimal possibility of being filed, but I guess that took a massive turn that I wasn't able to follow up on to conclude harmoniously.
My bad @plush yew
That's a shame, PoM it is then =/
@timid flame landscapes are busted in .24.... on so many levels
I remember back when material tessellation killed perf if used on the landscape, and then I saw the updates about it being fixed... and now it doesn't even work period lol
-sighs-
material tesselation works.. you just can't add it to the whole of the terrain
well... 2 things you need to do..
one... don't use "crack free" displacment
and use a camera / distance control so it's only local
Yea I kept crack-free off as I assumed it would cause issues. And I always use distance controls, but I didn't bother until seeing if it worked on the shader at all. Is shader distance control a requirement to get it to function?
Yes I def would use for performance, but the shader should respond regardless. That's the thing it doesn't even work at all
However, to conclude to my dear @plush yew-pal! The rights situation is as miniscule as everyone else's content out there you've seen used indie-wise, and if anything was to ever escalate, then I am devoting myself to taking care of it.
Presumably. I haven't tested landscape tessellation since 4.19 or something
because shaders are failing to cook randomly....
I've had 120k + shaders try to cook for most basic landscape over
I hope to hear from you and at least be able to have a decent conversation with ya. I feel bad about how it was portrayed rather illegitimate and exclusively encounting in here, although it literally is the case for every single indie-project out there and a couple of million more.
Please, do reach out, @plush yew.
Yours truly,
Karam.
Shaders have been cooking ok for me, but I've only been using 4.24 briefly
Either way that might be related to the tessellation issue
are you using the new layered materials ?
tesselation on landscape is something that has come up frequently here.
it may have to do with landscape lod
is there a way to stop SteamVR and Controller bindings from OPENING every single time i start UE4?
i havent found the option yet
how do you close ue4 regularly?
with the X button, after i save
ah ok, the project settings shouldn't re-open everytime if closed properly. Uninstalling steamVR makes it not pop up if you don't need it i think.
steamVR automatically loads, and Steam's "controller bindings" automatically startup, when i start ue4
ah gotcha, yeah idk about that
it just started last week, with 4.24's addition of inteigrated oculus input, so they might fix it soon , a few weeks later.
Happens to me too and im using version 4.21
Quite recently, but I think it started when I installed SteamVR which was recently
Is anyone able to think of a reason that a save and load feature would work perfectly in the editor but not work once packed?
I have been trying to fix it all night and for the life of me can't figure it out
the system is based on a plugin?
do you write c++ slim?
No not at all. It just uses blueprint
hmm the native save object system will package. Unless you are calling the functions via debug flagged functionality or external code that is not described as being packaged
I don't think it is. Either. It worked pre 4.24.1 and now I get the ingame notification to let me know it finished loading. But the player is the only thing that doesn't get loaded
So its like its reading through the code but not doing anything
has anyone tried the new free vehicles pack, that was released last week?
i cant control any vehicles. every time i add it to a package and push play, i see the vehicle spawn, but no controls.
i set the blueprint option about auto possess
@thin tendon Are you using async load and save? I'm using them in 4.24.1 and they work fine for me.
Yeah I got async loading thread enabled
This is my load code
` UAsyncActionHandleSaveGame* aSyncLoadGameFromSlot = UAsyncActionHandleSaveGame::AsyncLoadGameFromSlot(this, sSaveSlot, nUserIndex);
bool bValid = UKismetSystemLibrary::IsValid(aSyncLoadGameFromSlot);
if (!bValid)
return;
FScriptDelegate DelegateAsyncLoadGameFromSlot;
DelegateAsyncLoadGameFromSlot.BindUFunction(this, "Completed_AsyncLoadGameFromSlot");
aSyncLoadGameFromSlot->Completed.AddUnique(DelegateAsyncLoadGameFromSlot);
aSyncLoadGameFromSlot->Activate();`
and save
UGameplayStatics::AsyncSaveGameToSlot(GetCurrentSaveGame(), SaveSlot, SaveUserIndex, FAsyncSaveGameToSlotDelegate::CreateUObject(this, &URPGGameInstanceBase::HandleAsyncSave)); It's from action RPG template @thin tendon
DelegateAsyncLoadGameFromSlot.BindUFunction(this, "Completed_AsyncLoadGameFromSlot");
Im unfamiliar with binding UFunction and if it works like this, but is it means to have a string function name as an arg?
omg my typing is literally broken today
I sound like i dont speak english as a first language. stupid wrists and brain
you can use GET_MEMBER_NAME_CHECKED
yeah I figured a check at least, seems dangerous and kind of odd with just string
What's the type of DelegateAsyncLoadGameFromSlot?
FScriptDelegate ?
oh fair
const FName & InFunctionName seems to be the required arg
yup
I learned this syntax from denativization of the actual blueprints used in action RPG template, But you are correct DelegateAsyncLoadGameFromSlot.BindUFunction(this, FName(TEXT("Completed_AsyncLoadGameFromSlot")); would be a more appropriate approach
