#ue4-general

1 messages Β· Page 627 of 1

earnest cape
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I was thinking that only fired off once

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it does not

exotic thicket
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:D

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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

earnest cape
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Which is kinda dumb imo. But I know the HUD BP was made before widgets

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Back in the ye olden days it made sense

radiant haven
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how can i reset location so it doesnt wiggle

plush yew
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ok i dont know if there will be donuts in my game vut yes the playlist you send me is very good

brave widget
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Maybe no donuts in the game, but yeah, his first series he made helped me a TON πŸ™‚

plush yew
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well this is his 5th time doing the series but yes

brave widget
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The 2nd, actually. The 6 series is all apart of the same tutorial just broken up into 6 sections.

plush yew
#

ah ok

plush yew
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i dont understand this

ivory cobalt
#

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

plush yew
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why do i have this ugly line?

brave widget
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X-ray mode is on

plush yew
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oh ok

brave widget
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Unless thats not what you're talking about πŸ˜‚

regal yoke
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how to lock cursor to the middle of screen in first person

gilded lichen
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Hello, I have some code on the Gamemode blueprint but it doesnt run, the code is on event beginplay?

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I've made sure that I've selected the correct gamemode blueprint in the project and world settings

calm widget
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Anyone knows how to fix the quality of light shafts in 4.24 with sky atmosphere, or even change the sun disc scale?

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Sorry it's not the light shafts, just something weird with sky atmosphere, still don't know how to fix it though

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Doesn't look close to this one

gusty hare
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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)?

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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

alpine wigeon
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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?

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@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

dim plover
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(Timers, timelines, delays, ticks all still work on the same thread right?)
Yes, except for delays.

gusty hare
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Nah it's giving me an infinite loop error from the compare float

exotic thicket
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yeah I'm pretty sure Acheta is right

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If you have it going back into exec from the loop that will definitely cause an infinite loop

bronze bloom
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Delays aren't threaded, they're treated similarly to a timer

gusty hare
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I will give it a try

alpine wigeon
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@gusty hare the infinite loop detection is ... strange do not trust it where it is saying it is happening

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@dim plover as far as I know delay create a callback on latent action manager.... and that just executes it when the time comes

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unless the manager runs on a different thread that would still be in the same thread

dim plover
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Oh, right, that makes sense.

alpine wigeon
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yeah that is as far as we got in the discussion πŸ˜„

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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...

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"stat unit" gives some of the threads... πŸ™‚

dim plover
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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.

alpine wigeon
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@gusty hare in general the infinite loop detection triggers on the last node that was before the threshold of nodes triggered in the sequence

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there should be no reason to go back to the execute pin of that for each loop πŸ™‚ as that is the sole reason of the loop

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you are trying to get the closest actor?

gusty hare
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Yes I am

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It infinite loops if I spawn my turret on top of enemies and also if a bunch run into the range

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also I took out the pin going back to the exec and it still infinite loops

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The error it gives me specifically goes to the output of the Compare Float node

alpine wigeon
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finding closest is easier in a function

exotic thicket
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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

gusty hare
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gotchya

alpine wigeon
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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...

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let my try loading that πŸ™‚

regal yoke
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how to lock cursor to center

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(first person like)

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..

alpine wigeon
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well in first person you hide the cursor if you do not need it

royal kettle
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did someone notice that size of the sun disk in Sky Atmosphere is really small?

brave widget
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You can increase it with the Source Angle.

regal yoke
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@alpine wigeon its not fk first person template

royal kettle
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@brave widget oh that really worked, thanks

brave widget
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@royal kettle Np πŸ™‚ 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

royal kettle
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@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.

brave widget
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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.

alpine wigeon
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@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

plush yew
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Anybody got any experience with using the Xbox One with ue4?

fierce tulip
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I think console nda does not allow for much discussion about it in public

plush yew
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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

fierce tulip
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cant help you there, i did vfx for an xbox onegame but that about it

plush yew
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ahh no worries, thanks though πŸ˜„

bright basin
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can someone help this noob to figure out why his game mod isn't woreking

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unreal engine 4 is tuff

worn granite
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what game?

bright basin
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Mechwarrior 5

worn granite
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or are you running into packaging issues or something

bright basin
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so let me give you the whole picture, hope you have a few minutes, thanks!

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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

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will try to show a few pictures

golden magnet
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my ue4 has some sort of auto-brightness when i look into dark areas, it gets really bright?

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anyone else have that or did i enable something by accident?

brave widget
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Thats the auto exposure

golden magnet
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its kinda annoying, can you disable it?

brave widget
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Yes you can, in Project Settings

golden magnet
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oh found it, ty

brave widget
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Np πŸ™‚

worn granite
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@bright basin This seems something that we'd need to be familiar with Mechwarrior to answer

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But what a lot of mods do is just set values at runtime themselves.

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(if you can't init it, overwrite it)

bright basin
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maybe I am doing it wrong, here

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adjusting this file

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looks like this

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I adjust a few numbers, package it into PAK in the same folder structure, but nothing changes in game

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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

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mind boggling

worn granite
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Just skimmed the guide

bright basin
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is there any rule of thumb that needs to be followed while modding unreal games?

worn granite
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they seem to want you to only add things πŸ™‚

bright basin
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like don't adjust database files, but rather adjust classes or blueprints or something

worn granite
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Nah, not sure why editing the table does nothing

bright basin
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some guys adjusted this file and it changed the tonnage in game...

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this file he adjusted... it doesn't even have any variables to adjust

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how? πŸ€”

worn granite
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open it and show me?

bright basin
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it's a blueprint

worn granite
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Yup

bright basin
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all values here are default

worn granite
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So you see where it initializes the params?

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He probably modified that

bright basin
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yeah, but you can't see the values the same way you see them in DatabaseFile

worn granite
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I know

bright basin
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so how can I adjust them?

worn granite
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Okay actually

bright basin
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I am so confused πŸ€ͺ

worn granite
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Go back to the table asset, right click on it and view references.

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See what all touches this

bright basin
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references of blueprint?

worn granite
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(if anything, mods might work differently)

bright basin
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or the database file?

worn granite
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the DataTable

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(database)

bright basin
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looks like two references

worn granite
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right click on ProgressionFunctionLib - oh wait this isn't the one you had before

bright basin
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ahh yeah sec

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similar

worn granite
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Right click on the left one, then Edit

bright basin
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yeah opens blueprint again..

worn granite
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Okay well

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What I'm trying to show you is that you can change how things work

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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.

bright basin
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you think that original table is somehow locked and thats why changes dont make into the game?

worn granite
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Essentially, yes

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I take it you're new to UE4? Might be worth just following a few BP tutorials over with the normal editor

bright basin
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yeah I am new... you can tell, can't you? πŸ˜„

worn granite
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I was new once as well :P

unreal wasp
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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?

bright basin
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ok I'll dig around, hoped there is some rule of thumb I am not following

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thanks! @worn granite

worn granite
unreal wasp
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@worn granite thank you

worn granite
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no worries @bright basin, wish there was a simple fix I knew of

fierce tulip
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unless you really need very complex vfx, cascade should be fine for a game like that @unreal wasp

spare sun
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cascade will be fully replaced by niagara though

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eventually

mint sequoia
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So I have an odd issue. Basically the anim graph freezes on first frame and wont evaluate, only when played on Android. 4.22

normal burrow
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So the entire engine freezes?

mint sequoia
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Nah just the anim graph

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Like it sticks on frame0

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NativeUpdateAnimation still runs

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But all the anim graph was (for testing) is a single looping animation

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But it acts as if it is set to evaluate at 0.0

normal burrow
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Hm well the game thread does wait on the anim graph to finish while they run in parallel, so it’s unlikely it’s literally frozen

mint sequoia
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Yeah not literally frozen

normal burrow
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Hm yeah maybe print GetDeltaSeconds() off the proxy

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Might help to know if that is zero or not

mint sequoia
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I'll give it a go, the deployment time is high though

normal burrow
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I imagine

mint sequoia
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Makes it that much more fun to fix >_>

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@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

normal burrow
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hm it sounds like its only being called once then

mint sequoia
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Yeah, just gotta figure out why

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And why only on Android

winter hamlet
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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?

mint sequoia
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@normal burrow NativeUpdateAnimation continues to run and it has a valid delta time for the proxy

wispy raven
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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?

uncut vigil
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Get forward vector?

wispy raven
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right

plush yew
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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

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but doesn't hide it

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hmmm

worthy flame
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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

spark sonnet
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Are you hiding the right reference @plush yew ?

plush yew
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yup

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the pause menu

wheat dirge
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nothing like spending hours on a 13 min tutorial and not being able to figure out why shit doesnt work

plush yew
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I created widget and saved the variable

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and then I got it and connect it with the visibility

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and no result

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hmm

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@spark sonnet

feral crow
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Hey

spark sonnet
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Try testing if its valid @plush yew With an IsValid node

plush yew
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ok before which node? @spark sonnet

spark sonnet
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You can hook it up at the start

plush yew
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ok

spark sonnet
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Yes. Is it printing now?

plush yew
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let me try it

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I tested it

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it doesn't print the "done"

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@spark sonnet

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so it is not valid-hmm

spark sonnet
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Then the reference is not working

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Could you send a screenshot on how you get the reference

plush yew
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I deleted the nodes

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I will create them and send you

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want to continue in DM? @spark sonnet

spark sonnet
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Good idea

weak sorrel
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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

spark sonnet
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What kind of game is that? πŸ€”

weak sorrel
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game involving crypto currencies

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google and apple don't like that it threaten the current model (getting fess out of ads and microtransactions)

worthy flame
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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

spark sonnet
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In the character movement

worthy flame
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the orient rotation to movement?

spark sonnet
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Yes

worthy flame
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its not

spark sonnet
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Try that

worthy flame
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omg

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thank you

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been stuck on this for a day

spark sonnet
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Haha. I've done that too πŸ˜„

worthy flame
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i was thinking it had something to do with the character(self)

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i thouhgt movement has nothing to do with it so im not gonna check it

fierce tulip
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@feral crow please read the #old-rules, please dont ask/post the same thing in multiple channels.

feral crow
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Sorry, I put it in here but then I relized it should go in #fab

fierce tulip
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np :)

gritty nest
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i keep bouncing off the beginning tutorial of the unreal engine

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i want to use visual scripting code real bad

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unreal engine is so pretty in motion

plush yew
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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

grim ore
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in the top of the sequencer editor is a Key icon with a triangle behind it. this is the Auto Key frame toggle

plush yew
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the problem is i see no triangel

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just the key

grim ore
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maybe they changed it recent, in .24 it's a key with a white diamond behind it

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triangle was the wrong word

plush yew
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yeah its not there

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this vid is 3 years old oof

grim ore
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which version of the editor are you using?

plush yew
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i think it was .24

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the most recent one

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not the .23

grim ore
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then your auto keyframe option should look like i described

plush yew
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damn

grim ore
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i mean functionally it's the same

plush yew
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frame markers any good?

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for like moving the camera and stuff?

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im new to this

grim ore
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well they are for reference so sure if you need them, they just mark stuff you want to find

plush yew
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ok

ember notch
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How I can create a InGame script editor that use Lua?

grim ore
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lots of C++ code

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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

cloud cobalt
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And expose your entire game to Lua

fierce tulip
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Lua, sounds like my sister

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I read that :p

normal burrow
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what is this advice here in unreal-engine πŸ‘€

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mqrcel someone should warn you about lua lol.

plush yew
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guys I have little problem

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see this bp

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it doesn't hide the mouse cursor-hmmm

normal burrow
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@ember notch if you really are going to integrate lua, this comes before the script editor

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take a look at editor python on how to expose ufunctions and the like to the environment

plush yew
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@normal burrow

normal burrow
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idk the big fish, have not dealt with that before

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but

plush yew
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oh 😦

normal burrow
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if your hiding the cursor may as well lock it.

plush yew
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ok but which option to lock?

normal burrow
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if you can show the cursor while its locked or vice versa i question things.

abstract relic
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I wanna randomly ping you too @normal burrow 😜

plush yew
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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 😦

normal burrow
plush yew
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I?

normal burrow
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u yes.

plush yew
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no

normal burrow
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I imagine its something peeps there would know. I don't personally.

plush yew
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also when you clock on the button resume it doesn't react from the first time-hmmm

normal burrow
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probably lock always is what you want. do ask there for more informed advice

plush yew
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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?

marsh swallow
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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?

normal burrow
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Darnius have you tried?

marsh swallow
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Tried? to delete all the files?

normal burrow
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no, to load a incompatible save file

marsh swallow
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I mean we can delete the save slots inside the files

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Oh yeah! its not compatible

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the video settings we introduced will put everyone into a video loop of full screen and whatnot

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πŸ˜‚

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every time you click on the screen it will just flash and then come back, click again, it flashes and comes back.

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Wipe the save file and its fine

normal burrow
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can you check the settings that cause such loop?

marsh swallow
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Thats what i am playing around with now

normal burrow
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just asking because that extra step to thrust out old saves seems unideal

marsh swallow
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just trying to see exactly which settings combo triggers the issue

normal burrow
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i mean you could serialize a version or something yeah.

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Yeah hmm

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could also stick the save version in the file name itself.

marsh swallow
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True!

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did not think about just updating the current name sceme

normal burrow
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ignore old stuff, profit?

plush yew
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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?

abstract relic
#

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 isn’t punching an empty button when trying to load an incompatible file

marsh swallow
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wow when you tell a game to use 4K and its not a 4k monitor, man does that look weird

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haha

normal burrow
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serializing a version number also prevents people from just renaming the file

bright basin
#

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?

normal burrow
#

punching buttons should be reserved for back buttons, and or submit bug report buttons.

bright basin
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and can I actually export, just the files I adjusted with all the appropriate assets?

normal burrow
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you'd really have to refer to mechwarrior on this stuff shepard

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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.

abstract relic
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Can’t say we encourage asset extraction. Ask the studio responsible for the game

normal burrow
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oh yeah, if your extracting stuff from mechwarrior, don't do that. thought you were doing mod content or something?

bright basin
#

so every UE game has different logic on how to mod it?

bright basin
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I thought there are some asic rules one needs tofollow

normal burrow
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afaik, every game has to do mod support on its own

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but i could be wildly incorrect

abstract relic
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The game has to create mod support

bright basin
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yeah, they dont have native export function yet in this Editor

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so I use unrealpak.exe

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to create PAK

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what about the rule of thumb on how you create a PAK?

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cause I may be doing that wrong

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like the mountpoins and stuff

abstract relic
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You’re going to need to ask their mod community

bright basin
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no, not for this question, creating a PAK is a general thing for UE in general

normal burrow
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ye, i mean if the docs tell you to make pak files, you could check #packaging

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afaik PAK are basically uncooked dlcs

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so there not real popular

bright basin
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ok will check packaging thanks, cause I think I am not mounting the files right when creating a pak

normal burrow
#

does it say to make a pak in their docs?

bright basin
#

MW5 docs?

normal burrow
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yeah

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lol you click their mod doc button and it brings you to ue4

abstract relic
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Gg

bright basin
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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 πŸ˜„

abstract relic
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Welp. Here you go in that case

normal burrow
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see, thy are supposed to seek additional rights to package the editor in with the game to do it properly

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no one does this.

manic pawn
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a pak file is just a container like zip, you can have unrealpak put whatever you want in it

normal burrow
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ah so its literally a pak file like with quake 3?

bright basin
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@manic pawn yeah @normal burrow their game runs based on a huge 43GB PAK file

normal burrow
#

jeeze yeah, uncooked lol

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thats funny

abstract relic
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Shepard. You’re too much of a gem for modding something that can’t be mod even though it has mod support. Make your own game.

normal burrow
#

hahaha, good advice.

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one of us

bright basin
#

I am UE noob, I am light years away from making my own game

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all I can hope is to mod

abstract relic
normal burrow
#

hush, you will pick it up quick.

abstract relic
#

Gotta start somewhere

marsh swallow
#

OH! I actually split my Save Game from the Current Options file.

bright basin
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I just want to figure out how this game ticks, if you know what I mean...

marsh swallow
#

πŸ˜„ Players will be much happier about only loosing their Options. haha

bright basin
#

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?

manic pawn
#

usually people don't put uncooked stuff in pak files

normal burrow
#

the most i've heard about pak files with ue4 is that you can't pak file marketplace content

manic pawn
#

of course you can

wheat dirge
#

question.... do you need a seperate socket for each weapon you want to equip ( for example.. an axe and a pickaxe)

normal burrow
#

its against the license to zeb

manic pawn
#

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

bright basin
#

Zeblote, but that is only if game Editor has packaging, right?

normal burrow
#

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.

bright basin
#

oh Editor isn't a pak

#

Editor all files are extracted into folder structure

manic pawn
#

ive not investigated this specific game

bright basin
#

the game itself though has all those files in a big pak

normal burrow
#

idk memory goes off of some statement about paks vs cooked content

#

i could be wrong

manic pawn
#

its unrelated

#

two different things

normal burrow
#

fair enough

bright basin
#

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 πŸ˜„

#

peace!

normal burrow
#

yeah, its hard to answer a broad question like that.

manic pawn
#

interesting how this editor is locked behind owning a copy of the game

bright basin
#

yeah

manic pawn
#

that's how it should be anyway

normal burrow
#

they don't actually have the editor distributed by them though right?

manic pawn
#

editors are always distributed on the epic store

#

there are no exceptions

#

not even for large publishers

abstract relic
normal burrow
#

That @bright basin πŸ‘

gentle moth
#

how can I make my decals not show wall behind it?

#

so it's opaque

normal burrow
#

damn i kind of want to get mechwarrior just to see how its set up on egs now zeb.

manic pawn
#

bit expensive to buy it just for that

normal burrow
#

yeah wont do it, but its interesting that their airquotedocsquoteair speak nothing of it

manic pawn
#

might be new

normal burrow
#

yeah jan 13th

manic pawn
#

the system to unlock it with the game I mean

normal burrow
#

ah yeah idk

#

they took away unreal tournament from the engine tab i think

manic pawn
#

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

normal burrow
#

you using deferred decals @gentle moth ?

#

wwise oof.

manic pawn
#

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

gentle moth
#

@normal burrow yeah

#

I can't make it work normally

#

I've searched everywhere

abstract relic
#

I wonder how they’ll prevent unlicensed usage

plush yew
#

Does anyone here use iclone 7 and UE4 if so please dm me so i can have some help
Thanks

normal burrow
#

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.

abstract relic
#

I’m sure it greets you with a load of errors otherwise

normal burrow
#

me too

abstract relic
#

But that’s a strange way. What if the mod didn’t touch audio for example?

manic pawn
#

put denuvo in the editor

abstract relic
#

And how would it support multiple mods if it isn’t modular

normal burrow
#

I assume its complicated

#

I hear ark moding is not real fun

twilit wolf
#

anyone having a problem with UE4 2.24? it keeps crashing for me

#

2.24.1

abstract relic
#

But even ark modding is modular

#

It doesn’t pack the entire game when you’re done 😜

normal burrow
#

yeah thonk, it must be able to retain references to the pak or something

#

without re-storing the data of them

twilit wolf
#

is there a help-desk room?

abstract relic
normal burrow
#

there is no public unreal discord ran by epic quantum

#

most you could do is post a log file here

abstract relic
#

I haven’t heard anyone still using UE2 though.

normal burrow
#

yeah me too

#

unreal 226 came out on june 13th 2000, been awhile

twilit wolf
#

I dont see any room for tech help.

abstract relic
#

Almost all channels are for help

#

If people feel like volunteering their help

#

This is a community, not a company

grim ore
#

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?

normal burrow
#

is c++ on the table matheww

grim ore
#

c++ is so far off the table it's in the corner for being bad

abstract relic
#

Only thing I can point to you is that’s what animation montages are for

grim ore
#

and how would you do it with C++ for reference

marsh swallow
#

You know... there is actually a MP asset for Combo attacks

grim ore
#

anim montage, that was the word I was missing lol

marsh swallow
#

maybe that might help see what he does

grim ore
#

but I dunno if the montage is "better" than just rigging up an anim bp

marsh swallow
#

i think a few images of what he does is posted

abstract relic
#

I can dm you my basic animation set up I once used to teach students Mathew. It’s old and basic though

normal burrow
#

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.

abstract relic
#

And the videos

#

If they still exist

grim ore
#

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

abstract relic
#

Yeah no, I’d recommend not doing that 😜

grim ore
#

@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

abstract relic
#

For combos, it’s the issue of losing the adaptability of montages. You still have to use the ani bp for montages

normal burrow
#

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.

grim ore
#

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 πŸ™‚ more options

normal burrow
#

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

mossy nymph
#

they are very handy in MP

#

much easier to replicate then trying to sync the anim graph

normal burrow
#

montages?

mossy nymph
#

yes

normal burrow
#

cool

mossy nymph
#

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

normal burrow
#

I've been curious about that. so they block off the incoming pose in favor of the montage?

mossy nymph
#

yeah

normal burrow
#

hm yeah that sounds highly ideal

mossy nymph
#

for stuff that happens occasionally and on demand - imo montages are much simpler way to go

keen shell
#

Can i use visual basic 2019 if i use 2017 ?

normal burrow
#

visual studio? yes

#

visual basic? for what?

mossy nymph
#

VB is in large part interchangeable with c#, but not with c++

keen shell
#

I use the box thing but i saw there is visual basic so i thought can use c+?

normal burrow
#

I heard once the swarm agent is vb

mossy nymph
#

VB and c# use the same libraries

keen shell
#

If i change 2019 still have my model?

normal burrow
#

2019 will replace 2017 in any way possible mingxyu (that i can think of)

#

Unsure what the question is though with visual basic.

keen shell
#

But if replace what if break my stuff?

mossy nymph
#

there might be a few minor adjustments to code you'll need to do

normal burrow
#

If quesiton is about upgrading visual studio 2017 to visual studio 2019, it might break your stuff yeah

keen shell
#

Sorry for bad english i try to say way you can understand

normal burrow
#

its all good

keen shell
#

Yes that is it

#

πŸ˜›

mossy nymph
#

VS 2019 compiler doesn't approve of some implicit conversions that VS 2017 lets slide

normal burrow
#

personally mingxyu when i upgraded to 2019 it pointed out problems in my code that 2017 did not.

keen shell
#

What is implicit

normal burrow
#

so it was good break, because i found problems 2017 did not show me.

keen shell
#

I want change 2019 because group chat tell its better

#

Is it?

normal burrow
#

template<typename Variable> void func(Variable const&Variable){..

mossy nymph
#

like letting integer being interpreted as boolean

normal burrow
#

2017 be like: cool.

plush yew
#

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?

mossy nymph
#
int32 i = SomeNumber;
if (i) // 2017 doesn't have a problem with this, 2019 does
if (i != 0) // works with both
keen shell
#

Make the box a little bit big so it cover the others @plush yew πŸ˜›

normal burrow
#

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.

keen shell
#

But if something break how? Can u help if it break? I just show the thing that show on screen if break

normal burrow
#

compile error is how it will break.

#

or warning as error

keen shell
#

One more

#

Is all ok if i change 4.22 to 4.24?

mossy nymph
#

yes, it will require some code adjustments for API changes

#

but not much

abstract relic
#

set up source control first

keen shell
#

How

abstract relic
#

there's no backward completability

mossy nymph
#

you should google that in your language @keen shell

normal burrow
#

search: SVN

#

because its the best one.

abstract relic
#

or github, perforce

plush yew
normal burrow
#

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)

plush yew
#

is there a command "unpause"?

#

@normal burrow

normal burrow
#

try it?

plush yew
#

I tried but nothing

#

idk it exists or not

normal burrow
#

enter it in manually with console

plush yew
#

from where to see all the commands in execute console command

#

ok

#

how to do it?

keen shell
#

This can?

normal burrow
#

url please

keen shell
#

It say git source control

normal burrow
#

yeah GIt is an option

#

are you using windows?

keen shell
#

Phone got work need sleep

#

I save first

normal burrow
#

but otherwise using github will work too, though you will have size limitations

keen shell
#

But server is big thing

#

Laptop no can

normal burrow
#

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.

keen shell
#

Oh but you say which good?

normal burrow
#

they all work.

plush yew
#

Does anyone here use iclone 7 and UE4 if so please dm me so i can have some help
Thanks

normal burrow
#

svn is easiest to install and use in my opinion if you are on windows.

keen shell
#

Yes windows

marsh swallow
#

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. πŸ˜‚ 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

normal burrow
#

would really recommend using collision profiles

marsh swallow
#

?

normal burrow
#

in project settings

#

you can configure collision profiles that define all those check marks

marsh swallow
#

Ohhh just pre-configured ones

#

Yeah i do have 1 or 2 of them

normal burrow
#

yeah

marsh swallow
#

I have a few collision channels as well

normal burrow
#

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

marsh swallow
#

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

alpine wigeon
#

I think the issue is with the movement. The collision is somewhere else than the actor that is moving around... my best guess...

marsh swallow
#

i can walk through walls on the 1

#

but not the other one

alpine wigeon
#

hm but you are saying that you have it on static stuff as well

marsh swallow
#

However you can see the collision capsule and the actor both

#

thats why i enabled it. lol.

alpine wigeon
#

I do not trust that as it obviously does not work πŸ˜„

marsh swallow
#

haha

alpine wigeon
#

Also where is your player collision?:)

errant dagger
#

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...

marsh swallow
#

@errant dagger Its normal

#

they need to dial back the severity of that warning

#

lol

alpine wigeon
#

"normal" πŸ˜„

marsh swallow
#

maybe make it white

#

That freaked me out when we upgraded to 4.22 as well.

normal burrow
#

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

errant dagger
#

@marsh swallow it is not normal. Other projects run without this thing

marsh swallow
#

okay, well i looked up that error quite a bit and Unreal themselves stated that normal and nothing to worry about

normal burrow
#

i don't recall the exact rules for overlaps

#

is it both parties need to accept overlaps from eachother?

marsh swallow
#

i think so yes

#

because 1 can ignore the other

#

Here is an additional one with lots of examples. lol

alpine wigeon
#

is it multiplayer?

marsh swallow
#

nope

alpine wigeon
#

had to ask

marsh swallow
#

So we can forget replication

#

lol

alpine wigeon
#

yeah πŸ˜„

normal burrow
#

with what i said about using set actor transform or position without sweeping

#

is that a thing?

marsh swallow
#

wait

#

hold on

#

yes when my character spawns in its moved

normal burrow
#

not root motion or anything right?

marsh swallow
#

idk what you mean by that

#

to me root motion is only applied for anims. lol

#

didnt know it had another meaning.

normal burrow
#

is the character movement component the only thing moving the character?

marsh swallow
#

oh! yes

normal burrow
#

yea root motion animations was the question

marsh swallow
#

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

normal burrow
#

ai should still be using the movement component though

marsh swallow
#

but im also having issues with non NPCs.

#

okay

jovial pollen
#

anyone know how to stop this?

marsh swallow
#

so then, no. Movement Component is about it

normal burrow
#

yeah honestly, making many physics/collision profiles and replacing all your custom entries would be the first thing i'd do

marsh swallow
#

okay

normal burrow
#

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.

jovial pollen
#

does anyone know how to fix the problem im having above...

normal burrow
#

what is the problem?

jovial pollen
#

this, when I play the level in VR everything green and dark gray just disappears

#

like they are there but the color is invisible

marsh swallow
#

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

jovial pollen
#

I fixed it

#

I guess using Direct12 for the graphics breaks shit

azure shore
#

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

brazen hull
azure shore
#

oh god not that

brazen hull
#

its exactly the same bones nothing changed

marsh swallow
#

@brazen hull The same name scheme right down to capitalization(not sure if that matters) as well as the root set the same

brazen hull
#

everything is the same but rig idk if its blender export settings tho

azure shore
brazen hull
#

I even get the same error when I take mannequin to blender then export again

faint juniper
#

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.

open eagle
#

@faint juniper Check lightmap cubemap resolution

faint juniper
#

Will do thanks

open eagle
#

Try 128 Or higher

azure shore
#

fine DONT worry then

spark sonnet
#

So when you are pressing D it should always move forward @azure shore ?

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

quick plover
#

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

worthy flame
#

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

spark sonnet
azure shore
#

thanks

sly coyote
#

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

whole quarry
#

Tried to reinstall your videocard driver?

late verge
#

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?

swift spindle
#

yes.. I know it's for another piece o software πŸ˜‰

sly coyote
#

yeah tdr delay is off for me, however its now any slow components in this system lol

#

i opened with a 2080 ti...

swift spindle
#

I have the same card

sly coyote
#

lol

swift spindle
#

I have to do this also

sly coyote
#

how does this become a issue between 4.22 which runs flawless....upgrade to 4.24 and its a crashing mess

normal burrow
#

how heavily optimized for 4.22 is it?

sly coyote
#

like...they need to slow the hell down with thier adding features and make sure they dont just deliver a steaming pile....

normal burrow
#

eh well other option is to not upgrade

sly coyote
#

but theyre missing a mark here somewhere...what was broken to cause this?

normal burrow
#

do you have a crash log?

sly coyote
#

of course

normal burrow
#

is it something you can reproduce? if you have any c++, start it up through visual studio

sly coyote
#

i can also make a crash log in 10 secs trying to launch it

#

yup

#

fresh project....

normal burrow
#

launcher or github?

sly coyote
#

created with ray trace on, and c++

#

launcher

normal burrow
#

how recent are your drivers?

sly coyote
#

they were last months drivers, updated them to the latest from this month after i got the first crash

normal burrow
#

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.

sly coyote
#

thats a great idea, the debugger will take me to the exact line of code causing the issue ill give that a shot

normal burrow
#

the call stack can be a good thing to walk in that scenario too

azure shore
#

@spark sonnet thanks, it works! I really dont know why I didnt think of that...

spark sonnet
#

Glad it worked. Sometimes the easiest solutions are the most difficult ones to come up with

sly coyote
#

Exception thrown at 0x00007FFA964D8C50 (nvwgf2umx.dll) in UE4Editor.exe: 0xC0000005: Access violation reading location 0x0000000000000018.

azure shore
#

yeah, that happens a lot to me like it can literally be a single tickbox thats causing a huge problem

plush yew
#

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 😠

normal burrow
#

@sly coyote you play many games on the computer without issues yeah?

sly coyote
#

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

normal burrow
#

and its a new project right?

sly coyote
#

brand new project yeah

#

it give like no hint other than that above as to the cause

normal burrow
#

hard to really say why its doing that. everything on internet says drivers, or card fault

next badger
#

Try to reinstall driver completely, by using Display Driver Uninstaller (DDU) (i think it's still relevant app to do that)

sly coyote
#

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

normal burrow
#

afaik, still relevant sed

next badger
#

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

brazen hull
#

model just shows up like this when I select it. It got bones, rig etc

#

ignore physgun

ashen brook
#

alright... set up incredibuild on my home swarm. Let's see if it speeds up my material compilation at all!

edgy halo
#

can i make a physics constraint ignore ALL angular and sideways movement, and only move linearly up and down no matter what

normal burrow
#

@ashen brook i'm very curious how that goes for you

ashen brook
#

@velvet haven you can just compile it *shrug

sly coyote
#

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)

grim ore
#

@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)

sly coyote
#

thrid person template, move around some of the stuff and hit build lighting button...

#

see if you crash

grim ore
#

i thought you said it crashed when launching but will do

sly coyote
#

it crashes randomly but mostly with launching....when launching doesnt crash it moving an item and hitting build lighting crashes it

grim ore
#

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

sly coyote
#

ok downloading 436.30 driver going to try it with that one

grim ore
#

holy crap it looks like my driver is old lol, cant figure out how to go back that far in the search

sly coyote
#

google the driver number

grim ore
#

ah, thats cheating

sly coyote
#

you can get to the page that way lol

grim ore
#

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?

sly coyote
#

latest driver

grim ore
#

man I love playing with RT reflections

plush yew
#

Do any of you frequently use DoF?

azure shore
#

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

sly coyote
#

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....

normal burrow
#

hurray

sly coyote
#

youll be in for a crash fest

#

thank for all the brainstorming guys

grim ore
#

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

azure shore
#

...anyone?

sly coyote
#

nothing more frustrating than owning a 1400$ card and getting driver crashes

azure shore
#

just goes straight up no matter what the capsule rotation is

dim plover
#

You're multiplying by 0.

azure shore
#

?

#

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

grim ore
#

normally you multiply the entire vector by a value to extend it

#

so Get Up Vector -> Multiply 400

azure shore
#

thanks, I assumed it would just use z

grim ore
#

well it did but like Floss said you were taking what was in the X and Y and making them 0

split wedge
tough loom
#

is it possible to have fully destructible map in a mobile game

#

I have not found examples of Unreal chaos being used for mobile

abstract relic
#

Chaos is very experimental and recently added on top of that

normal burrow
#

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.

split wedge
#

should i reinstall my editor since everything i put the mose over enlarges 300 percent

normal burrow
#

yeah kraknaknork

split wedge
#

kk

normal burrow
#

er

#

no

split wedge
#

lol

normal burrow
#

whats happening is internal buffers are some how hitting your front one

#

i don't know if a reinstall will fix it

split wedge
#

i just installed 4.24 last night

normal burrow
#

is it intel graphics or something?

split wedge
#

nvidia

#

i did just change my moniter recently

normal burrow
#

may be the second driver update referral today

split wedge
#

drivers up to date

normal burrow
#

hmm

grim ore
#

can you actually see the editor itself? I am not seeing any editor in your screenshots

split wedge
#

i can see the editor normally if mouse is not over any options

grim ore
#

well assuming you tried the first rule of robotics, turning it back off and on again, that's weird

split wedge
#

yea repoened it few times havent restarted pc tho

#

i'll try 4.20 version see if same thing happens

normal burrow
#

restart

split wedge
#

kk

errant dagger
#

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....

split wedge
#

yea it was 4.24 version i opened 4.21 and its not doing that anymore

grim ore
#

@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

errant dagger
#

probably , but I have 60 gb projects and they starts very very fast. P.S. your youtube is best ever. Thank you very much!

grim ore
#

Eep. That does sound bad then 😦 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

errant dagger
#

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!

grim ore
#

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

still schooner
#

hi guys i need help with sequencer hdr output

errant dagger
#

percents. 9percents about 45 sec. than jump jump to 83 percent wait 20 sec and jump jump and fast open editor

grim ore
#

hmm.. 9 percents is normal stuff loading, 83 % is a small cache check. 😦 damn

errant dagger
#

at least 10 assets failed to load. can it be a bottleneck?

grim ore
#

yes it can since it has to try to load them

errant dagger
#

4.22 now. can 4.24 skip this check if I use blank map at startup?

sudden barn
#

@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.

wary wave
#

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

sudden barn
#

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.

wary wave
#

it's unusual for any content to not be owned by anyone?

sudden barn
#

Also, the content is nearly 10 years older than its previous use.

grim ore
#

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

sudden barn
#

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.

abstract relic
#

Fan art can still be hit

grim ore
#

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

sudden barn
#

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

wary wave
#

unless something has been explicitly abandoned, the work remains copyrighted for decades after the owner's death

abstract relic
#

It’s a matter of if they want to prosecute

wary wave
#

^

sudden barn
#

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

abstract relic
#

They’re the consequences you’ll ultimately have to live with. Do what you want

sudden barn
#

We get that the chance is there, but it has been estimated to be very low in our case

wary wave
#

I would be pretty wary of going anywhere near any IP that isn't explicitly abandonware

sudden barn
#

@abstract relic, I mean, does that not go for everyone out there on the net then?

wary wave
#

it does, and people have been stung pretty badly in the past

abstract relic
#

It’s not a fact some people are aware of

sudden barn
#

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

wary wave
#

I mean, it's up to you really, it's your risk

sudden barn
#

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

abstract relic
#

Don’t need to justify it to a bunch of strangers on the internet. Just a bunch of strangers in a courtroom 😜

normal burrow
#

May be good practice lol

sudden barn
#

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

fierce tulip
#

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.

sudden barn
#

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

normal burrow
#

Well, don't need a C&D as proof of wrong doing. C&D isn't always justified

sudden barn
#

I mean, no need to paint it even worse than it already is

normal burrow
#

But yeah you sound like you know the murky water your in with this

sudden barn
#

The chances of our work getting filed is as big as a deviantart creator being filed for using a Naruto sketch

#

Exactly

grim ore
#

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.

sudden barn
#

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

#
  1. our community is miniscule
abstract relic
#

The folks here are solution oriented. They’re providing insight. Nothing more

sudden barn
#
  1. 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
grim ore
#

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.

sudden barn
#

yeye, thanks, I guess

#

Gosh

normal burrow
#

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.

wary wave
#

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

sudden barn
#

I REALIZE

normal burrow
#

If your claiming your not doing it, then yeah it makes sense. but those aren't excused

wary wave
#

failure to do so means losing trademarks etc

sudden barn
#

But the content has not been used for a decade

#

A literal decade

wary wave
#

the length of time is totally irrelevant

#

a decade is also a really, really short period of time

sudden barn
#

I realize you find it not-cool

grim ore
#

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 😦

sudden barn
#

Am I just gonna be hit with the same replies now or?

abstract relic
#

What are you trying to get out of this discussion? No one is beating you with a stick 😜

sudden barn
#

I get what you are all saying

#

dw

#

No I get it

#

I just was trying to also give insight

grim ore
#

We are only responding to you, you are repeating the same stuff and getting the same responses.

sudden barn
#

On what our intentions was

#

Yeah, sorry for responding then

abstract relic
#

Conversation reset?

sudden barn
#

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

swift spindle
#

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 ?

sudden barn
#

But if the case goes as far to court then I'll make sure to stand in for my community

errant dagger
#

@grim ore I found it. DefaultEngine.ini -> [InstalledDerivedDataBackendGraph] Shared= ... to local server stucks me. Now large map loading time is 10 sec

sudden barn
#

It doesn't

grim ore
#

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?

abstract relic
sudden barn
#

I realize, thanks.

wary wave
#

posts deleted, I think

sudden barn
#

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

errant dagger
#

@grim ore local network server in Office!

grim ore
#

"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

sudden barn
#

@grim ore, thanks

#

I get the point

#

No need to dig even deeper

errant dagger
#

@grim ore Legend, thank you very much

grim ore
#

makes sense on why but I never assume people are doing more than a single man project so I miss stuff like that lol

sudden barn
#

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).

timid flame
#

Anyone know if tessellation/displacement on landscape is supposed to be broken in 4.24?

grim ore
#

I think half of landscape is broke in .24. I have seen people mention tessellation directly.

sudden barn
#

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

timid flame
#

That's a shame, PoM it is then =/

swift spindle
#

@timid flame landscapes are busted in .24.... on so many levels

timid flame
#

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-

swift spindle
#

material tesselation works.. you just can't add it to the whole of the terrain

timid flame
#

?

#

Is there a new setting?

swift spindle
#

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

timid flame
#

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?

swift spindle
#

performant at least

#

but there are so many other issues right now...

timid flame
#

Yes I def would use for performance, but the shader should respond regardless. That's the thing it doesn't even work at all

swift spindle
#

this is 4.24 issue yes ?

#

just making sure..

sudden barn
#

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.

timid flame
#

Presumably. I haven't tested landscape tessellation since 4.19 or something

swift spindle
#

because shaders are failing to cook randomly....

#

I've had 120k + shaders try to cook for most basic landscape over

sudden barn
#

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.

timid flame
#

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

swift spindle
#

are you using the new layered materials ?

normal burrow
#

tesselation on landscape is something that has come up frequently here.

#

it may have to do with landscape lod

rancid lynx
#

is there a way to stop SteamVR and Controller bindings from OPENING every single time i start UE4?

#

i havent found the option yet

normal burrow
#

how do you close ue4 regularly?

rancid lynx
#

with the X button, after i save

normal burrow
#

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.

rancid lynx
#

steamVR automatically loads, and Steam's "controller bindings" automatically startup, when i start ue4

normal burrow
#

ah gotcha, yeah idk about that

rancid lynx
#

it just started last week, with 4.24's addition of inteigrated oculus input, so they might fix it soon , a few weeks later.

spark sonnet
#

Happens to me too and im using version 4.21

rancid lynx
#

how recently did that start?

#

it just happened to start when i updated ue4s

spark sonnet
#

Quite recently, but I think it started when I installed SteamVR which was recently

thin tendon
#

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

kindred viper
#

the system is based on a plugin?

normal burrow
#

do you write c++ slim?

thin tendon
#

No not at all. It just uses blueprint

kindred viper
#

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

thin tendon
#

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

rancid lynx
#

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

plush yew
#

@thin tendon Are you using async load and save? I'm using them in 4.24.1 and they work fine for me.

thin tendon
#

Yeah I got async loading thread enabled

plush yew
#

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

sudden barn
#

You may wanna do 3 `s

#

@plush yew

#

3

Meow
sasdsad

versus
2
Meow asdasdad

kindred viper
#

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

worn granite
#

Yup you should do that

#

FName though

kindred viper
#

I sound like i dont speak english as a first language. stupid wrists and brain

worn granite
#

you can use GET_MEMBER_NAME_CHECKED

kindred viper
#

yeah I figured a check at least, seems dangerous and kind of odd with just string

worn granite
#

What's the type of DelegateAsyncLoadGameFromSlot?

plush yew
#

FScriptDelegate ?

worn granite
#

oh fair

kindred viper
#

const FName & InFunctionName seems to be the required arg

worn granite
#

yup

plush yew
#

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