#ue4-general

1 messages Β· Page 629 of 1

obsidian lily
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is ther eany way to see the output of a macro?

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unreal has a bunch of macros and I have trouble reading them or being able to guess what it produces, like what functions a class declared by a macro will have

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failing that, what is the equivalent of FOnTimelineEventStatic::CreateWeakLambda()for the FOnTimelineVector class?

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I'm trying to provide a tick callback to a timeline given a vector curve

rotund scroll
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for actions that would require a double input (e.g an axis AND a button), how can this be done in blueprint?

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on button check, check axis as well?

fallen marten
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Yeah you can get the axis value and if it equals nearly 1 or -1 etc then the code line can continue

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-Using nearly will give you more consistent results

rotund scroll
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yeah alright, just wanted to double check that there wasn't some more elegant solution I was missing

fallen marten
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There's an input buffer plugin you can get if you want to get fancy like for street fighter moves etc. A 2 button check can't get real fancy as far as I know

dawn ether
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I am trying to make a billboard that I can scale within the material. Here is the non scaling bit I have now

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I can't seem to make scaling work right though

normal burrow
dawn ether
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yes

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but I don't see how that could affect things

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its just giving me the angle and the angle is fine

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Oh wait I actually inverted the angle and subtracted 90 degrees cause I switched the axis / mesh

lucid swan
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Does anyone know if its possible to get hard transitions between landscape texture layers? Im trying to use the height blend but to no avail as it looks like this right now:

obsidian lily
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ok, the camera boom thing didn't work, and I'm confused. When I set the boom rotation to 0,0,0 it does the thing I want which is to move the third person camera back directly behind the player pawn. But when I try to GET the current boom rotation it always says it's already at 0,0,0

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I don't see how both of these can be true at once

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like if the boom isn't the relevant thing to rotate, then why does setting the rotation move the camera? If it is the relevant thing,then how can it always be 0?

lucid swan
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Nwm, got it

tough loom
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does anyone know if these assets can be used for mobile?

obsidian lily
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I doubt they are light enough to really be used in mobile

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one I imported one character into a project once and it was like 1.8gigs of data, which I know is a weird metric, but I think it's probably a good proxy measure for how heavy it is

knotty harness
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Does anyone know why particles would stop registering collision events suddenly without making any changes to the emitter or the object being collided with?

fresh fractal
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Hey all, after this i need to do something if i want they come back when map restart ?

exotic cave
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I'm having an issue trying to create a World-Aligned Landscape Material...the material seems to have the wrong direction for "up"?

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It's as if the world's Right vector is being used as the Up vector instead?

exotic cave
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Figured it out; Bias and Sharpness settings have to be VERY specifically adjusted. -8 bias and 20 sharpness seems to be a good start

exotic cave
desert nacelle
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Ray tracing enabled projects are crashing when I open it. I have all the nvidia drivers up to date. Can anyone help me with this?

brave widget
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Running SLI by chance?

high stone
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Checking out the Unreal job posting section. It says, "Unity Engineer required." (:

plush yew
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did the post say they needed someone that can use both? at work they want us to be proficient at both because we have clients that use either

weak harness
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When I do PIE with dedicated server checked all I get is a black screen. Ideas?

high stone
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They said specifically Unity.

brave widget
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Hiring people with competitor experience and knowledge is extremely common. Pretty much every company does it for many different reasons

high stone
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I just like how Unreal is basically, "Come at me bro!" It welcomes all to the thunder dome.

brave widget
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Not really, likely need someone who is knowledgeable to help clients looking to convert to UE from Unity or something similar

plush yew
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what job was it? as chipmunk said there are many good reasons for them to want a Unity Engineer

high stone
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It should be listed in the Jan postings.

brave widget
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Honestly, I would find it more odd if they never looked for someone with competitor engine experience πŸ˜‚

plush yew
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come to think of it I believe at my last job they actually had someone from epic come out to help some of our Unity devs to use Ue4 with info specifically about showing the differences between the two and the terminology conversions

high stone
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That's pretty rare for me. Usually we stayed with whatever game engine we started with.

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I remember the long hours trying to fit that square peg into that round hole.

plush yew
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the companies I have worked at does outsourcing for small indie studios

high stone
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How is the indie scene these days?

plush yew
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slow actually, the company has decided to extend our reach by leveraging UE4's non game uses

high stone
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You mean stuff like the weather channel? I saw a tech demo there.

plush yew
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I don't know of any projects like that but I know they added a small department to do film/commercial like work and talking about technical visualization later on

brave widget
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Slightly unrelated, I watched a movie a couple weeks ago (indie film) that used some CGI for weather damage. They made the wood pieces bend like plastic and it was extremely terrible effect πŸ˜‚

high stone
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Probably didn't use SUB Ds, or high detail voxels, or high poly meshes.

plush yew
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my wife hates watching movies with me because I like to point out things like that or say how they probably did it lol

high stone
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I noticed lately a lot of the new CGI movies look awful. I think they think "just make it look cool" is the way to avoid uncanny valley.

plush yew
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still think the 80s effects are the best lol

brave widget
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However they did it, it was bad πŸ˜‚ Like, I'm not expecting Michael Bay or Stephen Spielberg good, but come on now πŸ˜›

high stone
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Some studios mix in a lot of practical effects. Jon Wick comes to mind.

cinder iron
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uncanny valley is still present in most of current films

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actually Disney worked on 2 human representations that looked incredible to date

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Tarkin and Leia

wary wave
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Tarkin looked absolutely terrible

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fell right into the uncanny valley

cinder iron
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I don't think it looked terrible

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I think the animation wasn't on point

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specially the mouth

wary wave
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it looked plastic

cinder iron
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for me, it worked.

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For me.

high stone
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My eyes!

exotic thicket
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I didn't even notice it when I saw the movie

wary wave
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it's a decent CG chaarcter, but it stood out like a sore thumb

exotic thicket
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and I had heard about the CG-Tarkin before watching it

wary wave
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I don't know how you couldn't notice

cinder iron
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I noticed, but the worst point was the mouth

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thats when the thing died

exotic thicket
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I watch bad movies for fun so maybe I don't pay attention to badness

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lol

high stone
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No one tell Hollywood it was cheaper to hire a look alike.

cinder iron
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hahaha

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no but I definitively trust on Luc judgement

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I am impressed with anything

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either way for me it was just the animation

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probably we'll see some improvements with AI

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generative adversarial networks are now used in production

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for several movies, I remember one where they made some two actors younger

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and the result was great (for me)

high stone
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I would just hire a person who looks close enough.

cinder iron
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that is the easy solution, but I think synthetic humans is a great research topic in general

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with AI we are able to approximate the mesh of anything giving just a single picture of reference

high stone
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They made some breakthroughs with artificial skin.

cinder iron
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I don't remember the exact name of the paper

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but I think that AI techniques would help to agilize the workflow in general

high stone
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The problem is skin, organic moves on a microscopic level. Until you are moving geometric detail on that level. It'll always feel off.

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At least detail that's 1/10th of a millimeter to get desired results for stuff like skin.

cinder iron
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current compute power only lets us do approximations

high stone
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That would be impossible to rig manually. Still fun to see someone crazy enough to require that on a job application.

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I think the solution is similar to the fur tech.

cinder iron
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but how skin stretches and morphs based on a voxel grid applied to the input face data

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might be something we can do

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based on keypoint density

high stone
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That's why I think something like point data has the answers.

cinder iron
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it has, but you have to generate it in many ways

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and the procedural generation is where point cloud approximation solutions lie on

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given multiple inputs of a human face

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map a mesh over that, through photogrammetry

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and extract features through any AI model that would be trained with different facial expressions

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and over there interpret gestures

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all based on an approximation method

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which would mean aberriations until proper fine tunning

high stone
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One the patterns are determined you can transfer that formula over to the next models with little variation.

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The classic A E I O U with 2 additional facial expressions and it's good to go.

cinder iron
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yeah it's just crazyness...

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and not even the first step is done

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which is a denoiser/delighter for photogrammetry solutions

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like... it could be automated

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but the amount of work/time and money needed is insane

molten bobcat
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Hello everyone! i have a little bit of a problem exporting animations from blender to UE4, i've limited the influenced bones to 4 and my animations keep working fine in Blender but once i import the FBX to UE4 some distortion takes place on random bones... i'm clueless why this is happening. I'm using the Rigify plugin with the humanoid simple meta-rig
anyone having the same issue?

i think i found a hint to what is to be the problem, i've noticed that the rig (scaled to fit the mesh) has an height value different to the mesh itself, for reference my mesh is tall 2meters but the rig says 5.9 meters, roughly 3 times the size of the mesh, i think this is what is causing UE4 to freak out. The scales are applied and at 1 on both the mesh and the armature

rustic imp
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anyone any idea when 4.25 would launch?

manic pawn
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this year br_dab_left

brave gate
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4.25 is a "GDC build", could be released a bit before or after GDC ;)
probably depends on progress on such things like Chaos and open world tools

polar viper
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Found the reason why when i built my lights they didn't work

fallen marten
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@molten bobcat yeah you are correct - always have your skeleton and mesh set to scale 1, and skin/rig it as scale 1 in cm

molten bobcat
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@fallen marten The funny thing is that they have the same scale set to one but, for some weird reasons, the differ in size! i can't find another place where to change this values without altering eachother... im lost

If i change the scale of the rig the mesh scales too.... the units are set to centimeters with a scale of 0.01

fallen marten
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Just de-skin it and start fresh

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Blender is a pain for making the scale wrong on export, so double check the export optuons

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@molten bobcat

molten bobcat
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Thanks! will try that... what a pain tho having to restart from scratch.

fallen marten
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Yes sir it is 😐 But I guarantee once you get the steps correct, you'll never make the same mistake again -

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I been there lol πŸ™ƒ

real pasture
gleaming creek
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Is it possible to hide an asset so that it doesn't appear in the list when selecting assets of that type?

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Probably a bit of a strange question!

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e.g. to make this entry not appear when selecting this parameter:

cloud cobalt
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I don't believe so

thin tendon
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Does anyone know how I can get a structure to work (recompile I think). I added new variables to it and now I am getting errors for a structure mismatch

cloud cobalt
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What's the full build log in VS, output log window ?

thin tendon
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I compiled and saved but its not working

dim plover
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Did you restart the editor?

thin tendon
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Yeah I did and it still didn't work

cloud cobalt
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What's the error ?

thin tendon
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There are a bunch for the same struct but here is one

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LogProperty: Error: UStructProperty::Serialize Loading: Property 'StructProperty /Game/SurvivalGameKit/Blueprints/Components/BP_PlayerBuildingComponent.BP_PlayerBuildingComponent_C:Upgrade.CallFunc_Build_Part_Info_Handle_Build_Part_Info'. Unknown structure.

cloud cobalt
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You didn't compile with the editor open, right ?

thin tendon
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I'm doing blueprint only project. I just made the changes in editor compile and saved

cloud cobalt
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Ah, okay

thin tendon
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Its like it didn't refresh when I tried to compile and save.

dim plover
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Are there any errors in that BP? PlayerBuildingComponent?

thin tendon
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None at all

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Its just the struct not saving properly. Its apparently a known bug. But I can't find a solution that works to get it to refresh

fierce tulip
thin tendon
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1 post said create a duplicate and delete it replacing references. This broke my project and I had to restore from backup.

dim plover
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Hair in UE would be such a game changing feature.
one could expect a 30fps or higher framerate with a 2080Ti for a human groom (40K + strands) at 1080p.
Not sure about that though.

thin tendon
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ohh damn I found a way to fix it going to post how in case anyone else needs it. Take the culprit struct. Rename it. Then rename it back. Hit save all in editor and restart

marsh swallow
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Wow a whole 30FPS with a 2080ti. Reminds of UE4s new Volumetric clouds that need a 2080ti even to just run it.

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@thin tendon that fixes it sometimes.

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its well known issue. However that does not always work. If you look at the BPs it breaks, just open the blueprint File > Refresh all Nodes

thin tendon
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@marsh swallow Thanks mate. That will come in handy. Structs are used a lot in my project

marsh swallow
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i have about 30-40 of them myself and tons of datatables

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my best advice.... think of everything you will ever need first.

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even if you dont end up using it.

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also Source Control

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in the event its so borked you cant go back. Every time i make a struct edit. i will submit to source control

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close editor

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open editor

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make edit

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run build

thin tendon
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Its hard to do that. All the time I'm thinking of new features that require changes. I don't use Source. I just back up very regularly and keep multiple backups of different stages in development

marsh swallow
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if its only a few breaks, ill fix em. otherwise i revert and try again.

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p4 is free

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and u can set it up on your computer. ^^

cloud cobalt
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You very much need to use some kind of version control

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Git, SVN, Perforce are all free for your own use

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Some even have free hosting

marsh swallow
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something i have never seen is how to setup p4 peoperly on youtube

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maybe ill do a tutorial along with the ArticyDraft tutorials. πŸ€”

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i know when i did it i couldnt find anything at the time.

thin tendon
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From what I can see from a quick google search. Source control is basically backups just hosted on a server

cloud cobalt
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No, it's not

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Source control is about tracking every single change ever done - importing a texture, changing a line of code, changing a material, etc

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For source code in particular, it lets you remove a feature some day, then instantly bring it back a year after, for example

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It allows you to migrate to a new engine version while still working on the previous one, to test it over a month before committing to it

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etc

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You can and usually do host source control on a remote server, but that's not the point

thin tendon
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That actually sounds pretty decent. All the troubles I am having with my current build are from upgrading to the latest engine version

cloud cobalt
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I would never attempt writing a line of code without version control set up first

thin tendon
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Sounds like I need to research this further. Thanks for pointing this one out to me

gleaming creek
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Yeah, never do any serious project without source control

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Git is free and easy to set up, UE4 has built-in support for it, and you can just use it locally if you don't have a server yet

lusty quartz
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hi guys any ETA for 4.24.2 ? (waiting to fix vr motion controller (htc vive) mapping bug)

brave widget
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Best answer we could give is when its ready. I personally haven't seen release targets or timetables for anything for 2020, hotfix releases or otherwise

winter gale
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To those who are having D3D device being lost. Reason: INTERNAL_ERROR crash this is the fix I found. Simply switch Default RHI to DirectX 12 in Project Settings -> Platforms -> Windows

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Although I think this applies only for Nvidia DX12 GPU's

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I never had crash on GTX 1080 though.

shy nebula
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Sup guys. Ive become interested in learning the UE4 engine. Thing is ive run into VERRRRYYY long shader compile times. Thinking about upgrading my 6700k to a 2700x for those extra 4 cores. Wondering if anyone here with experience knows if this would be a worthwhile upgrade?

lusty quartz
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@brave widget yes i didnt see any release targets on trello too. (just calender for 2019, 2020 not updated yet.)

cloud cobalt
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@winter gale Bit extreme though, as this ill also apply to your players, and DX12 currently performs slower

winter gale
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Yup but what to do. Till a fix is released, this is the option to prevent from crashing. Before packaging, switch back to DX11 or default.

manic pawn
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there won't be a fix

cloud cobalt
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I'd check your drivers first

manic pawn
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if epic cared for fixing lost d3d devices they would have done that long ago

winter gale
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Using 441.28

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Downloading 441.66 now

dim plover
gritty spoke
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Hi guys, have you got PSO caching working with UE4.24 ? After migration from 4.22.3 I got stopped loading/compiling shaders from PSO cache in the build, however I've tried only on Android.

manic pawn
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huh

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this ones new

wary wave
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mandatory switching to Dx12 to avoid crashes isn't great when UE4 runs like arse in Dx12

jade hawk
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Getting this weird error when I keep applying a slice to a procedural mesh. I can slice it a bunch but if I continue to slice the same mesh over and over I get this error and the editor crashes.

Weird thing is UE4.24 is installed to C:/UE_4.24/ The path referenced in the error does not even exist in my directory.

Edit - miscopy the error code

Assertion failed: (SlicedV[i] != nullptr) != (SlicedOtherV[i] != nullptr) [File:D:/Build/++UE4/Sync/Engine/Plugins/Runtime/ProceduralMeshComponent/Source/ProceduralMeshComponent/Private/KismetProceduralMeshLibrary.cpp] [Line: 905]

manic pawn
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turning on dx12 still exactly halfs my fps in heavy scene

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you could think they are accidentally rendering the frame double

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or my geometry is rendering double or something

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can't actually check because the rhi stats for draws and primitives are just broken with dx12

brave gate
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@shy nebula definitely, you're doubling number of threads
UE4 utilizes all CPU threads at 100% during code or shader compilation (if not limited by the rest of hardware components)

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so your shader compilation gonna be more than 2x faster

  • as some cores are currently used by system and other tasks
  • and this generation of CPU has more cache, Ryzen 3 supports DDR-3200, etc.
jade hawk
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sorry fixed the error code in my post

regal mulch
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How the f does one find out what struct was used for a specific DataTable?

wary wave
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there is a way

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I can't recall, and am currently syncing

jade hawk
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break it?

regal mulch
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Well, yes, that is indeed an option. I wanted to find out without having to actively add code somewhere.
It#s weird that I can't just check the struct class name

jade hawk
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Or promote it to a variable then see what it is and delete it

manic pawn
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doesn't the data table have a reference to the struct type

regal mulch
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Yeah it has the UScriptStruct in it. But I just want to know by looking at the UAsset.

manic pawn
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huh

winter gale
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Ok nevermind. Switching to DX12 RHI causes another crash

cloud cobalt
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That's hardly surprising

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The issue is either hardware or driver related

wise linden
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@regal mulch if its a BP struct, the reference viewer will show it

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but if its in code its not nearly as helpful.

regal mulch
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The breaking of it helps

winter gale
cloud cobalt
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It happens in your driver

winter gale
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Hmm..then lemme update to 441.66

regal mulch
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Hovering the uasset also seems to show the struct, but not the full class name and also not a way to be redirected to it.
Weak implementation by Epic

winter gale
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Hopefully that might fix.

shy nebula
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@brave gate THANKS you just made my mind up

cursive dirge
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@shy nebula I used 2600x for a month with UE4 and it didn't impress me much

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2700x is step up but only by 2 cores

shy nebula
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@cursive dirge I am working only with 4 cores

cursive dirge
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yeah, I had 4c/4t machine prior to that

shy nebula
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and there is a deal at microcenter right now 2700x is $160 so I was skeptical

tight gale
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Hi guys what happening

brave gate
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well, if you have money for that, go for 32-thread Ryzen, it's worth it πŸ˜‰

shy nebula
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its just that I dont wanna shill thousands for a PC lol

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I saw a 32core epyc but

cursive dirge
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but for example on 2600x (6c/12t), it took me 36 minutes to rebuild UE4 project from 4.22.3-release solution, then on 3900x (12c/24t), it took little under 13 minutes

shy nebula
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I was on edge

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2700x is 8c 16t

cursive dirge
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newer ryzens have way better IPC for this kind of work

shy nebula
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and im waiting for ryzen 4000 I just need something now is all

tight gale
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Guys will someone tell me what's happening

cursive dirge
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also do note that engine bloated a lot on 4.24 now

shy nebula
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we were just discussing processor performance with shader compiling inunreal engine

cursive dirge
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so things take a lot more now

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ah

tight gale
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@shy nebula oh ok

cursive dirge
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well, for shaders, more cores the better

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if you don't compile the engine source, it's not that crucial

tight gale
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I have a i9 9900ki processor 9 gen

shy nebula
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yeah I really need it for shader compiling. I am having issues with compile times

brave gate
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and much more stuff is going to be multithreaded in the engine, grab how many cores as you can and run πŸ˜‰

cursive dirge
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shader compilation works really well in parallel, so all extra cores will speed things up in somewhat linear fashion

tight gale
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I will not grab many cores because I already got the worlds best core

cursive dirge
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also it doesn't sound like a bad deal either

shy nebula
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thanks Doctor I will keep that in mind

brave gate
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i9 isn't a world best core πŸ˜„

tight gale
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Then what's is it

brave gate
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Ryzen and Threadripper series

cursive dirge
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this is going into offtopic now

brave gate
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much cheaper per core

fierce tulip
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^

tight gale
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Lamo

shy nebula
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sorry I got my answer thanks guys

tight gale
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And guys I want to ask about what's the way to make a character fly in air mid air

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With no inbivisble cubes or assets etc

brave gate
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combine: flying movement mode in character + manipulate gravity params + your custom code for velocity and movement in air

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if you set gravity to 0.0f, you character won't fall down

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the rest is up to

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flying NPCs can use regular navmesh (is that fine for your design) or you'd need to go for custom 3d navigation, i.e. voxel grid

tight gale
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@brave gate I did that already but It is not letting me to combine flying movement mode and manipulate it just crashes the engine

brave gate
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so you're doing something wrong in code, unless you hit some weird bug in the engine
but it usually better to same it's our mistake somewhere πŸ˜‰

tight gale
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Ok if I am can you send the code

brave gate
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if you have crash, ask people in respective room for it πŸ™‚

tight gale
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Ol

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Ol

brave gate
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I'm going out of discord now, but I'm sure others will helpp πŸ™‚

tight gale
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Ok

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@brave gate ok bye

shy nebula
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you know what guys

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I have 1 last question

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dont know if its possible but I want to cook just 1 file

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problem I run into is that I keep having to cook everything and I hate having to use the "never cook directory" function

cloud cobalt
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What do you mean "just one file" ?

shy nebula
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one asset. I made a modification to a postprocess file and I dont want to recook every file in my folders

cloud cobalt
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Well you obviously need all content used in game to be cooked

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Whether it needs to be re-cooked is up to the engine

shy nebula
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no I do have a fully packaged product its just that I only need 1 edit

cloud cobalt
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There is a cache for that

shy nebula
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yeah it seems to take 10 years still lol

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works but its crude

cloud cobalt
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This means your new package will not have this content available

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At all

shy nebula
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I know I can just use unrealpak to re edit the file

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I have been distributing edits to my project this way

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its miles faster but its a bit more involved.

cloud cobalt
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That's the weirdest way to do it

shy nebula
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yeah I know I heard that one before lol

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but I literally can cook and have test the packaged game within minutes

cloud cobalt
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You can either use the built-in patch system, or deliver your game through Steam, Itch or any other platform that will generate patches for you

shy nebula
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game is still in development. I have researched all that but it didnt suit my needs for quick dirty development. Im stitching parts of the finished product together for quick tests in realtime

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but the finished product will be compiled obviously

cloud cobalt
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I mean I don't know, I have full cooked game updates through itch in minutes too, and it's great for developers, being free etc

shy nebula
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perhaps I should just go about it the official way. I just got too far in the project this way

cloud cobalt
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Anyway, I've never used this to "optimize" cooking so I wouldn't know. My experience is that cooking is very fast if you only changed a few things

shy nebula
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you know what

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after deleting my cached files

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and recooking twice

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its allot faster

tender flume
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Anyone knows what it means by

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"Compile by source?"

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That error appeared when i was building

shy nebula
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thanks you guys saved my guts

cloud cobalt
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@tender flume What's the error exactly ?

tender flume
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@cloud cobalt I'll give you the file to download

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Tell me if yours ran

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Get the source folder as well

cloud cobalt
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What ?

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I'm asking you what is your problem exactly, i'm not downloading anything

tender flume
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It's just compile error failed

cloud cobalt
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What's the context ?

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What were you doing ? What is the actual full error ?

tender flume
#

It's only that

cloud cobalt
#

So you're trying to compile a C++ project and it fails to ?

tender flume
#

The plugin

#

It works if I place it in the engine plugins but then when i build it as a .exe

#

There's no textures on the character

cloud cobalt
#

Sounds like a whole lot of multiple, unrelated issues here

tender flume
#

The only way i can get it to display textures is through the projects folder

cloud cobalt
#

And you can't place new plugins in the engine plugins folder

tender flume
#

but then it wont compile

cloud cobalt
#

Plugins need to be in your project folder

tender flume
#

Uh but it wont compile

cloud cobalt
#

Okay

#

So open your project in Visual Studio, compile again from there, and see what happens

green yarrow
#
tender flume
#

Compile it from there uhh

#

Which one?
The plugin?

#

Or the project?

twilit grail
#

anyone in the discord knows how to properly add a module as a dependency to another module?

cloud cobalt
#

@tender flume Your project, that includes the plugin, in VS.

tender flume
#

I can open the project in VS even if the project has no code except the plugin? @cloud cobalt

cloud cobalt
#

To be honest I have no idea, never had a project without code

#

If you can't, ask the plugin author for guidance on how to get it to compile

tender flume
#

But the plugin author doesnt respond

winter gale
#

@tender flume You can't compile without code in your project. Simply add a dummy class and then you can compile

thorny perch
#

hmmmm I have an issue, a simple shelf I made in solidworks looks fine in UE4

#

but comes with a huge performance hit

#

LOTS of square holes in the levels

#

and a thickness to them all

brave widget
#

I'd make the shelves just a flat plane and use a alpha texture combined with a normal map to give the illusion of some thickness.
Is this for ArchVis though?

thorny perch
#

yup

#

would you keep the holes in the model or try some texture-wizardry with them aswell?

#

this is my biggest issue so far πŸ˜„

fierce tulip
#

masked texture for sure

brave widget
#

If its effecting performance that bad, I'd get rid of the holes. Maybe instead of holes; go with divots?

thorny perch
#

the shelf excists

fierce tulip
#

but even then they might look weird from a distance

thorny perch
#

need it to be 1:1 =/

#

not sure if solidworks is doing some weird work

fierce tulip
#

id still go with a high res masked texture

thorny perch
#

+400 000 triangles on a pair of those

#

insane in other words πŸ™‚

brave widget
#

I wonder if a high res texture combined with POM could give it the same look as real holes πŸ€”

grave osprey
#

400k for thoose ?

thorny perch
#

yup

grave osprey
#

no wonder performance hit. use alpha map man

#

basically its a map to determine holes

thorny perch
#

not sure solidworks is the shiznits for this πŸ™‚

brave widget
#

There is no way you will have the physical holes AND improve performance.

open eagle
#

could someone help in #cpp

grave osprey
#

errr its material or texturing

#

you can do in simple photoshop. even in paint

#

all you do in unwrap

#

hope solidwork have that

thorny perch
#

ill try and make a holeless, version, see how many triangles it has then

serene birch
#

holeless version is like 14 cubes

brave widget
#

Significantly less than what you have now πŸ˜‚ Thats precisely the reason why the holed objects you see in games are masked textures πŸ˜‰

serene birch
#

so 168 triangles πŸ˜›

thorny perch
#
  • some smoothing on the edges
serene birch
#

but you might want more triangles for the bases than a simple cube πŸ˜›

thorny perch
#

still hella better than 200k per shelf πŸ™‚

serene birch
#

but seriously, it should be possible to get a mesh that looks very close to the original image in 200 triangles I bet

brave widget
#

Think of it this way. Some games are almost entirely 400k triangles for the entire game πŸ˜›

serene birch
#

indeed a big improvement πŸ˜›

thorny perch
#

πŸ˜„

grave osprey
#

@thorny perch if you intended for that design. but need it optimized. i suggest make 2 version of this. when close by the player you can have it fully built like your pic. however when the player get far away from shelf use the 2nd model where it optimized

#

that was LOD system.

thorny perch
#

I think alphas on a holeless model is the right approach

grave osprey
#

well whatever you want to do. you are its creator. but remember the biggest tip : design are everything (and sure you have to polish it.)

thorny perch
#

removed holes and voilΓ‘ painless saving to stp

robust inlet
#

Is there a channel I can ask questions in about stuff I dont get in the engine?

grave osprey
#

like ?

brave widget
thorny perch
#

no holes, started with 7200 ish vertices

#

optimized to 4-500

#

way better πŸ™‚

tender flume
#

Is it okay to stay on 4.23 if the plugin does not support 4.24?

#

Plugin literally broken in 4.24

#

Only works in 4.22/4.23

brave widget
#

Of course its ok to stay on 4.23. Why couldn't you? πŸ€”

thorny perch
#

when I get hold of models at work I really need to check if I can optimize them πŸ˜„

#

they dont give a single f*ck about polygoncounts

tender flume
#

Won't it be obsolete? @brave widget

brave widget
#

There are people still running 4.16 and probably lower. There is nothing that says you have to upgrade when the new version hits or ever

plush yew
#

I am on 4.24

thorny perch
#

ah works like a dream now without holes πŸ™‚

whole quarry
#

4.23 is obsolete

thorny perch
#

might not care, looks good enough

brave widget
#

If you want to use the newest features, then you have to upgrade, but beyond that; upgrading is whenever you want to

#

Whether a certain version is obsolete or not doesn't really matter. What matters most is; "what stops working when we upgrade and are we ok with fixing it?" The answer to that will largely decide for you if you update or not

wary wave
#

I'm on 4.18 Β―_(ツ)_/Β―

brave widget
#

See ^ πŸ˜›

spark sonnet
#

4.21 here

tender flume
#

Oh wow.

thorny perch
#

is there like a "material wizard" in ue4?

tender flume
#

Thanks

thorny perch
#

select typ of material, paint, metallic etc and have it setup basically

brave widget
#

Not by default (built in)

thorny perch
#

are there any plugins for that? πŸ™‚

brave widget
#

Possibly. Haven't really looked for something like that

serene birch
#

that looks more like a "material library"

grim ore
#

the closest might be the new bridge and mega scans stuff since you can customize them outside UE4 and bring in variants. or yeah a material library itself

#

technically substance lets you do that as well in the engine if you set up some good master materials

thorny perch
#

guess Ill learn the editor πŸ™‚

grim ore
thorny perch
#

simple color worked for this πŸ™‚

#

constant3vector

grim ore
#

yep that would be a color

#

Arrrr Geeee Beeee

#

or technically X,Y,Z in a material which is super annoying if using HLSL lol

thorny perch
#

no laughing πŸ˜„ still learning, not even a day of learning in total so far πŸ˜›

grim ore
#

I don't think anyone would laugh in here if someone is trying

brave widget
#

Trying is one of the most important things someone can do and should always be encouraged πŸ™‚ You're doing just fine, oddname πŸ™‚

grim ore
#

toss a scalar (vector 1, or the 1 key) into the metallic and set it to 1 and make it all shiny lol

thorny perch
#

ah cool

grim ore
#

the best thing about the material editor is you can just play around and see results and it feels like fun

serene birch
#

nah

thorny perch
#

I have this grand vision of it all πŸ˜„

serene birch
#

this looks like paint, not a metal

#

keep metalic at 0 and drop roughness to 0 too to make it shiny

thorny perch
#

thats way ahead of my quest πŸ˜„

#

just wanted simple color for this to separate πŸ˜›

serene birch
#

well my head is a form of material library, and for that shiny white paint you'd use a material with :

  • color : some light grey like 0.8, 0.8, 0.8
  • metal : 0
  • roughness : between 0 and 0.1 or so
    πŸ˜›
dim merlin
#

Hi, is it possible to change a grass map at runtime, in material?

drowsy compass
#

Hey. So I am trying to set up ue4 multi-user editing, but we are both not connected to the same network. How would I go about setting this up? I watched the hour livestream unreal did on it, but it did not work for me. Any suggestions are appreciated πŸ™‚

grim ore
#

You will have to look into setting up something like hamachi or another VPN setup that allows it. It's not easy or intended but there are people out there who did it on the googles

normal burrow
#

vlan is really not good enough for mue

#

expect crashes

grim ore
#

I am looking to watch a ton of stuff on animation in UE4, anyone have any good recommendations? any skill level is fine I want to absorb as much info as I can on all the systems so everyones take on it is a bonus. Nothing on the Online Learning portal yet.... so I can't go there lol

sweet relic
grim ore
#

lol that is the one I am watching right now so πŸ™‚

winter gale
#

Updated the driver to 441.66 (Studio Driver) and still same issue. Same crash sighs πŸ™

grim ore
#

using RTX/DXR?

brave widget
#

To be fair, bUseUnity sounds more clear than the other; despite the logic being inversed

normal burrow
#

yea @woeful zinc ikr?

#

You set bUseUnity to false

#

Good to know i'm not the only one

#

yeah

rotund scroll
normal burrow
#

believe thats the thing that shows the ui names

#

if you wanted to anchor in buttons, you use those green names to supply where.

rotund scroll
#

do you know what hte option is called?

#

I'm trying to remove it

normal burrow
#

no

#

can't recall the setting for it

keen shell
#

@rotund scroll This is because u have it on

#

Find editor PreferencesΒ then look MiscellaneousΒ and offΒ the button display UIExtension Points

normal burrow
#

Yeah, thats right

#

you have to restart after, for it to go into effect

keen shell
#

I think i spell it right

#

I look at setting and copy only

#

Miscelanous mean what

humble oyster
#

Can I dm someone and they help me with weapon switching and making

copper flicker
#

you now that collision option... Can Ever Affect Navigation?

#

how do I access that in BP?

humble oyster
#

What

copper flicker
#

I want to set a static mesh to not affect navigation

#

but in BP, not manually

tender flume
#

Why is she getting more attention than my VRM issue reeeeee

#

Look at the amount of emotes

#

Bruh

cloud cobalt
#

What's VRM ?

#

What's your question ?

tender flume
#

Bruhh

#

How can i get it to run on 4.24?

cloud cobalt
#

Get what running ?

#

The reason other people get answers and you don't, is that you don't explain your problem in detail

#

Few people here have the patience to ask you to tell us what your problem is

tender flume
#

Ok bruh @cloud cobalt Why does she who send an emote and a few others get instant answers?

cloud cobalt
#

You still haven't explained your problem

#

So you can't get answers

abstract relic
#

Want a hug stranger?

cloud cobalt
#

My wife has me covered on that front !

copper flicker
#

Can anyone help me meanwhile?.. Did I explain poorly what I wanna?...

abstract relic
copper flicker
#

😦

tender flume
#

How do i get the plugin to compile for 4.24

cloud cobalt
#

@copper flicker I don't think you can.

#

@tender flume what plugin ?

tender flume
#

VRM

willow vault
#

Hi

mint horizon
#

Does anyone know if there is a way to change your GameServerQueryPort after packaging? So I don't have to package seperately for client and server and save time

copper flicker
#

Stranger, I doubt it's not possible.... it's kinda essential stuff, to be able to set collision settings in code, not manually

#

you can't set navmesh to be ignored on the mesh asset itself

#

and I'm not putting together levels manually

keen nest
#

Hi all!
where is a am can ask a question?

rotund scroll
#

@keen shell thank you

copper flicker
#

so.. somehow it has to work in BP

willow vault
keen nest
abstract relic
keen nest
#

But when I select any asset in the scene, the shadow from the terrain disappears.

#

I spent the entire evening trying to solve this problem.(
I cleaned the cache of the light map, and I downloaded the light map without light sources.

normal burrow
#

any warnings after bake vitamin?

wheat dirge
#

is there a way to mirror an animation inside ue4

normal burrow
#

short answer is no detoxxe

wheat dirge
#

damn

keen nest
#

Yes. a lot!
they are related to the problem of overlapping on collider mesh

But even in the afternoon, the stage was working normally. Until I deleted all the light sources.

normal burrow
#

long answer is it can be done with c++

#

are you sure its not lightmap uvs overlaps vitamin?

keen nest
#

oh....

willow vault
#

@abstract relic Thanks

cloud cobalt
#

@tender flume So what is VRM ?

#

What's the store page ? Documentation ? Full name ?

#

What did you try ? What is your problem ?

keen nest
#

I can't be 100% sure.
Here's another example. I have a plain with a water Shader.
I can't be 100% sure.
Here's another example. I have a plain with a water Shader.
when I select any asset in the scene, this is what I see.

bitter iris
#

i just upgraded to 4.23

normal burrow
#

lol jordan thats strange.

bitter iris
#

yeah lol

#

wasnt like this in 4.22.3

keen nest
#

but when I choose terrine, everything works fine.
it seems to me that Terekhin and the cassettes in the scene use different channels for light maps. I have a little experience in UE. I just think so.

normal burrow
#

if it were everything clipping i'd understand it @bitter iris but just the one material i'm not sure.

bitter iris
#

it is everything

#

:d

normal burrow
#

it seems like the road only?

bitter iris
#

cause im not that close to the landscape

#

ill show you

normal burrow
#

ah if thats the case you can change the default near plane in project settings

bitter iris
#

"Near Clip Plane" ?

normal burrow
#

near clip plane is how far away from the camera things start to draw. but lemme check if thats the proper name in settings or not

bitter iris
#

okay cool

livid siren
#

could someone point me to a guide for setting up dedicated server debugging with Visual Studio?

#

I want to be able to set breakpoints in my server code, so far Ive only been able to figure out how to do this with the editor

normal burrow
bitter iris
#

what number should this be set too

normal burrow
#

project settings

#

well, thats in cm

bitter iris
#

no matter what i change it too it doesnt change

normal burrow
#

the lower the value the closer it will draw things, but you have a penalty for that too

#

you have to reset editor after changing it

#

try a setting of 2

#

then restart editor

bitter iris
#

aahhh

normal burrow
#

what was it on for you to start with?

bitter iris
#

10

normal burrow
#

i take it those roads and stuff are very small scale?

bitter iris
#

i wouldnt say so

#

they fit 2 cars on as theyshould

#

didnt seem to have this problem in 4.22

normal burrow
#

two cars measured in cm?

#

@livid siren believe the process would be the same as any other debugging thing. you could start it with VS or attach to it with VS

bitter iris
#

cars are roughly 800x400x300

normal burrow
#

hm thonk yeah

bitter iris
#

ill open 4.22 see what i have there

normal burrow
#

that near clip looks like its 200 or 300 in those videos

#

did the 2.0 setting do anything?

tidal shore
#

How do I compile my project in VS 2019?

normal burrow
#

F5

tidal shore
#

It generated project files for VS 2017 and doesn't like the SDK version or something

normal burrow
#

Github source?

tidal shore
#

yeah

normal burrow
#

may have to re-run the prereqs after vs2019 is installed and regenerate project files

bitter iris
#

putting 2.0 didnt make a difference

#

ive restarted etc

normal burrow
#

when you enter PIE, press F8 to eject

#

then check the camera you were looking through it might be overriding the near plane?

rotund scroll
#

does anyone know how to make IK hit render geometry only and not collision geometry?

normal burrow
#

render geometry doesn't normally exist in any accessible way other than to upload to gpu

#

so most you can do is enable complex trace

rotund scroll
#

nevermind I figured it out

#

I did it through collision presets and a custom line

#

I'll consider using complex once i get more meshes in

heady moon
#

Yo newbie here just asking if 3.7GHz is enough for Unreal Engine to run 4K?

cloud cobalt
#

@heady moon Depends on your GPU

normal burrow
#

graphics are generally decoupled from cpu

cloud cobalt
#

And then it depends on the game too

livid siren
#

@normal burrow when I run the debugger from VS set to DevelopmentServer it crashes, presumably because the compiled server binary isnt embedded in the client package code like it needs to be

#

Im missing a simple step somewhere Im sure

heady moon
#

lemme check

normal burrow
#

it would depend on the game regardless

cloud cobalt
#

In any case, the best computer for game development with UE4 is the best you can afford

#

Top of the line GPU, CPU, lots of fast RAM, large fast SSDs

grim ore
#

lots of SSDs, like atleast 6 of them? I think 6 is a good number

fierce tulip
#

dangit, i have 7

#

tipping point is 6, so 7 makes it a crappy pc

grim ore
#

I have 1, I am not doing well 😦

normal burrow
#

if there are eight in raid zero does this count as one or eight ssds?

grim ore
#

8 SSD's, one logical drive

normal burrow
#

mm sense.

cloud cobalt
#

@grim ore I unironically have 5 disks on this machine

grim ore
#

man I feel so inadequate in my drive life

normal burrow
#

lol πŸ˜‚

#

first step is acknowledgement

rotund scroll
#

don't worry @grim ore people with many drives are just overcompensating

grim ore
#

I have a 1tb ssd that i've had for years as my main drive and a 2tb usb for backing up all my work lol

#

I keep wanting to add another but drives are expensive and the delete button is free

normal burrow
#

i'm only using a single mp600 2tb right now too, the sata array is for farm

mossy nymph
#

if you use it too much it will eventually break

rotund scroll
#

I got 2 drives

heady moon
#

i got 2 i think idk

#

oh ye

#

i got 2

copper flicker
#

does anyone have any idea why my navmesh is not covering my level correctly?... it covers only partially, some objects are completely ignored, and then a duplicate of the same object works fine. and you can see how the navmesh ends abruptly in straight lines in the middle of some geometry.. so on. pics attached.

#

the second image is a top down, less clear.. but I hope the first one is clear

#

I have huge navmesh bounds

#

that encompass the whole lvl

#

and I'm generating navmesh around the player only

#

70% of the time it all works well...

open eagle
#

for some reason all the variables in my struct go to zero during runtime

copper flicker
#

xz, it's probably cuz of parent child inheritance..

open eagle
#

what do you mean

#

I have a C++ base class for a BP class

copper flicker
#

parent value = Something, Child value = 0

#

oh, dunno

normal burrow
#

check the blueprints though

open eagle
#

I have all of the values set up in the instance of it

normal burrow
#

what VM is saying can happen

copper flicker
#

it's just a typical Unreal problem, when creating variables

open eagle
faint juniper
#

Does anyone know how to reduce the impact of copying and pasting the same mesh over and over?

copper flicker
#

XZ, check the children classes, if any

normal burrow
#

also check instances in the map if any

#

if your positive its actually zeroing the memory

#

on begin or something, then that would be something to look into

open eagle
#

this returns 0

#

for everything

copper flicker
#

do you have children classes?.... did u check them?...

normal burrow
#

also, what are your uproperties?

open eagle
#

this is the lowest child class

normal burrow
#

lowest parent you mean?

copper flicker
#

no, child... I get it. maybe there's some problem with another class, where u get your weapon attributes from

open eagle
normal burrow
#

ye

#

thats a thing too xz

#

don't use editdefaultsonly on struct members

#

i mean

#

you can

copper flicker
#

meanwhile... did anyone have this weird, surrreal... out of this world issue I've posted 2 pics about??

faint juniper
normal burrow
#

but it doesn't make sense

#

and its probably what is causing this issue.

open eagle
#

oh wait

normal burrow
#

when you have edit defaults only, the instances can sometimes hold a bad configuration, because youre expected to read from the default

#

@faint juniper it does not

#

afaik it is all objects total.

#

including background things made by the editor

#

so its not the best metric

open eagle
#

Ok

#

i don't think i'll need it in struct members

#

because

normal burrow
#

all those properties XZ

open eagle
normal burrow
#

UPROPERTY(EditAnywhere,BlueprintReadWrite)

open eagle
#

its already like that in the instance variable

#

so I won't need it like that in the struct

normal burrow
#

right

#

but also, you only edit the variable on the default object with that property. so the value on the instance might not be what is on the default object if ti has modfiications stored in it some how (it happens)

faint juniper
#

Okay, is it normal to be so high? I have 18 different types of meshes and only placed 284 Actors in game. Other than a material for each and textures. (and thirdperson default stuff) I have nothing else

normal burrow
#

The value itself is not something to be too concerned about DD14

#

if the value is always rising

#

and you get harsh frame hiccups when it drops

#

that could point to garbage collection being an issue.

#

but generally that doesn't sound like an insane amount of objects

faint juniper
#

okay then, thanks for clearing that up πŸ™‚

#

Does anyone know the right way to go about copy pasting an Actor lots of times so that performance doesnt take a hit? I read online about HISM but confused as somewhere else says Unreal did a huge overhaul not too long ago and if I just drag assets on to the scene it should do all the work to limit performance hits.....unfortunately I have huge FPS drops and nowhere near done with the amount of pasting needed

open eagle
#

ok now I have this

past flicker
#

What does failed to open descriptor file mean in relation to an Android phone? My phone works fine and my brother gets this error on launch from usb

open eagle
#

Oh

#

It means the content pak files are missing or corrupted

#

it happens when you compress the game and decompress it

past flicker
#

Ah ok, how would we go about sorting it out, clearing them?

#

Weird thing is, we changed the Android version in the project, we forced it to run on Android 9 and it worked

#

On Android 10 it fails

#

I guess if you force it to run backwards compatible on Android 10 it works

open eagle
normal burrow
#

what do the uproperties on the struct look like?

open eagle
normal burrow
#

hm

#

weapons atlas base is what?

open eagle
#

I tried making a new child class from it and it does the same thing

#

AWeapon_Atlas_Base is the parent C++ class

#

it's the base weapon class

normal burrow
#

If you make a new blueprint of your type, does it also hide those properties?

open eagle
#

yes

normal burrow
#

hotreload? - did you try restarting editor?

open eagle
#

yep

normal burrow
#

launching through visual studio and it definitely compiles?

open eagle
#

lemme try that...

#

wth

#

I never get that error

#

when I compile with editor

#

I have my weapon referenced in my pawn and vice versa

#

but I still forward declared it

normal burrow
#

does the header not have a #pragma once at the top?

open eagle
#

no

normal burrow
#

that should be put at the top of every header

#

er

#

i mean a comment can be above it

#

but it should be above all the includes

open eagle
#

so #pragma once

#

oh no

#

there is one

#

nevermind

#

there is already a #pragma once

rotund scroll
#

@normal burrow how reasonable does it sound to make an IK solver for the anim editor at editor time?

normal burrow
#

I've not used the anim editor, but would look into if they planned anything like that when they made it.

#

you could use a post process animation blueprint to just always run IK to the IK bones

#

don't expect teh animation editor to bake the fk bones though

rotund scroll
#

😭

abstract relic
#

Random pat ping +1: 1

normal burrow
#

πŸ˜‚

#

Cranz, you should check out blender though

#

it kind of is painful that the mannequin is more or less incompatible with ik in blender from import however

crude vessel
#

Huzzah

normal burrow
#

ye buster charlie knows whats up

crude vessel
#

Lost most of todays work, saved it but didn't actually save and crashed and didn't submit to source control yet, so i'm off to spend the rest of the day not using UE4!

rotund scroll
#

@normal burrow I'd only use IK to stabilize positions of bones that aren't in use basically, so I can pose keyframes without too many changes

crude vessel
#

I knew I was gonna have a bad day when it randomly decided to not save files. Still can't figure out why the player control is randomly missing or broken.

brave widget
#

I hear MrMannequin Tools by Jim Kroovy helps tremendously for Blender. I have the addon, but haven't used it much yet. But it seems really good

upbeat tendon
#

are datatables just key value?

normal burrow
#

sorry to hear it buster charlie

#

source control first

rotund scroll
#

@upbeat tendon they are structs

#

yeah good source control is vital

upbeat tendon
#

oh stupid me

normal burrow
#

datatables are keyed by row name, which is a fname yeah

#

row , column = value

#

so its not really key value yeah, unless you consider the two fnames

upbeat tendon
#

i haven't done much on my project for nearly a year, i had started to forget how it works

normal burrow
#

Yea if you are going the blender way Cranz, would check out what Chipmunk is recommending. I might do all this for you in a way you can qucikly clean up animations

#

the animation editor in ue4 isn't just sequencer or something right cranz? I know sequencer but haven't made/altered animations in ue4 beyond that modifier stuff to clean out curves i didnt' want

rotund scroll
#

I dunno whether it is a sequencer or not

#

I suppose modifiers are what they want us to use

#

I figured I could fake editor time IK by forcing transforms for certain bones to be frozen

#

not sure if that is true

normal burrow
#

i understand them to be more for like converting positions to curves, or tidying up unused tracks. you set them up and they run when you reimport the animation

#

don't think they have anything to do with editing

rotund scroll
#

the example they gave was to keep foot position consistent

#

but I suppose I could be wrong

normal burrow
#

i believe it was for correlating distance to floor to a curve or something. do recall something wtih foot position though

vale spade
#

Hello! I found this "script" https://pastebin.com/raw/95RztgF7 from the Quixel "Realistic Snow in UE4 with Quixel Mixer" Video (https://www.youtube.com/watch?v=B4dV5cLQAMI) But i don't know how to use it, as if i copy and paste it in the editor i won't get the connectors, just the boxes but without the connections. Can anyone help me how i can use it?

Learn how to create believable, fluffy snow in Unreal Engine 4 using materials created in Quixel Mixer.

Directional Snow Material: https://pastebin.com/95RztgF7
Ground Material: https://pastebin.com/GcnJi6Pk
(Copy-Paste into Material Editor in UE4)

Learn more about Quixel M...

β–Ά Play video
grim ore
#

it doesnt seem to hook them all up but watching the video you can see all of the wires and how they are hooked up and what he added

vale spade
#

oh, okay πŸ™‚

#

thanks anyway πŸ˜„

abstract relic
#

Copy/paste now longer includes connectors. Probably an unintentional bug.

vale spade
#

oh, so maybe if i go to 4.23 it will be there?

abstract relic
#

A rather odd reason to pick a different engine version

vale spade
#

so, what would be the best?

abstract relic
#

Follow the video along. Connect the nodes yourself. It’s a great opportunity to learn

vale spade
#

alright πŸ™‚

#

Thanks then ^^

normal burrow
#

I noticed that line copy thing yesterday too

#

I bet its unintentional too

abstract relic
#

Get in contact with the salesforce Pat 😜

normal burrow
#

Lol πŸ˜‚ Salesforce will save me. They seem to be in charge of a lot.

#

I will contact someone to contact the salesforce.

tardy yew
#

Hello everyone, can anyone take a moment and try and recreate this error I'm getting in version 4.24.1? I've been able to duplicate it on two separate computers and wanted to make sure it's a bug and not me. I go to add the FPS Blueprint feature pack to ANY project and it gives me this error.

abstract relic
#

Show logs

#

Saved/logs

tardy yew
#

easy way to post log? take snippets?

abstract relic
tardy yew
#

Didn't want to bombard the channel with this long log post

lime gull
#

I asked this before but have since lost the ancient texts

How would I save a song (or audio clip thingy ) position
Then reload from that position

normal burrow
#

channel needs logs, you can also just drop them as an attachment

tardy yew
normal burrow
#

how are you doing on free disk space mike?

tardy yew
#

42.8gb free on the drive

normal burrow
#

windows drive is the same one?

tardy yew
#

no, this is on another drive. Local internal though

#

This is the error that had me start looking at the fps bp. It came up on any new project I started

normal burrow
#

Yeah thats all that is in the log too unfortunately.

tardy yew
#

I've ran a check on the version, no luck. I also uninstalled and reinstalled version 4.24 still the same error

normal burrow
#

Your windows drive has some space in it?

tardy yew
#

207gb free space on my c drive

#

I just find it odd it's not isolated to my single computer....i've ran into the same issue on another computer

abstract relic
#

Did you enable templates when installing the engine. The option to import shouldn’t exist when you don’t have them but you never know

normal burrow
#

That importantly yeah.

tardy yew
#

Anyone have time to run a quick test to confirm? I'm just wondering if it's a bug and should be reported to epic. Create any project and try and import the fps bp feature pack.

normal burrow
#

Do you remember enabling/disabling templates though?

tardy yew
#

I've never had to enable or disable templates? Where would that occur? on project creation? New engine version install? When you add a new version it never prompts for it...at least in my expereince

normal burrow
#

Is okay if youn don't remember. its when you go to install/download the engine

tardy yew
#

BIG Thank you all for talking me through this~

normal burrow
#

C:/Program Files/Epic Games/UE_4.24/FeaturePacks/FP_FirstPersonBP.upack check if this file exists

tardy yew
#

it does...double and triple checked when it prompted to not find it

normal burrow
#

C drive right?

tardy yew
#

thought it might be an issue with admin rights, but closed everything and ran as admin to make sure

#

yes c drive for engine content

#

going to run a quick test with version 4.23.1 and see if I can recreate

normal burrow
#

well error does say two things

#

the failure to import and the failure to create asset.

#

imma look quick what its saying exactly

#

yeah, it most likely has more to do with the import than the write

#

I send you my feature packs, probably don't need to replace but size should be similar

#

I misunderstood what you were trying to do mike

#

I'll see about making a blank project and then adding the content in

#

yeah @tardy yew its broken

#

i get the exact same thing

#

work around would be make a new project with the fps template, then migrate over

high stone
#

Ideal time hard drives should be left on in Windows? 1 hour? All day?

rancid lynx
#

if two small box collisions collide, how do i get the point where they touched, so that i can spawn a particle spark

#

oh maybe expand the sweep tick from the box collision node ? ill check these guys wow

#

i havent figured it out yet. surely its simple.

fallen marten
#

If you select the box, and see if it has an Event Hit, you should be able to get an impact point vector

normal burrow
#

@rancid lynx there can be many answers to this problem

#

Two boxes colliding dead on would be any point of the combined surface area. But you should have access to a HitResult.

#

Within it, Impact point will be one of the answers. It’s usually a corner with above example

#

It may not be what you expect to get though was the point of all those words lol

blissful trail
#

i get this error heres the code

normal burrow
#

Hit actor is none

#

So you can’t get tags from it

blissful trail
#

ty

normal burrow
#

IsValid node would work too or you could move that cast to the front

marsh swallow
#

Has 4.23.2 released yet?

blissful trail
#

isn't 4.24 out ?

marsh swallow
#

were getting a crash that has been fixed for target 4.23.2 but i cant find anything about its release.

#

yeah but were on 4.23. lol

blissful trail
#

i dont think a 4.23.2 is gonna be released

abstract relic
#

it will never be released

marsh swallow
#

welp off to 4.24 land it is

normal burrow
#

yeah won't happen

marsh swallow
#

apparently setting FullScreen in BPs will crash 4.23

normal burrow
#

4.24.2 may happen though.

#

hard to have a release without any crashes really.

marsh swallow
#

i got that but.... setting fullscreen? really

#

πŸ˜‚

normal burrow
#

It's charm, character.

marsh swallow
#

I honestly think its kinda funny

normal burrow
#

I am kind of curious how long the add template content to existing project has been busted though.

marsh swallow
#

hey listen, i know you wanted to play our game but... you gotta do it 520x480

normal burrow
#

not your problem right heh

dim plover
#

4.24.2 is mentioned in the issues page, so it's almost definitely going to happen.

normal burrow
#

4.24.2 you mean?

plush yew
#

I was trying to solve this replication problem

#

It just needed is standalone

#

πŸ₯΄

hexed dock
#

Is there any way to change the god-awful beep UE editor makes when starting a Launch? It's horrific. (And what I REALLY wish is that the beep happened when it was actually Running, but that's probably too much to ask for.)

lone tapir
#

Hello guys, is it possible to control the play of the flipbook using the level sequence? Thank you for your help!

normal burrow
#

editor settings

normal burrow
wintry otter
#

hello. I'm a brand new Unreal user. I'd like to start VR development using Quixel megascans, but have no technical skills or knowledge. Does anyone know where a good place to start would be?

fallen marten
#

Youtube

wintry otter
#

Thanks.

normal burrow
#

Yeah, what headset?

wintry otter
#

I'm looking at the Quixel tutorial now

#

Oculus Quest/Valve Index

normal burrow
#

Ah ok

plush yew
#

I'm thinking of buying an HTC Vive Pro, any gotchas I should be aware of, I'm currently using 4.24.1 which may not be the most stable for VR, So I've heard.

normal burrow
#

Oculus has their own branch but dunno about tuts

wintry otter
#

It'd be better to just go ahead and buy a Valve Index

#

I know they're out of stock right now, but you'd be getting a better deal overall.

#

They'll be in stock before March

plush yew
#

well, I live in China, Certain hardware is not available readily πŸ˜„

normal burrow
#

When is eye tracking a thing though?

wintry otter
#

Oh man

#

Eye tracking, as it's currently implemented, gives a basic eye tracking software layer

#

Well hey man, then go for the Vive Pro!

#

Don't let me stop you haha

#

But in the future, it will be foveated rendering.

normal burrow
#

Currently? Which headset has eye tracking?

wintry otter
#

Which will allow pixel focus to only be centered on where your pupil is at all times, and reduce the surrounding image by 20-30 percent clarity

#

Vive Pro Eye

normal burrow
#

Ah yeah, is that out now?

wintry otter
#

The Vive Pro Eye is

normal burrow
#

Wow cool

wintry otter
#

But I promise you, either this year, or next, there will be consumer grade hardware with eye tracking that can do much more than eye Vive Pro Eye, for cheaper

#

and it definitly is πŸ˜„

normal burrow
#

Yeah, It’s the missing thing with vr. Eye contact implied is weird

wintry otter
#

Yeah, although it will be able to convey and improve on so much!

#

@normal burrow are you an unreal dev?

normal burrow
#

Don’t work for epic

#

But I use unreal yes

wintry otter
#

I mean to say, do you work with unreal engine

#

but cool πŸ™‚

#

I might have to hit you up every now and then when I don't know what the heck I'm doing lol

lapis vine
#

Pat needs a subscription counter.

wintry otter
#

If you're interested, you can look at a resource video I'm working on for VR, which has some features of eye tracking in it

normal burrow
#

It happens, I watch this channel a lot.

wintry otter
#

It's a very silly rough outline right now

normal burrow
#

Cool, eye tracking is interesting to me yeah

wintry otter
abstract relic
#

Do I need to track DM threats toward Pat now? 😜

wintry otter
#

It's just an invitation πŸ˜‰

#

He visits at his own peril.

abstract relic
#

If you sent him a server invite, I’m going to cry with laughter

wintry otter
#

nah

#

I sent him a google drive link invite

abstract relic
#

That’s worst to be honest πŸ˜‚

wintry otter
normal burrow
#

It’s all good, but yeah looks cool! You’ll pick up the engine in no time

wintry otter
#

Most of these tutorial guys act as if I should know one million different variables, shaders, and secret hidden settings as they talk and click away at a mile a minute.

#

xD

normal burrow
#

Really?

wintry otter
#

oh yeah lol

abstract relic
#

Watch at 1.5x is the only correct way

wintry otter
#

lmao no

#

no way

#

I'll die

normal burrow
#

I swear, it works

wintry otter
#

maybe for someone who's in tune with the Unreal force

normal burrow
#

Maybe you should look into more basic ue tutorials

abstract relic
#

Speech is too slow, allows the mind to wander

normal burrow
#

I like to watch a tutorial before doing it too so 1.5x is nice

wintry otter
#

I've been watching this for the last 40 minutes (the only reason I'm interested enough in downloading Unreal and giving it a try is because of watching the amazing Quixel Rebirth video), and I'm following about a quarter of what he's saying so far, which I think is okay for knowing nothing.

abstract relic
#

Quixel doesn’t really provide tutorials. They’re just product showcases

#

Give me a sec. prepare for a link dump

wintry otter
#

ohhhh yay πŸ˜„

#

ty

#

kind person

normal burrow
#

You will not be disappointed

wintry otter
#

I trust you P@t

#

with High Tide's life

#

Unreal JUST finished downloading

abstract relic
#
raywenderlich.com

In this Unreal Engine tutorial, you will be guided through installing the engine, navigating the interface and creating your first game object.

Learn common workflows in a series of easy-to-follow, modular videos. Browse courses by topic, author, or industry, check your understanding with built-in course assessments, and earn skill badges as you complete courses.

Complete resources for learning to use Unreal Engine 4

normal burrow
#

Uh high tide is the one gathering the links lol

wintry otter
#

I know πŸ˜‰

#

oh man wow

#

that stache

normal burrow
#

@grim ore satche compliments

abstract relic
#

+1?

normal burrow
#

Totally +1

wintry otter
#

Thank you High Tide this is awesome!

normal burrow
#

If not +3

wintry otter
#

+what?

normal burrow
#

Score

lapis vine
#

Think High Tide needs subscription channel too.

normal burrow
#

Absolutely

#

I will dm intercept threats

wintry otter
#

I'm not threatening anyone tho

#

xD

#

also High Tide "To learn these, you will create a spinning turntable that displays a banana."

#

lol

normal burrow
#

Good

plush yew
#

Back to purchasing Vive Here in China, I'm considering the Eye version, I just want to point out that Chinese apartments are very small, I can stand still and extend my arms, but I cannot move in any direction without hitting something, like a desk or a closet or window. Would that be a problem?

wintry otter
#

I've heard the phrase starting off small, but dang

#

No, you can do what's called a seated/standing setup

abstract relic
#

Why not a β€˜nana? 😜

wintry otter
#

I'mma change the color to be icy blue when I'm done

#

cuz I'll know how to do that

#

and then

polar hawk
#

Get your potassium in

#

I dressed up as potassium for halloween

normal burrow
#

Potassium: it’s important

lapis vine
#

The hell is that looking like?

wintry otter
#

πŸ™‚ Always free to come and visit and use my vive/Pimax if you're in the states, friend!

normal burrow
#

β€˜Nanas are rich in potassium

polar hawk
wintry otter
#

tries to click on getting started tab reads further.... "(You are here!)" sigh

lapis vine
#

That... big

wintry otter
#

horrifying

#

but

lapis vine
#

Sure its not oversized banana?

normal burrow
#

It’s a happy nana

wintry otter
#

can i use it as a texture for my nana?