#ue4-general
1 messages ยท Page 637 of 1
https://dev.epicgames.com/en-US/services is the answer to the question about player names and it's not a public feature right now
Nah was kidding, I recall that conversation
Does it go straight to YouTube instead of 95% of it?
and Unreal Engine is not a platform so.....
Epic Games Launcher is
the Epic Game Store is a platorm, Unreal Engine is not.
That's what I just said
Have a pizza at least
I thought, since EGS is the native launcher for UE4, there would obviously be some way to link them, if there is for Steam
There is but you cannot do it, I linked the info on that
Wait, someone can?
so abou that spline mesh creation, any1 have any ideea? ๐ just export a bezier curve from with a mesh from maya? ๐
ยฏ_(ใ)_/ยฏ
Dauntless is an example of a game that can, same with fortnite
Well Fortnite is from EG, so obvs. Don't know about Dauntless
You bake the mesh Nandy. If you want a true spline mesh, you use the spline within the engine
But what's the point of giving players a lower royalty if they're not even going to include basic stuff like this? I have to go with Steam for my Multiplayer project unless that changes simply because of that
I was searching for tuts on that but I only get bp tuts, not the actual mesh
wanna make a plant vine mesh to put around my lvl
You use a mesh component
I'm trying to upgrade my game engine version from 4.21 to 4.23.
I have upgraded the engine and now I have regenerated vs project files. I'm trying to now start debugging the .sln file but I get this error:
Any idea why? google isnt telling me much.
Players donโt get royalties red
I.e a cylinder for rope. You create an array, stack the meshes along the spline, boom, spline mesh
@gleaming lotus change your project default to your project itself and not one of the UE4 projects (top bar changed unused to your project name) or right click your project in the solution explorer and set as startup
and "give a lower royalty" doesn't mean they get the royalty, it means they pay a lower royalty
Just like how 3 doesnโt mean 3? ๐
Thank you very much @grim ore ๐
@abstract relic cheers, will try that as soon as I get home ๐
Isnโt it though?
@gleaming lotus lol I didnt get the wording right but hopefully you got it figured out
I believe Matheww
Well, hopefully by the time I have anything close to a finished game EGS will have these basic features included so I can switch back
๐
EGS does, hence Dauntless
Switch from where? You have to be accepted first to use egs ๐
@halcyon flame The Option String can be used for this, yes.
You know what I mean, High Tide. You have a problem with taking things literally
Obvs I'd go through the approval process, that was implied. That's part of the switching process
I enjoy logic yes
You pinged 3 people one after another for something not close
Not *one after another
Some say logic is the basis of language ๐
@modern sinew you know there is a free forever plugin that deals with make your own ingame store
I can't fault them for wanting to have your network stuff in place when starting, just the full EGS platform is not open right now so you would have to partner with epic or purchase a license in order to do it right now.
Detoxxe I'm not talking about IAPs. Talking about getting the account name from EGS and setting that as the player name
Which apparently isn't an option rn
ahh sorry..... missed that part of the conversation
So I have to set my whole thing up with Steam and just hope that it is a simple matter to switch platforms whenever I have a complete game and can sign up for approval
I don't know how different the two are in terms of getting info
Player ID and Player Name are two different things AFAIK
the FAQ was updated to show more date info ```When can I use these online services?
You can already use the Game Analytics and the Ticketing Systems services today by signing up for Epic Online Services. For dates relating to additional r services, we will be sharing our definitive plans and updated vision for the future of Epic Online Services at GDC 2020.```
ok
I enabled the Online Subsystem Steam plugin and Get Player Name is still giving me my computer's name, so I guess I did something wrong
@regal mulch dude thank you
As a random aside. Are you attending this yearโs gdc Mathew? Or any lurkers here.
Part two of requesting advice on updating engine version: I did what Matthew said and now the project files can be debugged! However, I get these warnings. I am using the voxel plugin with this (I've already updated the plugin files to be the latest 4.23 version as I'm upgrading my project to that version) Is this issue I'm having something to do with the plugin, or something I am doing wrong? I appreciate the help so far, kinda rubbish with this sort of thing, thanks!
I would ask phy to be honest. Head over to his discord if you havenโt already
He should be awake soon I believe
did you delete your intermediate and binaries folder before building? just to be safe since you are upgrading
I deleted my intermediate project files but not binaries, I shall try that
@abstract relic I will be at GDC yup doing nothing professionally as usual ๐
but I would also do what they suggested and try the discord. It looks like your missing files for some reason
which kinda makes me curious on how you upgraded the plugin (maybe they moved files between version and it needs a clean install?)
Thanks, thought it might be an issue with that as Phy made some code for me since I was doing some hacky stuff with the plugin
Rip yet bless phy and his hacks
I bet it's due to the procedural mesh component being a plugin and it's not in his buildy thingy as a module
Nop, defo 4.23
if he rebuilt his solution stuff it probably doesnt have the reference to it as needed IE: the first parts here https://wiki.unrealengine.com/Procedural_Mesh_Component_in_C%2B%2B:Getting_Started
I also just realized that might not even matter as it's the plugin failing and wouldnt this need to be declared in the plugin build files lol... no experience with plugins here
No idea! Its almost 8am here... its been a long night and trying to work this out is bugging me ๐
yep that's all I've got but even then the other error about the actual plugin missing part of itself isn't a good sign lol
Good lord, sleep.
I appreciate the help, hopefully Phy might have a trick up his sleeve
Even phy isnโt that crazy. No debugging until after tea or 3
Phy be west coast so itโs like lunch time there or something
Do think mathew is right in the plugin thing though, with procedural mesh
Hi guys, I created a light setup in a map, now I'd like to merge them in a single Blueprint Actor. How could I do that?
I know that there's the Merge Actor tool, but it only takes meshes in account, not lights.
Hello c:
After updating my radeon card to latest drivers all my stand alone builds freezes and have performance issues. Anyone experiencing this with AMD cards?
Hi, I'm spending a lot of time to find a way to set a camera in a 2d game that fits pixel to pixel (pixel perfect) Is that hard? I tried ortho wide, changing UW units etc etc. Is there any way to make it? Nowadays 2d games are very popular again, should not UE offer an easy way to achieve it?
Does unreal engine support 1080p video as an intro for the game?
Everywhere on the internet people are saying that videos have to be MP4 at 720p
yes it does
But these are quite old comments, has anything changed or is it still 720p?
I'm thinking about purchasing a custom made animation for my logo and not sure if i need to pay extra for 1080p or if i just should buy 720p
How do I register the copyright for my game? :3
do i need to create a studio title to publish a game?
@trim silo you can test with these maybe? https://www.unrealengine.com/en-US/branding
they're 1080p
Thanks! will test
Hi everyone! So, i have a low to medium-end laptop. after 4.20, it started to run heavier the editor. Already watched the cideos from epic about performance. done somethings here and there. anybody got any tips on how to aproach the editor performance on medium to low end notbooks/pc?
or better yet, how to manage better memory cnsuption from my notebook? cuz lately, the engine has been eating a lot from my memory
You simply need atleast 8gb of ram for unreal. Anything below is unbearable
I have 8gb of ram and I have the same problem
apparently the good is 16gb ram + 4gb of Vram
or better yet, how to manage better memory cnsuption from my notebook?
yep, 8 gbs
cpu and gpu
not the best ones, but i do have separated
and stil, sometimes, th editor simply decides "Oh, tasty memory ! let me take somesips"
and "drinks" the whole bottle of my notebook memory
"Oh but you need a regular PC, not notebooks"
@humble stirrup yes
I live in Brazil, with the taxes we pay, is not an option right now to buy a pc
so i figured out the health system finally but now i have to do the death animation implement!
trying to figure it out where do i do the animation at which end, the Ai bp or the third charter bp?
i did the take away damage function in the first character blueprint, tried doing play animation at the end but won't work for me
did the other haft in my AI bp so that why i have take damage in my third person bp, just so u know anyone that tries to help me
Hello guys, is there anyone who used before Steam User Stat system with blueprint? Thanks! ๐
@humble stirrup , @plush yew : Does the editor work slowly even on an empty project, or just on your own projects?
UE is very powerful. It's truly not hard to create a scene that will slow your computer way down, if you're not properly optimizing.
** BladeGames opens the YouTube channel with a public presentation Thanks to the collaboration of our team Introducing Alone In The void **https://www.youtube.com/watch?v=9bgRQsSBxIE Any support or comment, whether negative or positive, helps to keep improving as a Study
BladeGames Studios Anuncia el lanzamiento oficial de Alone In The Void
Aquรญ dejamos los Links de nuestras pagina web donde subiremos contenido vista al publico
https://www.bladegamesstudio.com/
Estas Son nuestras redes sociales donde si que estaremos mas activos
Discord: h...
4.24.2 hotfix released
The 4.24.1 Hotfix is now live!
Feel free to discuss this release on the 4.24 forum thread. (https://forums.unrealengine.com/unreal-engine/announcements-and-releases/1695917)
If you experience a bug with the 4.24.2 Hotfix, please follow the How To Report a Bug Guide (https:/...
Hopefully they might have fixed the nasty D3D fatal crashes.
Not sure though.
At last! And the uv channel 1 issue that didnt allow me to bake lightmaps ๐ฌ
@plush yew
honestly?
- I have no idea what's game is about from the trailer, showing off generic space station - these days it won't draw any attention, sorry...
- half a minute to show logos isn't what I love in trailers, also placing unknown names in trailer? nobody cares, it's only worth if you're using famous names
- content is in English, but description of video not anymore...
can't say anything about project because trailer doesn't show me the game ๐
Yeah that video feels more like an intro sequence to the game itself instead of a trailer... sort of to get you into the mood of the game before giving you the controls
Landscape phyiscs material problem is fixed with 4.24.2. Finally
which problem was that?
physics materials were not working on landscapes, because of that my footstep sound systems were broken
I couldn't get any physics material info when I send line trace to the landscape, now I can do that with the new version
Looks like the D3D crashes are targeted for 4.25
But i doubt 4.25 will come in two month 
Yeah. Literally can't work in 4.24. Frequently crashing.
Any Marketplace creators here? If so, what's your opinion on which versions packs need to target?
Is it okay to go with the latest release, or is it better to make an effort to support a lot of previous versions?
@exotic cave I usually start from 4.21. it depends, i think most enthusiasts or indie will be up to date, but bigger studios (with more money ๐ค ) might be locked in with earlier versions
D3D crashes in drivers feel more like an issue for NVidia/AMD to fix
anyone managed to build chaos with 4.23? I get this error: UnrealEngine-4.23.1-release/Engine/Source/Runtime/Engine/Private/PhysicsEngine/Experimental/PhysInterface_Chaos.cpp(127): error C2106 because of left operator "="
I did...compiled fine. You should keep in mind it required source build of ue4.
also it will be like 100+Gb
I'm trying to run a UMG widget in another thread, so it can play while we load a map, but it seems like spawning and running the widget on another thread can only be done by using an FRunnable task that manages it - am I going about this the right way?
Well there's already a thing that does that in the engine and it can take a widget
What's it called?
Sorry about the frame rate
But how do I stop it from repeating the animation?
Is it a skeletal animation? just click on the node playing the clip and uncheck loop.
4.24.2, need to recompile all the shader of your project, nice 
has anyone created a EUW for selecting a large amount of meshes with just one click?
@plush yew the only channels where promotions are allowed are #work-in-progress and #released. please read the #more-resources.
Thank you @ @normal burrow
Has anyone used a USphereComponent and found it would trigger hit events on itself but not other objects?
I was able to solve this by Using a UStaticMeshComponent assigned with a sphere mesh.
I also made sure the collision settings were the exact same.
@harsh tiger what does euw stand for?
editor utility widget
i dont know the target for that cast, im just trying to get something working before i continue on with it
i think that node might be useful but it doesnt show on the for each loop
Oh okay gotcha.
this works, but hiding them isnt what i want. i want to select the actors
you are trying to select actors in the scene and do something with them or ?
yeah mathew
i've seen your vid
but my plan is to be able select a lot of meshes in an area with certain tags that i can input in the euw
be able to move, rotate, scale, group etc
Can't you just call set actor selection state directly on the actors. I am pretty sure you can just connect the array to the node too.
so you want to type in a tag, find all the actors with that tag, then have them selected in the viewport?
yeahhhh
if i can get that to work i can add more ways to select meshes at a later date
Does anyone know how I can adjust the fall acceleration of my main character using a curve?
I watched some of this and I would love to use this, but idk if I can understand what they are doing in C++
https://www.youtube.com/watch?v=BcxtpSLMnH4
Is there a way to do it in Blueprints or would I have to go into the script?
Richard Hinckley, Sr. Learning Resource Engineer, returns to the livestream to discuss data-driven character movement. We'll demonstrate how to use curves to affect the feeling of your game's character controls. Friction, acceleration, jump arcs, and even gravity can all be a...
this seems to work for me, grabs all the items with the Actor Tag of One and selects it
heh. in a video coming to the learning portal for EUW's I make sure I clarify that it needs to be enabled more than once just because of this lol
sounds awesome, do you have a release date?
Out of my hands lol, between now and never
the funny part is I was second guessing myself on if i should make the goof on video (not enabling plugin) so I could point it out again and I guess it was the right answer ๐
fair enough, an i had it turned on when i first watched your video. but that was some time ago and i just created this project last week and forgot haha. it wasnt until i seen your ss that i remembered
ogBlueprintNodeCache: Display: The blueprint template-node cache is full. As a result, you may experience interactions which are slower than normal. To avoid this, increase the cache's cap in the blueprint editor prefences.
what art thou meaning in english?
what sorta interactions is it talking about
uhm maybe the ones where you interact with the nodes?... ok that was bad
lmao
that is cool tho I have never seen that warning
brand new 4.24.2 warning, i think
please tell me its actually ogBlueprintNodeCache
lol We couldnโt find any code matching 'BlueprintNodeCache' in EpicGames/UnrealEngine
please i want this. lol
huh yeah there is an option for Node-Template Cache Cap
but it's in .23 for sure so it's not new
looks like it caches the menu stuff
yep lol was just looking thru the source
but that error message is not part of the source, must be a strings file somewhere else
is LogBlueprintNodeCache in the code?
man that's weird, I wonder how you did that
someone slung some rumor about that fortnite somehow was made in UT1 version of Unreal but made to look like UE4... ๐ค
well.... how much of the original UE source code is still in the UE4 code base
unrealception โ๏ธ
how i did that was 3 years of shoving blueprint code into 1 character BP
and then inherit from a parent class itself bloated with blueprint code, that inherits from another 1
lol
Can someone explain to me how UE thinks about compiling materials, It compiles 5K shaders initally, decided i want to change something and click compile again, now it's 10K shaders, changed something again, 15K. How can it just add everything up, it's the same material? Also wants to compile when i save after adding a single comment? Don't know much about programming but this seems a bit lazy to me.
all of the nodes in the material translate into text code which is the shader. every permutation for your material has a shader (platform, static mesh, etc.) which can lead to multiple shaders per 1 material in the editor. Every change has to recompile that shader from material nodes into shader code so even if it's "just a comment" to you it's a change for the shader. This is why they have material instances to allow changes of parameters for tweaking without requiring full compiles. If you lower your supported platforms and the material permutations needed in your project you might see this number go down
Hm, alright thanks for clearing that up : )
the bigger chain of problems come from when you do it on a material function or something that is contained in another material which just causes all hell to break loose
Got a few of those, all in all, small price to pay for such a nice tool
But uh, thing is also.. So i just finished compiling all the 15k Shaders, and somehow the compile button is still green. I click save and now it's compiling again. There has been no changes since i compiled. Seems just clicking in the editor itself makes it think something's changed
I better just click save since it saves and then compiles
Or both anyway
hello, I have a map I made and added a auto material landscape to it, and I get 20 FPS average, what is the best way to increase fps.
Remove the auto material
yeah i know about that. that fixes it. but I want to see how it can be decreased
so I know in the future
There is literally no way for us to know. There are a million things it could be and we have no possible way to identify any of them when all the info we are given is "my auto material makes low fps, how fix?"
In a nutshell, thats all the info provided to us and we can't work with that ๐
hmmm, well im not experienced. But I would say that there arent any LOD's for the textures, and that makes it low fps. is that possible?
i understand what you are saying
Sure, its possible just the same as its possible that tessellation is enabled and causing FPS or that there are to many shader instructions. Among a million other things.
How do you know there are no LODs for the textures?
Landscape auto materials are usually pretty expensive so my best guess is simply that you are using a auto material thats just to expensive
LOD for texture is called mipmaps. Not quite what you think it is though
well im looking at the landscape and I dont see any differences in textures in front of me and those in the far
thats why I think there are no lods
And I can respect that you are inexperienced, but you need to learn how to help us help you. Without more information about what you are needing help with, then we will just be spitballing answers and thats never fun
Mipmaps are automatically generated by UE4, and you probably wouldn't notice them
^^^ what Ziecore said
If I made my own material and painted the terrain, that would work fine to some extent. wouldnt get me the same fps, but would be better, so Im not sure whats going on here
if you use a better texture format like exr you can define mips yourself
but otherwise yeah you configure how ue4 generates them
There's always detail texturing but that doesn't really affect performance as much, just reduces tiling when view at a distance.
a good question to ask is what should you be getting with your hardware for fps?
Another: What's my baseline fps?
i got 32ram and a gtx1660
if your not constantly reading the profiler you'll miss what is expensive and what is not
what is your uncapped FPS that you get on the landscape before you apply the LAM?
yeah that and or some stat commands
stat rhi
stat fps
Console commands specific to displaying game statistics.
that is the cap
t.maxfps 1000
put that into console (unless there is a way to actually uncap it?)
in editor settings I believe
hi guys, wanted to know the best place to place variables(ex. wood, metal, money) for rts type of game. To an actor manager or game instance?
that or project settings. I'm 80% sure I saw it before
i'll look around, quite curious myself
Its t.maxfps 0
nah that implies a 120 cap t2
it may be a "use editor preferences" thing though, looking into it.
my console key isnt working tf
@old fulcrum depends on variable
is it definition of resource or actual inventory - counting them? ๐
i plan to have both.
probably you should have an "inventory" class, resource class/struct definition often should go to separate InventoryTypes.h so you can easily use in various classes
player an AI player should have separate instances of inventory, i.e. InventoryComponent
game instance would be useful if you want to store inventory state between maps, otherwise could be better to keep in the inventory components of player/AI
i see ill go with inv components thank you very much doc
and dropping a normal material using a few textures doesn't drop the FPS on the landscape right? losing 220fps seems a bit odd for the LAM stuff
@normal burrow when I use T.MaxFPS 0 it sets it to unlimited
ok i get 140fps witht the fps, there was a noTes material. that solves it
i'll test t2
I'm getting 800fps looking at my landscape at cinematic settings @normal burrow using the command T.MaxFPS 0
but my player start spawns under the landscape now
its always been like that for me t2
can't locate project settings for it unfortunately either
did you see the video though?
Yea, I did
i realize thats how it's documented
Documentation =/= Reality ๐
ye
ill look for something
anyone know how to fix player start spawning under the landscape
I would assume move your player start above the landscape?
i did
does it fall thru then?
it doesnt fall it just spawns under it
Are you setting a spawn inside ur blueprint?
no
i have even deleted and pulled a new one in there but still nothing
i even moved it above the landscape, still the same result
try this go to ur landscape>details panel, and try turning of Relevant for level bounds
hmm
@dense gate "mehtehtrollface09/24/2019
Such a file doesn't exist in the source and doesn't get generated during building
Thing is, it worked absolutely fine, it seems like something doesn't generate this header file
CompileChaos=true in the editor build, so everything is as should be
There's not much on Chaos but I've been working on implementing some destructibles in my project
So suddenly getting this random Chaos error after trying to add discord rich presence is beyond me
After the "not found" error there's a big bunch of "ispc not a class or namespace" errors which seems to be from that same header"
Did you figure this out?
oh, so it's ISPC thing... this files of ISPC (2 extensions) where initially ignored (.gitignore ignore everything and then they whitelisted extensions) and they made a change later to include them on GitHub, but it got messy for some people... somebody had simple solution
I tried resaving this...3> [260/3605] Module.Chaos.cpp
3>E:/UE4Source/Engine/Source/Runtime/Experimental/Chaos/Private/Chaos/PBDCollisionConstraint.cpp(24): fatal error C1083: Cannot open include file: 'PBDCollisionConstraint.ispc.generated.h': No such file or directory
maybe in #engine-source, can't remember
Thing is, PDBCollisionConstraint.cpp has this... #if INTEL_ISPC
#include "PBDCollisionConstraint.ispc.generated.h"
#endif
yes, you're probably don't have this few files downloaded
๐
there are few .ispc and .isph files totally in the source
hmm...it compiled in 4.24.1 and this file was there too...ugh. so frustrating.
Heh. These got removed.
Please tell me I don't need to go through all the non-existent ISPC/ISPH files and put them back in manually? ๐คฆ
what I did, I moved them out to desktop when GitHub Desktop asked me to resolve these files and put them after sync ๐
I'm not git expert, just went this way and continued ๐
@brave widget I won't tell you that, but I have a lot of them removed. Sigh.
Yah, about to figure out how to get them back.
Same, and they are scattered all over ๐ And now I need to go find each and every one of them somewhere ๐ And pretty sure I don't have a backup (dumb move ๐)
@lethal iron I've downgraded back to 4.23 for the time being
4.24 also introduced a bunch of bugs for me so it only got so far
But also I get gigatilted because currently the engine compiles for ~4 hours on my machine, I'm waiting on a PC upgrade before attempting again
I dunno if there have been any improvements to Chaos for 4.24, even if some features I'd like to have in that engine version
But for the time being I've reverted to 4.23 and I've had no issue
Gotcha. I can appreciate that decision.
4.23 has been a really stable version for me anyway, I've only had some abstract issues with some plugins
Unless something groundbreaking releases in 4.25, I think I'll have my project stick to 4.23 for the time being
yet I heard so many people complain about bugs/crashes when trying to cook their game in .23
then again, with so many variables, its bound to happen
I haven't had an issue myself even though I've cut off a bunch of iOS/MacOS platform support and other aspects I don't use
working with it on ghostrunner, and it has not failed me so far
The only issues I've had with it is trying to enable multithreading
Though it's from plugins that expose threading functionality to BPs, so that probs explains it
I am going to stop updating the same day. Of course, i have said that before ๐ฆ
lol
I tried updating same day because some features I'd really like to have
But alas, it only made me literally unable to develop
I am still in learning/hobby mode is one reason I just update so soon. Just need to get a bit better at where I spend my time. Let others work the bugs out.
Tbh I think I can yoink some of the features from the 4.24 source and import it in the current 4.23 version
Though dunno how worth it would be considering it might just bring extra headache
Agree
it's update "so soon", if your project does require huge work to integrate new version and you're not close to the release - it's not weird to keep upgrading
at least for me they add sweet stuff all the time ๐
Well, I use SourceTree for my source control. I went through the list and got the files back. Now to wait for this 3rd compile attempt to finish.
Oof, from the "future releases" in the roadmap, the only thing I'd like is production ready Chaos
btw, I started my gamedev life with in-house tech, crashing all the time, core things broken every day, as quest designer much of my work was getting others to make "engine not messed up" ๐
after that little issues with integration is like kindergarten ๐ ๐ ๐
For version control I basically use a folder sync to my home server
Saw a post that Fortnite is just now starting 4.25 cycle to use Chaos. I can wait on that.
And after every engine change I go with "skip converting"
I do software dev for a living. I have to have ver control.
folder sync? that's brave, I've got to say
I mean, every few days I sync it to my local HDD and then the server
Y'know what they say
If it doesn't exist in at least 3 places, it doesn't really exist
lol
๐
And I don't dare to use version control because the folder is 140 GB right now
That's true lol
All those asset packs been juicy
you're an asset grabber type ๐
although p4 would still eat that for a breakfast
๐
Oh, I just ver control code, not assets.
nice compression of versioned assets they have
Tbh I just grab small bits of many asset packs, but I need to keep them in
Also I use pretty much entirely BPs for my project
Makes it easier when I go and release since I'm planning on enabling modding support
And it runs decently on an old-gen 2.7 GHz Intel, so I'll take it
Nice....and finally, I have 4.24.2 compiled. Sheesh.
Lol
I'm swapping to a 2700+1070Ti rig soon so I'm waiting on that
I don't dare compiling code on either my current PC (old ass laptop) or the server (old ass i7 with 6 GB RAM)
I have a sweet laptop to compile it on. That will be nice for you.
Main PC is quadcore 2.9 GHz, server is quadcore 2.7 GHz, but I'm getting a hexcore 3.1 GHz soon
And the Ryzen of course coming soon
Either way, I don't dare compiling on either because it takes too long
Nice. Got a 32g ram, 2.9ghz 6 core i9 works pretty well on my laptop
Offloading swarm to the server has been a saving grace for not waiting too long on doing BPs tho
@normal burrow I fixed the uncapping FPS after I updated I deleted
Intermediate
Build
Saved
and then re-launched the project and tried T.MaxFPS 0 and it works now
hey guys is it easy to make a main menu? like is hiding other widgets easy or hard because I don't want my map and health bar to show in the main menu
Have a separate GM with the main menu
Ok, I can stop pretending to work and now work on the ue4 project.
Custom pawn and controller to spawn the menu widget
@dense gate that's smart
yep what @dense gate said
Upon selecting a game, loading, connecting, etc, just load the new mode
I didn't think of that
That's literally standard tho
Just remember to have your main menu map to the menu GM and keep the default GM as your gameplay GM
@tawdry heath there is a UMG course on the learn portal that covers having a main menu, in game hud, and pause menu that clears the hud off the screen just an an FYI https://www.unrealengine.com/en-US/onlinelearning-courses/your-first-hour-with-umg
the documentation is very useful I can understand it
Guys am I the Only one who is missing YouTube UE tutorials? :/
Do you recommend anything to watch/read?
With what @feral crow ?
So I bought the Polygon City Pack
and im using the Thirdperson template
When I click play the character spawns where my I am in editor . How do I make the character spawn in a specific location?
click the arrow next to the play button and change it
There is none
oh you have to move your player spawn
The charcter doesnt show
Either use a player start or drag in a pawn and select this :
Auto possess player
at top right right there is the actors, search for something like player start and move it to where u want it
@lethal iron I feel completely stupid ๐ All I had to do was Discard changes in Github Desktop and the files reappeared ๐ค ๐
fix up redirector and pray
can someone assist me with multiplayer.. i opened ports 7777 and have a listen server running yet my friend cannot join
@abstract relic is there a way to refresh directory in ue4
Shut it down, boot it back up
@normal burrow PIE is hardcoded to cap 120fps, you can only bypass it inside standalone
t.maxfps 1000 will bypass it
Is there a way to use per-level WorldSettings out of the box or would this involve implementing it yourself through a custom engine build that handles re-initializing the world settings of UWorld etc?
The only way I can see to possibly do this is custom engine build with special handling done in the UWorld and UGameEngine/UEngine
wait, a different class of WorldSettings per every world?
why, if I may ask? ๐
maybe there's easier solution
not sure where to ask this, but can you use blender to create the groom assets that the new hair plugin uses or do you have to use a different program?
@shy silo no word on blender here
https://www.unrealengine.com/en-US/tech-blog/an-early-look-at-next-generation-real-time-hair-and-fur
neither here
"Since acquiring Shave and a Haircut, Epic Games has made itโs v9.6 Maya plugin and associated shaders available on GitHub as both source code and compiled binaries."
Guys I need some serious assistance. Nvidia wants to play our game for a little partnership however we have a slight.... bug. Our water is flickering and we cannot seem to figure it out
I am open to just about any ideas right now.
they are aware we recently changed sky systems but i really dont want to hand them a copy of it like this....
Hey can anyone help me with multigates? I want to have multiple actors cycle through a multigate which sets their materials, what's the most efficient way to prevent the objects from displaying duplicate materials?
Uh. Check near clip plane darinis?
Project setting yes
Try 2. Just to see if thereโs any change
restart needed?
Yes
ok
so 2 is no real difference. Maybe a little better
0.0 def messes up EVERYTHING. lol
how far away is the camera usually?
its 3rd person but it happens usually when your facing away from the sun
however it can happen when your far away facing the sun
hmmmmmmm
but removing the sky lights and directional lights still have the same issue
we can bring another water material and the water in that works
however we still have flickering happening on trees and other things with the shadows
Is water thatโs flickering translucent?
yes
Oh? Trees too? Hmm
Does it happen to all the machines?
Not hardware then
we are testing a cook as well to see if it happens in cook
this might sound strange but do you control lights by modulating their color or intensity at all?
im going to open up the buffer here in a sec
no it never goes down to 0
Clamp anyways
does that wobble you do for candles look similar to what you see here?
its clamped usually around 1-10 depending on light
yeah definitely clamp anyways
ehhhhh slightly?
are you clamping at zero?
- Pat
okay! I will check that
hahaha
Has anyone here experimented with cel shading in unreal 4?
and i will clamp just in case but those videos are not during runtime either.
Thereโs a new quote function in discord Luos. You should try it out
Especially on pat
๐

banned
- Luos
darinius, any way you could not have the candles flicker temporarily?
What channel would I go to if I wanted to ask about cel shading in Unreal?
so in other words the buffer screens look okay?
surprising amount of wobble on the camera there..
its something specific to the translucent materials
you got some vertex boiling for sure
? the camera isnt moving. lol
how far out from the center of the world are you
like the most furthest away from the center of numbers
not far off at all. maybe 1000u
Translucency setting would be the next area to look into
okay ill take a look at those here next.
And if you have post processing
this could NOT be a worse time to finally get an oppertunity like this and have this kinda issue. ๐
that could totally be post processing related yeah, did not think of that
i do have a new post process
disable it all, temporarily
all of it. all the processing. delete it all! ๐
yeah i responded too hastily there
removed it and its still happening
hmmmmm
yeah, if you look at the flahses in that last video you put up
For discussions about Materials, Textures, Lighting, Particle Systems, and Post Process Effects.
pay attention to the shadow of the tree, over the water
it looks like a real light is being culled out anyways. the shadow of the tree matches the color of the water in all frames
And just as a quick aside. Try turning off two sided material
๐ค that occlusion article you linked is interesting. I had not come across that one yet.
or have you
lol
okay soooo we just deleted everything from our map....
and no more flicker
one of the devs just reported
all that is left the post process, the sky, landscape and water
no more map?
oh, you deleted everything candles?
Could be the trees
the trees are there too
Oh
but yeah we deleted all actors, static meshes and whatnot
Now do that again but just the candles ๐
Yeah, lol was gonna say that too.
https://gph.is/183qL8g
๐
Can anyone help me with a level sequencer issue I have?
Just wanting to check if this is the appropriate channel for it
ask and we'll decide
You shall be placed into the correct channel via the judgement of the sorting hat
Think only good thoughts
alright so I have this small animation set up where a lamp falls from the ceiling when I enter my trigger box but after the animation is done, the lamp is reset to its original position (the ceiling)
my blueprint
what is intended result?
that the lamp stays on the floor after the animation is played
I would imagine you need to set the position afterwards
Iโm wondering if they were merely rendering it out
actually dont sequencers have options to leave objects in place when its finished?
I dont think I need to tick any of these right?
yeah the Restore State i think is what would put it back
loop indefinitely and loop exactly
not sure what exactly means
@marsh swallow tried it, still no luck
hey guys how would I be able to remove this crosshair
also idea....
soooo any chance that Lights in particles could be causing the issue?>!
Yes
anything is possible for sure
because those flicker outside of run time
Lights + particles are a combination that makes me internally weep on sight
sorry I mean cursor not crosshair
lol why?
lol ๐
@marsh swallow not really
well darinius, its possible a negative light value is in there somewhere and its causing trouble too. really any source of light should be considered
not really what?
yeah were going through each BP right now
particles were just a sudden idea
i could always just deliver it with no lighting at all.
It is a reaction you should have. People tend to go crazy with particles ๐
๐
๐ then the RTX would be a MASSIVE improvement
Letโs add more particles
Then more light
Itโs not shiny enough, add a 100+ emissive
And lens flare and bloom
the particles weren't bright enough, needed point lights
And more particles
why not spawn lights randomly with particles
i also just decided to run the new 4.24.2 update....
that was a mistake
darinius... oof.
what was the mistake?
something to do after we fix it lol
Ever put your feet on the computer to stay warm? Thatโs how you do it ๐
just out of curiosity?
i started at 70k so its not that bad
I should put my computer on the floor really
you need this tomorrow right?
i just would have held off on any more updates after the first one introduced something lol
well i have 2 other guys trying all these things
so im just 1
and they want it tonight
okay we killed all candles
and it seems to be okay now
before 4.24.2?
yeah they are running 4.24.1
only i just upgraded
but i have save states on my PC so i can revert quickly
cool
a lurker.
well, like i said. check that the values aren't below the thing that seprates negative and positive ones
so you had two other's scrambling at our suggestions? ๐
lol ๐ I have to assume at the number of people on this server, that is a commonality
got yo peeps on post
๐
It amuses me so for some reason
ikr?
its not like we get another chance at this oppertunity. ๐
"I'm trying pat's suggestion, you read the occlusion forum post, and you turn off two sided material"
๐
all my people are like, "I can't think of anyhting funny for pat to say!"
#askpat
๐
So @kindred crag still stuck?
yeah unfortunately
It seems be particles. Lights in the particles
were narrowing down and its looking good
Describes how to keep any changes made through Sequencer when it has completed or restore changes back to their original state.
ohhh!!!!!
my lamp doesnt have any lights atm
I assume if you read that article, it might help
sounds like you have to tag the lamp's transform to not restore state explicitly.
ahhhh there it is
I โค๏ธ you all
when Finished Keep State
hmmm let me try that
on the track itself
You similar php threw me off. You all look like mini Darinius ๐
๐ yeah we all have a color
hmm its kind of working, but now the game starts off with the lamp already on the floor but I think with a few tweaks I got this
It's very power rangers
lmfao
or tmnt
Yeah a certain someone had fun with mine

idk if thats a good thing.......
or a bad thing
I wanna say thats a good thing
Dragon's Unite!
idk well work on the catch phrase
its a good thing.
insert Captain Planet theme song but this isnโt lounge
ye
it's so much better.
Iโm not pleased with this turn of events
but not sure why after the engine upgrade its doing that.
lol
when we were on 4.16-4.21 lights on particles just never worked period
<?php echo "wut"; ?>
then we upgraded to 4.22 and suddnely they worked
@normal burrow @marsh swallow I finally got it to work, thank you all. 
well actually @abstract relic found you the article
and now were on 4.24 and they are broken again. ๐ฆ this makes me sad
back to point lights
would report that bug
oh wait. P@t did find the article for you
๐
bug report
ahhh man. I hate reports
@brave gate not necessarily using a different world settings for each world but the option to do so. Sometimes a "world" should/could represent something vastly different than another. Certain systems sometimes get added into WorldSettings that you might not want exposed to all worlds. There is always another way to do things though. Would just be nice if per-level world settings was possible
what was expected behavior?
for it to control the skeleton that is in the scene
instead it creates a new skeleton
when i press play
ah
doesn't work that way
by default
yeah
basically its spawning a new one when you run PIE
search for a setting called auto possess, i think
Hello All, i am new to UE4 and stuck on something simple i think. I have an object reference to an object called "CurrentEquipment" and i would like to know what makes up this object. how can i figure this out? Sorry to bother with the newbie question
idk what im doing wrong but i cant move
i can move the camera but i cant go forwards backwards or up or down
@plush yew you mean in the editor? just hold RMB and WASD
its like the point cloud isnt attached to anything
@dark rune
the only way i can move is moving the axis thing in the middle of the screen
@normal burrow @abstract relic So we found the issues.... it was literally all of our lights. Something/some setting was messed up after engine upgrades. We had to remove all point lights and readd them... the results....were well...
incredible.
No more flickering either.
ah so just to be clear, it wasn't particle lights?
thanks for following up, was curious
Glad to hear it. Thanks for the update Darinius. Hope the presentation or whatever it is will run smoothly for you lot. Goodluck
Hey so I'm trying to mod in some new geometry to mechs in MW5, I export the FBX to blender, change nothing, reimport and get a message saying UE4 can't merge the bones
What might be causing that?
If the asset is completely unchanged
I'm targeting a file called Mech_SKL which is a shared skeleton file that every mech uses
The original SKM file I ripped the FBX from targets the same file, and when I import the FBX back in and direct it towards that SKL file I get "cant merge bones"
and this
It asks if I want to auto generate, if I say yes it still says merge bone error
Okay so while adding more of them back in.... the flicker came back?
we were able to get about 3-4 lights in the area before it began again
are you wobbling them still?
@brittle parrot might want to check that flea_skm bone. If it's missing then that will probably be your issue
There is no Flea_SKM bone that I'm aware of, it's just the name of the SKM
Is there some weirdness with Blender and Unreal?
It'll be a reference thing
It's hard to say without seeing the before and after hierarchy
I can show you the hierarchy in unreal, just reverifying my files as it went a bit haywire
Maybe blender added that flea_skm as a node and unreal is treating it as a bone or something. Just make sure the hierarchy is identical from the first exported fbx, to your exported one from blender
I use Maya and 3ds max so I do t really have much insight to blender specifics
That's what I'm thinking the problem is
Although I could test by exporting the fbx in unreal, and reimporting straight away
@normal burrow nope. no wobble at all. this is just default light
yeah its almost like were being limited by something...
we took it to 0
with 1 no issue
2 no issue
3/4 is where we get an issue
but were talking 2-3 in a whole building
not next to each other
are they stationary?
Yeah likely are.
I know there are placement rules with stationary but I wouldn't really assume thats whats going on either. You could try putting them to static, though you'd loose the ability to wobble them
i wouod be totally fine with that
and it only effects translucent materials
at least that seems to be it.
we also did try a new map
just in the event kicking truesky out did some weird stuff
hm
perhaps it's possible its not a light issue after all
i mean it is a light issue, but maybe its unrelated to a count of light. it just doesn't show when there aren't any shadows
i did not check different render settings these are happening on epic
yeah
hm are your trees translucent?
well the leaves are yeah
not masked?
lemme check that too
Wrong channel. Take that to #work-in-progress
Ok, it's a blender thing
I imported straight from export, no blender work, and it imports fine
although it does import without animations and stuff
Looks like you forgot to disable the empty group from bone hierarchy
Thatโs pretty normal. You can fix that upon import. Or it might be a project setting. Itโs been awhile since I had to fix something similar
Just make sure the flea_skm isn't parented to the root or view versa
Does anyone know if its intended behaviour for GameInstanceSubsystems to not call Deinitialize after exiting PIE? They certainly call Initialize when PIE session begins, but if a PIE session ends they dont call Deinitialize.
Fixed the issue. You have to call the root Armature, it's a weird unreal thing where it has a fit if you don't specify that in the name.
Now I just need to skin it. And test it with a modified mesh. This is all with nothing actually changed.
Naming it Armature will cause the animation to appear invisible in unreal
Is that bad?
It seems to be working
just loses the skin now, that's the only issue left at the moment
Would need to check it later. Perhaps the issue has been fixed after all these years. Just keep it in the back of your mind if that comes up. This was the old work around https://www.deplorablemountaineer.com/tutorial/importing-exporting-mannequin-ue4-blender/
17 onward
I will be singing to the heavens if they did finally fix the Armature issue
Curious what that code looks like for handling that specific name
Itโs like the mat none instead of mat null bug pat
I bet it is
trembling
Everything goes through the wringer multiple times with fbx
@weary basalt I dunno but what if you end pie with the exit node?
I mean the node that normally terminates the game runtime
Same result
Hm yeah, I guess Iโd check docs on when thatโs called
My assumption would have been that if Initialize is called at every PIE session beginning, then wouldnt it be safe to assume that Deintialize would be called at PIE session end?
Its not an issue for me at least, just was curious if anyone knew of a reason this is the behaviour for GI Subsystems within the Editor
It's working. All I need to do now is figure out why textures don't load onto imported assets.
nice ๐
Doesn't look much but that flea proves the concept of changing and importing geometry
Few kinks to work out with the mesh importing nicely with smoothing but that's minor
would someone who's pretty familiar with BP class inheritance mind chatting back and forth w/ me for a few minutes... want to confirm my assumptions and ID any blind spots
eh I think I'm set actually. just being a chicken.
im lokking for the display Cluster Root Component, but when adding component i cant find it. As you see it is there in a BP_DemoPawn. Its from the nDisplay Example Template
Where is best to ask about GPULightmass? Got a CPU kernel not found error when installing.
@zealous cloak looks like a normal scenecomponent to me. hover over it to see it's actual type
@sudden agate its a Display Cluster Root Component
have you enabled the plugin?
jap
Never mind. GPULightmass was sorted.
@severe ibex What was the problem, for future reference? You're talking about https://github.com/AlanIWBFT/GPULightmass right?
And of course what the solution ๐
@plush yewthink a version incompatibility. 4.25.1 GPULM on UE4.24.2. My colleague just had to reinstall unified settings.
Can somebody help me please?
@hoary flint We don't know yet ๐
yeah
so i made a main menu
but the images and buttons are all very dull
ill send screenshots
This is what it should look like
This is how it looks like
How do i fix this
???
someone please help
@hoary flint Your widget has some sort of alpha transparency turned on, I think
can you double check by putting something behind your widget?
In the world, in your level, is it a black emptiness? is it a gray emptiness?
hmmm, That is something,...
are you using a post process material?
also jesus christ what is that resolution? ๐
yeah that rules out transparency ๐ค
I do not ๐ฆ no transparency problem, I don't see any postprocessing volume either In your world outliner, I'm out of ideas
๐
can we increase light settings of the widget in some way
?
Please help somebody
actually we don't know if he has a post process volume
@hoary flint if there's one in your scene can you disable it?
hmm
create a new widget, make it just a pure white plane and replace your current menu with that
ok
let's see if it happens inside the widget itself or if it's the scene
just a pure white image?
yeah
ok
or just whatever you have
so far so good, so it seems like the menu itself is doing it
hmm
Is there a way to give suggestions for a course on the Unreal Online learning path?
can you go to the widget of your menu and show the details panel of the background image?
especially the appearance section
GameStart is the name of the widget
you want a screenshot of the details of the canvas right?
yeah but it also has an appearance panel and maybe you've got a color override
the canvas panel doesn't have one, so no
I thought it has one, that's why I initially asked for it
RGB G is 0
that's normal
hm and where do you create it and attach it to the viewport? can you show that too?
yeah this is super weird, everything seems to be fine
i think it has something to do with the build
build?
lighting build
yeah no that shouldn't be it, the lighting doesn't affet the UI
so did the crash fix is? ๐
hm okay
it didnt fix it
I guess you could try to create a new widget and just build it up again, doesn't look like it's too complex. maybe there's one weird setting you hit, I really don't know at this point
yeah ill try again
@hoary flint i think you forgot something on the owning player
Oh, I think is fine
is there any benefit to using the Camera Manager (instead of just a camera on the pawn) if it's solely a first person game?
My multiplayer bp is more complicated so that's why I got confused
@zealous spear just checked, it doesn't seem to matter if there's anything in owning player or not
Yes, it was right... my game is more complicated and I got confused