#ue4-general

1 messages ยท Page 637 of 1

grim ore
#

I really hope you didn't lol, it doesnt take donations so you donated to someone else ๐Ÿ˜ฆ

normal burrow
#

Nah was kidding, I recall that conversation

abstract relic
#

Does it go straight to YouTube instead of 95% of it?

grim ore
#

and Unreal Engine is not a platform so.....

modern sinew
#

Epic Games Launcher is

grim ore
#

the Epic Game Store is a platorm, Unreal Engine is not.

modern sinew
#

That's what I just said

abstract relic
modern sinew
#

I thought, since EGS is the native launcher for UE4, there would obviously be some way to link them, if there is for Steam

grim ore
#

There is but you cannot do it, I linked the info on that

modern sinew
#

Wait, someone can?

still stag
#

so abou that spline mesh creation, any1 have any ideea? ๐Ÿ˜‚ just export a bezier curve from with a mesh from maya? ๐Ÿ˜‹

modern sinew
#

ยฏ_(ใƒ„)_/ยฏ

grim ore
#

Dauntless is an example of a game that can, same with fortnite

modern sinew
#

Well Fortnite is from EG, so obvs. Don't know about Dauntless

abstract relic
#

You bake the mesh Nandy. If you want a true spline mesh, you use the spline within the engine

modern sinew
#

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

still stag
#

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

abstract relic
#

You use a mesh component

gleaming lotus
#

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.

normal burrow
#

Players donโ€™t get royalties red

abstract relic
#

I.e a cylinder for rope. You create an array, stack the meshes along the spline, boom, spline mesh

modern sinew
#

You know what I meant. Devs

#

whatever

grim ore
#

@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

modern sinew
#

and "give a lower royalty" doesn't mean they get the royalty, it means they pay a lower royalty

abstract relic
#

Just like how 3 doesnโ€™t mean 3? ๐Ÿ˜œ

normal burrow
#

Over and over

#

It sounds like a closed platform red.

gleaming lotus
#

Thank you very much @grim ore ๐Ÿ™‚

still stag
#

@abstract relic cheers, will try that as soon as I get home ๐Ÿ˜

abstract relic
#

Isnโ€™t it though?

grim ore
#

@gleaming lotus lol I didnt get the wording right but hopefully you got it figured out

normal burrow
#

I believe Matheww

modern sinew
#

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

gleaming lotus
#

๐Ÿ˜›

grim ore
#

EGS does, hence Dauntless

abstract relic
#

Switch from where? You have to be accepted first to use egs ๐Ÿ˜œ

regal mulch
#

@halcyon flame The Option String can be used for this, yes.

modern sinew
#

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

abstract relic
#

I enjoy logic yes

normal burrow
#

You pinged 3 people one after another for something not close

modern sinew
#

Not *one after another

abstract relic
#

Some say logic is the basis of language ๐Ÿ˜œ

normal burrow
#

Lol ๐Ÿ˜‚

#

How would you describe it red?

wheat dirge
#

@modern sinew you know there is a free forever plugin that deals with make your own ingame store

grim ore
#

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.

modern sinew
#

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

wheat dirge
#

ahh sorry..... missed that part of the conversation

modern sinew
#

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

normal burrow
#

Itโ€™s usually just a 64 bit int

#

Player ID

modern sinew
#

Player ID and Player Name are two different things AFAIK

grim ore
#

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.```

modern sinew
#

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

halcyon flame
#

@regal mulch dude thank you

abstract relic
#

As a random aside. Are you attending this yearโ€™s gdc Mathew? Or any lurkers here.

gleaming lotus
#

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!

abstract relic
#

I would ask phy to be honest. Head over to his discord if you havenโ€™t already

#

He should be awake soon I believe

grim ore
#

did you delete your intermediate and binaries folder before building? just to be safe since you are upgrading

gleaming lotus
#

I deleted my intermediate project files but not binaries, I shall try that

grim ore
#

@abstract relic I will be at GDC yup doing nothing professionally as usual ๐Ÿ™‚

#

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?)

gleaming lotus
#

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

grim ore
#

ah..

#

well that's gonna suck to fix ๐Ÿ˜ฆ

abstract relic
#

Rip yet bless phy and his hacks

normal burrow
#

I will say grandma

#

Those seem like 4.24 bugs, your not accidentally on 4.24?

grim ore
#

I bet it's due to the procedural mesh component being a plugin and it's not in his buildy thingy as a module

gleaming lotus
#

Nop, defo 4.23

grim ore
#

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

gleaming lotus
#

No idea! Its almost 8am here... its been a long night and trying to work this out is bugging me ๐Ÿ˜›

grim ore
#

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

abstract relic
#

Good lord, sleep.

gleaming lotus
#

I appreciate the help, hopefully Phy might have a trick up his sleeve

grim ore
#

but what if they just got up!

#

8am is early when you get up at 5am ๐Ÿค”

abstract relic
#

Even phy isnโ€™t that crazy. No debugging until after tea or 3

normal burrow
#

Phy be west coast so itโ€™s like lunch time there or something

#

Do think mathew is right in the plugin thing though, with procedural mesh

brittle gulch
#

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.

orchid hare
#

Hello c:

bright cloud
#

After updating my radeon card to latest drivers all my stand alone builds freezes and have performance issues. Anyone experiencing this with AMD cards?

languid topaz
#

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?

trim silo
#

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

sudden agate
#

yes it does

trim silo
#

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

plush yew
#

How do I register the copyright for my game? :3

#

do i need to create a studio title to publish a game?

uncut vigil
#

they're 1080p

trim silo
#

Thanks! will test

humble stirrup
#

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

sudden agate
#

You simply need atleast 8gb of ram for unreal. Anything below is unbearable

plush yew
#

I have 8gb of ram and I have the same problem

#

apparently the good is 16gb ram + 4gb of Vram

humble stirrup
#

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"

plush yew
#

@humble stirrup yes

humble stirrup
#

I live in Brazil, with the taxes we pay, is not an option right now to buy a pc

foggy marten
#

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

river bridge
#

Hello guys, is there anyone who used before Steam User Stat system with blueprint? Thanks! ๐Ÿ™‚

exotic cave
#

@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.

plush yew
#

** 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...

โ–ถ Play video
winter gale
#

4.24.2 hotfix released

#

Hopefully they might have fixed the nasty D3D fatal crashes.

#

Not sure though.

uncut vigil
#

At last! And the uv channel 1 issue that didnt allow me to bake lightmaps ๐Ÿ˜ฌ

brave gate
#

@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 ๐Ÿ˜‰
exotic thicket
#

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

knotty summit
#

Landscape phyiscs material problem is fixed with 4.24.2. Finally

thick herald
#

which problem was that?

knotty summit
#

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

frail sail
#

so in that hotfix, restore previous tabs fixed?

winter gale
#

Looks like the D3D crashes are targeted for 4.25

frail sail
#

But i doubt 4.25 will come in two month pepehands

winter gale
#

Yeah. Literally can't work in 4.24. Frequently crashing.

exotic cave
#

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?

uncut vigil
#

@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 ๐Ÿค‘ ) might be locked in with earlier versions

serene birch
#

D3D crashes in drivers feel more like an issue for NVidia/AMD to fix

next badger
#

Unreal website broken again ;_;

scenic gale
#

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 "="

next badger
#

I did...compiled fine. You should keep in mind it required source build of ue4.

#

also it will be like 100+Gb

zenith narwhal
#

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?

worn granite
#

Well there's already a thing that does that in the engine and it can take a widget

zenith narwhal
#

What's it called?

tame bluff
#

Sorry about the frame rate

#

But how do I stop it from repeating the animation?

normal burrow
#

Is it a skeletal animation? just click on the node playing the clip and uncheck loop.

short onyx
#

4.24.2, need to recompile all the shader of your project, nice kappaross

harsh tiger
#

has anyone created a EUW for selecting a large amount of meshes with just one click?

rotund scroll
#

@plush yew the only channels where promotions are allowed are #work-in-progress and #released. please read the #more-resources.

tame bluff
#

Thank you @ @normal burrow

bold iris
#

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?

harsh tiger
#

editor utility widget

#

i dont know the target for that cast, im just trying to get something working before i continue on with it

bold iris
#

Oh okay gotcha.

harsh tiger
grim ore
#

you are trying to select actors in the scene and do something with them or ?

harsh tiger
#

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

grim ore
#

and then do what with them?

#

or just have them selected in the viewport

harsh tiger
#

be able to move, rotate, scale, group etc

bold iris
#

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.

harsh tiger
grim ore
#

so you want to type in a tag, find all the actors with that tag, then have them selected in the viewport?

harsh tiger
#

yeahhhh

#

if i can get that to work i can add more ways to select meshes at a later date

grim ore
jolly steppe
#

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...

โ–ถ Play video
grim ore
#

this seems to work for me, grabs all the items with the Actor Tag of One and selects it

harsh tiger
#

wait

#

is that "get selected level actors" from a plugin?

grim ore
#

the set selected level actors?

#

it might be from the Editor Scripting Utilities plugin

harsh tiger
#

i never had it enabled ๐Ÿ˜‚

grim ore
#

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

harsh tiger
#

sounds awesome, do you have a release date?

grim ore
#

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 ๐Ÿ™‚

harsh tiger
#

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

sonic pagoda
#

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

grim ore
#

uhm maybe the ones where you interact with the nodes?... ok that was bad

sonic pagoda
#

lmao

grim ore
#

that is cool tho I have never seen that warning

sonic pagoda
#

brand new 4.24.2 warning, i think

normal burrow
#

please tell me its actually ogBlueprintNodeCache

grim ore
#

lol We couldnโ€™t find any code matching 'BlueprintNodeCache' in EpicGames/UnrealEngine

sonic pagoda
#

lol OGBlueprint

#

from Unreal 1

normal burrow
#

please i want this. lol

grim ore
#

huh yeah there is an option for Node-Template Cache Cap

#

but it's in .23 for sure so it's not new

sonic pagoda
grim ore
#

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

normal burrow
#

is LogBlueprintNodeCache in the code?

sonic pagoda
#

its not an error or warning

#

just a message

grim ore
#

man that's weird, I wonder how you did that

rotund scroll
#

someone slung some rumor about that fortnite somehow was made in UT1 version of Unreal but made to look like UE4... ๐Ÿค”

grim ore
#

well.... how much of the original UE source code is still in the UE4 code base

sonic pagoda
#

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

grim ore
#

lol

calm widget
#

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.

grim ore
#

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

calm widget
#

Hm, alright thanks for clearing that up : )

grim ore
#

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

calm widget
#

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

worthy flame
#

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.

brave widget
#

Remove the auto material

worthy flame
#

yeah i know about that. that fixes it. but I want to see how it can be decreased

#

so I know in the future

brave widget
#

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 ๐Ÿ˜‰

worthy flame
#

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

brave widget
#

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

abstract relic
#

LOD for texture is called mipmaps. Not quite what you think it is though

worthy flame
#

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

brave widget
#

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

calm widget
#

Mipmaps are automatically generated by UE4, and you probably wouldn't notice them

brave widget
#

^^^ what Ziecore said

worthy flame
#

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

normal burrow
#

if you use a better texture format like exr you can define mips yourself

#

but otherwise yeah you configure how ue4 generates them

worthy flame
abstract relic
#

There's always detail texturing but that doesn't really affect performance as much, just reduces tiling when view at a distance.

grim ore
#

a good question to ask is what should you be getting with your hardware for fps?

abstract relic
#

Another: What's my baseline fps?

worthy flame
#

i got 32ram and a gtx1660

normal burrow
#

if your not constantly reading the profiler you'll miss what is expensive and what is not

worthy flame
#

profiler?

#

never heard of that

abstract relic
#

oof

grim ore
#

what is your uncapped FPS that you get on the landscape before you apply the LAM?

normal burrow
#

yeah that and or some stat commands

#

stat rhi
stat fps

worthy flame
#

120 fps

#

before the material

normal burrow
#

that is the cap

#

t.maxfps 1000

#

put that into console (unless there is a way to actually uncap it?)

abstract relic
#

in editor settings I believe

old fulcrum
#

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?

abstract relic
#

that or project settings. I'm 80% sure I saw it before

normal burrow
#

i'll look around, quite curious myself

cosmic panther
#

Its t.maxfps 0

normal burrow
#

nah that implies a 120 cap t2

#

it may be a "use editor preferences" thing though, looking into it.

worthy flame
#

my console key isnt working tf

brave gate
#

@old fulcrum depends on variable
is it definition of resource or actual inventory - counting them? ๐Ÿ˜‰

old fulcrum
#

i plan to have both.

brave gate
#

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

worthy flame
#

i get 240fps

#

without the cap

brave gate
#

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

old fulcrum
#

i see ill go with inv components thank you very much doc

grim ore
#

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

cosmic panther
#

@normal burrow when I use T.MaxFPS 0 it sets it to unlimited

worthy flame
#

ok i get 140fps witht the fps, there was a noTes material. that solves it

normal burrow
#

i'll test t2

cosmic panther
#

I'm getting 800fps looking at my landscape at cinematic settings @normal burrow using the command T.MaxFPS 0

normal burrow
#

setting it to zero enforces 120 cap on me ๐Ÿคท

worthy flame
#

but my player start spawns under the landscape now

normal burrow
#

its always been like that for me t2

#

can't locate project settings for it unfortunately either

cosmic panther
normal burrow
#

did you see the video though?

cosmic panther
#

Yea, I did

normal burrow
#

i realize thats how it's documented

brave widget
#

Documentation =/= Reality ๐Ÿ˜‚

normal burrow
#

ye

cosmic panther
#

ill look for something

worthy flame
#

anyone know how to fix player start spawning under the landscape

grim ore
#

I would assume move your player start above the landscape?

worthy flame
#

i did

grim ore
#

does it fall thru then?

worthy flame
#

it doesnt fall it just spawns under it

cosmic panther
#

Are you setting a spawn inside ur blueprint?

worthy flame
#

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

cosmic panther
#

try this go to ur landscape>details panel, and try turning of Relevant for level bounds

worthy flame
#

that doesnt work

#

on my other map it works fine

#

this one it doesnt

cosmic panther
#

hmm

lethal iron
#

@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?

brave gate
#

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

lethal iron
#

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

brave gate
lethal iron
#

Thing is, PDBCollisionConstraint.cpp has this... #if INTEL_ISPC
#include "PBDCollisionConstraint.ispc.generated.h"
#endif

brave gate
#

yes, you're probably don't have this few files downloaded

#

๐Ÿ˜‰

#

there are few .ispc and .isph files totally in the source

lethal iron
#

hmm...it compiled in 4.24.1 and this file was there too...ugh. so frustrating.

brave widget
#

Please tell me I don't need to go through all the non-existent ISPC/ISPH files and put them back in manually? ๐Ÿคฆ

brave gate
#

what I did, I moved them out to desktop when GitHub Desktop asked me to resolve these files and put them after sync ๐Ÿ˜„

#

I'm not git expert, just went this way and continued ๐Ÿ˜‰

lethal iron
#

@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.

brave widget
#

Same, and they are scattered all over ๐Ÿ˜‚ And now I need to go find each and every one of them somewhere ๐Ÿ˜› And pretty sure I don't have a backup (dumb move ๐Ÿ˜‚)

dense gate
#

@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

lethal iron
#

Gotcha. I can appreciate that decision.

dense gate
#

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

fierce tulip
#

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

dense gate
#

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

cloud cobalt
#

Every version has bugs for some people

#

4.23 was the unstable one for me

fierce tulip
#

working with it on ghostrunner, and it has not failed me so far

dense gate
#

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

lethal iron
#

I am going to stop updating the same day. Of course, i have said that before ๐Ÿ˜ฆ

fierce tulip
#

I was on 4.16 until a few months ago

#

:p

lethal iron
#

lol

dense gate
#

I tried updating same day because some features I'd really like to have

#

But alas, it only made me literally unable to develop

lethal iron
#

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.

dense gate
#

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

lethal iron
#

Agree

brave gate
#

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 ๐Ÿ˜‰

lethal iron
#

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.

dense gate
#

Oof, from the "future releases" in the roadmap, the only thing I'd like is production ready Chaos

brave gate
#

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" ๐Ÿ˜„

#

after that little issues with integration is like kindergarten ๐Ÿ˜„ ๐Ÿ˜„ ๐Ÿ˜„

dense gate
#

For version control I basically use a folder sync to my home server

lethal iron
#

Saw a post that Fortnite is just now starting 4.25 cycle to use Chaos. I can wait on that.

dense gate
#

And after every engine change I go with "skip converting"

lethal iron
#

I do software dev for a living. I have to have ver control.

brave gate
#

folder sync? that's brave, I've got to say

dense gate
#

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

lethal iron
#

lol

brave gate
#

๐Ÿ˜„

dense gate
#

And I don't dare to use version control because the folder is 140 GB right now

cosmic panther
#

That's true lol

dense gate
#

All those asset packs been juicy

brave gate
#

you're an asset grabber type ๐Ÿ˜›

#

although p4 would still eat that for a breakfast

#

๐Ÿ˜‰

lethal iron
#

Oh, I just ver control code, not assets.

brave gate
#

nice compression of versioned assets they have

dense gate
#

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

lethal iron
#

Nice....and finally, I have 4.24.2 compiled. Sheesh.

cosmic panther
#

Lol

dense gate
#

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)

lethal iron
#

I have a sweet laptop to compile it on. That will be nice for you.

dense gate
#

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

lethal iron
#

Nice. Got a 32g ram, 2.9ghz 6 core i9 works pretty well on my laptop

dense gate
#

Offloading swarm to the server has been a saving grace for not waiting too long on doing BPs tho

cosmic panther
#

@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

tawdry heath
#

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

dense gate
#

Have a separate GM with the main menu

lethal iron
#

Ok, I can stop pretending to work and now work on the ue4 project.

dense gate
#

Custom pawn and controller to spawn the menu widget

tawdry heath
#

@dense gate that's smart

cosmic panther
#

yep what @dense gate said

dense gate
#

Upon selecting a game, loading, connecting, etc, just load the new mode

tawdry heath
#

I didn't think of that

dense gate
#

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
#

alr

#

thanks

grim ore
tawdry heath
#

the documentation is very useful I can understand it

obsidian crystal
#

Guys am I the Only one who is missing YouTube UE tutorials? :/
Do you recommend anything to watch/read?

feral crow
#

I need help

#

Can someone help me?

spark sonnet
#

With what @feral crow ?

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?

tawdry heath
#

click the arrow next to the play button and change it

feral crow
#

There is none

spark sonnet
tawdry heath
#

oh you have to move your player spawn

feral crow
#

The charcter doesnt show

spark sonnet
#

Either use a player start or drag in a pawn and select this :

#

Auto possess player

tawdry heath
#

at top right right there is the actors, search for something like player start and move it to where u want it

feral crow
#

@tawdry heath?

#

Can I screen share? It may be easier

#

@spark sonnet @tawdry heath

brave widget
#

@lethal iron I feel completely stupid ๐Ÿ˜‚ All I had to do was Discard changes in Github Desktop and the files reappeared ๐Ÿค” ๐Ÿ˜‚

bitter iris
#

I moved my map to a different folder

#

now ue4 can't find the map

#

wtf is going on

abstract relic
#

fix up redirector and pray

errant sundial
#

can someone assist me with multiplayer.. i opened ports 7777 and have a listen server running yet my friend cannot join

bitter iris
#

@abstract relic is there a way to refresh directory in ue4

fallen marten
#

Shut it down, boot it back up

bitter iris
#

have done

#

doesnt do anything

next badger
#

@normal burrow PIE is hardcoded to cap 120fps, you can only bypass it inside standalone

normal burrow
#

t.maxfps 1000 will bypass it

next badger
#

oh..indeed

#

when that has changed? i remember it was not possible before

honest rune
#

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

brave gate
#

wait, a different class of WorldSettings per every world?

#

why, if I may ask? ๐Ÿ™‚

#

maybe there's easier solution

shy silo
#

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?

brave gate
#

@shy silo no word on blender here

#

neither here

#

"Since acquiring Shave and a Haircut, Epic Games has made itโ€™s v9.6 Maya plugin and associated shaders available on GitHub as both source code and compiled binaries."

marsh swallow
#

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....

delicate tusk
#

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?

abstract relic
#

Uh. Check near clip plane darinis?

marsh swallow
#

What do you mean by that?

#

is that a setting in project or?

abstract relic
#

Project setting yes

marsh swallow
#

lemme look

#

set to 10

abstract relic
#

Try 2. Just to see if thereโ€™s any change

marsh swallow
#

restart needed?

abstract relic
#

Yes

marsh swallow
#

ok

#

so 2 is no real difference. Maybe a little better

#

0.0 def messes up EVERYTHING. lol

normal burrow
#

how far away is the camera usually?

marsh swallow
#

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

normal burrow
#

hmmmmmmm

marsh swallow
#

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

abstract relic
#

Is water thatโ€™s flickering translucent?

marsh swallow
#

yes

abstract relic
#

Oh? Trees too? Hmm

normal burrow
#

this may give you some insight?

abstract relic
#

Was about to say

#

Time to turn on the buffer vis

marsh swallow
#

this is after we removed the water.

abstract relic
#

Does it happen to all the machines?

marsh swallow
#

started after the engine upgrade to 4.23

#

and yeah it happens on all devs PC

abstract relic
#

Not hardware then

marsh swallow
#

we are testing a cook as well to see if it happens in cook

normal burrow
#

this might sound strange but do you control lights by modulating their color or intensity at all?

marsh swallow
#

im going to open up the buffer here in a sec

normal burrow
#

like at runtime, wobble them at all?

#

or turn them off

marsh swallow
#

yes i do

#

save points and candles

normal burrow
#

are you clamping at zero?

#

ie

#

not setting intensity or any color to negative

marsh swallow
#

no it never goes down to 0

abstract relic
#

Clamp anyways

normal burrow
#

does that wobble you do for candles look similar to what you see here?

marsh swallow
#

its clamped usually around 1-10 depending on light

normal burrow
#

yeah definitely clamp anyways

marsh swallow
#

ehhhhh slightly?

fierce tulip
#

are you clamping at zero?

  • Pat
marsh swallow
#

okay! I will check that

fierce tulip
#

LEAVE @grim sinew ALONE

#

wait, not lounge.

#

walks off

normal burrow
#

hahaha

rain lintel
#

Has anyone here experimented with cel shading in unreal 4?

marsh swallow
#

and i will clamp just in case but those videos are not during runtime either.

abstract relic
#

Thereโ€™s a new quote function in discord Luos. You should try it out

#

Especially on pat

normal burrow
#

walks off
@fierce tulip

#

that ping was for science luos

marsh swallow
#

๐Ÿ˜‚

grim sinew
fierce tulip
#

banned

  • Luos
normal burrow
#

darinius, any way you could not have the candles flicker temporarily?

marsh swallow
#

lemme go edit

#

and theres the buffer vis

normal burrow
#

ye

#

its definitely translucents

#

no signs anything i can see

rain lintel
#

What channel would I go to if I wanted to ask about cel shading in Unreal?

marsh swallow
#

so in other words the buffer screens look okay?

normal burrow
#

surprising amount of wobble on the camera there..

marsh swallow
#

its something specific to the translucent materials

normal burrow
#

you got some vertex boiling for sure

marsh swallow
#

? the camera isnt moving. lol

normal burrow
#

how far out from the center of the world are you

#

like the most furthest away from the center of numbers

marsh swallow
#

not far off at all. maybe 1000u

abstract relic
#

Translucency setting would be the next area to look into

marsh swallow
#

okay ill take a look at those here next.

abstract relic
#

And if you have post processing

marsh swallow
#

this could NOT be a worse time to finally get an oppertunity like this and have this kinda issue. ๐Ÿ˜‚

normal burrow
#

that could totally be post processing related yeah, did not think of that

marsh swallow
#

i do have a new post process

normal burrow
#

disable it all, temporarily

marsh swallow
#

all of it. all the processing. delete it all! ๐Ÿ˜‚

normal burrow
#

yeah i responded too hastily there

marsh swallow
#

removed it and its still happening

abstract relic
#

Iโ€™m looking around. Some are saying itโ€™s an occlusion issue

marsh swallow
#

hmmmmm

normal burrow
#

yeah, if you look at the flahses in that last video you put up

abstract relic
normal burrow
#

pay attention to the shadow of the tree, over the water

marsh swallow
#

the shadow never changes on the ground of the tree

#

just the tree itself

normal burrow
#

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

abstract relic
#

And just as a quick aside. Try turning off two sided material

marsh swallow
#

๐Ÿค” that occlusion article you linked is interesting. I had not come across that one yet.

normal burrow
#

or have you

marsh swallow
#

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

normal burrow
#

no more map?

marsh swallow
#

candles?

#

๐Ÿ˜‚

normal burrow
#

oh, you deleted everything candles?

abstract relic
#

Could be the trees

marsh swallow
#

the trees are there too

abstract relic
#

Oh

marsh swallow
#

but yeah we deleted all actors, static meshes and whatnot

abstract relic
#

Now do that again but just the candles ๐Ÿ˜œ

normal burrow
marsh swallow
#

๐Ÿ˜„

kindred crag
#

Can anyone help me with a level sequencer issue I have?

#

Just wanting to check if this is the appropriate channel for it

marsh swallow
#

well then again...

#

i guess it really depends

normal burrow
#

ask and we'll decide

marsh swallow
#

You shall be placed into the correct channel via the judgement of the sorting hat

abstract relic
#

Think only good thoughts

kindred crag
#

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)

normal burrow
#

what is intended result?

kindred crag
#

that the lamp stays on the floor after the animation is played

abstract relic
#

I would imagine you need to set the position afterwards

normal burrow
#

Yeah

#

perhaps there is an event you can tap for the sequence finishing?

abstract relic
#

Iโ€™m wondering if they were merely rendering it out

marsh swallow
#

actually dont sequencers have options to leave objects in place when its finished?

kindred crag
marsh swallow
#

yeah the Restore State i think is what would put it back

normal burrow
#

how about Loop

#

what are your options on Loop

#

is there a hold?

kindred crag
#

loop indefinitely and loop exactly

#

not sure what exactly means

#

@marsh swallow tried it, still no luck

tawdry heath
marsh swallow
#

also idea....

#

soooo any chance that Lights in particles could be causing the issue?>!

abstract relic
#

Yes

normal burrow
#

anything is possible for sure

marsh swallow
#

because those flicker outside of run time

abstract relic
#

Lights + particles are a combination that makes me internally weep on sight

tawdry heath
#

sorry I mean cursor not crosshair

marsh swallow
#

lol why?

normal burrow
#

lol ๐Ÿ˜‚

kindred crag
#

@marsh swallow not really

normal burrow
#

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

marsh swallow
#

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.

abstract relic
#

It is a reaction you should have. People tend to go crazy with particles ๐Ÿ˜œ

normal burrow
#

๐Ÿ˜‚

marsh swallow
#

๐Ÿ˜‚ then the RTX would be a MASSIVE improvement

normal burrow
#

particles are cool, but lets add lights

#

boom

abstract relic
#

Letโ€™s add more particles

#

Then more light

#

Itโ€™s not shiny enough, add a 100+ emissive

#

And lens flare and bloom

normal burrow
#

the particles weren't bright enough, needed point lights

abstract relic
#

And more particles

normal burrow
#

lol

#

and more particles!

marsh swallow
#

why not spawn lights randomly with particles

#

i also just decided to run the new 4.24.2 update....

#

that was a mistake

normal burrow
#

darinius... oof.

rotund scroll
#

what was the mistake?

marsh swallow
normal burrow
#

something to do after we fix it lol

abstract relic
#

Ever put your feet on the computer to stay warm? Thatโ€™s how you do it ๐Ÿ˜œ

rotund scroll
#

just out of curiosity?

marsh swallow
#

i started at 70k so its not that bad

normal burrow
#

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

marsh swallow
#

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

normal burrow
#

before 4.24.2?

marsh swallow
#

yeah they are running 4.24.1

#

only i just upgraded

#

but i have save states on my PC so i can revert quickly

normal burrow
#

cool

marsh swallow
#

@lusty surge is watching this convo, hes just being silent

#

๐Ÿ˜‚

normal burrow
#

a lurker.

#

well, like i said. check that the values aren't below the thing that seprates negative and positive ones

abstract relic
#

so you had two other's scrambling at our suggestions? ๐Ÿ˜‚

normal burrow
#

lol ๐Ÿ˜„ I have to assume at the number of people on this server, that is a commonality

marsh swallow
#

of course

#

you think im the only 1 in panic

normal burrow
#

got yo peeps on post

marsh swallow
#

๐Ÿ˜‚

abstract relic
#

It amuses me so for some reason

normal burrow
#

ikr?

marsh swallow
#

its not like we get another chance at this oppertunity. ๐Ÿ˜‚

abstract relic
#

"I'm trying pat's suggestion, you read the occlusion forum post, and you turn off two sided material"

normal burrow
#

๐Ÿ˜‚

marsh swallow
#

๐Ÿ˜‚

#

I really appreciate the help guys/gals!

#

honestly

normal burrow
#

all my people are like, "I can't think of anyhting funny for pat to say!"

abstract relic
#

#askpat

marsh swallow
#

Theres another dev lurker!

#

๐Ÿ˜‚

frank kelp
#

๐Ÿ‘€

normal burrow
#

So @kindred crag still stuck?

kindred crag
#

yeah unfortunately

marsh swallow
#

It seems be particles. Lights in the particles

#

were narrowing down and its looking good

normal burrow
marsh swallow
#

ohhh!!!!!

kindred crag
#

my lamp doesnt have any lights atm

normal burrow
#

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.

marsh swallow
#

ahhhh there it is

lusty surge
#

I โค๏ธ you all

marsh swallow
#

when Finished Keep State

kindred crag
#

hmmm let me try that

marsh swallow
#

on the track itself

abstract relic
#

You similar php threw me off. You all look like mini Darinius ๐Ÿ˜›

marsh swallow
#

๐Ÿ˜‚ yeah we all have a color

kindred crag
#

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

marsh swallow
#

@versed stratus can talk too

#

then we can have all kinds of colors going

normal burrow
#

It's very power rangers

marsh swallow
#

lmfao

normal burrow
#

or tmnt

abstract relic
#

Yeah a certain someone had fun with mine borb burb birb berb

marsh swallow
#

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

normal burrow
#

its a good thing.

abstract relic
#

insert Captain Planet theme song but this isnโ€™t lounge

normal burrow
#

ye

marsh swallow
#

omg

#

NO

#

you cant do that. i literally know you by your php

normal burrow
#

it's so much better.

marsh swallow
#

okay yeah we found it

#

It was def the lights on the particles causing issues.

abstract relic
#

Iโ€™m not pleased with this turn of events

marsh swallow
#

but not sure why after the engine upgrade its doing that.

normal burrow
#

lol

marsh swallow
#

when we were on 4.16-4.21 lights on particles just never worked period

exotic thicket
#

<?php echo "wut"; ?>

marsh swallow
#

then we upgraded to 4.22 and suddnely they worked

kindred crag
#

@normal burrow @marsh swallow I finally got it to work, thank you all. Dorime

marsh swallow
#

well actually @abstract relic found you the article

#

and now were on 4.24 and they are broken again. ๐Ÿ˜ฆ this makes me sad

#

back to point lights

normal burrow
#

would report that bug

marsh swallow
#

oh wait. P@t did find the article for you

#

๐Ÿ˜‚

#

bug report

#

ahhh man. I hate reports

marsh swallow
#

but i guess its my civic duty

#

ill replicate in a new project first

honest rune
#

@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

carmine garnet
#

oh my god

#

what is happening

#

theres no other asset

#

what is it controlling

normal burrow
#

what was expected behavior?

carmine garnet
#

for it to control the skeleton that is in the scene

#

instead it creates a new skeleton

#

when i press play

normal burrow
#

ah

honest rune
#

doesn't work that way

normal burrow
#

well

#

you have to tell it to work that way

honest rune
#

by default

normal burrow
#

yeah

honest rune
#

basically its spawning a new one when you run PIE

carmine garnet
#

so

#

how do i

#

make it use the one i want

normal burrow
#

search for a setting called auto possess, i think

carmine garnet
#

thanks dude

#

woorkd

wary wind
#

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

plush yew
#

idk what im doing wrong but i cant move

#

i can move the camera but i cant go forwards backwards or up or down

dark rune
#

@plush yew you mean in the editor? just hold RMB and WASD

plush yew
#

its like the point cloud isnt attached to anything

dark rune
#

@plush yew oh. i don't know anthing abt point clouds

#

sry but i cant help you

plush yew
#

the only way i can move is moving the axis thing in the middle of the screen

neat forge
#

What node could I use to check if a float is greater or less than multiple values?

marsh swallow
#

@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.

normal burrow
#

ah so just to be clear, it wasn't particle lights?

marsh swallow
#

twas not

#

in the end

normal burrow
#

thanks for following up, was curious

plush yew
#

How do you mount a object to the axis

#

like what makes a object still

abstract relic
#

Glad to hear it. Thanks for the update Darinius. Hope the presentation or whatever it is will run smoothly for you lot. Goodluck

brittle parrot
#

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

marsh swallow
#

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

normal burrow
#

are you wobbling them still?

fallen marten
#

@brittle parrot might want to check that flea_skm bone. If it's missing then that will probably be your issue

brittle parrot
#

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?

fallen marten
#

It'll be a reference thing

#

It's hard to say without seeing the before and after hierarchy

brittle parrot
#

I can show you the hierarchy in unreal, just reverifying my files as it went a bit haywire

fallen marten
#

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

brittle parrot
#

That's what I'm thinking the problem is

#

Although I could test by exporting the fbx in unreal, and reimporting straight away

marsh swallow
#

@normal burrow nope. no wobble at all. this is just default light

normal burrow
#

Hmm

#

how many lights do you think there are?

marsh swallow
#

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

normal burrow
#

are they stationary?

marsh swallow
#

default

#

so it might be

normal burrow
#

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

marsh swallow
#

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

normal burrow
#

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

marsh swallow
#

i did not check different render settings these are happening on epic

normal burrow
#

yeah

marsh swallow
#

and high

#

but didnt try medium/low

normal burrow
#

hm are your trees translucent?

marsh swallow
#

well the leaves are yeah

normal burrow
#

not masked?

marsh swallow
#

lemme check that too

abstract relic
#

Wrong channel. Take that to #work-in-progress

minor thicket
#

Dope. Thanks for letting me know the proper place.

#

Reposted in the correct chat.

brittle parrot
#

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

abstract relic
#

Looks like you forgot to disable the empty group from bone hierarchy

#

Thatโ€™s pretty normal. You can fix that upon import. Or it might be a project setting. Itโ€™s been awhile since I had to fix something similar

brittle parrot
#

In blender?

#

Which is the empty group?

abstract relic
fallen marten
#

Just make sure the flea_skm isn't parented to the root or view versa

weary basalt
#

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.

brittle parrot
#

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.

abstract relic
#

Naming it Armature will cause the animation to appear invisible in unreal

brittle parrot
#

Is that bad?

#

It seems to be working

#

just loses the skin now, that's the only issue left at the moment

abstract relic
#

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/

How to export mannequin character provided by Epic with UE4 to model a new character in Blender. This was tricky but doable.

#

17 onward

brittle parrot
#

Thanks @abstract relic , I may find it doesn't work after all

#

and need that fix

abstract relic
#

I will be singing to the heavens if they did finally fix the Armature issue

normal burrow
#

Curious what that code looks like for handling that specific name

abstract relic
#

Itโ€™s like the mat none instead of mat null bug pat

normal burrow
#

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?

weary basalt
#

This is in C++

#

But it shouldnt matter.

normal burrow
#

I mean the node that normally terminates the game runtime

weary basalt
#

Same result

normal burrow
#

Hm yeah, I guess Iโ€™d check docs on when thatโ€™s called

weary basalt
#

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

brittle parrot
#

It's working. All I need to do now is figure out why textures don't load onto imported assets.

plush yew
#

nice ๐Ÿ™‚

brittle parrot
#

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

halcyon flame
#

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.

zealous cloak
#

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

serene birch
#

my launcher doesn't want to update 4.24.2

#

it just doesn't see the patch or so

severe ibex
#

Where is best to ask about GPULightmass? Got a CPU kernel not found error when installing.

sudden agate
#

@zealous cloak looks like a normal scenecomponent to me. hover over it to see it's actual type

zealous cloak
#

@sudden agate its a Display Cluster Root Component

sudden agate
#

have you enabled the plugin?

zealous cloak
#

jap

severe ibex
#

Never mind. GPULightmass was sorted.

plush yew
#

And of course what the solution ๐Ÿ™‚

hoary flint
#

Hey Guys

#

I need some help

severe ibex
#

@plush yewthink a version incompatibility. 4.25.1 GPULM on UE4.24.2. My colleague just had to reinstall unified settings.

hoary flint
#

Can somebody help me please?

plush yew
#

@hoary flint We don't know yet ๐Ÿ™‚

hoary flint
#

yeah

#

so i made a main menu

#

but the images and buttons are all very dull

#

ill send screenshots

#

How do i fix this

#

???

#

someone please help

plush yew
#

@hoary flint Your widget has some sort of alpha transparency turned on, I think

#

can you double check by putting something behind your widget?

hoary flint
#

behind my widget?

#

what does that mean

#

im pretty new to ue sorry

plush yew
#

In the world, in your level, is it a black emptiness? is it a gray emptiness?

hoary flint
#

no my level is in full color

#

ill show you

plush yew
#

hmmm, That is something,...

tawdry storm
#

are you using a post process material?

#

also jesus christ what is that resolution? ๐Ÿ˜…

hoary flint
#

this is while playing the game

tawdry storm
#

yeah that rules out transparency ๐Ÿค”

hoary flint
#

hmm

#

do you guys have any other fix?

plush yew
#

I do not ๐Ÿ˜ฆ no transparency problem, I don't see any postprocessing volume either In your world outliner, I'm out of ideas

hoary flint
#

๐Ÿ™

#

can we increase light settings of the widget in some way

#

?

#

Please help somebody

tawdry storm
#

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?

hoary flint
#

whats a post process

#

no there isnt

#

i searched it

#

@tawdry storm

tawdry storm
#

hmm

#

create a new widget, make it just a pure white plane and replace your current menu with that

hoary flint
#

ok

tawdry storm
#

let's see if it happens inside the widget itself or if it's the scene

hoary flint
#

just a pure white image?

tawdry storm
#

yeah

hoary flint
#

ok

tawdry storm
#

or just whatever you have

hoary flint
#

@tawdry storm

tawdry storm
#

so far so good, so it seems like the menu itself is doing it

hoary flint
#

hmm

real pasture
#

Is there a way to give suggestions for a course on the Unreal Online learning path?

tawdry storm
#

can you go to the widget of your menu and show the details panel of the background image?

#

especially the appearance section

hoary flint
#

ok

#

@tawdry storm

tawdry storm
#

hm weird

#

any the canvas panel?

#

basically the one above it

hoary flint
#

ok

#

just a sec

tawdry storm
#

wait nevermind

#

the [GameStart] one

hoary flint
#

GameStart is the name of the widget

#

you want a screenshot of the details of the canvas right?

tawdry storm
#

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

hoary flint
#

hmm i didnt set this

tawdry storm
#

very weird, everything seems normal

#

are you doing anything in the blueprint graph?

hoary flint
#

RGB G is 0

tawdry storm
#

that's normal

hoary flint
#

oh ok

#

blueorint graph

#

plueprint of what

#

blueprint?

tawdry storm
#

oh the widget

#

top right it says graph

hoary flint
#

wait ill check

#

nothing

tawdry storm
#

hm and where do you create it and attach it to the viewport? can you show that too?

hoary flint
#

yeah

#

maybe it has something to do with the build

#

@tawdry storm

tawdry storm
#

yeah this is super weird, everything seems to be fine

hoary flint
#

i think it has something to do with the build

tawdry storm
#

build?

hoary flint
#

lighting build

tawdry storm
#

yeah no that shouldn't be it, the lighting doesn't affet the UI

hoary flint
#

oh ok

#

oh ue just crashed

tawdry storm
#

so did the crash fix is? ๐Ÿ˜„

hoary flint
#

idk

#

hmm it asked me to restore

#

i selected all but it failed on the widget parts

tawdry storm
#

hm okay

hoary flint
#

it didnt fix it

tawdry storm
#

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

hoary flint
#

yeah ill try again

zealous spear
#

@hoary flint i think you forgot something on the owning player

#

Oh, I think is fine

storm venture
#

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?

zealous spear
#

My multiplayer bp is more complicated so that's why I got confused

tawdry storm
#

@zealous spear just checked, it doesn't seem to matter if there's anything in owning player or not

zealous spear
#

Yes, it was right... my game is more complicated and I got confused