#ue4-general

1 messages ยท Page 652 of 1

plush yew
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am trying to do this way the way i think i will able to

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i will make some parts Static and put it on the wep

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and apply the emission to them

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is that a bad thing?

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So I've reinstalled UE4, and my problem still persists. Should I mess around with my network settings and switch some ports or..?

 1:12:39 AM:  ... registering SwarmAgent with remoting service
 1:12:39 AM:  ... registering SwarmAgent network channels
 1:12:39 AM: [ERROR] Channel registration failed. Reason: No such host is known
 , Callstack:    at System.Net.Dns.GetAddrInfo(String name)
    at System.Net.Dns.InternalGetHostByName(String hostName, Boolean includeIPv6)
    at System.Net.Dns.GetHostEntry(String hostNameOrAddress)
    at System.Runtime.Remoting.Channels.CoreChannel.GetMachineName()
    at System.Runtime.Remoting.Channels.CoreChannel.GetMachineIp()
    at System.Runtime.Remoting.Channels.Tcp.TcpServerChannel.SetupMachineName()
    at System.Runtime.Remoting.Channels.Tcp.TcpServerChannel..ctor(Int32 port)
    at Agent.AgentApplication.Main(String[] args) in D:\Build\++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealSwarm\Agent\AgentApplication.cs:line 133.```
jolly steppe
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if you're using Blender 2.8 you have to make sure you're in pose mode and rotate the bone by clicking on it, and pressing R @hollow tusk

grim ore
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well for a simple mask like an emissive I think the alpha would be fine as a place to store it since most textures wont use it anyways for good use

normal burrow
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hm yeah, multiplied emissive is a weird thing though

jolly steppe
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really?

grim ore
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@plush yew it's not a bad thing. You could technically if you have the model just apply a 2nd material channel to those items and when it's in UE4 you have 2 materials on that mesh

jolly steppe
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That's how I do it

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I thought that's how you had to do it

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to make it brighter.

plush yew
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OK mate i will give it a try and let you know what happened big thanks

hollow tusk
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@jolly steppe could you dm me?

jolly steppe
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sure

normal burrow
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you don't have to use the base color for emissive

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you can make something green emit red etc

grim ore
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@plush yew when UE4 first kicks on lightmass and swarm it asks for network permissions. Is it possible your firewall blocked it?

jolly steppe
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Yeah but when I make something emissive and use a different color/texture it still isn't that bright unless I multiply it.

normal burrow
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yeah you need to crank up emissive to get the right brightness regardless

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i mean unless your using float32 textures formats with exr

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where you can go above 1 in the texture

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you just don't need have the base color pick up on emissive in a way it shouldn't

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or vice versa

grim ore
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emissive neeeeeeeeds to go to 11 to get the poooower!

plush yew
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In both Inbound and Outbound Rules, my Swarm Agent has access to both Private and Public networks

jolly steppe
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MOAR POWA!!!

normal burrow
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sparkles need like * 8000

jolly steppe
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damn

normal burrow
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the emissive component of the image is the only thing that doesn't go to a gbuffer

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so its not clamped by texture constraints

jolly steppe
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oooh I see

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I think I might be missing something then. I'll play around with it when I get home.

grim ore
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@plush yew ok so the next questions is have you tried to build on a new blank map and project? Is it specific to this project or everything. New project, blank, hit build, and?

plush yew
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I have made a new project and it did the same thing

abstract relic
grim ore
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@plush yew so the code looks like it tries to connect to 127.0.0.1 directly unless you set it to another address. Assuming you didnt change your swarm settings have you messed with anthing in your hosts file in windows?

plush yew
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No, not that I know of

calm crow
normal burrow
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@abstract relic ye those sparkles are like 8000^3

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at the center.

abstract relic
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oh lord

dull hawk
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I am unsure where this question should go, I am unsure of what the LogAbilitySystem: Warning: is wanting me to do. Only reason I ask now is because my project will be getting larger.

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I'm in the .ini file now

grim ore
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@plush yew damn at this point maybe check your swarm agent and see if you can reset it or any of it's settings looks weird ENGINE INSTALL DIR\Engine\Binaries\DotNET\swarmagent.exe and run it then open it from the task bar

blissful sorrel
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@grim ore how did you get your pixelstreaming setup to work? mine stays stuck on the "click to start"

plush yew
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Under Developer dropdown, Restarting QA and Worker Agents throws a dotnet exception, same with Network dropdown options.

grim ore
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@blissful sorrel is the server running on the local machine or a separate machine?

blissful sorrel
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local

grim ore
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does the server show that the project is connected to the server?

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I beleive it will say the streamer has connected

calm crow
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Can you connect ?

grim ore
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@plush yew damn at this point something is weird with your network would be my only guess but it just happened when you upgraded right?

blissful sorrel
plush yew
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Yep. I haven't been touching anything before it.

grim ore
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you dont need the web rtc proxy running, and your project is not connected is why

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does the project have the plugin enabled, is it running in standalone or packaged, does it have the correct command line options

blissful sorrel
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I do this with both standalone and package

grim ore
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I am guessing you are running stuff you dont need, the matchmaker stuff is not needed if doing this

plush yew
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Could it be because I'm connected to a sub network of my wifi network? Should I go back to the main net and attempt to build again?

grim ore
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@plush yew you could try disabling networking completely

blissful sorrel
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@grim ore nah I'm just using the singlewebserver, is it the npm setup causing it?

plush yew
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ALright and should I attempt to build after disabling it?

grim ore
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it might be, mine only opens 1 screen as you can see. you should be able to just run run.bat and it works

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@plush yew if we think it's a networking thing yeah. Disable the adapter in your network settings, make sure you restart UE if needed ,and try building

calm crow
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with firefox

plush yew
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Aight

calm crow
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but opera for example have right toolbar ?

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is it possible to mention someone that work for forum ?

blissful sorrel
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@grim ore what npm version do you use? are they pre-built binaries

grim ore
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I am using the LTS version of Node and everything it came with, nothing special

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I literally am doing a video on this on a clean machine recently and i just installed the LTS, ran the run.bat, and it worked. looks like its 12.16.0

calm crow
grim ore
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not much we can do if your plugin is blocking it

calm crow
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Well, plugin block facebook sign-in

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not epic games

grim ore
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well plugin seems to block epic game as well

calm crow
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Privacy Badger automatically learns to block invisible trackers. Instead of keeping lists of what to block, Privacy Badger learns by watching which domains appear to be tracking you as you browse the Web.

Privacy Badger sends the Do Not Track signal with your browsing. If trackers ignore your wishes, your Badger will learn to block them. Privacy Badger starts blocking once it sees the same tracker on three different websites.

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๐Ÿค”

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ok

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i'll send report to the firefox plugin team

Thanks anyways

maiden swift
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Done in 4.25 list was updated. ๐Ÿ‘€ https://trello.com/b/TTAVI7Ny/ue4-roadmap

hollow tusk
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@grim ore Are you good with retargeting?

grim ore
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@hollow tusk I should be but I am not, I know the basics on the web page

hollow tusk
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Ahh well, someone said you were.

grim ore
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man the "Auto Exposure Updates" should basically just say "disabled by default"

maiden swift
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๐Ÿ˜‚

grim ore
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you cant fix rotation in retargeting as far as I know

hollow tusk
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Can I fix this with retargeting alone? I've tried altering the mesh itself with no luck

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Shoot

grim ore
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but in the retarget options on the skeleton have you tried retargeting against the animation and not the skeleton

hollow tusk
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How would I do that?

grim ore
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its in the skeleton itself, there is a drop down for advanced options and one of them unlocks the translation retargeting.

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by default I am pretty sure it's skeleton, you could try animation and see if it changes anything

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but if you have rotations that don't match your retarget it's just gonna have an issue

plush yew
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Same thing with the network disabled.

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I restarted Epic and UE4 and made sure there were no background instances of both and of Swarm too

grim ore
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@plush yew it sounds like something is wrong with your network for some reason but that makes no sense if it works in previous versions (epic must have changed something obviously)

plush yew
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I'll try it on my main network as well

grim ore
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if you never manually adjusted your hosts file, maybe something else did but even then that would be odd

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I mean you could check the file to see if it's got weird entries but that is a long shot

plush yew
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@grim ore My way didnt work ๐Ÿ˜„

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just ganna ask you one last thing

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I'm about to do that

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i can Type on the sword and maybe make that one Esmission color

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i need masking for that ask well?

grim ore
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pretty much yep, you need to somehow tell your color (your emissive color) to only show up on certain parts of the model

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if your certain parts are one complete material then you are fine, if it's parts of a larger texture then yeah you have to mask it out usually

plush yew
grim ore
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yep looks clean. I doubt something is on that port I mean I guess you could try deleting the entries from the firewall and have it ask again but normally the firewall access issue is just a simple "it never runs, its stuck at 0%" and not crash lol

plush yew
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I'll try deleting the entries

blissful sorrel
grim ore
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eep but the first part looks great, it's just waiting on the plugin to connect to it now

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if I might ask what did you have installed before for node that was not working.

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you might also try connecting to localhost instead of 127.0.0.1 in the event that helps in the launch parameters in your project

blissful sorrel
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I had node 8 installed

grim ore
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oh...

blissful sorrel
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the pixelstreaming for 4.23 was older and node 12 wasn't working with it

hollow tusk
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@grim ore can I just change the base rotation of a joint, to make it look a little nicer?

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Or does thjat not work?

grim ore
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that is a good point the docs do not specify a version lol

blissful sorrel
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which sucks big time lol, kept wondering why the heck it's not working

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4.24 and 4.23 got different packages

grim ore
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no I am glad you ran into it, might be a good idea for me to test it on 8,10,12,13 to figure out the baseline and what works and let epic know

blissful sorrel
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thanks, will do!

grim ore
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@hollow tusk you can yes, if you open the skeleton you can see the location and rotation for each bone and change them and save the skeleton back out.

brave salmon
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so many issues with Editor...

grim ore
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@hollow tusk for the most part tho it should be fixed if you have the source in your source program

abstract relic
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Delete /intermediate folder. Open task manager, make sure there isn't a duplicate project running

plush yew
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No change in the output whatsoever, I removed the Firewall rules, launched, same thing and added my own rules, launched, still nada.

normal burrow
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Also twofaced, check your errors

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your message log, it might be screaming at you on why its not able to save

open eagle
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dead mannequin pile anyone?

thick herald
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yes

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it is.

blissful sorrel
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you might also try connecting to localhost instead of 127.0.0.1 in the event that helps in the launch parameters in your project
@grim ore hmm, using localhost gives me a IPv4 parsing error

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will try just directly connecting my IP to see if that changes anything

grim ore
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-PixelStreamingIP=localhost -PixelStreamingPort=8888 is what I use without issue.

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so many people having network issues today ๐Ÿ˜ฆ

blissful sorrel
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ran a portcheck to see if it's just me being bamboozled but all my ports are open ๐Ÿ˜…

jolly steppe
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What have you done to the mannequin!!!

blissful sorrel
plush yew
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I am using Event BeginPlay to add the sword to my hand as the game start

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but

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i want to use BeginPlay as well for other stuff to add more items to my body

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and i cant do that each time i try to make BeginPlay it show me this one

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any thoughts?

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BatMan MatheW where are you

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:DDD

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I think if you shine a spotlight with a bat onto the cloudy night sky, Batman might appear. Dunno.

misty creek
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@plush yew You can only have one event being play, but you could either use a sequence node or just add the code after what you already have

grim ore
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^^^

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Event Begin Play is you, there is only one you. Just shove more stuff into you if you want it to do more ๐Ÿ˜›

plush yew
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@misty creek Sequene?

open eagle
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Why are my fps going from 100 to 29 when i hit the play in editor buttomn

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and when I eject, they go back to normal

jolly steppe
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if you right click and type sequence you'll find it

plush yew
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@grim ore ๐Ÿ˜„

jolly steppe
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it's pretty handy

craggy flax
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Def

plush yew
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Holy shit

jolly steppe
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but you might be able to just put it in after something else

plush yew
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Sequene will split it into as much as i want?

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Will split on beginplay*

jolly steppe
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Yeah but idk if it's a great idea to make 100 sequences? xD Someone else know?

misty creek
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You should be able to add as many pins as you want

craggy flax
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^

plush yew
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@jolly steppe You are my god

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this is new to me hehe

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was having trouble with that stuff

jolly steppe
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Hey it was Tate that mentioned it ๐Ÿ˜…

plush yew
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wth

grim ore
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you dont "need" the sequence to do what you want, it just cleans it up. After you attached there was nothing stopping you from spawning another and attaching again

craggy flax
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^ again lol

plush yew
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@misty creek meant you mate ๐Ÿ˜„

jolly steppe
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Tate, I'm taking your credit! >:D xD

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aw : <

plush yew
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@grim ore i want to add if he have the sword or not

jolly steppe
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Is it okay to use as many sequences as you want then?

plush yew
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if he dosent have it i want it to spawn next to hes chest

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Or is it bad idea to use too many sequences?

grim ore
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then you use an if and change the attach point

misty creek
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Hey, you are welcome to it! ๐Ÿ˜„

jolly steppe
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like it won't be performance heavy?

open eagle
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could someone help me with this FPS issue

craggy flax
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Branch with hassword conditon?

open eagle
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they go down drastically whenever I play in editor

grim ore
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you dont even need an if if you are just selecting between 2 things. You can use a select on boolean node and feed in two sockets

plush yew
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And i dont think that will work as BeginPlay will only happen

jolly steppe
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buy an RTX Titan for better fps

grim ore
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@open eagle run stat unit in the console and see what it says

plush yew
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as i start the game

jolly steppe
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x)

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kidding, don't

plush yew
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@grim ore last question

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how i can make if i Press T do this

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and if i Press T again turn it off

open eagle
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when I eject i get 12ms on frame

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when I play in editor and possess a pawn I get 35

wary wave
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now would be a good time for you to read up on profiling tools on the UE4 docs site

open eagle
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something tells me optimizing my level is not the problem

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it runs fine when I am not possessing a pawn

grim ore
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when you do stat unit it shows more info, like CPU GPU and such. Is your CPU going up? you might have stuff running on tick heavily

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and profiling can tell you what is taking up that frame time exactly

open eagle
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game thread stays at 5ms

grim ore
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profile when possessed, few seconds later eject and then stop and check the entire profile

wary wave
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^

open eagle
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how do I start profile capture

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its command right

grim ore
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so which stat goes up when you possess?

open eagle
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GPU and Frame

grim ore
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so maybe you have a post process effect running on the player camera?

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or the FPS is set to cap at 30fps

open eagle
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oh yeah idk what this post process volume was doing

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as soon as I deleted it everything went to 120

grim ore
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and solution

open eagle
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(FPS)

grim ore
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@plush yew you can use the same code to attach the object (dont need to respawn it unless you want to delete the old and spawn a new) on key press (set up input on project settings. You can use a flip flop node to toggle between the two

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you can either get the attached object and move it or you can save the object after you spawn it for later and refer to it that way

jolly steppe
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I made a cursed image in #lounge if anyone wants to see x)

open eagle
jolly steppe
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I have no idea if that's bad or not

open eagle
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oh when I open snipping tool the stats get messed up

jolly steppe
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cpu 18.90 ms.

open eagle
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its because UE4 is not the active window

jolly steppe
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oh

open eagle
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I can make the game thread go up to 143 if i click on the window and drag for a long time

brazen knot
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Wondering what the best and cheapest online source control would be

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Currently I just have a Google Edu account that I use Google Drive Sync with so I can access all the files

grim ore
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i use bitbucket and git as its free

open eagle
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git limits to 1GB

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so you can only sync source folder

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not the actual project files

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I mean github

grim ore
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you can sync whatever you want if its under that limit plus you have git-lfs

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otherwise you can look into a cheap hosted perforce setup on like digitalocean or rolling your own on a free amazon ec2

storm burrow
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UE4 saves the engine install directories/paths in the registry.

But only until version 4.22

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I can't find 4.23 and 4.24

jolly steppe
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So I'm trying to figure out how to have a color curve that I can control with an alpha.

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This is what I have now, but I'd like to have more colors in there

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is there something like a graph where I can add a third color and have that color apply at 0?

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0-.1

normal burrow
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you make a gradient thing

brazen knot
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#graphics Will answer your question @jolly steppe

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Ask in there

normal burrow
sweet relic
jolly steppe
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oooh okay! thanks!

rotund scroll
plush yew
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Guys wth is this :DDD

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The sword is not even in a socket

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how is it still there?>

fallen marten
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Maybe it's part of the mesh? Why isnt the mesh located at 0,0,0 btw? Did you move it in the editor?

frail rover
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is there a help section?

abstract relic
frail rover
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i don't see any help section

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I guess this section is?

normal burrow
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All the sections are the help sections except lounge

frail rover
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Notice the line ? There is like 4 plane between them. Is this on my end for the material or somethin else

normal burrow
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not seeing the line?

frail rover
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see it better now?

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Look at the center

normal burrow
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yeah

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is this a landscape?

frail rover
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no

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A cube

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of 4

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with more polys

normal burrow
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how are you generating the uv coordinates in the material?

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(maybe post a image of the material)

frail rover
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Tex Coordinate and consts ? the default value.

normal burrow
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If the texture repeats, try using [world vertex position] then [component mask] to R and G and [multiply] that by 0.1 then plug it into the texture coordinate on the texture sample

frail rover
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it isn't repeating xD

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I made 5 or 6 cube

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and placed them together

normal burrow
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it could be the material or the placement of the cubes

frail rover
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they r aligned properly

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Could be the material I guess

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sheittt.

normal burrow
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because the preview has different' lighting

rancid lynx
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is it possible to change the color of the white line between notes? id like to make mine like .5 brightness

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i think not. i tried to look at the color bars.

high sedge
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Which one should I pick if I'm trying to create still images? Sorry I'm new and switching from SFM to Unreal

grave osprey
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Looking for critics for my work.

sharp crest
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I upgraded from 4.22 to 4.24 and my vehicle broke, it's similar to the advanced template one. Any idea why? I can't move with it anymore. Please ping @ me if you respond. Thanks.

rustic python
sharp crest
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google animation blueprint tutorial @rustic python

rustic python
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tyty

plush yew
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@rustic python you would set it up from project settings or world settings,world settings is in window>world settings I imagine

sharp crest
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what

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he is talking about the animations

plush yew
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@sharp crest he is not asking for a tutorial,he is asking how to play as the character

sharp crest
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oh then just select the skeletal mesh in the mesh component of the character in bp folder

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he still needs an anim bp tho

plush yew
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He hasnt even set up a anim,just saw that

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How did he do that then ๐Ÿฅด

sharp crest
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do what

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๐Ÿ˜…

rustic python
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oooooooh right haha

plush yew
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Knew the steps to make the idle walk if he wasnt watching a tutorial lol

rustic python
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I did follow a tutorial

sharp crest
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Idk magic maybe

rustic python
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guess it wasnt a good 1 lol

plush yew
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@high sedge i don't know about the new interface they have,but i would imagine if you pick games it would get you to another tab where you pick a preset

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I made a github visualization of my project

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It would be so cool if i started using github earlier

rustic python
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Still trying to find the option haha. Followed the BP's and stuff but everytime I hit play I just get to control a floating camers. is there a button Im supposed to press haha? again sorry if this is super obvious its my first day loool

grim ore
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is that a character?

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if so click on the blueprint in the world outliner in the top right, find the Auto Possess Player options, and change it to Player 0

sharp crest
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@rustic python did you try the character template?

high sedge
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And how do I make Unreal engine stop booting up fucking steamvr every single time I start it

grim ore
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go to plugins in the editor, search for VR, disable plugins, restart, profit?

sharp crest
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I don't think that's quite the profit part

rustic python
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Havent done any character template yet.

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Just looking for the auto posses button

grim ore
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it wont be there if that is not a character

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hence the "is that a character? if so ... " part

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so what is the parent class of that?

rustic python
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The tutorial I followed showed me to set it up as a character

grim ore
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then you should be good. There is a search bar you can use

high sedge
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And why is it freezing at 39% what the fuck

grim ore
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building shaders/annoying people

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actually I think 39% is more DDC creation

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45% is shader and uh 83% is another set of shader

high sedge
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its completely stuck

grim ore
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check your task manager

normal burrow
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do you just have a lot of projects matheww? or is there some resource on these numbers lol

high sedge
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Yeah it's not budging at all. Technically not "Not responding", but it's memory use is stagnant and it's holding around 9-10% cpu usage

normal burrow
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what cpu?

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if its a quad core, it could take some time dragonslayer

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if you see ShaderCompileWorker.exe running (multiple of them) its doing something

grim ore
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do you have visual studio installed?

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@normal burrow I have installed UE4 many times and made many many many many projects and opened many many (all) examples

normal burrow
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pretty good you can remember percents like that hah

grim ore
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plus that question is now what 5 years old lol?

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like I said earlier I just remember alot of stuff lol

high sedge
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Ryzen 5 1600 oc'd to 3.75ghz

grim ore
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do you have visual studio installed? or have you installed it at some point?

high sedge
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It's not using much cpu

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and vs is installed

grim ore
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did you install incredibuild because it said it would make your stuff faster

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because if you did and didn't pay for it.....

high sedge
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ugh

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I installed it because i had to take a programming class earlier in the semester and grabbed a bunch of things I thought I might need

grim ore
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the free version limits the # of cores that can be used and it uses incredibuild for this stuff

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just run the VS installer and remove incredibuild and restart you should be fine

normal burrow
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second time i've seen that happen to someone.

abstract relic
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Pretty nasty tactic

normal burrow
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I think unreal must check if its installed or something when it goes to build. It is pretty evil though yeah

high sedge
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As if the programming class didn't stress me out enough from just the course material...

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i just wanna make pretty pictures dammit

grim ore
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these are all good problems tho because hopefully there might be a faq type collection of videos that might be somewhere for reasons like this ๐Ÿ™‚

carmine garnet
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is there a way to just

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smooth out a single float value without a bunch of complex nodes

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just reduce the max rate of change

normal burrow
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Define complex

carmine garnet
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seems like all the nodews for it are so specific and complicated

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lerp and finterp need 2 values

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i just wanna smooth out one

normal burrow
#

F interp to constant does the limiting you speak of pudin

carmine garnet
#

to constant?

lilac wedge
#

No idea why but all my create save games stopped working on my andriod but work in editor (using blueprints 4.24), i can not longer create save game files

normal burrow
#

F interp (constant) yeah

carmine garnet
#

doesnt that need 2 input values?

normal burrow
#

Need delta seconds yeah

#

Otherwise frame rate would determine how fast the thing can move

carmine garnet
#

no

#

that has the current and the target intput

#

i need it to not have a target

#

and just smoothh out that float

normal burrow
#

Then you need another float

#

Variable

carmine garnet
#

but i dont have another varyable and dont know how to make one

#

i just wanna smoth it

#

can i do this?

#

it crashed my comp last time

grim ore
#

no you cannot do that

#

and shouldnt as you would never use that value

#

and you need variables, you need atleast your input, your goal, and how much you want between (your smooth value), that you would then use over time to get your smooth effect

#

so what do you mean by smooth might be a better question, what are you trying to do

carmine garnet
#

im trying to limit the rate of change of the floor angle into my root bone transform

#

my world is low poly so it makes the root bone jump around

#

i want it to smoothly go from one value to the next

grim ore
#

ok so you need the start value, the end value, and the amount it should change over time and then you need the new value to set. then you repeat till your time to goal is reached or your value is reached

#

you can use a timeline to do it over time, or you can use an interp like above to do it over time but you still need to do it over time (your anim bp ticks so simply feeding the values into the interp would be fine letting it go over time from the current to the goal)

carmine garnet
#

oaky

#

im gonna try somethin

#

uuuuuuuuuuuuugh

#

o shiti did it

#

it didnt work with finterp but it worked with ease

#

finterp gave me crazy values

normal burrow
#

Finterp constant is what you want

rustic python
#

Thanks for everyones help today! Managed to get a start on my personal project. Looking forward to continue learning and developing ๐Ÿ™‚

sweet relic
#

@rustic python You are strong and wise, and I am very proud of you.

rustic python
#

โค๏ธ

plush yew
#

I am doing equip and un equip weapon using Static weapon without skeletel mesh

#

that will cause me problems as i start with damage stuff?

#

any thoughts?

grim ore
#

no reason why it would

#

skeletal mesh is if you need bones and usually to animate. You could use Skeletal or Static for your weapon and be fine especially since your likely using a collider to actually detect when you should damage

normal burrow
#

Yeah, I do wish there were a animatable static mesh of sorts with no skin blending

uncut vigil
#

@normal burrow have you tried just linking meshes to bones? No skinning needed

normal burrow
#

Empty skeleton mesh?

#

Iโ€™ve not tried that but have considered it

uncut vigil
#

Yeah, I used it for some mech animations and it was a lot easier to get it in game

normal burrow
#

Cool, will consider it the next time Iโ€™ve got something mechanical

pastel raven
#

Hi Guys , I am trying to create a mesh which should scale itself, I want the mesh to remain the same size independent of the distance from the camera.
Mesh is kind of a line.
I have tried methods, to scale the mesh according to the distance using point ditance to line vector formula , but some how that only works for the pivot.
I am also looking for a way to do this via shader.
please help me.

uncut vigil
#

@pastel raven use render target and add it to a screen space 3D widget?

sly hare
#

Looking for some peeps to talk in the VC chat?

pastel raven
#

I can draw this line at runtime.
it is kind of a ruler to scale things in the world.
So i click at one point then it starts creating a line ,then i click on another point . Line is drawn.

@uncut vigil Would i be able to do it via render target.

uncut vigil
#

Hmm i dont know

pastel raven
#

Can some one tell me how can i make a shader which is screen scaled.

#

just like arrow component, is it possible i can see the shader for Arrow component ?

sly hare
#

That is officially over my head man.

#

Wish I could help.

#

I am still looking for a way to make a HUD like from bright memory.

#

I enjoy the aesthetic.

#

Or even how to change game modes through-out the game like going from FPS mode to flying.

#

In like a space-ship...

uncut vigil
#

@pastel raven billboard actor?

#

I think thats what you need, material billboars component

sly hare
#

Mind if I ask what that is even? ๐Ÿ˜†

#

@uncut vigil

uncut vigil
#

It will always render facing the camera

#

And constant screen size

sly hare
#

I am legit watching a few dozens of unreal videos attempting to learn by completely smashing it into my head.

uncut vigil
#

Any material works, its just applied to a plane

#

I think the best way to learn is get dirty and try doing stuff

#

75% of my work is just googling how to do this and that

sly hare
#

Well, I learn hands on to...

#

Issue is I learn best when someone explains the parameters I have to work with...

uncut vigil
#

True, but hard to come by

sly hare
#

Almost no tutorial will go through those things...
I have legit watched Ai tutorials that forget to mention 50% of what you need for an AI...

#

And I am like WUT!

uncut vigil
#

Yeah

sly hare
#

So just about now I learned how to stretch textures on a landscape, make caves...
Use multiple textures on a landscape to make it realistic... and that's about all I got...
That's like 2 weeks of research?

#

Beyond that I have basic concepts so trivial it doesn't even come to use in the slightest as every tutorial on the web is like in a fist fight with each other.. XD

#

Oh and character animation and skeletons and stuff... I got that too.

#

I know how to switch out the MC model.

#

Currently focusing on huds...
If you got any good ideas on that....
@uncut vigil

uncut vigil
#

Depends on what you want

#

But i dont have any

#

๐Ÿ˜„

sly hare
#

Because, I take my time and learn things thoroughly...
I do not like unprofessional level work at all...

#

Even if it is simple as long as it looks nice and fresh...

#

And crispy.

#

@uncut vigil you got a microphone?

uncut vigil
#

I do

sly hare
#

Wanna chat?

uncut vigil
#

Maybe later? Im on mobile

#

Not at home

sly hare
#

I do better in voice...
My eyes die from swapping between this and unreal.

uncut vigil
#

๐Ÿ˜„

sly hare
#

Where do I download a more recent version of unreal? mine is 4.24.2?
Is that the most recent?

uncut vigil
#

Thats the one

sly hare
#

What is this then? O_O

#

Did they legit go in reverse on their release numbers?

#

THEY DID.

#

O_O

#

@vast fossil ?

wheat dirge
#

you do know the current year is 2020 right?

vast fossil
#

Hi guys, quick question. When I started out I didnt know about setting up macro`s for values so I used functions. Will they hit my game in performance ? They are used for to calculate variables (floats and vectors) for another fuction thats on a tick.

sly hare
#

I legit don't know that stuff man...
Will I run into that stuff using BPs?

vast fossil
#

theres a bunch of them, but if it wont do a difference in performance then im not gonna bother changing them

sly hare
#

I have checked out some tools that seem like they would be useful and slightly uncommon...

#

Want a link?

thin tendon
#

I'm working on a custom font to support multiple languages. Does anyone know what setting I need here to support Japanese characters?

wary wave
#

"Did they legit go in reverse on their release numbers?"

24 is 20 higher than 4...

sly hare
#

@wary wave O_O

wary wave
#

what part of version numbers do you not understand? They're not decimals

wheat dirge
#

did any of you actually click the link????? i dont think its August 2014... smfh!!!!

sly hare
#

@thin tendon
Honestly not a clue but I recommend going for English first... and mastering all of your stuff for English first before going to another language. That might spread yourself a bit thin.

#

That's something I genuinely fear....

wary wave
#

4.4 was one of the earliest engine versions available to the public, it's 20 revisions ago

sly hare
#

I get it amber...

thin tendon
#

@sly hare This is just the next feature I happen to be working on. Something I have been promising to players for a while. I have all my other languages working. But I can't seem to find a character range setting specific to Japanese. I have 10 other languages already implemented.

sly hare
#

WHAT.

thin tendon
#

Its ok I found it on the list through trial and error. If anyone is wanting to know the setting for Japanese is Hiragana

sly hare
#

COOL beans mind if I ask what game are you developing?

#

@thin tendon

#

I swear if you say bright memory I will make you my waifu.

thin tendon
#

At the moment I call it Outback Survival. Its an Australian themed Survival game. Its single player. Instead of zombies I use farmers with guns. Its still super early in development. But soon will be moving in the direction of questing

sly hare
#

I love single players!

#

SEND ME A LINK in them DMS!

#

Or here.

thin tendon
#

Same. I hate being forced to play online ok give me a sec

sly hare
#

NVM!

#

Is cool!

thin tendon
#

Its okay atm. But it gets better every day

sly hare
#

How did you make all these assets?

thin tendon
#

Some where from assets that were modified. Some from scratch. But a lot of the focus lately has been redesigning everything to be custom.

sly hare
#

Also, Straight up the only thing I am amazing at so far is level designing....
And your assets really don't seem to be following a real amount of consistency....

#

No offence...

#

I do like it however....
I am curious....

thin tendon
#

Thats because the pack stuff from the beginning is placeholder. And the last few months has been replacing it all with custom in between working on other features and fixes

sly hare
#

That is fair...
I am guessing this is also going to be multiplayer later?

thin tendon
#

If it gets enough interest. But for now I don't see a reason to focus on anything other then single player

sly hare
#

Also, did you take some of these screenshots in some kind of de-bug mode?

thin tendon
#

No they are all from the Steam screenshot gameplay feature

sly hare
#

Then changing graphic options?

#

Because some of these have those thick cartoon lines like in borderlands... and some don't.

thin tendon
#

Ohhh yeah

#

Its an option players can toggle. If they want realistic graphics or cartoon graphics.

sly hare
#

Hey just FYI if you want me to go in there and take a look at everything....
And go on a head and do a solid detailed analysis of the game I will free...
I love giving plenty of feedback.

#

Also, I like that Idea...
However I would have mentioned that in the video or something...

#

Because you had to explain that and it really doesn't mention things like that....
The game just seems inconsistent right off the bat.

thin tendon
#

Honestly I spend so much time working on the actual game. I'm struggling to keep the store page and trailer up to date

sly hare
#

That is very fair.

#

I haven't even begun going into gameplay mechanics yet...

#

I like to make things look pretty first...
YA KNOW?

abstract relic
#

Pretty things donโ€™t make the game fun ~says an artist

placid arrow
#

what is the advantage of storing something in PlayerState rather than directly as a property of the Character?

#

both seem to be replicated in a multiplayer environment, but PlayerState doesn't exist for AI Characters, generally an AI bot/character would have the same properties as a player for the most part, e.g. health, ammo etc?

serene birch
#

well, store things that matter only for human players then

sly hare
#

@abstract relic Your right pretty things just make people want to buy the shiny.

placid arrow
#

@serene birch so, things like the state of the hud?

serene birch
#

could be

placid arrow
#

and the object reference to the UMG widgets?

#

although... those dont even need to be replicated

#

@sly hare common sense says make a prototype and make it fun before you start doing anything else. but sometimes, the appearance is part of the fun. my last game involved a lot of explosions as part of the core game mechanic so i had to make something that presented well before i could see if it was fun or not

sly hare
#

That's the problem.... I start and I just go this isn't pretty enough.

#

Then I just focus on making everything super pretty and I am like several hours in before I know it.

placid arrow
#

my current game is between prototype and first alpha, and its a healthy middle ground. i got rid of the vehicle template 'arena' and replaced it with some terrain, it doesnt exactly look next gen but it looks more appealing than the default example. i also created a kitbashed vehicle that will likely stick around until at least very near relese or might even remain in it forever depending on how i feel:

#

i guess it comes down to what you think matters and what you think doesnt matter, in the end its your game

#

i'd just say play your own game often, and if you dont feel the urge to keep pressing play-in-editor and 'lets do THAT again' for any other reason than to troubleshoot an issue... maybe it isnt fun yet

abstract relic
#

Not sure why. But that looks like a gun on wheels at a glance

placid arrow
#

well, the engineering of guns and engines is very similar, they both contain an explosion

#

maybe its the exhaust muffler?

#

its basically a flat base vehicle the player can stack tall structures of connected parts onto

dark rune
#

anyone know how to freely move the crosshair around the screen? I'm trying to make an on rails shooter. Or if there is a tutorial that would be good too

plush yew
#

@dark rune What is your current template that you are using? the top down view template has the feature you are asking for... Basically disconnect the camera rotation from your mouse move and Show the crosshair.

tawdry storm
#

is there a way to let UE4 recalculate the object bounds of a mesh? I can't re-import it since it's part of an asset pack, but for some reason one of the meshes has a giant bounding box

plush yew
#

@tawdry storm Are you looking for something like this float BoundingRadius = GameCharacter->GetRootComponent()->Bounds.SphereRadius; ?

tawdry storm
#

I was more looking for an editor specific option, as it's only a single static mesh and I'm not good with C++

dark rune
#

@plush yew yes thank you, but since I am making a shooter, how to do a raycast to the crosshair position? (or some type of hit detection with other actors)

tawdry storm
#

I tried showing vertecies, collisions and everything that can be enabled to see if there's something that extends the bounds, but there doesn't seem to be anything

plush yew
#

@dark rune GetHitResultUnderCursor probably

#

I'm sorry I don't know blueprints, only C++

dark rune
#

@plush yew alright thanks for giving me a start

plush yew
#

@dark rune You can study the top down view template, it's all there ๐Ÿ™‚

dark rune
#

alrighty, thanks

plush yew
#

in the player controller class in particular

dark rune
#

cool

timber minnow
#

Hi everybody , is there any way to move a landscapestreaming proxy from a level to another level ?

jaunty quiver
#

Any one else having their source build crash in 4.24, inside SteamVRRender cpp file

hollow tusk
#

can someone tell me why me skeletal mesh isnt saving? i've rotated bones and pressed save button, but then when i close the tab and reopen it, the mesh is in t pose again.

uncut vigil
#

@hollow tusk dont think you can do that. Rotating bones there is just for preview

normal frost
plush yew
#

You basically saved the mesh but not the pose ๐Ÿ™‚

hollow tusk
#

Ohh, so I need to use another software to change the pose?

#

Or shoeld I be able to do so?

plush yew
#

You rotated the bones in the skeleton tree view right? @hollow tusk

#

Then click on modify pose, and set your pose

#

unless I completely misunderstood what is it you need ๐Ÿ˜„

sonic gust
#

Not sure where I should put this, but I got an issue with the web browser in UE. I can't seem to clear the cookies / cache of it properly. Even if I delete the Saved folder from the project it still remembers some cookies which I'm not able to find. Any clue how I can clear them?

abstract relic
#

This is starting to become a running joke.
/intermediate it holds shader info and temporary files

abstract relic
#

Turn on tessellation

gilded igloo
#

Hey guys, Say I want to make a hollow circular hitbox for my circular door, how do I do that? I tried to make a pipe but it's hitbox is filled-in...

strong moss
#

Can you delete stuff from the reference viewer?

tawdry storm
#

hey, when I try to generate clusters for my hlod UE4 crashes and I get this error:
Assertion failed: OverlapRadius1 >= 0.f [File:D:\Build\++UE4\Sync\Engine\Source\Editor\UnrealEd\Private\LODCluster.cpp] [Line: 70]
any ideas what could cause this?

#

so looking at the code I noticed that in 4.20, which is the version I'm using for this, has the following line of code:
check (OverlapRadius1 >= 0.f);
funnily enough, that's not there in the current version

#

but I don't fully understand what OverlapRadius1 actually is

shut oxide
#

why cant i drag and drop some assets

#

i just started learning unreal engine

fierce tulip
#

depends on the assets

shut oxide
#

it shows a red no go sign when i try dragging into scene

tawdry storm
#

what's the asset type?

shut oxide
#

UASSET

tawdry storm
#

when you mouse over it in the content browser you should see the type right next to it's name

shut oxide
plush yew
#

Hi,Following ue4 documentation and official tutorials I've made a menu,but when I click the button to start a level nothing happens,what I'm probably missing?

tawdry storm
#

pretty sure you can't drag and drop foliage into your szene, that's what the foliage brush is for @shut oxide

shut oxide
#

oh the brush thing?

tawdry storm
#

yes

shy goblet
#

Hello guys, I'm trying to open the c++ class from a blueprint by clicking on "Goto definition"

#

but nothing happens, there just this popup saying "Reading C++ Symbols"

#

is there anyone who had this problem in the past?

exotic thicket
#

Mine does that almost every time I try it, it works with some random things but mostly not... Never quite figured out what causes it :P

brazen hull
#

100% new at UE4 widget how would I make a image show in menu when I press on button in the menu

#

like what would I put on clicked

plush yew
#

You can set image's visibility to Visible on click

#

And if you want it to hide and appear if you click on the button constantly, check if it's visible and then set it's visiblity depending on the boolean

radiant haven
#

hey ppl why does this not rotation the actor as my camera?

ruby finch
#

good afternoon i want to do this in unreal can someone help me

plush yew
#

May God bless your RAM with all those tabs

#

Do you want to create the glow or what do you mean?

exotic cave
#

Whoever put in joystick support for the Unreal Editor, thank you from the bottom of my heart.

#

@ruby finch : Just learn particle effects

grave nebula
#

Wait, I can develop in Unreal Engine using Saitek X52 and TrackIR? That would be the pleasantmost experience!

exotic cave
#

You can make each one of those flames with a particle emitter that has an appropriately short decay and a curve that follows a sphere centered moderately above that burner, @ruby finch

icy egret
#

hi
I have question
Can I make skeletal mesh from static mesh?(not static from skeletal)

plush yew
#

fuck my life

#

just deleted a folder that included my level :S

exotic thicket
#

^ time to learn how to use source control

#

won't save your level but will save you from similar problems in the future

round hawk
#

True.. using source control in general is good to save yourself from mistakes

lime gull
#

Perhaps someone could help. I asked about this but I coulsnt figure it out. Every time I spawn something, the begin overlap component triggers multiple times despite having a do once node. Somebody had said it take count for each one in the level. So how do i differentiate each one

ruby finch
#

@exotic cave thanks you

plush yew
#

do i have to pay for source control

grim ore
#

no

normal burrow
#

@plush yew https://www.visualsvn.com/server/ you install this to make the server
then https://osdn.net/projects/tortoisesvn/storage/1.13.1/Application/TortoiseSVN-1.13.1.28686-x64-svn-1.13.0.msi/ tortoise svn for the client (which can be on the same computer).

#

you do these two things and you'll have local source control which isn't as safe as having it on another computer but at least you'll be able to back up a lot faster and check changes etc

#

if your looking to work with other people, then you'd need to make a server people can access, or buy one

#

could potentially still run the server on your computer, but if your computer is off then the svn server will be too

exotic cave
plush yew
#

what is this server upper and for what? @normal burrow

#

for multiplayer or?

normal burrow
#

gives you source/version control

#

maintains a zipped copy of your project and records all changes in it as you commit them to the server

plush yew
#

?

#

what

normal burrow
#

unfamiliar with source control?

plush yew
#

so I use source tree for source control-so this that you sent to him is the same you mean?

normal burrow
#

yea source tree is a git thing, git isn't great for huge binary files so was recommending SVN instead. that server runs an apache svn server locally that boots with your computer and its the fastest way i've found to just get source control

#

and there is no weird license issues like with perforce, and svn is also integrated into engine too

plush yew
#

ok

#

in git there is license or what?

normal burrow
#

you could run a local git server as well but like i mentioned its not as good for huge binary files like all the uasset files etc

#

svn keeps delta updates compressed

#

so it'll reuse data between changes to binaries in theory

#

its also extremely old though

plush yew
#

ok

#

which is old?

normal burrow
#

but still a good option for the binaries

#

SVN

plush yew
#

ok

#

so which to use source tree or this new that you told me?

normal burrow
#

use whatever works really, i'd just recommend the stuff i have there for someone that is unfamiliar with source control

#

if source tree works and you can get along with it, would keep on with it. but if your looking to get a local source control solution you don't need to pay for, svn is a easy/great option

abstract relic
#

Sourcetree is nice, I understand the reluctance to leave it

stark acorn
#

guys how do i post to looking for a talent ?

normal burrow
#

๐Ÿ“Œ

stark acorn
#

where

lapis vine
#

Dropbox! leaves quickly

stark acorn
#

:/

abstract relic
plush yew
#

I need serious help,everytime i move a structure it can't find it anymore,and i have to redo the interface event and go through all the blueprints and fix them

#

I can't do it everytime

brazen hull
#

but it dosent show up

#

it only recognises main BP not a child BP

abstract relic
#

Compile it. It should show up afterwards

brazen hull
#

I did

#

no difference

candid stratus
exotic cave
#

Hey @normal burrow , you have always been super helpful and supportive here...what is your main project if I may ask? Would love to see/help support

plush yew
#

Is there a way to NOT make box brushes affect navigation? I'm using a box brush as a subtractive doorway and i want my ai to enter it but the navmesh is split apart

#

I want it to go into the box brush

normal burrow
plush yew
#

bruh

exotic cave
#

@plush yew : Not too sure, haven't heavily worked with non-terrain nav yet...but, does just turning off the collider work?

plush yew
#

i cant because i dont want the whole wall to be walk through

#

@exotic cave

austere scroll
exotic cave
#

@plush yew : Export the doorway and the rest of it to separate static meshes maybe? And then turn off the collider on just the door?

#

There may be a better way.

#

I'm still pretty new to UE :/

austere scroll
#

but in unreal the crate looks so wierd and some of the faces are vanished

#

HELP how do i fix this

exotic cave
#

@normal burrow : Oh that's right you did send me the link! :>

normal burrow
#

True :), your very helpful too though

#

what do you do with the engine?

exotic cave
#

I'm working on the environment pack I keep occasionally posting screenies from ๐Ÿ™‚

#

Hopefully the first of many! ๐Ÿ˜„ You make me want to take a stab at an underwater environment one day

austere scroll
#

@normal burrow can u help with my problem ?

normal burrow
#

Its a lot of fun

plush yew
#

Sorry, Pat is currently in a conversation

normal burrow
#

underwater stuff is a blast

plush yew
#

Please wait until someoen else helps you

austere scroll
#

@exotic cave whats the name of the enviroment pack

normal burrow
#

@austere scroll flip triangles in blender or turn off two sided rendering (in blender)

exotic cave
#

@austere scroll : Not released yet! Not even submitted. But getting there. I'll keep you posted.

austere scroll
#

k

normal burrow
#

you know faris_ninja

#

it might be that you have ngons too

austere scroll
#

what are those

#

?

normal burrow
#

try vertex cleanup in blender to merge vertices that are near each other.

#

ngons is like, when you have a polygon that bends. ngons means more than 4 points per face but, here i'm referring more to the problem of bending around a corner
you might have a stray vertex messing things up. but turn off double sided in blender, or turn on backface cull i can't recall High Tide would know the thing to do tbh haha

plush yew
#

i fixed it @exotic cave I didnt have the box brush aligned with the top of the floor

exotic cave
#

Yeah, that can definitely screw up navmeshes generally

#

They need a really flat, well formed surface in order to work best in my experience

#

I've been known to actually just "draw" my navsurfaces on with colliders before in instances where things get too hairy

#

Though that was not in UE, and I can't vouch for it as a strategy here

candid stratus
#

showing a promblem on how my ai wont follow my character

austere scroll
#

PLEASE anyone ANSWER

but in unreal the crate looks so wierd and some of the faces are vanished
@austere scroll

#

why does that happen

candid stratus
#

might be your normals

austere scroll
#

can u explain further ?

edgy halo
#

if i make a change to a file (LandscapeCollision.cpp) in engine source, how do i make sure my other team members get the change aswell? can i make a change in the project files that overwrite the engine file?

austere scroll
#

what do u mean by "normals"

candid stratus
#

try that

exotic cave
#

That's a basic picture that kinda explains the idea of what a surface normal is

candid stratus
#

yep

exotic cave
#

It's a ray that points out from the surface of your polygon. Most normals are "hard" normals that are perpendicular to the surface, but this can be overridden to cause different lighting effects

#

p@t gave you some suggestions, did you try them?

plush yew
#

Hi,Following ue4 guide I've made a menรน,when I press the "play" button,game start but menรน won't disappear,what can I do?

normal burrow
exotic cave
#

I suppose I linked to vertex normals instead

exotic cave
#

But it's kinda the same concept

austere scroll
#

p@t gave you some suggestions, did you try them?
@exotic cave ues.

#

yes

normal burrow
#

yeah i mean somehow unreal is flipping the faces on you

exotic cave
#

It looks like his normals might be 180 degrees off

#

So there's probably a checkbox on the import settings to fix that

austere scroll
#

wow thats rude

yeah i mean somehow unreal is flipping the faces on you
@normal burrow wow thats rude ๐Ÿ˜†

exotic cave
#

So wude

austere scroll
#

It looks like his normals might be 180 degrees off
@exotic cave i will see

normal burrow
#

turning on backface culling should show you the problem in blender but idk why its flipping tbh

exotic cave
#

Yeah, if you want to make sure that's what it is

#

You can turn on "Two sided" in your material in UE

#

That will show you if there are faces there that just aren't getting rendered cause the normals point the wrong way

#

You don't want that as the ultimate solution, but it will help lock down the problem

austere scroll
#

You can turn on "Two sided" in your material in UE
@exotic cave that doesnt fix it

plush yew
#

Is there a way to disable error logs?

exotic cave
#

That's bad then ๐Ÿ˜„

#

'Cause it implies that the geometry isn't actually there.

#

Though I guess normals could maybe still do that

austere scroll
#

im pretty sure normals are wrong

#

but how do i change those normals

exotic cave
#

The normals shouldn't need to honestly be changed. There's some import setting I think you're missing.

austere scroll
#

wait a sec.. in blender do i have to save before exporting to apply changes... ?

exotic cave
#

I mean, of course

austere scroll
#

NOOOOOOOOOOO

#

hh

exotic cave
#

If you make changes in Blender, you absolutely have to save them and then reimport before UE can pick it up

#

Why?

austere scroll
#

i wasnt saving it

#

just changing and exporting

#

BUT

#

that didnt help as well

#

im gonna restart the editor

exotic cave
#

Double click your mesh file from the UE palette

#

No

#

I don't think it's that

#

Get your Static Mesh settings up

#

There's a section I want to show you

austere scroll
#

the import setti ngs

#

?

exotic cave
#

Yes, there are lots of options there including at least a few related to reversing particular UV's/normals IIRC

austere scroll
#

oh yea here ?

exotic cave
#

No, that's build

#

Give me a moment while I open my UE

austere scroll
#

well , there is alot here that i dont understand

exotic cave
#

You found it, the Import settings are where it's likely to be

#

Try setting the Normal Import Method to Compute Normals

austere scroll
#

i found this

#

it was unchecked

exotic cave
#

That might help too ๐Ÿ™‚

austere scroll
#

i checked it but it didnt work..

exotic cave
#

But you didn't reimport yet

austere scroll
#

wdym

#

i did

exotic cave
#

Clicka dat button

austere scroll
#

oh

#

oof

exotic cave
#

๐Ÿ˜„

austere scroll
#

ok ?

exotic cave
#

Did it work? You have to click that button after you change any setting to see if the reimport works or not

austere scroll
#

this happend

#

on of the faxes

#

had these lines removed

#

i gtg

#

its late in my time

#

sorry

exotic cave
#

K, sorry if everything didn't fix your problem

austere scroll
#

thanks for the help tho ๐Ÿ˜„

wooden leaf
#

I wanted to see if someone had some time to help me redo my character sheet. I wanted to use slots and not the button option. And so anyone here how how to add a crafting system

#

just DM me when someone has time to help with the character sheet

brave lark
#

is it just me or is 4.24 lighting system all messed up? AO, sky atmosphere stuff, screen spaced GI, etc. it's giving me some absolutely weird results. colors are ultra blown out, theres weird fade effects on edges, some faces just go white completely for no reason, the distance is always wicked dark even with a bright sun and fog scattering, and on and on

#

has anyone run into any of these issues/found a way around them?

timber junco
#

Quick question to all: When you're doing BSP blockouts, do you extrude from the geometry, scale, or adjust the XYZ in the brush settings? Cheers!

hard quarry
grim ore
#

@brave lark the new sky system has some weird issues with overblown lights by default if you are using it

hard quarry
grim ore
#

that is weird for sure, I had no idea the plugin was used out of the editor. Try disabling the plugin and package?

hard quarry
#

@grim ore I did that, but than I got an error, that I need to use VIsualStuido 2017 or 2019 with the toolchain, to package the project.

#

So the build was not successful

grim ore
#

that is weird. did you disable the unreal python plugin as well?

hard quarry
#

No I can try that

grim ore
#

you can also look in the .uproject itself and make sure they are not listed as being used

hard quarry
#

How can I open it, with a txt editor?

grim ore
#

i wonder if it failed to package due to PS4 as a target

#

but ignoring that you could try removing the entire plugins section

hard quarry
#

It is the default VRProject

grim ore
#

so packaging was fine but running it crashes?

hard quarry
#

When the Megascans plugin is enabled, it can build just fine, but than if I start the packaged build, it crashes instantly.

If the Megascans plugin is not enabled, the build fails

#

If I close the project, delete the plugin section in the .uproject file, and open the project again, the plugin is automatically enabled and the uproject file is rebuild as if I did not change anything

#

Is it possible to delete plugins?
Or do I have to remove them from the folder?

grim ore
#

yeah I bet its enabled by default since its an engine plugin

#

but in the end it shouldnt matter it should not be required

#

and that is weird if disabling it kills the project

#

if you want you can go into your engine dir, go into engine -> plugins -> megascansplugin and edit the .uplugin in there to disable the enabled by default

#

that should stop it from auto adding to your .uproject

#

but.... shouldnt have to do this lol

#

the supported whitelisted platforms for it is win64, mac, linux so I do wonder if you just found some weird combination of the VR template having PS4 enabled and this plugin

#

if I could get the VR template shaders to compile I could test lol

hard quarry
#

I just disabled it the way you suggested.

#

I can disable PS4 i dont need it, and will tell you the result

grim ore
#

cant hurt to try it all there has to be a solution besides deleting it

#

Engine shaders compiled, now for the project shaders.... durned VR template

hard quarry
#

Ok so the build targets are still Windows 64 and PS4, the MegascansPlugin is disabled by editing its uproject plugin file.
The build was successful

#

And now it even starts the packaged game, thanks you are a hero

#

@grim ore

grim ore
#

so you changed which file?

hard quarry
#

D:\Unreal Engine\Engines\UE_4.24\Engine\Plugins\MegascansPlugin\MegascansPlugin.uplugin

"EnabledByDefault" : true
is now set to
"EnabledByDefault" : false

grim ore
#

gotcha so disabled the forced load of the plugin. Then removed it from the project uproject?

hard quarry
#

No, the uproject file is still the same, and the plugin is also listed there

#

{
"FileVersion": 3,
"EngineAssociation": "4.24",
"Category": "",
"Description": "",
"Plugins": [
{
"Name": "MegascansPlugin",
"Enabled": false,
"SupportedTargetPlatforms": [
"Win64",
"Mac",
"Linux"
]
}
],
"TargetPlatforms": [
"PS4",
"WindowsNoEditor"
]
}

grim ore
#

ah but disabled it

hard quarry
#

Cant believe that worked, lol

#

It should not make any difference

grim ore
#

so that's how its supposed to be atleast, disable it to make it work weird it was failing before

#

no it should not have heh

#

atleast not by itself so shrug

hard quarry
#

Where could you see, that Megasans does not support PS4

grim ore
#

if you look at the uplugin you changed earlier you can see the whitelisted platforms

#

doesnt mean it doesnt support it just means its not supported lol. besides its an editor plugin I really dont know why it's causing a packaged issues

hard quarry
#

ah oh wow, so much to learn

grim ore
#

well.. I assume it's an editor only plugin. It's just the bridge interface isnt it?

hard quarry
#

Yes

#

And I dont even use any asset of it

#

its a clean new project with this as the only plugin activated

grim ore
#

yeah due to it being an editor plugin

hard quarry
#

Super weird, if the MegascansPlugin is activated, and I package the game, the SteamVR Input System bindings are not getting copied to the packagee folder.

If I completely disable it with the steps above, it copies the file to the package folder...

#

I was wondering since three days, why the motion controllers do not work since downloading the QuixelBridge, which also installs the megascans plugin

brave lark
#

@grim ore is there anything I can do about it?

hard quarry
#

@brave lark is there the same problem when you create a new project with a sample?

gray jetty
#

Idk if I can send this here but Iโ€™m wondering how to make a dynamic weather system involving rain and snowy conditions I want the rain to make puddles on the ground and the snow to build up on the surface can someone help?

brave lark
#

@hard quarry haven't checked yet. The problem may partly be tied to that all the components are in Ultra dynamic sky, but I have poked all over that thing and not been able to see a reason to why they'd be related to it

#

I'll do a quick fresh project to check

gray jetty
#

If anyone knows what to do involving the dynamic weather I mentioned dm me details because Iโ€™m fairly new to unreal and need serious help

sweet relic
#

@gray jetty You probably will want to look into material parameter collections

gray jetty
#

Idk what that is lol I use blueprint and Iโ€™m extremely new to it

lime gull
#

Perhaps someone could help. I asked about this but I coulsnt figure it out. Every time I spawn something, the begin overlap component triggers multiple times despite having a do once node. Somebody had said it take count for each one in the level. So how do i differentiate each one

primal furnace
#

Hey all, any ideas why I'm getting this error when trying to launch my game? "
PackagingResults: Error: Launch failed! Failed to delete staging directory. This could be because something is currently using the staging directory (ps4/xbox/etc)"

dry beacon
#

Does anyone have a good recommendation for a good rock/cliff pack on the marketplace?

abstract relic
#

Megascan killed that market ๐Ÿ˜œ

candid stratus
hushed hare
#

i cant even log into the epic games launcher rn

tough marsh
#

@candid stratus you may not have an actor to move to

candid stratus
#

wdym

tough marsh
#

I mean the onseepawn may be returning nothing so thats why you arent moving to anything bc there is nothing to move to

#

get an isvalid and if its valid then do the moveto logic is its not validf then print string no actor seen

candid stratus
#

k

tough marsh
#

Yes

#

you could put a print string off the is valid just to see if it ever even is valid

ember shadow
#

Hey! im trying to change the crouch eye view height, where do i do this

abstract relic
#

Deleting your previous post doesnโ€™t exempt you from spamming ๐Ÿ˜œ

spark sonnet
ember shadow
#

thanks

spark sonnet
#

You can also do it in the class default settings of your actor

ember shadow
#

i tried that, didnt work

spark sonnet
#

Have you enabled crouching?

ember shadow
#

yes

#

@spark sonnet still doesnt work

spark sonnet
#

Are you making a first person?

ember shadow
#

yes

spark sonnet
#

Then that should work^

ember shadow
#

hmm it doesnt change eye level tho

rotund scroll
#

eye height changes automatically

#

you can't modify the value

ember shadow
#

oh

abstract relic
#

This is under the assumption that the camera is parented to the capsule

normal burrow
#

Isn't eye height always zero unless you've got c++?

#

Its the BaseEyeHeight variable

#

@ember shadow

#

you want to set base eye height in both

#

rather

ember shadow
#

nah its cool! i got it now

normal burrow
#

what your doing there is already done by the engine (by the time it crouches)

#

cool cool

wary quartz
#

does anyone know why it is, that when I import a specific fbx into my project, it will only allow me to import it if combine meshes is turned off, if combine meshes is turned on it will cancel the import. Also other fbx's have no problems whatsoever when importing with combine meshes on, just this specific one.

grim ore
#

it just disables the import option or it crashes?

wary quartz
#

disables import, after I click import all I get a message in the message log that says "Failed to import "etc". Failed to create asset "etc"

grim ore
#

maybe check the log log, in the logs folder to see if it has more info

short onyx
#

Is there a console command to activate or deactivate the Realtime ? (like the CTRL+R in the viewport)

#

I have only find a r.RenderTimeFrozen but it's not this :/

rotund scroll
#

what's more performant: 7 line traces or a sphere trace and a line trace?

short onyx
#

Finded ; FREEZERENDERING

#

And this command have no help or description x)

sly hare
#

I just can't help but notice a massive lack of a particle section.

#

OH WAIT.

#

๐Ÿ™‚

plush yew
#

what skeleton does zbrush use?

#

is it close to the ue4 one?

fierce tulip
#

slaps @sly hare :p

sly hare
#

LOL

simple hemlock
#

Is there a way to make the editor compile shaders from all maps in a project? I just added a bunch of packs to my "asset testing" project and would like to leave everything compiling overnight so tomorrow I can just work instead of waiting lol

normal burrow
#

@simple hemlock you could use editor scripting maybe

#

maybe, not sure

sly hare
#

You could try batching?

normal burrow
#

game instance would be able to iterate the maps too at runtime

#

so you could just load each level that way

sly hare
#

P@T I have a question...

simple hemlock
#

that seems like a cool hack. I'l try and hopefully my pc won't explode

#

thanks! lol

abstract relic
#

#askpat

sly hare
#

What method do you use for adding functions?

#

Bps, or C++?

abstract relic
sly hare
#

Hmm?

#

What is that for Hightide?

rotund scroll
#

at this point it might as well be a channel in this discord kappa

normal burrow
#

Adding functions?

abstract relic
#

Running joke. Pat has his own discord where he has an help channel.

sly hare
#

Like abilities, skill trees etc...

#

I am still having issues other than making everything pretty...

normal burrow
#

I did not create this channel however lol

abstract relic
#

It was by popular demand ๐Ÿ˜œ

sly hare
#

Is there a simple method of adding these things and producing new game modes within the same level?

normal burrow
#

Function library in either language would work diablo

sly hare
#

No IDEA WHAT THAT IS.

normal burrow
sly hare
#

OH.

#

How would you produce different game modes within the same map / level though...

#

I find that very difficult.

normal burrow
#

when you load the level you can specify whatever mode you want

sly hare
#

I have yet to find a solution.

normal burrow
#

you set the default mode in world settings, which is used when you don't specify the mode when you load the level

wicked kettle
sly hare
#

That's the thing...
I want to be able to add like vehicles...
And travel options...

wicked kettle
#

hair render on my main project is blurry so the skin

sly hare
#

Hmm...

rotund scroll
#

@sly hare have you considered scoping down and making something work first before you go crazy with ideas?

sly hare
#

THat's the thing I already have basic functionalities.

rotund scroll
#

how basic

sly hare
#

I got understanding of sockets, animating weapons, persons, characters, facial animations, pretty much everything on how to make everything pretty...
And how to create menus etc....
My issue comes in when I want something like my skill tree to actually unlock the abilities I have already made...

#

I am even having issues on my "Options" Menu as I want those graphical options to be available...

rotund scroll
#

but have you made anything yet?

#

is there a game?

sly hare
#

I made allot of stuff...

rotund scroll
#

can you play the game

normal burrow
#

@wicked kettle is one dx12?

rotund scroll
#

can you do things in the game

#

can you complete a level

#

etc.

#

this is what you should focus on first

sly hare
#

YES/

rotund scroll
#

everything else is just wishful thinking tbh

wicked kettle
#

@normal burrow where can I see it?

normal burrow
#

did you enable rtx?

wicked kettle
#

no

normal burrow
#

then its probably not dx12

sly hare
#

@rotund scroll What do you mean wishful thinking?

rotund scroll
#

I mean it's not helping you create a game

normal burrow
#

are they not the same versions of the engine?

rotund scroll
#

it's just placing illusory obstacles in your path

#

focus on creating stuff first

#

then see how you can expand it

zenith flower
#

What they mean to say, is having ambition is great, but a lot of us learned the hard way to take it easy.

rotund scroll
#

but if you don't have a game, there's nothing to extend