#ue4-general
1 messages · Page 655 of 1
I have just learned of treeit
yeah
i know that 4.24 supports speed trees more with ray tracing
at least ray traced shadows on speed trees
It's 20$ a month if you make under 100k
Right
But treeit is completely free
speedtree is dirt cheap
But not free
Treeit is free
and nails
treeit is... bad the last time I tried it
does it do billboards nowadays?
Well I don't want to pay 20$ a month for trees
how does speedtree handle assets again cant you just make a ton of trees and save assets and not repay subscription till you need it again
treeit worth a try i guess if it works for you then thats good
someone doing endless runner?
Speaking of trees, there is also the procedural tree generator made by Elhoussine Mehnik https://ue4resources.com/plugins
What channel is best to use when asking for help?
I would like a rundown of why changing ZOrder on "Add to viewport" suddenly makes my buttons work/not work on some HUD.
I have ranging from 1 to 7.
I got the saving part done
but how do I get it to ignore the default player start on second run
If save game detected then dont load default start and use save game player location
I would probably query for both the save game and the location, in the off chance you create a save game before you save a location to it
Just as an FYI this isnt really the help channel
flight simulator 2020 would be so freaking cool if it had 3rd person movement, Just like star citizen where you can leave the cockpit and move around the plane, also a Co-op would be great me and my buddy, also challenges like thunder and sand storm. Also allowing the player to get inside airports and outside and sleep and rest and change clothes inside Airport Hotels.
@plush yew
Hey all, what are the options for getting a latlong render out of UE4?
@plush yew are you 12 years old ?
you sound like it
im 21
you wanna see my hairy dick ?
<.<
@plush yew I love that feature in Star Citizen.. but it took them a lot of work to make that work. I'd say in an offline game it'd be not as hard mind you.
without hair ok
@celest creek yeah or a co op with only 1 person to actually render what you do
How is any of this Unreal Engine?
@upbeat trench there actually are some really knowledgeable people in here sometimes
Does anyone know of a situation where a lightmap (interior condo project) can be baked to look good, and then at a later time the light maps look reduced in quality. I was working on this project, remember the light maps looking better, but now they look "dirty" all around. Not sure if there is some kind of compression, or something strange, or I'm just losing my mind.
I honestly dont care about knowledge only that its related to the topic of the channel. We have #lounge for general chat
I do have "texture streaming" off, thats always been off.
@upbeat trench people talk in here the most generally
tends to be about unreal engine more often than not
I've got a simple question.
What's common practise when it comes to making bool variables? (naming conventions, category placement for example)
Currently i use "bool"category.
With "IsUnitMoving", but when i followed some c++ tutorials a year ago they used "isUnitMoving" lower case first.
I've heard bools have different conventions from other variables.
Honestly there is no standard, Epics BPs have question marks at the end of bools
bMyVariableName
Ahh yea i think i heard about that one
Is it more of a C++ vs blueprint thing though?
like bMyVariableName makes sense in c++ since you don't have icons and need readability.
Blueprints have red icons though.
It does help in a few instances in C++ but in all honestly Hungarian notations been out for awhile now or we'd preface more than just one type
Epic use it for their API stuff though, the U, F, A etc
I can somewhat admit it there because you REALLY want to know if something you manipulate is a UObject or some basic class 🙂
https://www.xoax.net/cpp/ref/core/incl/hungarian_notation/
So use these?
I guess i have a lot to do if i'm gonna fix every variable at this point, but good to know.
This C++ reference page gives examples and tutorial links for XoaX.net's Hungarian Notation for C++.
Whatever works for you really as long as its consistent
Alright, thanks 🙂
@unreal sable UE4 standards are 'UpperCase' as opposed to 'camelCase'. I don't know why, and it really doesn't matter. General coding standards follow camelCase
How to know what instanced mesh im clicking
My instanced mesh has many cubes and i want to know what im clicking
@plush yew no, you can't
Well thats how minecraft works
ISM/HISM can only return component hit
and all block games
that's a big logical leap
i;m just telling you those have no such capability
well how to do it so
use something else, like runtime mesh component
last time i had it so that every block was blueprint, but that lag was terrible
what is runtime mesh component
If you want to make a voxel game, use voxels. As I assume that’s why you made that comparison 😜
but couldn't you get the closest instanced mesh to a location or something?
the hism can tell you which instance is hit when you get a hit result on the parent
is there way to use it as click too
maybe you like gate that opens when i click and then use that hit thing or something
well you would do something like getting the hit result under the cursor when you click and then acting based on that
@grim ore hism hit event has that info?
the Hit Item is the index of the item you hit in a hism object
There we go. Voxel was mentioned 😜
Is there any issue that could happen that would cause previously good looking lightmaps to load and look lower res. I "think" this has happened to me. Several items in my project which I remember looking better now look dirty (interior condo high detail trim, etc).
I should note that "texture streaming" is off, which has in the past caused low res lightmaps to pop-in and out
that's a very interesting sample scene
Everyone has their experimental project
yeah, i basically testing all my random stuff here
I mean yeah, but you see them too rarely
it has a nice landscape
instanced mesh*
we might got answers 🙂
@tawdry storm it's based on depth, and it seems like it's not smoothed in engine
I don't know how to search for this
do you know the effect that plays on the ammo of far cry 5
to catch your eye?
do you maybe have a pic, a video or a gif of that?
@next badger interesting. it's a little bit pixelated, yeah
@plush yew do you have more than one chunk in your szene?
well there you go, you just grab the first one
hold on I am uploading a commit on github and my internet is slo
on your hit you'll have to get the actor aswell
Blueprint to actor?
on the hit event it has "hit actor" use that and use a 'cast to X' where X is the blueprint name of the blueprint that has the stone block variable in it
then use that as the input for the target input
@plush yew you mean on pickups?
does that work? @plush yew
it doesnt send error but it doesnt remove what i want
Any1 know how to do combo attacks using Play montage on notify begin?
It works now
I didnt remember that it was stone VOXEL
not stone block
@plush yew #animation probably
well there you go. now make UE4 minecraft and get rich
isnt minecraft free?
xdd
Well if you just keep adding 0s, you’ll be fine
minecraft is the game with the most sales, so it's definitely not free 😄
or at least it's very high up there
Classic Minecraft is now free
@next badger no it's that weird effect on top of the unpicked ammo
hold on im making a gif
any way i can make the save button marketplace etc.. smaller?
like they taking so much place
@tawdry storm
That’s just a highlighting material
@plush yew do a quick google search for UE4 toolbar icon size. There’s a short video with the instructions
thats also fc5
ah missed it
@plush yew open ue4 properties and type "small" in search box
How to have noise and make instanced meshes where is "dark"
3D
@next badger thanks it worked
I would probably use an additive material
that kind of glimmer effect could be done with stencils and a post process too, but not sure what fc5 uses. there are a lot of approaches that would work yeah
or is there even 3d noise
i think in fc5 it's some additive vector rotation specular
i'd bet its stencil camera space normal dot product against moving vector type thing
but really a lot of ways to pull it off
if i had fc5 i'd try to renderdoc it =)))
now super mario 64 lighting this is another thing worthy to mention
it is always camera space
the sun rotates with you
How irresponsible. Reverse engineering a game. You should never ever do it.
@normal burrow looking at super mario 64...there are no shadows ...
https://youtu.be/XnqGFn0Byg4?t=54 watch the highlights on mario as the camera spins around him
oooh...i see
i think that's default lighting technique from back of the opengl appearance era, at least that was first thing in open gl lighting to learn
i worked on a sm64 renderer, yeah they don't multiply glLightParameterfv by view
just lights triangles as if top corner of screen points to the center of it
i've just noticed...all spherical objects there are sprites
the trees in that game a single triangle of one 32x64 textures repeating with mirror horizontally
like any hardware feature at all, fully in use lol
The joys of limitation. Forces you to get creative
exactly, extremely novel
I like Michael Ashworth's videos cause of that
why is that annoying CameraActor spawned into the world as default. it does not do anything it seems. the DefaultPawn does not have a Camera component but i know CameraManager use the position of the default pawn as viewtarget
gamemode settings maybe...not sure
is the gamemode spawning that cameraActor. Probably, but why? 😄
cause no cameras in scene?
play rate
Hey guys is there a way to get navmesh borders? I'm trying to create a cover system like the one in the cryengine
@next badger thats going to be in details? cuz i searched for it
and i tried to press right click on rred thing below as well
didnt find play rate 😄
am i missing it?
do axis constraints not work properly? my games on a 2d perspective so I lock one of the axis but it still somehow falls off the floor sometimes
the player I mean
@plush yew sorry, yep, rate scale
Am trying to do the Do once thing
but as i do it, it happen again
is there a way to reset it?
like if i did another thing then reset it
How to know if im hovering same instanced mesh
/Having mouse over it
Hello, what is the best way to learn what the different nodes do and gain the knowledge of the nodes?
As I've used the engine for about 3 years now, through college and uni, but when I create something I always get the feeling that I could of do it better but I dont know how.
You send code here and ask people what you could do better
And perfect code doesnt exist
ok, thanks
@grim ore
How to know if im still doing mouse over event to same instanced static mesh
Can someone give a rough explanation of what functions in widgets should be used for?
Idk when I should be making them
Id like to believe I can use them for most of this
I have never used those
Only when i want button or something to do something when i click/hover them
As you can see I have quite a bit more than that haha
and I still need to do a LOT more
But id like to not completely fill this uop
here is you some real spaghetti
hahahaha
OH GOD
i cant even show all
Aaaaaaaaaaaaaaaaaaaaaa
Im still in awe
those are some real https://blueprintsfromhell.tumblr.com/
super computer
I can even fathom why you would need this
@normal burrow how to know if im still hovering same instanced mesh
you check the index
on the hit result
hit component & index == unique instance
i'm of course making a lot of assumptions on what you mean by hovering

Tips and Tricks on using Functions, Macros, Reroute nodes, and other things to try and keep a Blueprint Organized
Source Files: https://github.com/MWadstein/wtf-hdi-files
you could try using less lines
Better questions would be "how to make inventory"
there are not enough pixels for me to understand what is going on there altter
By the looks it should be using arrays, but yeah cant be sure cuz 480p
wouldn't say your doing it wrong by just looking at that altter. but if you want alternatives there are probably many videos on youtube
advice would be to avoid making data entry super customizable with inheritance and stuff from outset
you're probably gonna rework it multiple times
DUDE
my eyes
OH MY GAD
yes adding new block to that inventory is HELL
i have just broke this inventory system
all time
I can imagine
which is why I recommend arrays
What is a Data Table in Unreal Engine 4
Source Files: https://github.com/MWadstein/UnrealEngineProjects/tree/WTF-Examples
Note: You will need to be logged into your Epic approved GitHub account to access these examples files.
teach me data table
This makes me worried cause I want an inventory system
@grim ore can teach better than me
Sounds like problem solver
Hey P@t do you mind if i ask a quick question and get your opinion?
Can i create game engine inside unreal engine and sell that engine
short answer is no
maybe if you can have it work accross other engines than the one
just no
Okay so I'm trying to make a battle system as you may or may not know, and I would like to have multiple enemies (as one would) but I'm not sure how I could do that. Everything is handled in a widget and variables are stored in a game mode. So would Functions work for that sort of thing? ( Heres what i have so far in terms of bp
you absolutely can, just follow normal packaging and dont include editor code
UNITY SUCKS
I really like those graphs. They seem to be reflection of myself and my work.
how so?
yeah was asking death, i agree on unity being a trap
unity is pay to create
oops
uh that is a trailer to Ori and the blind forest
which was made in unity
and it looks stunning
I am a frequent guest on Blueprintsfromhell, Pat.
Its a hard answer for a question lightsaber, think of a way it could work and it probably will be fine
what the fuck did I stumble in to?
I had a slight idea and Im gonna hope to god it doesnt end up like that whole bullet spawning 5 times ordeal
are we sharing blueprints?
Is there a Blueprintsfromheaven? Cuz mine would be there ✝️
#RateMyBP
I can't compete with some Houdini guys with respect to awesomeness of their graphs 😦
Same energy
@normal burrow how to add noise to world generation
heres a material
thats noise ?
wait @grave nebula is also working in houdini? is there anything you can't do? D:
Deathrey is god
this is me before figuring out functions 😄
@tawdry storm I am familiar with it, but never used it in a pipeline, so no.
Can full community create own game
Everybody mostly gets access to github
and creates gmae
Why are delays not allowed in functions? That puts a sock in my plan >:|
functions aren't graphs
the way functions work is more or less to return something
btw @grave nebula may I ask what you actually do for work?
a function that doesn't return something shuold almost always be in the event graph
aah okay
latent functions only allowed on the event graph
cOmunity sucks, nobody tells me how to noise world
@tawdry storm I convert liquid into distance
not quite the answer that I hoped for, but maybe the one I deserved
@normal burrow but if you want to do the same thing multiple times wouldn't it be better to do it in a function?
or at least a macro
custom events are better for non-returns
you can still call parent implementation on those as well if you wanted to override
functions are meant to be a request for information, opinion is based on the way they've set things up for native -> blueprint overrides
they need to respond immediately afaik
well I mostly use them to condense code down into a single not that's reusable
yeah function libraries are good for this
I don't mean to butt in, but for an inventory system, should the variables be saved within the game instance?
macros are my favorite but lots of people dislike them
and there has been some kind of issue with macro libraries or something
but i've not had real problems with them personally
well I like macros because of their multiple exec inputs and outputs, but I dislike that they don't have local variables
oh right you mean stuff like this, right?
Where’s that quadruple break macro pat? 😜
that sounds dangerous
is that a reverse loop, p@t?
What is this graph sorcery?
is it a reverse loop or inverse loop?
cuz its not the same if I reverse the array then loop it is it 😛
goes from last to first
calls second exec with each ref to array item
could expose the integer too
yeah its so you can remove elements if you want
yep
which you couldnt do if its reversed but iterated in the same order
have to be careful removing more than the one item of course but, macro risk hah
is there a way i can link my notify name to something i call a specific notify?
true
would reverse iterator be politically correct?
What is the Anim Notify Class in Unreal Engine 4
Source Files: https://github.com/MWadstein/UnrealEngineProjects/tree/WTF-Examples
Note: You will need to be logged into your Epic approved GitHub account to access these examples files. https://github.com/EpicGames/Signup
I guess if you say reverse loop its correct cuz the loop is the one doing things in reverse
but if you reversed the array and put it through a reverse loop youre looping in the correct order with the ability to remove items still
@fringe crest the lighting completely changes the colors though. Example and orange rock is white now
there we go 😄
associative array of indices, then randomise it and loop
then make a sort node for blueprints
supafast
What is meaning of life
delete tha missing indices!
If universe will die out, why are we doing stuff here
it doesnt matter
And none of aliens will ever know that we were here
Everything matters, unless you are traveling at C, then you are energy.
When adding a level in through levels panel, does this transform bit even do anything?
I've never seemed to be able to get it to work, and now I have a good use for it.
I'd use the runtime level instance node, but I need to soft reference an object in the level.
How i can check if left mosue button was pressed?
@fallow tusk I actually used this just this week, so yes, it works.
@tawdry storm is there some trick to using it?
if there is, then I accidentally did that.
basically I just added the level from the levels window and then opened this little dialogue to move it
hitting viewport edit even gives you a nice little gizmo
how i can do it if i press mouse button Attacks Counter it adds +1 to the attack counter
Get AttacksCounter + 1 and plug that into the Set node
alright I'm trying the viewport edit, I do see the gizmo
and I see the highlights of the level being moved, but anything within the level seems to stay in place 🤔
that's really weird
@plush yew or use ++ node
... yeah just use the increment node, might be better
@tawdry storm so you did Add Existing in the outliner, then hit summon level details, and changed it there right?
am testing ++
but the output of the + would have to go in the input of the Set node if you do it like this
++ is simpler though
@fallow tusk pretty much
darn alright, thanks.
If I use the rama load instance way the transform changes correctly too... super weird.
yes
you're setting it to 0 and then you add 1 to it
every time
use 'Get AttackCounter'
i am trying to write a more elegant teleporter, i have an actor for the teleporter, a collision sphere, i put a break point on the collision code it only seem to execute on the client
i thought that the server would simulate the collision too?
Question - Has anyone had any issues with Pixel Streaming where running the project and going to "Localhost" in a browser results in, "Not Found" ? Yes, I have Pixel Streaming enabled, I also have these Parameters set in the Editor - -AudioMixer -PixelStreamingIP=localhost -PixelStreamingPort=8888, and I've opened the ports 80 and 8888. Any suggestions?
@grim ore What do you think?
saving my project folder files that count as i backup for my project right?
oh weird, problem solved
@pallid talon if a web browser is showing it as not found its the connection between the node.js web server and the browser. does it show listening on port 80 when you run the run.bat?
@grim ore how i can make a backup for my project 😄
@grim ore This is what I get -
yep your code is bad, something in there is causing the node.js server to crash
it gives you the line you have to fix it if you changed it
oh yeah its failing trying to bind to the local address
do you have something else running on that port? maybe just restart the Pc
Hmm....
I'll try a restart. I have no idea if something is using that port right now. Would it be port 8888 or 80 I need to examine? Also, I checked in "Services" and Im not sure how to identify if I need to stop anything here.
it says 80
Hmm, know a quick way I can check before I restart?
you shouldnt have to do anything it should just work but its complaining something is stopping it from using that port on your local machine to listen
I'd like to know what it is, so I can kill the process.
it could be related to this https://stackoverflow.com/questions/9164915/node-js-eacces-error-when-listening-on-most-ports
It says permission denied, not address in use. It's because you need elevated privileges to bind to ports < 1024 on *n?x systems.
@plush yew you could just copy the entire folder somewhere else and then it's a backup. other than that look into source control
I'm not familiar with what Cirrus is, or what kind of environment node.js is running in here, but if it's being run from Windows, you might just need admin privileges for it
Any reason you can't bind to a higher port? Is this an API that needs to run on port 80, or a game server type thing?
Yeah, I ran, run.bat as Admin and it still didn't work. I guess I need to consult with IT?
Oh I see now. PixelStreaming listener
By the way, @grim ore It's really cool you're on here helping people out. Not sure how much you make but you deserve 10x more!
@rigid dove Yes, Pixel Streaming..
you can pop into the cirrus.js file and about 20 lines down change the var httpPort = 80; to something like 8080 instead and connect to localhost:8080. It might get around your issue
Ok, will try that. Also... I ran " netstat -aon | findstr 80" and it says:
Does that mean 80 is open?
yes but your node cant bind to it to listen for traffic, probably due to the admin issue that was mentioned. If you change that line to 8080 and it runs without crashing then you know its an admin issue
I tested and it does work fine on 8080 with that change here
Yeah finding the same thing, change your port. Or figure out where to adjust the properties for whatever is launching the node.js binary to run as admin
Sweet
[Callstack] 0x000007fecb1c2100 UE4Editor-Core.dll!FDebug::CheckVerifyFailedImpl() [d:\build\++ue4\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:455]
[Callstack] 0x000007fec8a90597 UE4Editor-Engine.dll!FShadowMap2D::GetTexture() [d:\build\++ue4\sync\engine\source\runtime\engine\private\shadowmap.cpp:540]
any ideas why does default map crash?
DXGI_ERROR_INVALID_CALL
Anyone Got this Error Before ?
its crashing when im trying to launch the game in new window
hi guys, is it ok to use a NAND boolean between 2 a begin and end anim notify?
@runic fern only ever had that from driver problems.
@runic fern call stack is needed
in several occasions it's resizing issue
@brave salmon have you tried to verify ue4?
it's just one map and in a dedicated server mode... everything works PIE
LoadTest -server
jusy trying to launch an editor server
Hm... there's a new branch on GitHub called 4.25-plus. 👀
aight,i have a question
if i have a structure
and it has a int value in
and i do a set by ref
will it pass the value to the structure
Faster way of setting desired variables within a struct.
I did everything with the 1st way
Question - When Pixel Streaming, with multiple connections, what is the best way to reduce the latency issue? It appears to lag when more connections are made. Perhaps mirror the output to another device?
Setup AWS?
Anyone know of a good tutorial on how to make a progress bar (in this case a haalth bar) that works sort of like the health bar from kingdom hearts? Something that's not linear and has a dynamic shape. I'm surprised at how difficult it is to find a video on this 🤔
So all you need to do with dynamic shapes is create a grayscale mask.
Then make a mat dynamic in the widget to update the material in realtime
an example of what the mat should look like
Hey peeps, not sure what channel is best to ask this, but is it possible for me to have a plane with a material which plays back a video ignore my level lighting but still play back at the video contrast?
So far my video on the plane plays back great, but i'm needing to light it
@gilded plinth set the material lighting mode to 'Unlit'?
@abstract relic Thanks, I'll give that a try later
@normal burrow u know my error, well, I had to track down a single fucking level, in a single fucking asset that i didnt use, that was inside of a FUCKING PARAGON ASSET. I wasted 20 fucking hours because epic games screwed up.
im kinda pissed
all good now, time for celebration when you find such things
Do anyone knows how to fix this error?
Just in time for the weekend. Throw a mean party in celebration
Spam implies multiples
For a quick aside? Sure. I alway work on the weekends. You learn quickly to remove that stick up one’s arse.
strong opinion, delete, asinine comment, delete
@glossy kayak Do you have UDP enabled in the plugins?
I had someone at one of my jobs who swore he was Jesus, lol
passes along some chillpills
much needed luos
@loud knoll where i can check this?
Eh, let it drop. Stress does that to a person. Just remember to look at the bright side of life. You only have one after all😉
@glossy kayak go into your plugins settings and scroll down the U's
Except for Buddhists
Even then. That’s one life. Out of many
@glossy kayak Check around here.
@loud knoll
@glossy kayak So was it on or off? are you going to restart to turn it on?
@loud knoll It had turn on ) I'll restart ue4 on the safe side )
yeah I would double check that you have all the network plugins you need on they have a lot you dont need but are for specific networks
@sweet relic thnx that worked. i forgot i had to plug the texture into emissive
@loud knoll ty for ur help. I'll try
Is there a way i can stop my character from moving
when i do an attack
like disable movement
@plush yew You can consider An animation notify state on your attack animation
at the beginning Of your attack animation you notify to disable movement, And at the end you notify the opposite
for more info you can study the action RPG template free from marketplace, they do similar things there, I vaguely recall 😄
@plush yew thanks for the tip mate
found a way
Do you know how to do a dash btw :D?
A very good dash example is in the GAS documentation with root motion
The Sample Project uses a AbilityTask_ApplyRootMotionConstantForce for its Dash GameplayAbility.
https://github.com/tranek/GASDocumentation/tree/master/Source/GASDocumentation @plush yew
@plush yew am the wrost in using this git thing 😄
Am checking atm
I'm going to upload another progress this coming month i need to finish some my requirement for school and also i don't have enough time this coming 2 weeks to develop.This is the last Full video of September. I completed 22/22 added Features in last 1 month and also Don't for...
any idea how i can do like this dash right here?
The insane amount of detail required for such wonderful functions need to be brought up by the gods of this discord.
For we a mere peasants.
XD
odd that it first shows /.../.../ and suddenly goes \\
its cutting out the text yeah
well it has forward and backward slashes
that too yeah
sooo what should i do...
you know i just realized someone else had that same issue a bit ago bivze
i didnt cook or build....
Delete binaries and intermediate in the packaged folder
and then?
then package again
should i delete the exe file?
would get red of anything that will come back yeah
i was doing development, should i do shipping
yeah
did he manage to fix it
Has anyone run into an issue where you AO maps just stops working?
Heres an example
Guys, how can I setup an item that has to be unlocked. 1st before they can craft it. and I'm still looking for a crafting system.
R channel AO
@wooden leaf there are many crafting system tutorials on youtube
Well then I must be searching for the wrong thing then. can you give me an idea on what to search for.
my pc frozen bcz im packaging rn
i am using this to dash
everthing is going well but if i jump and dash
it dash like crazy crazy far away from it suppose to
if you lower that amount, the launch velocity, and then try it when jumping is it better? If so you could just check if you are jumping (is falling from the character movement component) and make it give less launch velocity
I would have to guess it's the friction on the ground causing it to move less with that value when on the ground
Yup i thought it would be something like that
I need a slot inventory and crafting system. I looked again and fount that most of them are way too old. Any one have an idea of something newer
Is anyone else having issues with the UI flickering black when in DX12 mode? I've had it ever since 4.22, and makes RTX effectively unusable. No issues in completed DX12 games, using an RTX 2060 and a R5 2600.
@normal burrow i ran it and i got the same error
Evening all, if anyone has a sec for a quick tip: how can I completely deactivate an actor blueprint in my level? As in, not only do I not want to see it, which is easy (set not visible) but how do i stop it from calling all its functions etc?
i don't want to delete it because this is just for testing and comparison
uhh
@gilded plinth I'd love to know the expert method. My jury-rig is I set an actor tag called Delete_me and I have my game mode destroy all tagged actors & run garbage collection at beginplay.
@gilded plinth You could try using a "gate". Just route all your execs through it, and close the gate when you want to disable it.
@normal burrow yes
@normal burrow i repakaged it
do i have to cook before pakaging?
don't think so
what is unreal pak?
did it package successfully?
i just got off pc, i was going insane
haha ok
you mind if i give it to you tmrw?
sure
i rly want to get over with this
doncha love troubleshooting
I'm losing my mind... can someone help me?
Anyone have experience adding media files (videos) in UE4?
like as widgets?
or in the beginning
also, i assume you have been on ue4 for a while. how do u still have a mind??
Yeah like in widgets... although thats not the source of the problem
The real problem is the url which points to the media source is absolute and I can't for the life of me figure out how to change it to relative
Well, the media source is actually relative, but the media player URL is absolute and so the video won't load
Can you colab on UE4?
yes if you use something like git
So 2 people cant be working together?
yes they can if you use something like git
or any versioning control software
I think UE4 prefers people use perforce
Could you call me and explain that more?
I can't talk right now sorry I'm trying to figure out a problem that is driving me absolutely nuts
But hold on
thanks
How to setup Perforce so that you can share assets with other on your team.
Look into that
Warning: collaborating is not an easy thing to set up in a few minutes
It will likely take many hours for you and your partner to work together on the same project
I see.
I'm having a problem that feels like it's very basic, where should I ask for help with that?
Ask it here and maybe I can help
Also @sacred sluice head over to #source-control for more questions
Alright. Whenever I'm trying to load a custom texture on a BSP's surface in UE4, it just reverts to the default texture.
I can load it on models just fine, but BSPs refuse it. :(
Yeah
the BSP is just a flat ground. It's a rectangle + subtracted BSP to make a little road looking thing.
I do not have a way of recording video. :((
Can you screenshot your material?
In the editor, or what?
yeah
is your material just like a sample texture node hooked up to a basic opaque material?
Anyone have a good video that shows how to package the game up so I can send it out to friends?
The starter content materials are fine, just not this. :(
go to the parent material and look at the material editor @odd hornet
alright, now what
Look at the material properties
So click the giant material node that has things like opacity, base color, etc.
look on the left side panel
try checking "used with geometry cache"
@sacred sluice like this? Like just so they can play it?
hmmm
Alright, done that
@odd hornet save and apply the material then try applying it to the BSP's again
If that doesn't solve it then I'm not sure what to do sorry 😦
Other than restarting the editor sometimes that fixes weird things
@sacred sluice is that not what you meant
UATHelper: Packaging (Windows (64-bit)): ERROR: Could not find NetFxSDK install dir; this will prevent SwarmInterface from installing. Install a version of .NET Framework SDK at 4.6.0 or higher.
PackagingResults: Error: Could not find NetFxSDK install dir; this will prevent SwarmInterface from installing. Install a version of .NET Framework SDK at 4.6.0 or higher.@bitter siren
guess i need to download that
"As mentioned in the output, you need to install/update .NET Framework. You can do this by running Microsoft Visual Studio Installer, then click on "Modify" next to installed version of Visual Studio, switch tab to Individual Components and check latest version of .NET SDK."
UATHelper: Packaging (Windows (64-bit)): ERROR: Could not find NetFxSDK install dir; this will prevent SwarmInterface from installing. Install a version of .NET Framework SDK at 4.6.0 or higher.
PackagingResults: Error: Could not find NetFxSDK install dir; this will prevent...
Yeah guess so
I need to go to bed
Later gents
Nighty night
see ya
Also, yeah, that's not worked. :(
Hello there. Can someone explain please why I cant see anything executing in my character bp when for example press some key.
The action happpens in game but i cant see anything in the bp
@lament saddle @plush yew thnx for the tips, surprised to hear it's not that straight forward haha
@sacred sluice yeah you can collab together with perforce server or git. but its annoying to set up
when ive worked with someone else before we just used a dropbox and shared the project file
and merged once we were done doing what we were doing
@floral arrow I decided not to worry about it
Just packaging it up and sending it to him sso he can see what I have
No version control with Dropbox though right?
nah but its basically a backup being on dropbox
if youre doing a game or something with multiple people on a team version control is necessary but i didnt find it to be needed with just one other person
@plush yew when running make sure you have the instance to debug selected in the debug filter in the top of the blueprint. That will be the one that it will show when running if you want to see the execution
ahhemm what?
how to do that?
ok so its on
but it shows somethiong
but none of my inputs
and im sure they do what they have to do
it shows event tick
do you want him to be able to work on the game too or just want to package it for him
let him download and play
Packaging Unreal game projects for distribution.
@odd hornet dont post like that again
t'was merely a jest
ya, and it wasnt funny
@sacred sluice https://www.youtube.com/watch?v=Wjzjnv9E5SU
This is episode 61 of my unreal engine 4 beginner tutorial series, in today's episode we use the settings shown in the previous video to package our game into an executable game folder allowing us to run the game outside of the editor.
We target the windows platform however t...
I'm assuming you're looking for this if you're already familiar with source control. If not: SET UP SOURCE CONTROL https://docs.unrealengine.com/en-US/Engine/Editor/MultiUser/index.html
Get multiple users on different computers into a shared Unreal Editor session, collaborating live to build content together.
hmm
i dont have a clue why its so hard to implement montages
4 hours studying animation montages and 0 result
bp is without errors
but nothing happens xD
😭 Hi guys, do you know if Epic´s Mega Grants is over? I applied almost 3 months ago (26/11/2019)... but Epic Games haven´t even played my in-game footage, not even once.... 😦
It's not an event
Believe the program is ongoing yeah
"UATHelper: Packaging (Windows (64-bit)): ERROR: Could not find NetFxSDK install dir; this will prevent SwarmInterface from installing. Install a version of .NET Framework SDK at 4.6.0 or higher.
PackagingResults: Error: Could not find NetFxSDK install dir; this will prevent SwarmInterface from installing. Install a version of .NET Framework SDK at 4.6.0 or higher.
UATHelper: Packaging (Windows (64-bit)): Took 1.438999s to run UnrealBuildTool.exe, ExitCode=5
UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool failed. See log for more details. (C:\Users\Watson\AppData\Roaming\Unreal Engine\AutomationTool\Logs\E+GameENGINE+UE_4.24\UBT-AUTOSETTINGS-Win64-Development.txt)
UATHelper: Packaging (Windows (64-bit)): AutomationTool exiting with ExitCode=5 (5)
UATHelper: Packaging (Windows (64-bit)): BUILD FAILED
PackagingResults: Error: Unknown Error"
What is "NetFxSDK"?
🥶 I hope, Epic Mega Grants at least, write an email back.... i guess ,if Epic didn´t like it, at least writing a review about, some feedback about why not helping me, is good practice to improve, but my project is awsome and its way better now, 3 months later
Do you have vs installed diablo
Visual Studio?
Yup
Nope, im talking about a video game project
Yep diablo run the installer app
@normal burrow I have that.
Then modify install
And inside that window go to “individual components” tab at top
Then look for anything marked netfxsdk
does anyone know how to move the gun in the first person project?
its like locked, and idk where to ask about this
🙂 I´m working on a videogame project, that i have worked with UE for the past 2 years, almost done, so i applied alsmot 3 months ago to Epic Mega Grants (26/11/2019), sent an ingame footage... but the video has not even been played once since i sent it....
Have you received any follow up email?
Sorry my spelling but even my keyboard needs that contribution LOL....
does anyone know about water in a multiplayer game?
im trying to make an ocean like sea of thieves or blazing sails
Does anyone use Git with UE4?
Look into Gerstner Waves. It will be quite a journey. You have been warned
thanks
Answer: You can't. Epic hasn't built in the push support into their git integration
😐
how to have many objects as target
i want to parents a pawn sensing thing to the head of my charecter put i cant move it
why
its just stuck at the top of the capsule
My mob is a push over...How can I fix this problem?
Is it because I'm using Capsule?
I don't see anything wrong in that clip
😮 I was hoping colliding with it wouldn't push him over. I think its cause its using capsule for collision box as its rolling from that point. Gonna poke with things to figure it out
Cute 🤩
Doesn’t look like it’s falling over I think is the problem
oh yeah I see it
didn't catch it at first cause of the camera angle
@gentle agate you could try locking the rotation? but idk if that's the best solution
it's under physics in your blueprint when you click on the capsule component.
o thats cool. Ye ticked them all and it works now i can collide without cow tipping
nice! I just don't know if That will interfere if you actually want it to rotate at some point.
Me either. Ill jot it down as a note I shouldn't forget I played with
As i would hope that if i give it ai it can still move and rotate to face its direction
I'm exporting FBX from UE to C4D. Why some textures appears in the materials while other don't? Is it a naming convention?
Anyway I can get as much materials linked to the FBX in C4D or Blender?
I have the same issue
that's what I do though.
you'll most likely end up changing materials anyway.
What's frustrating is that some normal maps and some Albedos show up in the C4D material.
Anyone tried that with Blender?
why even do the materials twice?
just slap the diffuse on while modeling and then just create the material in UE 4
I'm talking from UE to C4D export. Are we talking about the same thing?
yeah I'm wondering if anyone tried a successful export from UE to Blender
I would like to do a torus world in combine the view of two camera into one
How we can do that ? I don't fond on google
why the client/clients have a glitch animations from this values ?
but at server is perfect
ummmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmm
Anybody, help with this, please. I can't find info about this error in internet... T_T
I am me? I'm not selling anything?
@gentle agate nono. only the 2nd line is to you. regarding the wobbly bobbly cuties
😮 is your soul in this wobbly body?
so adorable
Yes the slime is me. I'm just beginning and didn't want to follow humanoid tutorials so I messed up alot 😛
Not a 3d artist at all. But slimes have a nice simplicity to them
Question.
If I dont have a specular map, whats the closest to it?
Can I use a metallic map instead?
Hello all good morning or afternoon. Quick question, does anyone know how to make sure an asset in my project is not currently being used? I would like to get rid of some of the assets as I am not currently using all of a pack, I use a little from one or another and dont need the other assets and would like to get rid of them/
Nvm, figured out thanks
@gentle agate that blob is kawaiiii
my cursor in my game is mobile and is not locked in place. How do I make a crosshair follow it on screen?
the deepr I get, the more I love UE4 😄
just getting to love the material node-editor
Not much yet, but coming along 😄
sketching ideas with simple primitives first, then I create the final models, next is the ceiling light rig
#work-in-progress
any way to maybe increase frames ? lowering graphics doesn't do anything
im trying to get 30fps with 4 different things open
it's your CPU that's holding you back most likely
@abstract relic just a general praise of UE4 😄
super new to it, loves it simplicty when one needs it and the complexity when getting there 🙂
can I make my own custom graphic settings that doesn't increase gpu usage too much?
screen percentage and framerate are the biggest issues in unreal engine
I already found a solution for frame rate
but for screen percentage
yes, you can turn off rendering features
yeah you can set those and not give the player an option to change them
how many commands does the screen resolution has?
you might want to do a search about this subject I think I went through a tutorial its a lot of information you can change a lot of things, you also need to think about a strategy if you are planning on selling the product. You dont want to limit your game to your machines limitations or maybe you do,
I think there was a document where it was showing all the console commands for graphics
do a search for graphic settings unreal engine 4
found it!
yeah try to think about it from your perspective of developing the product and the "customer"
you can do what ever you want, just put yourself in the customers shoes and decide what is best for them you know your game better then anyone else.
alright
when I was using a 580GTX a few years ago I knew I was going to run out of video horse power, then I got 1080GTX but I had plan to fill one cup and then expand to that next level of graphics. If you set the hardware to the current or future console specs you know that most gamers can run those games that are PC gamers, if you are doing a mobile game you have to spec your game toward the most common used hardware out in the wild. Which might cause some limitations but you want to make that choice for them so your product is being seen at the highest level quality possible.
is it really possible to see code of all games?
no
barely any game allows it
i think your question is wrong
basically no game alles access to source code
there is a difference between access to source code, and having aspects of it open for mods.
somehow some games can be opened
so they can get access?
read
Where can I ask a question? 😄
the channel thats most related to your question :)
It is about the standard movement in the editor.
this one might work
Ok, I want to disable the LMB Drag and the RMB Drag movement... How to do this?
not sure you can, not sure why you would do that either.
anyways
https://docs.unrealengine.com/en-US/Engine/UI/LevelEditor/Viewports/ViewportControls/index.html
Learn about the various control schemes for the editor's viewports.
I am C4D user, and I only want to move the canera with Alt-Mouse! 😄
I cant find any setting to disable it?!
hey, why do unlit materials still appear to be lit slightly? just a sec Ill show a screenshot
ue4 game
@lilac sparrow this is not a channel to just post random ue4 games
oh okey sory
think it already got posted in released a few days back as well
on which channel did he broadcast?
@azure shore to quote Raildex
"The Lit Mode has Post Processing and Tonemapping Applied, thats why even unlit materials look different between lit and unlit"
ah, so how can I take them off?
@lilac sparrow as I said, he posted in #released
edit the engine source, custom passes.. Iunno, outside of my paygrade
Hi,how can I load a new level when colliding with an object?
isnt there just some load level node
ffs unreal
one unlit material
5k shaders makes sense
guess Ill be waiting till next week
if that material is used a lot, that makes sense
nah theres three cube brushes in the whole map
Another question:
I modelled a sword in Blender and now I want to bring it with the materials into UE. Everytime I am doing this with datasmith or fbx the glass textures are completele false and the blender noise texture (procedural) are also gone?! How to fix it or how to inmport blender assets with materials into UE4?
you can import textures used, but not materials afaik
god like luos? @tender flume like that VFX asset master?
Oh. Thats too bad!
well the thing is early stages still
I have also the sword in Corona C4D... Is this possible?
hello everyone, whoever knows what this parameter is and why it can increase
He's one of the best.
dont really agree, but thanks
@azure shore might be color grading
well, is there a way to just keep the game in unlit mode entirely?
remove lights
i found some workaround for it the other day
because my sprites looked all color graded
or it it tonemapped?
I'll try to set something up
Anybody know what changed in 4.24 that causes lighting to do this now?
unlit means you write HDR color
Having trouble linking to Github, I click connect it says redirection but loops back to the connected accounts page without doing anything. Anyone experienced this or know what might be causing it? I've disabled all blockers etc in the browser.
screen isn't in HDR though
so you NEED the tonemapper to convert HDR to displayable colors
you can set a custom Tonemapper if you want now though without having to recompile the engine
tonemapper job is to convert HDR to SDR (or to a lower grade HDR screen)
How to author and blend custom Post Process passes with the Material Editor.
For discussions about Materials, Textures, Lighting, Particle Systems, and Post Process Effects.
showflag.tonemapper 0 seems to work and also
r.TonemapperGamma 0
r.TonemapperFilm 0
r.Tonemapper.Quality 0
and also on the postprocess volume you might disable auto exposure by setting min and max to 1 and maybe even bloom, depending on what you need
I think you want exposure at 0 rather than 1 for a neutral effect
if it's in EV100 notation 😛
but maybe 0 does even less
I think there was also a way where you could set the film settings to certain values to disable it but I might be wrong
better write a custom tonemapper for that, the shader will be far simpler than trying to tweak the math/values of the current one
thanks
Making a dedicated server is way too hard lol
ok Im not sure which was the actual solution
is it possible to copy foliage from one level to the next. im copying an island i made that has grass on it to a new level but the grass doesnt copy over. everything else does though
Hm unless someone else knows better, maybe you could use world comp to move it into the new level
@normal burrow

