#ue4-general

1 messages · Page 661 of 1

abstract relic
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Published games

manic pawn
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they must be ranked first in any game with at least 10 million players

normal burrow
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allar has a lot of twitch subs

timber birch
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There's only one Allar tho

normal burrow
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can't think of any bonafide gamer devs

abstract relic
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Might be an alter ego thing

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Like a crappy superhero

normal burrow
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😂 I understand game mechanics and design, what people enjoy to play, and mlg by night

abstract relic
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Only difference in appearance is freshly applied deodorant

timber birch
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Shots i showed above, are for the same game as you can see last on my artstation

normal burrow
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noticeably fresh, and noticeably applied

timber birch
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Man starting to get annoying the shader compiling

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I just want to see if my change works real quick 😂

normal burrow
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why not work on a material not used everywhere?

timber birch
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Landscape material, and i don't want to swap the landscape material either

abstract relic
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But you can split the material within it

timber birch
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hmm but the changes i made are in a Material Function

abstract relic
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Make a temporary snow material so you can test snow values for example

normal burrow
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lol thats probably why it triggers tons of shader recompiles, working in a material function

timber birch
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Oh yeah already had that, but im adding subsurface. wich i dont want on the other landscape layers

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However there was a silly mistake, so now i need to change ever layer material wich takes ages

abstract relic
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If you every decide to make coral material, hit me up. I want better rocks 😜

normal burrow
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can't ever have enough rocks

timber birch
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Havent seen a ue4 diving game yet

normal burrow
timber birch
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finally

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red snow

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👏

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@normal burrow lol thats pretty cool actually

normal burrow
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I agree

timber birch
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Welp, im going to say hi Luos and well close the engine for today 👋 (might stay around)

tulip sigil
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i like tripple checked, and both my imported mesh and original mesh have the same skeleton, and yet i keep getting the error "failed to merge bones"

normal burrow
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are there two skeleton files?

tulip sigil
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what do u mean?

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like, 2 of the same one in unreal?

normal burrow
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next to the mesh there may be a skeleton file

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for each mesh, if your 100% sure they have the same skeleton bones and hierarchy you delete one and at the delete screen you choose to replace references with the other one

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if your not sure then it might break your meshes

tulip sigil
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i only have 1 skeleton. the original one. the new mesh is weightpainted to that skeleton.

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would size/ scale matter?

normal burrow
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no skeletons are just names, make sure your comparing the root bone name between skeletons

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post images of the skeleton heirarchy between the two if your not sure.

tulip sigil
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sure

normal burrow
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Did you ever find working values for the 4.24 water @manic pawn ?

manic pawn
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nah, I only played with it for a couple minutes

tulip sigil
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i did have to condence the skeleton for it to all fit, but the bones that i hid are the same

normal burrow
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so the other skeletons says Saltasaurus at the top as well?

tulip sigil
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well, i guess the only difference is that the one in blender is missing the "saltasaurus" "bone" but i dont know where that even came from

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like, i have that skeleton in blender and it doesnt have that bone

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it isnt even an animation bone iirc

normal burrow
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thats your problem on why its not merging, if it came from blender Saltasaurus must have been the name of the armature

tulip sigil
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ahh ok

normal burrow
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when whomever exported that mesh

tulip sigil
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indeed, it is the name of the armature.

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so, my issue is, i cant seem to get those bones to go back into unreal. like, i exported that skeleton (the one im trying to use) into blender and those bones dont show up

normal burrow
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the armature itself is the bone, so if you rename the armature to Saltasaurus and re-export it'll be compatible

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or if you re-export the mesh with it named "Armature"

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you'll need to do one of these to have the same skeleton

steep path
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So, I have a question~ My girlfriend is trying to implement Parallax Scrolling for our 2D game. And, she has run into an issue where her layers are all moving together?

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And she can’t seem to figure it out at all. I’ve tried to hunt for resources but, nothing ;-;

normal burrow
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@steep path could you explain the issue more

broken stream
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good day, can some one help me with this float that i dont understand. i have a timer and i like to get the final number from my widget to a float, how will i do that ?

tulip sigil
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i did rename it, and it still isnt going in, now the root wont even show up

broken stream
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if i do float + float and add all of the time it not give me the right time

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any one

normal burrow
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try importing to a new folder crysta

tulip sigil
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yeah, ill try that

steep path
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@normal burrow Would you happen to have an updated resource on doing parallax scrolling in a 2d game for UE4?

normal burrow
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not really, its basically just moving the background relative to the camera position right?

rancid lynx
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how do i control the fade thickness between two LayerBlend layers in landscape materials ?

glad karma
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Hey, I made jump montage I set loop and land section and when I jumping in my game, my character every time tilt back, do you have idea why?

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When I press space bar has spinning still back

grim ore
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can you show us what is happening?

normal burrow
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I want that cat unreal t shirt mathew lol “get it meow”

glad karma
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@grim ore give me sec, download discord quick on pc

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and when i still pressing spacebar he's falling down on back

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that is my montage panel what i set

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And when I take land previous of loop character not falling down, but animation looking creepy

thin tendon
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Is there a way here, that I can get the looping value for the sound? So if I can figure out if its a sound set to loop.

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when I type in loop in the context window nothing shows up for me to get

glad karma
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every jump make like this

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and when I checked out root motion from jump animation, that working good but character going forward two meter and coming back again

thin tendon
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There is a technique I seen once before where you can add an extra bone to your skeleton for root animation

glad karma
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I'm too new for make like this yet. 😄 You see, I have problem with make just animation and you telling me about adding new bones to skelet 😛

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Okay, in my Animation Blueprint i choosed Ignored Root Motion and now working good, just only is long landing but that maybe i'll be making later

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Thanks guys!

thin tendon
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Its okay I found a solution. Instead of trying to get is looping. I just ask if the player is still playing before swapping

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I have a new issue now.

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I have a tree and when I try to click the auto convex button to add collision nothing happens it doesn't create new collision

carmine garnet
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i cant stop eating chocolate

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but my stumach hurts

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from eating chocolatre

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mmmmmm

mental orchid
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I need some advice. A friend of mine have put together a scene in Unreal, for a 2D / 3D blend movie. He has 2D characters, 3D backgrounds. He used depth of field to blur the background, but the sky at the far back is not affected, only the trees and stuff just behind the character. Is there a cutoff or sort of distance limit of a blur like the one produced by depth of field?

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Basically, the trees are blurred, the sky is not.

somber crown
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Is there a way for a FBX imported mesh to come with sockets as a StaticMesh and not SkeletalMesh? I don't need it for animations, just want the socket defined in FBX to show up in static mesh editor's Socket Manager

mental orchid
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We're using a cylinder for the sky btw.

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But DoF is not affecting it.

oblique tangle
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Does anyone know how I can get my player's anim to line up more to the wall? My wall slide function is set up to play on collision with the player's capsule component which can be seen above

glad karma
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Someone can explain me why when I created material, material function and material instance i must waiting for 2k shader compiling, and later when I paiting must wait same time? kappa

carmine garnet
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@oblique tangle use a transform root bone node in your wall run state

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Withthe trandform putting him on the wall

orchid bobcat
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I'm trying to clean up my project and keep getting random memory references (1) on some assets. Nothing else references it, is it safe to delete?

brave gate
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@orchid bobcat yes, this just means asset has been loaded and its gonna be unloaded before removing from the disk, nothing else

plush yew
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I got some Emitters with infinite loop they wont work on Animation notifys

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why??

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they wont spawn

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i did set the Emitter loop to 1

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Still not working any thoughts?

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Problem solved nvm 😄

glad karma
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my still not :/ somebody how got good tutorial about making landscape materials with min. 3 colors without a lot compiling shaders? 😫

carmine garnet
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hey unreal frens

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heres a seamless low poly water normal i made

fierce forge
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hello i use edit meshing from ue4 and i selected the leaves from this tree and after i assigned the material and now i don't see any shadows or collisions from the leaves , what i can do ?

gleaming narwhal
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@fierce forge You can generate collision inside the static mesh editor, either by placing primitives our using the auto convex tool

fierce forge
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the leaves are not receive any collision

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and i'm using the auto convex tool

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@gleaming narwhal

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and why i can't see the shadows from the leaves after i assigned the material in the static mesh editor ?

gleaming narwhal
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By "the leaves" do you mean the big green piece? Are these two separate meshes?

fierce forge
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yes

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not really but yes

gleaming narwhal
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😕

fierce forge
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this is happening with every mesh

gleaming narwhal
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So, that looks like one mesh with two materials yes?

fierce forge
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and this is happening with any material

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yes

gleaming narwhal
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Are you assigning two materials to it?

fierce forge
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yes

gleaming narwhal
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Mm, that seems to be an issue then

fierce forge
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that's edited in the static mesh editor

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and it's happening in any project

rotund scroll
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@fierce forge most of this stuff you need to do in a 3d package

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UE4's currently not equipped to deal with a full 3D workflow

gleaming narwhal
fierce forge
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a week ago i resolved it but i don't know how 😦

gleaming narwhal
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For now you can just make two separate meshes and only assign one material to each

fierce forge
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that's a pack

rotund scroll
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also I don't recommend the convex collision tool, it's much better to export a good collision from the 3dpackage

fierce forge
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it's not made by me

gleaming narwhal
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?

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Didn't you say you made them using the mesh editing tools?

fierce forge
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the meshes

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not at all

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i just edited the material

gleaming narwhal
plush yew
fierce forge
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yes

gleaming narwhal
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I think you meant the static mesh editor 🙂

fierce forge
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mesh editing

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i wanted to say

gleaming narwhal
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Ah ok, so you're opening assets in the Mesh Editing window

fierce forge
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yes

gleaming narwhal
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What's your goal?

fierce forge
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i just wanted to edit the material , i did this but i have that problem with the shadows and collisions

gleaming narwhal
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What kind of edits?

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What led you to use the mesh editing tools?

fierce forge
gleaming narwhal
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I've never used the mesh editing tools and it's super new, but without knowing exactly what you're tryign to do other than "edit material" I can't give you another solution

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Are you selecting faces to apply another material on them? Is that your goal?

fierce forge
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yes

gleaming narwhal
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K, go blender go!

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(I would still submit a bug report)

civic iris
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Guys, i am trying to apply a marble texture out of image for floor, but it looks very bad

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Any idea how to fix it?

craggy flax
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It doesn’t look like the texture you have is tileable

oblique tangle
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@carmine garnet cheers, works great now!

heady mist
jaunty sorrel
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Byte - Byte ?

heady mist
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oh, for some reason it looks like an equal

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I think I may be an idiot lmao

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alright all sorted, got my switch node in order

keen shell
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it looks like int node?

heady mist
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and yeah it was an into node but alls good

keen shell
plush yew
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anyone have any idea why i can't paint over one square of my landscape? all the other squares painted fine

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trying to paint on this one square just makes it black

craggy flax
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did you change the topology recently? Maybe need to rebake lighting first if so?

plush yew
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tried that, no difference unfortunately.

craggy flax
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are those just harsh shadows?

plush yew
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noooooo

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am trying to change this particle color

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what ever i do to the constant it never changes

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any1 know why?

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hmm its the only "square" with a hole material

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might be why

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sec, seeing if clearing the hole material does something

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yey

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the hole material didn't like the new landscape

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thanks!

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(or opposite way round)

uncut aspen
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Any beginners here?

normal burrow
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Yep

plush yew
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Hey guys, so i'm new to c++ but have worked with blueprints alot, i am having a problem where visual studio 2017 doesn't want to compile the code, not even with a new project in unreal without changing any of the code it still says there are errors and wont compile... Any suggestions?

plush yew
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@plush yew why you changed

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from bps to C++?

zenith flax
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Hey everyone - I am trying to find a way to determine whether a pawn is being occluded or not relative to the player's camera. Does anyone know of an easy way to do this in BP?

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Im using IsRecentlyRendered, but this just tells me if an actor is inside the frustum view, regardless of occlusion

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The only way I can think of is using a trace but if I have hundreds of NPCs I dont want to be constantly tracing to each one from the Player...

thin tendon
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@zenith flax I haven't got my ue4 up. But what about using the mesh component and getting visibility?

zenith flax
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@thin tendon I tried that as well with the same results 😦

plush yew
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@plush yew there are some things i struggled with and couldn't fix with BP so i purchased a course on how to do it but the course is for c++ and all BP tutorials for what i need is outdated and no longer relavent to the engine

zenith flax
patent ibex
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anyone got Threadripper powered machine?

next escarp
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anyone got Threadripper powered machine?
@patent ibex Does in my dreams count?

patent ibex
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i guess 😄

next escarp
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Can't wait to put one together later this year.

patent ibex
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i've got 2990wx one running on zenith extreme alpha
sadly still didn't receive my b-die ram, running on extremely limiting 16gb at 2600
4.24.2 results in 30 minute rebuild on 970 evo plus
was wondering if anyone else have threadripper config to see how much ram bottlenecks it. i've got 1/2 of cores disabled and a lot still gets written to swap file

next escarp
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Still on a 6350 but... trivial chgs compile times with OS, Unreal and project all on ssd only take 10 -20 seconds

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32 gb here

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Ram made a difference here before I even dropped in the WD SSD

patent ibex
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yeah i could imagine having at least 32gb here would result in a big time drop

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still waiting on those g.skill 3600c16 x64gb

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let's hope you'll get one soon 😄

brave gate
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@patent ibex full rebuild time on 2950x was about 17 minutes on 4.23 - without removing mobile crap, etc

next escarp
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I tried putting the project on Ram disk when I first upped to 32 gb and it halved compile times for me

brave gate
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4.24 was probably similar, can't remember now

patent ibex
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@brave gate what is your RAM config?

brave gate
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32 GB obviously

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you won't utilize 32 threads under UE with less RAM

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very compilation or shader thread eats like few hundreds MB

patent ibex
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i know
that's why i'm getting 64 and still think it won't be enough

what's frequency and timing are you running?

brave gate
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exact timing doesn't matter much, just get 3200 MHz, even if not supported by the current gen
it would well used by the next machine, like Ryzen 3 or Threadripper 3 😉

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new Ryzen supports both PCI 4.0 and 3200 MHz, which makes them faster than 2nd gen Threadripper, by the way... 😛

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and read this, if you haven't already

patent ibex
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still, 2nd gen threadrippep capable of running it at 3600 or even higher if you're lucky with cpu 🙂 b-dies only of course

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i have 🙂

brave gate
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oh ok 🙂

patent ibex
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seen someone OC RAM up to 4700 on 3rd gen

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wonder how stable that is

brave gate
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basically give your baby 1 GB Ram per CPU thread and you gonna utilize properly

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don't know, don't care, this doesn't make such huge difference in life 😛

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if I can compile engine in 15 minutes... I'm satisfied 😄

patent ibex
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with ryzen it gives quite an improvement
did you benchmark difference between UMA or NUMA?

brave gate
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that's my spec if it would help, anyway

patent ibex
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i would be too, but for now it's around 30 minutes for me and i was just wondering how fast it would actually be with proper ram 🙂

brave gate
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twice 😄

patent ibex
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i think more than twice, 64 threads after all

brave gate
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oh, right

patent ibex
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thanks for the specs

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i hope to get my RAM in a month or so and i will have proper results

brave gate
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and you forget about waiting for shader compilation

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and long cooking time as this depends much on shader compilation

patent ibex
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incredibuild does help with shader compilation afaik

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it was faster on my previous i7 at least

brave gate
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but it's license it's incrediexpensive

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cheaper to invest into hardware

normal burrow
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Threadripper time

brave gate
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once we got AMD awesomeness

normal burrow
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The cheapest computer lab in a box

patent ibex
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yep, incrediexpensive is the right word 😄

next escarp
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<noob> Full rebuild meaning full UE4 from github or large project? How fast for minor changes with non-unity build, iwyu etc.? </noob>

brave gate
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yes

next escarp
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Ahh ok

brave gate
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it depends on how minor are the changes 😛

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the most important is that you don't restrain yourself from changing something small in the engine that would trigger compiling half of the engine

patent ibex
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iterative changes in small areas are like a couple of minutes i imagine

brave gate
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or after you would accidentally type a letter into engine header because ensure caught you while pressing W in the game 😄

next escarp
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Lol

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Thanks for the perspective!

patent ibex
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poor epic games used to recompile ue on daily basic before threadripper was made

normal burrow
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If you go pcie4 nvm drive aurodev you can easily hit the max

patent ibex
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afaik pcie4 nvme drives don't expose full potential yet due to old controllers yet

next escarp
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On the next box @normal burrow 😄

normal burrow
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They’re the fastest you can get hands down

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Intel/Samsung run a dissuasion campaign against them

brave gate
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oh, I just build 4.25 while we were chatting, I love AMD 😄

next escarp
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I've one more upgrade to this box b4 the next and that's an older nvme on the adapter card next to the sata ssd.

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❤️ AMD also

patent ibex
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they're fastest, no doubts, but still don't offer full pcie4 potential
might be something changed already since last time i checked, i remember companies promising to change controller and increase speeds even further

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@brave gate amen 😄

normal burrow
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Yep so wait for the better thing or get the fastest thing available, as always

patent ibex
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that's more like "wait half a year till pcie4 gets explored fully" 🙂

next escarp
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MB recommendation for the future? Again, for a noob... 🙂

brave gate
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still, Ryzen supporting PCI 4 + NVMe supporting PCI 4 = you're golden
sadly it doesn't make type code faster

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mobo depends on CPU, again 😛

patent ibex
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the thing is that random writes and reads aren't that fast even on pcie4

normal burrow
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Intel/Samsung are skipping pcie4 would be my guess @patent ibex

next escarp
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3900 or 3950 ?

normal burrow
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Intel is pushing pcie5

patent ibex
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asus rog zenith 2 extreme for 3950

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obviously

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no other choice for me 🙂

manic pawn
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of course intel are pushing pcie5, they gotta have something amd doesn't

patent ibex
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@normal burrow but they don't even support pcie4 on their cpus atm

normal burrow
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That’s a tr board biggestsmile

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Crosshair maybe you meant

brave gate
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but next-gen console is PCI 4 NVMe, it's enough to be on pair with that 😉

normal burrow
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They’ve got jack right now @manic pawn

patent ibex
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oh didn't even notice that's not tr but regular ryzen

brave gate
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😄

manic pawn
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ye so if they add pcie 4 that's just catching up and noone cares for that

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gotta add something even better

normal burrow
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I’ve got a zenith ii extreme yea

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For 3970x, different socket

patent ibex
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how does that feel? 😄

normal burrow
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Power

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Things finish uncomfortably fast

patent ibex
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what's your ram?

normal burrow
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256gb 3600

manic pawn
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didn't you say it wasn't really any faster than a 3950x yesterday

normal burrow
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Per core

manic pawn
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oh I see

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yeah of course

normal burrow
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Single core performance

patent ibex
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oh right :D
isn't that overkill for 64 threads?

brave gate
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MSI X570-A PRO

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although it could a bit overkill, at least for cheaper Ryzens

normal burrow
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MSI and ROG are good imo

brave gate
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is ROG needed if not overclocking?

normal burrow
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Zenith II extreme is the best tr board out there at least, I think same is true for crosshair on x570

patent ibex
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ROG has great VRM cooling

normal burrow
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It’s got the components of quality that can overclock

patent ibex
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also VRM itself is the beast

normal burrow
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Which likely translates to stability

patent ibex
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or the best also

next escarp
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Thanks for the recommendations! heads off to Amazon /logoff

brave gate
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ok, now waiting for the first guy building engine on 128 thread TR

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wonder if compilers and UBT support 2 NUMA nodes at all, or it would be locked to pitty 64 threads only 😛

patent ibex
brave gate
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uff, at least my drive is as good as his... 😄

patent ibex
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😄

lapis vine
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Same Windows.

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If he uses one.

manic pawn
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completely overkill pc

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tiny 1TB ssd

patent ibex
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i believe he has got some older drives to use

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but yeah i'm looking forward for results

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can it be less than 5 minutes for full rebuild? 😄

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i believe zenith 2 supports some serious RAM OC

manic pawn
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depends what you rebuild

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and how

patent ibex
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ue4 of course

manic pawn
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unreal consists of 50+ projects, of which you usually only need 4, and can be built in many different configurations

patent ibex
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let's just do a full dumb rebuild
you open newly generated UE4.sln and rebuild it in development editor

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its 74 projects by 4.24

manic pawn
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well why would you ever do that in reality

frail sail
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Btw any estimated to release 4.25 preview or full release?

shadow lion
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To benchmark build performances of a new rig 😄

grave radish
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How much storage do you think a game Dev really needs on their tower? I have 1.5 tb in my tower, and a NAS for other stuff.

manic pawn
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first, you have to use ubt parallel build, not build solution in vs, otherwise it doesn't parallelize the multiple targets properly

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then full solution is probably 2x as long as optimized build for your project

brave gate
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the thing if engine can be build in 15 minutes with original settings, why botter? 😛

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unless changing engine often

manic pawn
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well would you rather build for 15 minutes after changing engine header, or 5?

brave gate
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if that's something I do daily, of course 🙂

patent ibex
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@manic pawn ubt parallel build?
rebuilding full engine is probably the easiest when you do some changes in engine and do a redistributable build
why not spend an extra time to optimize is the build is a different question 😄

grave radish
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I mean, you can take a nice 15 min poop during build times

brave gate
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or if with p4 wouldn't so be good at compressing engine builds, even with PDBs 😛 😄

manic pawn
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ubt parallel build is when you launch it like this from command line

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it first runs uht for each target, then merges the action graphs, and the rest of the build is 100% parallel

brave gate
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so how un-parallel is with default settings?

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I mean, compiler says it's using 32 threads simultaneously and TR is 100% utilized

patent ibex
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yeah, wonder the same

manic pawn
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anyone tested how much faster uht is in 4.25 yet tho?

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commits said they made large portions of it multi threaded now

normal burrow
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UHT and or build order destroys things that finish nearly instantly

patent ibex
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@normal burrow o damn that oled is color in zenith 2?

normal burrow
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Yeah

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I’m changing it to a cooler master aio tho

patent ibex
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i've got masterliquid ml360 tr4 running, love the temps and noise level

grave radish
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Is UE4 even optimized for High core count CPUS? I still have a quad core, so idk

normal burrow
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Incredibly in terms of shader compilation @grave radish

patent ibex
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@manic pawn is there any read on ubt parallel build in docs?

normal burrow
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Niagara and animation as well

brave gate
#

@manic pawn just compiled 4.25 for fun, but forgot to look at UHT times
would be proper test to just hit full rebuild and look how much time it spent on starting build?

manic pawn
#

I've no idea tbh, it was added a few engine versions back

patent ibex
#

@manic pawn maybe a commit message that would help understanding it?

grave radish
#

I noticed my build times are kinda meh on my machine, but that just might be my specs

maiden jetty
#

Hey everyone! I am trying to get Mixamo animations imported. I was able to export my player model from UE to a FBX and upload it to mixamo. However I can’t implement animations I download because my skeleton has a root. Anyway to delete the root from my skeleton?

brave gate
#

@grave radish UE utilizes entire CPU nicely for shaders compilation
100% utilization of 32 threads, it eats shaders for breakfast

manic pawn
#

it was in the changelog with something similar to "ubt can now build multiple targets in parallel" so I went to figure out how to use it

grave radish
#

Good to know, @brave gate

normal burrow
#

Same goes for 64 threads

grave radish
#

My measly 6700k is sweating rn

manic pawn
#

thread 0: compiling useful shaders
thread 1 to 63: wasting time compiling unused permutations

brave gate
brave gate
#

oh, they do continue on improve toolbars

normal burrow
#

You know you can make it tiny?

grave radish
#

What would be the best part to upgrade, if I want to improve my UE4 workflow?

normal burrow
#

I learned this recently

patent ibex
#

@grave radish thread count obviously

manic pawn
#

small toolbar icons

brave gate
#

oh, so parallel would be useful for concurrent builds on build machines? they do focused on build agents in 4.24

#

@grave radish what hardware you have now?

normal burrow
#

Swarm agents?

patent ibex
#

@manic pawn so parallel build doesn't happen automatically via VS and only works via console command like the one you shared?

grave radish
manic pawn
#

yeah, vs individually builds each project

brave gate
patent ibex
#

how big is improvement in compile time with and without it with such small projects count?

brave gate
#

nice, finally compact toolbars 🙂

manic pawn
#

good question br_anim_thinking

brave gate
#

@grave radish you already got SSD and minimal productive amount of RAM
so... the next step would be replace entire box with Ryzen 3 + 32 GB RAM 3200 Mhz + perhaps NVMe drive (but that can be swapped later)

grave radish
#

Why ryzen 3? isnt that a low Thread count chip?

patent ibex
#

ryzen 3950 is 16 core

#

and has no infinity fabric which results in better performance here and there

brave gate
#

and its faster than 2nd gen TR 16 core 😉

patent ibex
#

also that

plush yew
#

how to make it full screen playing?

brave gate
#

and cheaper and eats less energy

plush yew
#

lazy to search for it 😄

patent ibex
#

F11 to make PIE fullscreen

#

i'd say totally get nvme drive for work if you plan on upgrading

brave gate
#

damn... you should tell him he can switch to fullscreen only on TR CPU 😦

#

😛

patent ibex
#

😄

normal burrow
#

I think moth meant third gen, not ryzen 3

grave radish
#

ohhhhhhh. That makes more sense.

#

I was thinking huge bottle necks in my head

patent ibex
#

feels weird having 2990wx and yet disabling half the cores 😄

grave radish
#

Let me just take 2 tires of of my dualie truck real quick, lol

maiden jetty
#

okay so I was able to get my animation imported from mixamo but it said that the bone transform is different from original. The animation looks close to the one on Mixamo but it is a little screwed up

brave gate
#

@normal burrow no, I meant new 32 thread Ryzen vs TR 2950x

normal burrow
#

Ye ryzen 3 is normally the low tier with igpu

grave radish
#

Thats what I thought

brave gate
#

oh

#

😄

grave radish
#

Mondo oof

brave gate
#

i don't get their numbering right, sorry 😄

grave radish
#

At least they dont use Ibanez model numbering, thats much worse than Ryzen numbering

patent ibex
#

"X" models don't have igpu

grave radish
#

Is ram a big deal anymore? I have class mates that think 128 gb of ram is actually worth it for most people.

obsidian nimbus
#

not most ppl

#

but ryzen does bennefit from faster ram

#

not more

#

most ppl use a phone and dont need a desktop 😛

#

yea there might be benefit at some times but not much and not often 😛

grave radish
#

I have 16, and thats enough for me atm. 32 woudlnt hurt

obsidian nimbus
#

128 wouldnt hurt my pc, my wallet on the other hand 😛

patent ibex
#

you don't need a lot of RAM
unspoken rule is 1-2gb of RAM per thread
but different areas are different
for example if you need to process huge images in photoshop you probably will need much more RAM than that

obsidian nimbus
#

doin fluid/cloth sims stuff like that needs lot of ram i think

solar temple
#

16gb is fine

obsidian nimbus
#

if u use a big brush in photoshop it does lag, not sure if thats ram or cpu

grave radish
obsidian nimbus
#

just download some more ram

patent ibex
#

when loading huge imagine you first have to store it somewhere
it could lag due to cpu doing a lot of work, but if you don't have enough ram you won't be able to do that work in the first place

obsidian nimbus
#

yea simulations can also just say.. yea this aint happening

patent ibex
#

if they need to store something per simulation step - yeah
generally anything real-time doesn't utilize that much RAM as offline calculations do

obsidian nimbus
#

its not like a render where it splits it all up in 1000s of pieces

#

servers usually can use a bunch of ram aswell

#

i was goin for 64 but just went with 32 faster timings

grave radish
#

Servers also use ECC ram tho

obsidian nimbus
#

but honestly that 16 i had that was also slower was doin just fine

#

mobo broke and had to get a new rig

grave radish
#

Oof. Thats bad. What did you end up getting?

young topaz
#

Yo, so I don't want to know how to do it right now cause I still have a lot more different stuff to learn. But does anyone know like the logic behind the sea of thieves physics? Just how the player can be kind of stuck to the ship and have their gravity in like a local field around the ship. They don't fly off when they jump. I want to know how this effect works but I can't really find it anywhere on google...

brave gate
#

@young topaz Sea of Thieves uses heavily customized engine, it wouldn't be surprising if they would modify physics for ships and pawn moving on ships 😉

young topaz
#

dang, so if there was any kind of way for how its possible in the normal engine how would you do it?

brave gate
obsidian nimbus
#

got a 3600

young topaz
#

okay

obsidian nimbus
#

pretty decent setup for the money

#

didnt wunna go all out with AMD steamrollin atm 😛

young topaz
#

I have a 3600 too 😮

obsidian nimbus
#

ill futureproof my rig by saving some money 😛

#

i like it, u max infini clock?

young topaz
#

I don't really know how any of that works lol

#

so I don't wanna break things

#

I'm more of a software person than hardware unfortunately

obsidian nimbus
#

ahh k, can always do that when it starts showing its age 😛

young topaz
#

which is hopefully a long long time from now

obsidian nimbus
#

🙂

plush yew
#

Dark sword is only a bp with sword in it

#

so its not a pawn

#

what object it should be ?

maiden jetty
#

NVM just fixed it with Root motion lock

restive mauve
#

i'm having a problem compiling in editor, anyone know what it might be?

ERROR: Missing precompiled manifest for 'FlipEngine'. This module was most likely not flagged for being included in a precompiled build - set 'PrecompileForTargets = PrecompileTargetsType.Any;' in FlipEngine.build.cs to override.```
abstract relic
#

Those are the best errors. Tells you exactly the problem and how to fix it

restive mauve
#

I did what it says but it still gives me the same thing

fierce forge
fierce tulip
#

by setting the material to translucent or masked

#

if it does not need to be translucent, but just not visible, go with masked

fierce forge
#

masked = opacity mask

#

translucent = no metallic , specular , roughness

fierce tulip
#

scroll down in options and enable em

#

set the lighting mode to Surface Translucency Volume, that will unlock the pins

#

per vertex is cheaper

restive mauve
#

is the precompiled manifest the same as the precompiled header?

fierce forge
#

locked

fierce tulip
#

trying to use unlit?

fierce forge
#

i got it , tnx

solar temple
#

Can you make loop cuts in BSP geometry?

fierce tulip
#

lol, doubt it

solar temple
#

That'd be so based

fierce tulip
#

BSP based space partitioning

#

:p

normal burrow
#

Binary space partitioning be not supported really

#

Wouldn’t recommend getting into that.

fierce tulip
#

dont see much reason to use bsp anyways

#

used it about 5 minutes in the last 10 or so years

normal burrow
#

Lol

teal tulip
#

Luos was expected to tell he the opacity comes in a DLC

#

missed oportunity

normal burrow
#

No RTX in bsp 😡

teal tulip
#

why the BSP wasn't removed yet ?
There are 2 ecosystems I don't get about the volumes and then the BSP

plush yew
#

Am trying to call my sword BP

#

is that correct :D?

#

its not working tho

fathom abyss
#

maybe print when cast isn't successful?

fathom abyss
#

I had a lot of problems with casting before, prints are OP

solar temple
#

I don't get BSP haters. It's great

fierce forge
#

why when i'm looking down the brightness is lower and when i'm looking up is bigger ?

fathom abyss
#

eye adaptation effect?

#

I turned it off

#

it's in post-processing

fierce forge
#

it is default ?

fathom abyss
#

yes

#

put 'PostProcessVolume' in level so you can turn it off (if you want to)

fierce forge
#

is not here

#

i have a post process volume

fathom abyss
#

ahh, it has different name

#

it's exposure

#

in lens I think

#

yes, in lens

azure shore
#

hey how do I make things only render over certain materials, for example I want bubbles to not show outside of water

fierce forge
#

at max and min or what ?

abstract relic
#

Turn it off

fierce forge
#

where ?

abstract relic
#

Also in project settings

#

Metering mode

fierce forge
#

and how i can change the brightness ?

abstract relic
#

Turn it off then adjust skylight

fierce forge
delicate needle
#

Has there been any suggestion for Unreal Academy this year? It’s coming up fast if so.

teal tulip
#

in the project settings there is a thing to disable the exposure I think is near that option of basic, disable and should be as when you set 1 and 1 on min / max

normal burrow
#

Manual

short echo
#

Tore between Unity and Unreal. Leaning towards Unreal Engine over Unity, any advice?

normal burrow
#

advice would be to not consider unity

#

if you want to avoid a bad habit

abstract relic
#

Not a good sign when even unity users are saying don’t use unity

plush yew
#

use what works for you

maiden swift
#

Use the engine that meets your project’s needs.

plush yew
#

the engine is rarely the limiting factor

normal burrow
#

Use the engine that meets your project's needs unless its unity.

maiden swift
#

I have a hunch p@t had a bad experience with Unity. 😂

short echo
#

I'm a professional programmer who is taking a few months off to deal with burnout. 10 years full-time, plus a 4 year degree.

Coming from other tools, having to drag-and-drop everything and how awful C# is as a language is pushing me towards Unreal.

I just find the strict procedural OO style and multiple-inheritence style of Unity to be really gross.

I am a big functional programmer person, but I think I have to abandon that dream in gamedev xD

normal burrow
#

pat used unity for 8 years and it takes a long time to understand how bad it is

lapis vine
#

Wonder how much would take you for UE 😄

normal burrow
#

teaches you how to do everything wrong with documentation so easy to read but impossible to work with

#

yeah ikr ?

#

i'm expecting awhile, 3 years in on ue4, used ue2.5 a lot

maiden swift
#

@short echo Can’t speak to functional programming much, but I can tell you Unreal is great for hobby projects because you get all the tools for no upfront cost, so there’s very little risk in just giving it a shot.

normal burrow
#

could consider godot too, anything but unity

lapis vine
#

Biggest fun I had when coding my own engine 🤔 Few months until I realized I want to do and other things.

normal burrow
#

making your own engine is rough now

lapis vine
#

Nah, was simple 2d glsl

normal burrow
#

wasn't as bad with open gl and dx9

#

ah okay

maiden swift
#

Unreal also has unparalleled iteration time in my experience.

lapis vine
#

In fact with the shaders and stuff is much easier than before tbh. Its rough if you wanna do like all the bells & whistles like any bigger middleware out there.

abstract relic
#

Nice that you have source build on top of it

maiden swift
#

Indeed.

normal burrow
#

yeah unity lets you prototype things super fast but in a completely unusable way

bitter iris
#

Man UE4 is sucking right now, came back to my project to it constantly freezing

lapis vine
#

Source is a must. Specially for gamedev industry. The only documentation basically you have.

normal burrow
#

unreal gives you something you can work with

abstract relic
#

So mad pat 😜

normal burrow
#

lol, I think people think i'm a lot more upset than i am, but I'd never recommend anyone consider unity

bitter iris
#

i just use it for mobile games

normal burrow
#

and yeah having the source is priceless

bitter iris
#

bout the only thing good for it Kappa

abstract relic
#

Tis the only thing that stirs your cold, cold heart

normal burrow
#

lol geez

#

there are a lot of better mobile only engines out there imo jordan

maiden swift
#

@bitter iris In what way is Unreal freezing? Is the editor running at a very low frame rate, or is it completely unresponsive?

normal burrow
#

ones that don't involve running mono / some convoluted ioc

bitter iris
#

Like, I click play, then it freezes, unfreezes for 0.5 seconds then freezes an does that

#

i havent done anything since last time i clicked play 2 days ago :/

solar temple
#

How to center move arrows on my geometry?

normal burrow
#

@bitter iris it does that for a bit on new projects

#

I assume its building some sort of cache

solar temple
#

nvm 😋 I was having trouble centering it exactly but I got it

brittle gulch
#

Hi guys, if I have over 10 000 actors in my level but they are hidden (visibility set to false), is there a considerable cost on the CPU?

abstract relic
#

They’re loaded into the level yes

brittle gulch
#

Okay, that may be why I have some spike sometimes that corresponds to CPU stall : wait for event?

normal burrow
#

@brittle gulch use unreal insights on a packaged build

#

if your using a version of the engine that supports it

#

you'll find out in great, great detail likely what is happening

brittle gulch
#

Oh nice! I heard about unreal insights but I didn't know what it was exactly, I'll look into it. I'm on 4.23, it's okay?

normal burrow
#

believe so

#

general usage is:

  1. run unrealinsights.exe
  2. boot the game up with some launch arguments
brittle gulch
#

Okay, I thought it was for analytics things, not for profiling

normal burrow
#

i cannot express in words how amazing it is for profiling

#

you can zoom in to events that take fractions of nano seconds

#

you will find all the places performance can hide

brittle gulch
#

Wow, I was struggling with profiling those last days, that will help me a lot I think

normal burrow
#

it will

#

just heads up that it runs slightly slower with profiling on, but the gains you make by addressing the profiled version do appear in non profiled launches

#

you can profile the editor in the same way but you have to be a little crazy because of the amount of extra stuff the editor does

#

your profile data quickly surmounts to gigabytes

brittle gulch
#

Inside of the editor it can go over gigabytes right? Not in buds?

#

And it profiles everything? CPU, GPU?

normal burrow
#

in 4.23 its limited to cpu i think, but stuff like frame times and reporting are collected

#

it also will profile load times for assets and stuff

plush yew
#

Is there a way

normal burrow
plush yew
#

i can get the exact sword hit and spawn an emitter there?

normal burrow
#

you'll want -cpuprofilertrace -statnamedevents -loadtimetrace

solar temple
#

ugh anyone know how to create a pivot > center to selection shortcut? It's not an option for some reason I can't find it 🤔

brittle gulch
#

That's excellent! Thanks a lot for the hints mate ;) I'll read that and try it soon. I hope the data are simpler than the standard profiler to understand though xD

plush yew
#

p@t that for me ?

normal burrow
#

thats insights

#

you'll have to just sweep the sword qBersp

plush yew
#

can i put 3 emitters

maiden swift
#

Couldn’t they also get the hit location from the On Hit event?

plush yew
#

and make it randomly choose one?

lament saddle
#

Does insights replace session frontend?

normal burrow
#

eventually yes renzu

lament saddle
#

Cool

normal burrow
#

its not unlike niagara/cascade

maiden swift
#

Insights is so nice.

normal burrow
#

tis.

brittle gulch
#

Insights seems to be dope indeed! You can really go down to the micro seconds! Wow! Can't wait to be tomorrow to try that out haha!

normal burrow
#

And qBersp yeah if you've got a hit event already, you can spawn emitters where ever you like

#

them are sub microseconds yeah. its quite a rabbit hole

#

you'll start using stat events more in your c++

bitter iris
#

@normal burrow its not a new project, the freezing isnt what you get with new projects either

#

its super weird and i cant figure out what it is

normal burrow
#

what kind of storage device is it on?

bitter iris
#

ssd

#

it works fine in other projects

frank escarp
#

Insights is the ultimate profiler, massive improvement

bitter iris
#

i just dont get it as 2 days ago is when i last used ue4 in my project and now poof

frank escarp
#

the best part with insights is that because you see the order of everything that gets executed, it makes you understand how the fuck unreal engine render loop works, for example

reef kayak
#

unreal answer hub seems to be down and im having some issues building lighting. it freezes when i click on Build lighting. Anyone any ideas on how to solve it?

abstract relic
#

And need more detail

sage silo
#

so I am using WasRecentlyRendered to know if I should update materials on light fixture actors (they flash sometime and profiler says updating dynamic instance is costly). It does not seem to work nicely with custom camera. In other words, it seems to work fine on actual level with player running around, but not on main menu level (where separate camera stares on ceiling with lights and one of them flashes). Anyone knows anything about this kind of quirk?

brave gate
#

together free source code access this engine starts feeling almost like you'd work on in-house AAA engine, but stable and proven one 😉

abstract relic
#

Unless you are using .24 😜

short echo
#

How are the official unreal tutorials? Any pro-tips for how to get started?

bitter iris
short echo
#

@bitter iris have you tried restarting your computer?

grim ore
#

profile, profile, profile. If profile shows nothing it could me your machine. Otherwise try on another machine. otherwise nuke windows and start again. Other wise pull your project down from source control again into a new directory and try again

devout swift
#

Hey, can anyone please help me with my question in #packaging ?

bitter iris
#

ive tried it on my 2nd pc

#

and profile? i cant do anything as the entire engine freezes

#

only when i click play

devout swift
#

nvm I fixed it

spiral dagger
#

Hi everybody,

I've been making quite the monologue on this forum post (as the q&a is down) about some build errors we are facing. If anyone has time to take a look I'd really appreciate it.
https://forums.unrealengine.com/development-discussion/c-gameplay-programming/1722500-unknown-cook-failure-cookcommand-automation-cs-249-wrapped-by-automationexception-cook-failed

plush yew
#

games like bf4 call of duty

#

etc

#

what engine they made of?

abstract relic
plush yew
#

HighTide

#

they use code?

#

or bps 😄

abstract relic
#

qBersp

plush yew
#

Cant find any tutorials for it

#

i think its only used by them then?

abstract relic
floral kraken
#

any one know of a good set of tutorials for a beginer? have never used unreal or anything like it before. most of the tutorials i find seem to be a bit more advanced

opal lark
#

yep unreal training course

#

in the learning tab

abstract relic
opal lark
#

I acindently piloted my land scape. this cannot be undone in editor. any way i can inport a previous landscape in to editor ?

brave gate
#

btw, Epic could make as much effort to update editor icons as they do with this fancy tutorial icons 😄

opal lark
#

Do i have to rename a backup for it to work ?

brave gate
#

@opal lark most probably, you need to replace the original file
and embrace source control, reverting from source control would be faster if want to reset work since the last commit

violet goblet
#

anyone here who knows what could be the reason for the unreal engine wont start up on windows 10? yesterday it started up all fine

orchid bobcat
#

That's way too generic of a problem. Do the normal troubleshooting first (restart your pc) and then give us details

violet goblet
#

done the restart, but i may now know why

orchid bobcat
#

No difference, blueprints dont change between minor upgeades

violet goblet
#

it is installed on a ssd external

#

this actually is very slow somehow

orchid bobcat
#

0.x is an upgrade to the features, adding in new things (but can break other things)

#

0.0.x is a hot fix to address issues only, no added features

#

Dont know what they officially call it :-)

brittle gulch
#

Is there such a thing as too much sub levels? I have 25 of them on a map, and I plan to have even more. Is it a good way to go or I will end up with problems?

violet goblet
#

oofff nvm, unplugged n plugged the ssd again and it seems to work 😕 ?

storm venture
#

sorry to interrupt, how do i change the size of this brush's texture so its more zoomed in?

#

image size doesnt seem to do anything

brave gate
#

@plush yew there some Quality of Life improvements, bugfixes or... they finally make public/protected/private access levels working in blueprints
but that doesn't invalidate tutorials made barely a year ago

#

it's like with general programming, you won't see a huge difference in the short timespan

#

@brittle gulch amount of sublevels don't matter much
actually better to separate to as many sublevels as it's feasible to work with you and load content in smaller chunks, if possible

bitter iris
brittle gulch
#

Alright cool, i can continue on. 😉

brave gate
#

especially that Epic is working true open world solution - every actor instance saved to separate asset instead of sublevels

brittle gulch
#

I don't understand, why is it beneficial?

brave gate
#

engine must handle loading of hundreds of files continuously

#

well, sublevels isn't something you need at all while working with a team on many square kilometers of world

#

you not gonna set up "streaming volumes" manually for every place - we already have World Composition as second mechanism to load sublevels, based on level bounds

#

but still you need place assets in correct sublevels, be careful with level bounds, and manually set up streaming distance for entire sublevel

#

in huge world it's too much effort

#

engine should take care of that - so the solution is to forget about "streamed sublevels", put everything into world, define streaming distance for actor template and let engine finally manage streaming for you

#

that what we have now it's not streaming at all 😄

#

it's manually loading entire pack of actors, not "streaming"

brittle gulch
#

Ah okay, I think I see what you mean. So Epic is now working on the "real" streaming solution? That's wonderful!
Where can we read more about it?

brave gate
#

more at GDC probably

brittle gulch
#

Thanks 😉 Will watch that, it's very interesting. For now I was already putting streaming volumes manually, it's insane, I'll go for world comp first of all, while waiting for this new solution.

#

And, one question, do we have occlusion culling for sub-levels?

#

Because distance streaming is cool, but if the level is out of view because culled by other objects or by the frustum, it's not necessary to load it 🤔

brave gate
#

occlusion culling works for the meshes, so even the actors
and you need to have loaded actors to test occlusion on them 😉

#

proper streaming should solve this kind of "problems" 😉

brittle gulch
#

Right! So it's okay to load the level but nothing is visible inside because of culling? That means that I can crank up the distance.

brave gate
#

yes

brittle gulch
#

Yeah, that's right, I'm even more hurried to proper streaming then! X)

brave gate
#

also draw distance of meshes could make it simple not rendered

brittle gulch
#

And we don't have that either right? It's possible only with ISM or using a culling distance volume I think

brave gate
#

me too waiting, for last 7 years with Unreal 😄

brittle gulch
#

That's painful! X) Hope to see that sooner!

craggy flax
#

That’s interesting Moth

#

If only I had the studio to work on an open world game I’d be stoked lol

brave gate
#

it's also useful for smaller games

#

and everything that leads to faster open worlds: faster async loading, Unreal Insights they need for precise profiling while working on speeding up the engine 😉

#

lanscape tools, virtual texture, sky atmosphere - it all comes from the recent focus on the open world tools

craggy flax
#

Hey I never turn down new tools or improvements. I just already feel like I’m only scratching the surface lol

brave gate
#

sure thing 🙂

rancid lynx
#

How many simple static mesh Actors should i be able to put on the screen at once? After about 1k 2k bricks, i start to fluxuate 80-90. More importantly whats the trick to this optimisation? Fortnite can spam building actors chest actors foliage actors well past 1k2k it seems, even with 40npcs fighting. I know about drawcalls, what else can optimise actor count? No evet ticks, no heavy code.

brave gate
#

not having separate actors would be the best

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for draw calls and processing 😉

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I doubt that every spawned thing in Fortnite is a separate actor

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especially that construction pieces needs to have another piece in chain touching ground - it's already designed to be one big thing than loose actors

solar temple
#

Is there a default settings button for character movement settings?

normal burrow
#

you see the yellow arrow next to things?

solar temple
#

Yeah for materials and stuff but not for the first person character

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oh nvm lol

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Forgot had to change it first for it to show up

solar temple
#

Should the max acceleration setting be set to a number always a power of 2? Noticed the default is 2048 and I know computers like powers of 2

signal minnow
#

just do 4096 lol

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super speed

shadow bear
#

does anyone know about null references? I can't figure out how to set a variable bShowMouseCursor in a blueprint.. >_>

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variable is not in scope

plush yew
#

Any way i can puase an normal animation?

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not an animation montage

grim ore
#

It looks like there is a variable you can call called "set pause anims" on the skeletal mesh that will pause the animations currently playing @plush yew

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@shadow bear how are you trying to set it, C++ or BP?

plush yew
#

Am trying on it tbh

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hopefully it works

#

MathewW

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for some reason it shows no animation in it

grim ore
#

that says "Target is User Widget"

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so that is for UMG animation

polar hawk
#

why does the epic launcher return a label name of DurrBurger on launcher startup api calls lmao

grim ore
#

this is what I used to pause the current animation playing on a skeletal mesh that was set to play a single animation

plush yew
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MathewW can you show me where it leads?

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to the notify right?

grim ore
#

this is literally called in the player targeting the players mesh that is currently playing an animation to pause the animations that are playing on it

plush yew
#

just wanna see what you did in animation BP

grim ore
#

you can do it wherever you want

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your trying to pause an animation by the notify in the animation in the anim bp?

plush yew
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thought i could but figured out that only for Montages

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So am trying to find a way to do it normaly

solar temple
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@signal minnow that's what I did lol I like faster acceleration I just didn't know if 4096 was too high

plush yew
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MathewW if you can please explain how you puasing it 😄

signal minnow
#

@solar temple just go yeet and set it to like 10k lol

plush yew
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I dont think only putting tick o nthe Puase anim will do the job

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something is missing here hehe

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Set Ignore Time Dilation

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What this node dose?

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Slow motion if am correct?

grim ore
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I just set this up in the anim bp and it worked fine here

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notify was called, animation stopped on the player

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same thing just pauses, waits a second, then resumes

plush yew
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MathewW if i used Ignore Time Dilation

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would that give me the same results you think??

grim ore
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no because that would do nothing

plush yew
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When i put it to 0

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it stop the the whole player

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wanna test it out?

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i just did

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maybe you know better for sure

grim ore
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the "Ignore Time Dilation" node?

plush yew
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Yup

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Set it to 0

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its really cool

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just found out about it

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or to 0.2 to slow mo

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The normal set Is 1 for it

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if you want to get it back

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just checked with Tick event Print

rain coral
#

so um, everyone has the same problem as me? (Cant open project because of some "D3D11UniformBuffer.cpp" thingy)

grim ore
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that pauses the actor which is not the same as pausing animation and as far as I know the ignore time dilation node does not do that but the set custom time dilation does

plush yew
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i think i gave you the wrong name sorry

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this is it

grim ore
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yep if you want to pause an actor then that is fine, but that means ticks dont work and events dont fire and input doesnt work etc.

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@rain coral no not everyone has that problem, projects open for me here. Do you have a full crash log or any recent changes? is it just one project or more than one

rain coral
#

seems really rare

grim ore
#

darn yeah there is not really any valid info in that log either

rain coral
#

😩

storm burrow
#

What was the command again to get a dump of all currently streamed in assets?

rain coral
#

Is there anywhere else where i can ask this question ?

plush yew
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i want to emitter to spawn a little bit higher at the Z axies

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if i split "Location" i wont be able to spawn at character place

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any thoughts 😄

storm burrow
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memreport -full -logs

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answering my own question 🙂

plush yew
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break vecotr make vector?

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yup worked nvm

grim ore
#

why cant you split the location and spawn at the character place?

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also if you want to just add to the Z you can use a vector plus vector

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or split the vectors, add to just the Z float, and plug them all in

rain coral
#

UE4 got corona virus on my side

rigid sleet
#

anyone know how to get More Pcs on Device Manager?

plush yew
#

rate this for me

rancid lynx
#

Can I MOVE the location of the Print Text? in a VR helm, its way to hell out of view, only barely visible.

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probably not eh ? maybe a few years later

thin tendon
#

With audio being played. Is there a way I can get the last time a sound was played? So that I can delay something and prevent it from being called several times over a few seconds.

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Its for a hurt take damage sound. And with automatic weapons it sounds rediculous

thin tendon
#

I have this set up which in theory should work. But it doesn't. The hurt sound plays every single time.

normal burrow
#

you could set a float to the time when you play it

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then subtract time to figure it out later

thin tendon
#

A float would have higher precision. But all I want is a 1 second delay. An int should work for this. I don't understand why its managing to get through each time.

worn granite
#

Sidebar: Your inventory component handles the health?

thin tendon
#

The main issue being I can't use a delay inside the function. Yeah everything is handled by components

worn granite
#

Need to know how you're setting the initial value of delay hurt

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(and I get componentization. your structuring is odd, is all)

thin tendon
#

It has no initial set. Its just what you see in the picture. Default is 0.

worn granite
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Defaults to zero...

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Is this sound longer than a second?

thin tendon
#

No it triggers around 4 times in a second

normal burrow
#

an int wouldn't be great, unless you measuring milliseconds

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if you trigger right before the seconds arm changes it'd be candidate for refire

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can you not store the whole timecode?

worn granite
#

It could also be that, if that's from TimecodeProvider, it isn't initialized

normal burrow
#

no idea what timecode is tbh haha, in terms of the engine/blueprints there

worn granite
#

If it's using SystemTimeTimecodeProvider, then that's not the case, it should be gtg

#

idk, weird dependency state

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I wonder if a truncated game time seconds would work better.

thin tendon
#

The problem with using the whole time code is because it uses frames. It would always be different. I'll try game time

worn granite
#

Either way, when I do this, I do a LastTimePlayed

#

turns into a

if (CurrentTime > (LastTimePlayed + PlayCooldown))
{
    PlaySound();
    LastTimePlayed = CurrentTime;
}```
thin tendon
#

I can do a last time played? That would work way better

worn granite
#

Yeah

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I mean, it'd be a variable, wouldn't it?

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You're already using a variable

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These should all be floats, btw

thin tendon
#

game time in seconds has the same issue.

worn granite
#

#level-design might be a better place, but just ask the question as suggested by that react

thin tendon
#

And last time played can't be found in blueprint

worn granite
#

That wasn't real code, it was psuedocode. @thin tendon

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Game time seconds is what you want

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PlayCooldown is a custom variable you must make, as is LastTimePlayed

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So you have to create these variables.

#

Have you been following a tutorial, out of curiosity?

thin tendon
#

Nope. Just trying to figure it out

worn granite
#

Fair

thin tendon
#

what is weird is all the methods I have tried work. If I don't set the value again after the sound plays

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But then offcourse it only plays once period

worn granite
#

That actually is super weird IMO

normal burrow
#

Idk how to work landscapes

worn granite
#

I guess you could try the 3 variables that I suggested with that set up

thin tendon
#

I think maybe the biggest issue here is not being able to delay inside functions

worn granite
#

Fully disagree

#

There are a lot of reasons to not delay within a function, but if my setup doesn't work you can effectively do what a delay would do for you by manually setting a timer

#

You'll need a stub function which does nothing, for the timer to trigger.

#

You want to be able to check if the timer is running, and if it is, then don't do anything.

grave radish
#

Has anyone here used really old versions of UE? Like 2 or 3? If so, how has the workflow improved?

normal burrow
#

Lol

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So you write your unreal script first, throw in some cpptext braces

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Run ucc.exe and it makes the headers and generated code for you

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It used to be a nightmare

thin tendon
#

I got it all working. What is weird. Is that as soon as I took all of it out of the function. And made a custom event just to handle the sound. It all works perfectly. Each method works. So weird.

worn granite
#

Oh wait.

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Hang on.

#

@thin tendon Were you using local variables?

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Those get reset to their default values whenever the function is entered.

thin tendon
#

yeah I was. That was the problem lol

paper flower
#

Hello! Unreal keeps using Visual Studio 2017 when I have 2019, does anybody knows how to change it?

tired matrix
#

Is there a help channel?

thin tendon
#

@tired matrix There are multiple channels you can use for help. It depends on what the topic is about as to which one you use

tired matrix
#

Thanks ❤️

zealous spear
#

Hello, i would like to make a ban system in my game but i will need a anti-cheat program, which anti-cheat do you recommend? What is the price for EAC if anyone contact them?

jaunty sorrel
#

Hello! My ragdolls interact with static objects and with each other but do not interact with an animated platform. They react slightly but pass through. How can I increase the accuracy of physics with dynamic objects?

zealous spear
#

@ebon linden I think you should use a post process volume for the effect, I found a tutorial that might help even with physics and stuff

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You have to play around with the settings to look as you like it to

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In my case, I am using post processing volume to make night scene

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Well I think I I can help you with that

plush yew
#

We could use some help figuring out why our Custom Weapon BP's teleport function wont work serverside, only locally. Anyone able to take a look?

civic iris
#

pls share if you have link for good tutorial on unreal with c++

rancid lynx
#

yeeeeehaaaw... ive graduated from useless level 1 to level 2 or 3 UE4 Dev. !!! Happy Birthday to mee !! I learned how to use sphere trace and collisions to destroy 1 instance of a foliage and replace it with a BP actor X_x.

#

now i just have to jack wit keeping track of who i want to destroy and replace or not. menDoKusai X_x

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via handheld items in VR. not too bad.

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just wish i had more time

#

@ebon linden imo, lighting is the hardest thing about UE4. learning to rig meshes you made yourself and animate them into characters was easier than figuring out the god damn lighting in ue4. i mean.. if you paid some teacher to sit down for 3 or 4 hours, it might actually be easy.. and with youtube, its totally doable with practice. just get ready to sleep 92 times and practice every gd youtube lighting tutorial you can find. X_x. thats a wonderfully lit underwater shot. maybe its easy. but lighting was a bitch for me. my games 1 year old, i can fight VR skeletons, and i still dont think im doing lighting correctly.

raven ember
#

aye i know this like a big ask

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but can someone hop in a vc with me and teach me how to make game

#

i know there are tutorials and i have tried them but it just aint working

#

also ue is so paintfully slow when doing anything

raven ember
#

no one?

merry gazelle
#

Any idea if it's possible to have Unreal Engine read an SD memory card (usb) and use any stored data to effect a game?

For example say I create a memory card that has a stream number on it and when inserted it generates that stream to randomise stuff in game

abstract relic
plush yew
#

Hello

weary briar
#

Hello, I was playing around with some ideas in my head and I noticed that I can't find any good UE4 examples that show realistic dirt, gravel (terrain) physics. I was wondering why most of the games use basically ingame terrain editor if they want to manipulate terrain and if it's possible to somehow make terrain behave more like in real life (like crumbling rocks etc....) Only "good" examply I found was this https://www.youtube.com/watch?v=NXcxySa2gbU& and how would someone recreate something like this in UE4?

Supplemental video for my Eurographics 2016 short paper "Drift-Diffusion Based Real-Time Dynamic Terrain Deformation" which shows some results obtained with the method described in the short paper.

Abstract: In the natural world, terrains are dynamic entities which change the...

▶ Play video
blissful minnow
#

Hi

carmine garnet
#

hey guys i just figured out something hard

#

how to make every particle follow the location of a bone

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do this and also make it local

proper quiver
#

Are struct->data tables equivalent to data asset->library? When would I choose one over the other?

rain heron
#

Hey guys !! Not sure if I am asking in correct group.. I have been testing XGEN to Unreal groom 💇‍♂️ workflow from past week.. Every time I run or simulate it crashes instantly. It happens mostly after choosing Bind Groom to Skeletal Mesh...Any ideas 💡 how to fix this. Please feel free to help me out.

abstract relic
#

Engine version @rain heron ?

rain heron
#

Engine version @rain heron ?
@abstract relic 4.24.2 I have the latest.

abstract relic
#

If you can get the call stack, it would be most helpful. Hell, logs will too. I haven’t messed with groom mind you. But there has been a few problems with skeletal mesh treating null mat as a mat for example.

rain heron
polar hawk
#

Looks like an engine bug of some kind

#

Nothing you're doing wrong

#

You can try playing with the number of lods of things maybe

#

crash is related to something regarding lod indexes

delicate thicket
#

Hey guys, I have a question regarding royalties for patents, say I use the engine to create a patent, is the company elligible for a portion of the patent and the royalties should I choose to use the patent or sell it?

polar hawk
#

if you're using the engine to create a patent you should contact epic's legal team

rain heron
#

crash is related to something regarding lod indexes
@polar hawk Is there any possible way to disable lods from loading ?

polar hawk
#

I'm not sure that'll solve it and iunno

delicate thicket
#

@polar hawk thanks.

abstract relic
#

I’m suspecting material because I had the same error description

polar hawk
#

aye, maybe an lod section is missing a mat

#

iunno

abstract relic
#

Again, I’m not familiar with xgen but I assume it’s treated like a mesh

#

Do you have mat id assigned to the asset before exporting it?

rain heron
abstract relic
#

Do it

#

If possible

#

And if it works, I’m going to be pissed 😜

polar hawk
#

I wish I could afford a high end 3d model of my head

abstract relic
#

Your face is on your head

#

Close enough yes?

polar hawk
#

usually

rain heron
bitter iris
#

Is "VisibilityCommands" new for 4.23+?

#

4.22 I was at 3-5ms for my world overall, I move to 4.23 and now I'm 18-21ms overall and most of it is coming from VisibilityCommands

radiant haven
#

HOW can i fix thjath

abstract relic
#

Such people are elusive as lice

brave gate
#

@polar hawk photoscan wouldn't be that expensive 😉

polar hawk
#

is always wonky

#

iunno

#

maybe I gotta give it another go

abstract relic
#

Was about to say. Thought you already had one done

normal burrow
#

That’s a shaggy mannequin

plush yew
#

AttackpoinName

#

He need a bone name?>

pale ferry
#

Hello. I hope can i ask anything about the Landscape material with heightmaps here? correct me if im wrong

supple totem
#

here or graphics

#

graphics probably better if material related

swift hearth
#

Can someone help me with widget buttons? Seems like if I change the Slot (positions and sizes of x and y) or the Render Transform (translation or scale), the hitbox (for lack of a better word) of the button gets messed up. Only way I can seem to get it to work is leaving it in the middle with the anchor in the middle

#

I want to put it on a corner of the screen but then I can't click it 😒

#

Also going fullscreen messes it up too

pale ferry
#

@supple totem ty

plush yew
#

How i can attach my emitter to the same sport

#

if i did get actor location and i go above a cube or something

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it will be diffrent highet

#

ok solved