#ue4-general

1 messages Β· Page 662 of 1

quartz bane
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4.24.2 is not responding a lot when deleting assets from the content browser. Anyone else having these issues?

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It basically just hangs. Sometimes it becomes responsive after leaving it for an indeterminate time.

radiant haven
plush yew
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@radiant haven OkayChamp

radiant haven
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yeah i got that problem some months ago but forgot how to fix it
I treid with 116bit rendering didnt work used photoshop to convert it to 16bit NITHING

plush yew
normal burrow
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@quartz bane yea known

radiant haven
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@plush yew you could easily help me....

plush yew
radiant haven
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??

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Doesnt Tell Me Everything, buci STOP *** trolling with me its not only on this server...!

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And if you think cause i asked if to be a dev and usbox, thne I dont mainly dont work with visual stuff cause for me its a pain

nova kelp
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hello what is this green thing ?

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it says he pressed 1 and he got it somehow ?

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im confused

radiant haven
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1 and then right click

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its a constant

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@nova kelp

pale ferry
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I remember there was an option you can enable to move an object along the terrain so I wont have to change the height everytime, does anyone know which one it was?

radiant haven
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i think that is waht you mean=?

nova kelp
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pressing one then right clicking isnt working and holding one isnt working as well

radiant haven
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together

nova kelp
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how to get constantsome other way

radiant haven
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1 + Right click

nova kelp
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i wrote constant

radiant haven
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or try left click

nova kelp
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yea not working for me

pale ferry
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1 + LMB

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2 + LMB for parametre

nova kelp
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i have to click 2 or 3 times

radiant haven
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slow computer i guess

pale ferry
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because you have to actually select where you place it so clicking the black grid once is enough

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then click again 1 + LMB to place

summer marsh
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how can I merge a project created as a puzzle game into a third person project?
will migrate work or do I have to do something specific to merge 2 different projects?

grim ore
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migrate will work, importing the third person template into the first one if that is all you want will work as well. About the biggest issue is migrating does not move over settings like inputs

charred shoal
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Does anyone know if Reuben Ward's unreal c++ tutorials on youtube are good?

nova kelp
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I know its weird to love beer so much that I had to make it in the game but alcoholic in me prevailed

civic iris
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  • i can do this πŸ˜„
    @nova kelp please buy this guy a pant and a shirt πŸ˜› 😝 😝
nova kelp
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@civic iris too late i bought beer to fill that big glass up. Maybe later ill go steal some uniforms from museum.

signal bone
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Hello

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Anyone ever made a system that lets you modify the 3d model you currently are using as a character?

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Like, modifying the arm length, offest options, size

teal tulip
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Does someone knows if UE4 can be used to develop tools ?
Like these tools created for landscapes using Unity

abstract relic
signal bone
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Thanks

teal tulip
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Me bad I made the question wrong, I'm asking for the license limitations if there is someone

upbeat tendon
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can i stop epic launcher minimising when ue4 starts up? i can't see an option for this

fathom glade
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The material on the top is always see through for some reason

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It's supposed to be a lid

midnight root
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@upbeat tendon interesting, mine doesn't do that,and I'm rather sure that's the defaut behavior.

spark sonnet
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@upbeat tendon I think unchecking this does it. Mine does not minimize anymore

midnight root
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heh , find it hard to believe that was ever intended to be the default behavior ;0-

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but ya , irritating to say the least.

upbeat tendon
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Thanks @spark sonnet

whole quarry
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@fathom glade you mean it has low opacity?

normal burrow
fathom glade
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I'm pretty sure that the normal is flipped or something, the material on it has no opacity attached

solid matrix
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anyone else have the "Shared cache is not enabled. performance is impacted" thing pop up every time they launch the editor? How can I fix that?

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I think it's why saving my materials takes 30 god dang minutes

upbeat tendon
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I am wondering is there a protocol to stream analytics from ue4?

hollow tusk
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is there an easy way to export one variable from one blueprint to another

upbeat tendon
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I was thinking a udp data stream pushing telemetry

shrewd gust
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so weird neither vehicle demo works for me, the car drives like it's broken-- in reverse and can't turn left

wanton lily
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hey guys, does anybody have had trouble where UE crash with error "Assertion failed: Module [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Core/Private/Modules/ModuleManager.cpp] [Line: 332] MeshUtilities"?

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I've tried 4.24.2 and 4.23.1 same issue

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and I've used UE with this PC before

abstract relic
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What were you trying to do

wanton lily
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opening the UE editor

normal burrow
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log please

abstract relic
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Verify engine in the launch tab, it’ll fix up any bad files. As a start

wanton lily
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yup, I did the verify

abstract relic
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Grab logs

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/saved/logs

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Use pastebin

grim ore
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you also need the debugging symbols

wanton lily
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sorry, will do

normal burrow
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log would give us an idea of what other modules are in use at elast

upbeat tendon
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Do most people modify the file json analytics plugin to stream over TCP to do analytics?

serene birch
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any way to use a level sequence with dynamically spawned actors that don't really exist when you record the sequence?

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hmm I guess I could try embedding a sequence in an actor blueprint for that

wanton lily
normal burrow
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Stof yeah

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You make a spawnable in the sequencer

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like when you have the sequence open you'll see the orange color actor names

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these are things that live in the sequence

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you can edit these and make new of these, as if they were part of the world

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your problem is missing "embree.2.14.0.dll"

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@wanton lily

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as well as tbb.dll and msvcr120.dll

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it sounds like you need microsoft visual c++ runtime

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which likely contains a copy of all of these

timid jacinth
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How could I add bunnyhopping in blueprints?

normal burrow
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if you've got space for it @wanton lily just install visual studio 2019

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make sure you go to the individual components tab and just select every dot net installation option in the first group

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that will let you package games

wanton lily
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oh ok

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I have the 2017 version

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I'll try the 2019

normal burrow
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i'm surprised to hear that

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these dlls should be included with 2017 as well

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but yeah give it a shot

wanton lily
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YESSS!!! Victory -- It's finally working after installing VS2019 with all .net individual components checked

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thanks for all the help

pale ferry
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So? Any idea on my last question? When draging an object into the world, how do I snap it to the terrain so I can move it along the terrain. I don't like to move and change the height every time

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So that the object automatically adopts the height

abstract relic
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Push 'End' key. it'll snap to the ground

pale ferry
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Nah, I mean if the object is already in the world. If I want to move it that it stays on the ground

abstract relic
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push end

regal mulch
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Drag it onto the landscape in the world outliner?

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@pale ferry

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Would only work if you move the whole landscape actor though

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Not sure you can make this work with the landscape editing. Haven't really used that much

pale ferry
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okay, thank you anyways for your help @abstract relic @regal mulch

grim juniper
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Could probably do it through editor scripting

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By doing a line trace for the landscape top drown from the location of the actor you're moving

solar temple
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is there anyway to add a material to a subtract brush?

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How would I texture a wall indent that I made with a subtract brush?

zenith flower
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nothing is more annoying than changing the name of your parent c class, and the blueprint version takes a shit. So you are like whatever, let me just reparent my blueprint

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Oh thats right, you can't reparent back to an actor

fierce tulip
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@solar temple bsp is not really intended for world building, minus volumes and blockouts (and even then I suggest meshes instead)

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I'd suggest to focus on that

grim ore
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@solar temple did you try doing anything ? you just drag the material onto the face of the object to set the material it is using if you are using geometry brushes

fierce tulip
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im not saying you shouldnt, or cant... but for your own sanity I'd suggest against it

grim ore
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AI is stupid hard if you don't know what you are doing lol. Trying to get a simple combat system working for the AI and sure I can make it all crappy and have the AI just (move to) -> (spam attack) -> if not in range abort and repeat from (move to) but that's not right

solar temple
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Oic got it thanks

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luos for buildings you want to go inside I find BSP easier for making buildings . Are you saying model everything in Maya or whatever?

abstract relic
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BSP is for quick and dirty prototyping at best

fierce tulip
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^

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its old, outdated, and unoptimal

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even when converted to meshes its only for quick and dirty prototyping at best

solar temple
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can't you convert bsp to mesh?

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nvm

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yeah I'm not using it for literally everything just base foundational stuff for buildings

fierce tulip
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for now its fine I guess, but once you have smore experience under your belt you might want to move away from bsp.

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and Im not sure how long it'd be before the geometry 2.0 tools are in

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doubt anytime soon

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unless gdc XD

carmine garnet
fierce tulip
ornate comet
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im new to coding in unreal engine any1 can help

abstract relic
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I appreciate the invitation

fierce tulip
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lol

hollow zinc
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I got a challenge I'm having trouble beating
I have a box mesh and a text render component which I want the font world size to scale in relation to the size of the box

Whenever I get the box to scale and it starts to be smaller than the font, I want the font to auto adjust to the box

Is this possible?

ornate comet
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idk im new

fierce tulip
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@ornate comet if you have questions, try to ask them in the right channel, if someone is around that knows the answer, you'll probably hear from em :)

unreal comet
fierce tulip
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@proud verge Please read the #old-rules when you have some time, its not really appreciated to cross-post questions between channels.

solar temple
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@unreal comet never seen that before no πŸ€”

unreal comet
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I found that I can open another level then go back and open the level I was on, and then I can use the sculpt tool again. But that's kind of a pain to do everytime. 😦 It's probably something to do with my DPI scaling on my monitor

plush yew
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Hi Folks: Im working on a project that is going to require rendering both stills and video clips which will them be edited together to form the final production piece. is there a tutorial(s) about how to render these out? or would I be better to do them in blender cycles? (eevee is NOT an option)

abstract relic
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You can use sequencer and/or the built in high resolution screenshot

plush yew
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Hi @abstract relic the screenshot function is sufficient for customer presentations?

abstract relic
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That depends on your product, not the tool

plush yew
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LOL -- ok, I understand

abstract relic
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It can take >4k images. Might burn a hole in your desk if you go crazy with the resolution though

marsh swallow
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If the object is pending kill, isValid? will come back not valid right?

plush yew
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Cool

normal burrow
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@marsh swallow yeah thats right

marsh swallow
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okay thats what i thought just making sure.

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ive never needed to worry about objects pending kill until now. lol

grim ore
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super duper design question. AI. Using behaviour trees. Assume a simple setup of find target, move to target, attack target. Assume a couple different types of AI that will use it such as a goblin, an orc, a spider, a blob. Assume unique animations and weapons depending on the AI such as animations without weapons for a spider, or a goblin using a 2h weapon or a 1handed weapon. sooo.... Do you make a generic AI that does the above, then hand off in the AI task to the enemy actors to handle attacking contained inside the unique enemy actor or... do you make a unique AI tree for each enemy so each enemy has it's own unique tree for find, move, attack, etc. ... or uh something else like whatever works lol

hollow zinc
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I managed to find a solution that's not perfect
I run a check
If the (render text) local size is BIGGER than the size of the mesh = times the (render text) world size * 0.99 AND check again
If the (render text) local size is SMALLER than the size of the mesh = times the (render text) world size * 1.01 AND check again

But the problem is this turns into an infinite loop
I'm not sure how to close this off

any ideas?

fathom glade
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substance painter's educational license says you can't use it for games (for profit)... how will they even know?

grim ore
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@hollow zinc why would you check again after you are setting it, if you are setting it correctly?

hollow zinc
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Because the world size of the text runs on a different number than the size of the box
I can see the local size of the render text but I can't change the local size since there is no 'Set Local size'

grim ore
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what I mean is you said it's an infinite loop because you keep checking, if you set it why check again?

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is the issue the text is becoming too small when the item is too small?

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or you are trying to keep the text sized in relation to the box as it gets bigger or smaller?

hollow zinc
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I'm trying to keep the text size in relation to the box as it sizes up and down

grim ore
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assuming your text renderer component is a child of the box the child will scale with the parent

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otherwise you should be able to set the local scale (that is the relative scale 3d) or the world scale (that is the world scale) on the text renderer

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but it needs a parent for it to be relative (local)

hollow zinc
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I did that, but it doesnt take into account the amount of text

fallen marten
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Mathew I would make a basic system and then make different trees for different enemy types. I did that in my game and it works great - much simpler yet still flexible

grim ore
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well the text fitting your constraints is up to you but I see what you are saying. You might have to just do alot of math which you seem to be trying but I dont know why it would be an endless loop. You put the code in the construction script and every time the item changes size it would recalculate whatever you wanted).

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@fallen marten so lets say I had a orc using a 2h sword that had 3 animations for its combo attack, would the BT have the info when you say "attack" to play the 3 animations or would it just hand that off to the enemy blueprint and let it handle the attack

fallen marten
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Have a code in the orc that handles the combo with a switch on Int, and when the task runs that code, it'll cycle combo in the orc instead of doing it on the tree

grim ore
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@hollow zinc one thing to look at is a new plugin, 3d text, in .24 and higher that might have more controls

hollow zinc
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I saw that plugin, it looks awesoe, but my project doesn't allow the use of .24 unfortunately 😦

fallen marten
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Unless you want the tree to determine what attack it has to play like if it's ranged or whatever. Use a service at the top of the tree to get all the players position info etc so every task has use of it instead of a shitload of services run at different parts of the tree

grim ore
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ouch. well then what you are trying to do seems to be the right track just more math

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@fallen marten yep that sounds like what I am trying now, one basic AI tree and when it gets to attack it tells the pawn to attack using a task and waits for a finish execute, the pawn then does the attack stuff and tells the tree to finish once it's done with the attack then it repeats (find, move, attack)

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was just curious if doing unique Trees was a smart idea

hollow zinc
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hmm any ideas on what kind of math I'd need?

grim ore
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@hollow zinc I don't, I dont really know what the goal is 😦 plus I am bad at math lol

fallen marten
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I have one set of services and tasks, then a few trees for my cop, the civilians , the thugs, and boss. Each do different things but use the same tasks getting info from a character base class

grim ore
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@fallen marten ah yeah sub trees so one main "get info" then below that separate trees customized for the individual types

fallen marten
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Yes sir

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There could be better ways of doing it, but I found this works best for me and isn't confusing

grim ore
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how much logic do you do inside your trees themselves and how much do you leave as basic stubs that hand off to the pawn?

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yep there are many ways of doing stuff just trying to collect them all πŸ™‚

fallen marten
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I have tasks that run functions from the pawn, and maybe a couple generic non pawn ones. Not a whole lot of logic really, just a heap of branches with decorators fed by the main service

thin tendon
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When I create a destructible mesh using apex plugin. The preview window is super dark. Is there a way I can make it brighter so I can actually see

hollow zinc
fallen marten
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Do a for loop with break if there's a condition you have that can break it

grim ore
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but why do it more than once? does it not work

hollow zinc
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nope, when i reduce the check, it doesnt scale all the way, I have to check if its the correct size
if its too big, the text will be rendered protruding out of the box
so i have to keep on checking

grim ore
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so when that box changes size the text inside of it is supposed to scale and always fit (which it should when scaling unless its already too long)

hollow zinc
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I dont know the exact number that the font needs to scale down to if its slightly bigger or more bigger than the box

grim ore
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and if its too long it needs to scale down

hollow zinc
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yeap

grim ore
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is the text supposed to be sized up to fit the box if its smaller and sized down to fit the box if larger?

hollow zinc
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yeap thats correct

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I also put in a limiter so if i want the text to be a certain size, it'll stick to it if only the size of the box allows it

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if not, it'll simply scale down

grim ore
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well you do have the get text world size, and you can get the size of the box

hollow zinc
thin tendon
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So I'm in 4.24.2 and when I click fracture mesh nothing happens. Anyone know how to fix this?

rain coral
hollow zinc
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@fallen marten adding in the loop with break turned out to help SO MUCH!

grim ore
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yeah I can get the box to resize super easily to the text, but your issues is you want something completely different lol

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and the set/get world size of the components is based on Z not the length so that doesnt help lol

hollow zinc
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haha just a lil bit more complicated πŸ˜›

pulsar kraken
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Does anyone have recommendations for a map top view grid with clickable icons? Assets already in store or tutorials

raven ember
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how do i post in looking for work

grim ore
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look at the pinned message

thin tendon
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Anyone else had issue with fracture mesh feature of Apex not working with 4.24.2?

marble nacelle
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hello, I am running into an issue where I can not turn on raytracing on 4.24.2 using an RTX TITAN card. The exact same rig works fine with an RTC 2080ti..........why would that be?

grim ore
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same machine same project just swapping cards?

marble nacelle
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same machine, created project from scratch on both

grim ore
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the titan should work fine, if you did the same setup on both project. You can check the output log when it starts up to see if it's not using the GPU

cosmic veldt
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Guys i'm getting this error for an important file in the project everytime i try to access it. "Serial size mismatch: Got 5169, Expected 5760" couldn't find any solution online. any ideas why this is happening?

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tried rebuilding it didn't helped.

blissful trail
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is there anyway to make the velocity not change when falling ? i need it to always fall at the same speed

fallen marten
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@hollow zinc no problem man πŸ‘

hollow zinc
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@blissful trail perhaps you could put the velocity into a "clamp" node

solar temple
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How do you edit a static mesh cube? Like you can with a bsp brush?

normal burrow
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crizilla I've not tried it but there is a model editor plugin that comes with the engine in 4.24

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its meant to replace bsp or something iirc

solar temple
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Hmmm ok

blissful trail
tawdry heath
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hey guys, any idea how I can make my AI character jump when encountering obstacles?

thin tendon
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off the top of my head. Some method of getting if path is blocked. If yes trigger jump animation. Maybe use a collision and speed check. For blocked.

mossy nymph
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UNavLinkCustomComponent

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marks the path over obstacla passable for navigation

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and can broadcast a delegate when the AI reaches the link

plush yew
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How i can pose rotation of an emitter while i am use Emitter Attached node

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any thoughts?

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i dont want it to rotate with me

tawdry heath
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Is it good if I make it a line trace then it jumps if it traces an obstacle?

kindred viper
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it would be better to have a shape that detects the object on overlap and then checks it for a tag or property

ancient lotus
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@tawdry heath have a boolean on your character, perform line traces either on tick or via a timer that shoots a line from the capsule possibly about knee height and straight out based on the characters rotation. if the line trace returns a positive hit, cast it(casting is not very expensive) to whatever class of object you are trying to jump over, if the cast is valid then toggle the boolean on your character to true. then in your movement functions (or a separate function) check and make sure the player is moving via their speed (greater than 0 or whatever minimum speed you want) and simply call jump if the boolean is true. make sure to reset it to false if the cast is invalid

tawdry heath
ancient lotus
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LineTraceSingleByObjectType

plush yew
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@kindred viper explain more mate

tawdry heath
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I don't know what I did but now they are jumping every second

ancient lotus
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how long is the line trace and how are you checking what is being hit?

thin tendon
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Might need something to ignore the ground

tawdry heath
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I am just following a YouTube tutorial. I believe it checks if the AI is close to a obstacle from a certain distance then it will jump

blissful trail
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i found another issue im having when my fps is 59 it works perfectly but if it goes any higher or lower it slows/speeds up the game

tawdry heath
ancient lotus
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your just checking the return value, not the hit (out hit pin) so its always true

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you need to check and see what the line has hit via the out pin and cast it to the objects or class you want to jump over. this may not work well if its just static meshes your trying to do

tawdry heath
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so

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everything is right, except after the line trace (the out hit...)

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?

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and wym by static mesh? my entire map is basically a static mesh

ancient lotus
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the out hit is what you use to determine what the line trace has hit. static meshes or skeletal meshes, like a fence, door, wall and such

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if your map is a bunch of these that your trying to jump over then try giving them a tag or something to filter by

tawdry heath
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oh god that sounds like hell

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I just want it so if the ai is close to a wall or obstacle then it will jump

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I want what he has

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the ai is my zombie btw

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I could just have a trigger but I think the way that guy has it set up, it's better

ancient lotus
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try line trace by channel, break the hit result, drag off the hit actor pin and use ActorHasTag node to see if it returns the right tag that the AI can jump over? im not 100% sure if this works with straight up static meshes

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ill have to watch the video, doing school work atm and have to submit it within the hour

tawdry heath
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oh take your time! Can I add you btw?

ancient lotus
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yes

pulsar kraken
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When looking up in the game (First person) the projectile collides and starts flying almost like its flying up against a wall.

winter zenith
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What's the best place for Low Poly terrain (free)

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Need to get an island

surreal hamlet
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Hey, can someone tell me how can i invite my friend to this discord?

normal burrow
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abstract relic
normal burrow
plush yew
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How the reset exactly work here

normal burrow
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if you activate something already activated with it false, then nothing happens

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if you activate something activated with it true, it does activate again

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what that means depends on the component.

winter zenith
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Is there any good free low poly terrains?

plush yew
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p@t am trying to activate this thing 3 times as it get turned off

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its an emitter

abstract relic
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Look into flow control

plush yew
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i did πŸ˜„

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Can you give me a hint HighTide?

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wanna rest it 3 times

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reset

abstract relic
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Do N node! 😜

normal burrow
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Good ol don

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Don will help you out

solar temple
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If I have a wall I added a material to and let's say I want to add another material to it but only at the bottom of the wall to make it look dirty or something in that spot. How would I do that?

grim ore
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if its a particle why not set it to loop 3 times?

plush yew
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oh Do n thats new

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MathewW

thin tendon
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I'm trying to set up trees falling after being chopped down. I can't use overlap events on my terrain. Is there a way I can get if the tree has hit the ground?

plush yew
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I need it to do World Rotation

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I cant do that with notify or in animation particle

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so i had to put it inside the Mesh

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Particle System

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then set the Rotation to World

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Am trying to do this

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Oh MathewW i understand you now yup

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i will just set it from the particle it self

normal burrow
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πŸ§‡ you could just check the orientation of the thing

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Is the tree on its side?

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It’s probably down

winter zenith
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I need to add a terrain, how does one do that 😭

grim ore
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recreating an unreal project in Unity for a course.. Unity is... so annoying having to type code lol

normal burrow
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Ew

grim ore
winter zenith
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Is anyone here familiar with low poly?

normal burrow
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What kind of sick course is this Mathew?

plush yew
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@winter zenith sup

winter zenith
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qBersp, I'm trying to make an island

thin tendon
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@winter zenith There are a lot of guides / tutorials on adding terrain. To make it low poly just use a low amount of grids and components

winter zenith
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that's completely low poly

grim ore
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a personal one. I've done one before, creating a game in both at the same time to show the differences. Doing a small action rpg for a 2nd course to highlight stuff like AI, animation, controllers.

winter zenith
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Is there any low poly world generators?

grim ore
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low poly is just using less polys hence the low poly. If you mean the "art" part of it, the material or texture, that's artistic.

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the landscape system can do low poly but it sounds like you want a stylized setup using actual created meshes in something like blender

normal burrow
#

Is it a pretty involved project?

grim ore
normal burrow
#

It’d be interesting to do a comparison of how many mobs you can have in each engine before it craps out

grim ore
#

@normal burrow not super involved, it's more of a factual comparison for people who are interested in both. Hey I use Unity, I wonder how hard UE4 is and giving them an actual side by side comparison. Nothing complex, nothing major. more just showcasing the actual systems in an actual project using both rather than a "OMG UE4 IS BEST, UNITY SUXXORZ" type stuff you see

#

the other one I did was recreating lunar lander

normal burrow
#

It’s good to do fair comparisons. I’d not wish the nightmare of aggressive gc on anyone. I like to think I’m pointing the people away from tragedy when I speak low of it lol

plush yew
#

MathewW you work in a gaming company?

grim ore
#

when it comes down to it the project dictates what you should use, they all work well in one way or another and you can probably force one engine to do what you want. It's just annoying when you see a "Unreal VS Unity" or "Cryengine VS Godot" video without actual use case

#

@plush yew I do contract and freelance work right now

normal burrow
#

Comparing gizmos and stuff lol

#

Yeah I just honestly don’t see a use case for unity because of how bad it is

grim ore
#

i mean the unity and unreal stuff I did isnt the most scientific or the best but its an actual playable game created in both engines in lockstep feature wise so you can see what it takes to implement the same things and see the results and then hopefully decide what might be more fun to learn or use

normal burrow
#

Yeah I wish people compared the output

grim ore
#

I must prefer the 2d and UI stuff in Unity if I was making a UI based project. Something simple like a clicker game thats 99% UI or a data analysis tool is much simpler for me in Unity with their UI setup.

#

im sure I could recreate it all in Unreal but simple stuff that is missing without diving into C++ is annoying

normal burrow
#

There are better 2D engines out there though

#

I’m not saying anyone should use unreal for 2D of course

grim ore
#

there are for 2D games but nGUI is a superb UI system for Unity

#

i've done a few "games" in Unity using just nGUI because why the hell not lol

normal burrow
#

Lord don’t say that lol

#

NGUI noooo

plush yew
#

for 3d mobile games

#

unity take the place as well?

grim ore
#

considering the IMGUI system was basically useless it worked well

normal burrow
#

You know they hired the ngui guy to remake it with unity and it still do not scroll without a frame hitch

grim ore
#

i havent profesionally touched it since the 5.x days so I really cant speak of that but for mobile based UI centric games Unity worked well

normal burrow
#

The built in ui components are basically ngui unless they’ve redone them again

#

Drakonforge was a bit better imo

#

But all were bad

grim ore
#

I'll know in a few days when I get the Unity stuff complete lol

normal burrow
#

Yeah I should hush hah

grim ore
#

bad is relative to your choices lol

normal burrow
#

I’ve not touched unity in a long time

#

Once you commit to unity, it’s all about dealing with others bad choices

#

I am looking forward to the project though

grim ore
#

Unreal is obviously my engine of choice, ive got over 1k videos on it afterall lol πŸ™‚ But who knows what's in the future

#

so far tho... ugh... the Unity Visual Scripting system is ugh

normal burrow
#

Playmaker or something?

grim ore
#

no it's an in house one. its designed to break down to DOTS on the back end as well which is good but ugh.. its in alpha and all but man it's so un intuitive

left citrus
#

what's the rotation order for a rotator?

abstract relic
#

Make sure you clean your eyes with lemon juice afterwards

grim ore
#

Unity has Bolt which is super sexy and very blueprinty plus the bonus of VS <-> C# interchange

normal burrow
#

You’ll need the lemon juice for that not dark theme

#

I have a feeling DOTS will go away

grim ore
#

@left citrus do you mean the PITCH/YAW/ROLL (X/Y/Z) ?

normal burrow
#

I think it’s logically roll pitch yaw

left citrus
#

@grim ore Yeah - Z->Y->X if I'm not mistaken

grim ore
#

i think logically the damned docs page has it both ways... wtf

normal burrow
#

Blender too

#

they let you pick the order and it’s still wrong lol

left citrus
#

combine that with maya being y up and it's a right clusterfuck to pipeline transforms

normal burrow
#

Houdini is mega weird

grim ore
#

hah found another page with another order "Each of the Rotator values (X, Y, and Z mapped to Roll, Pitch, and Yaw respectively) "

normal burrow
#

They auto convert y z without sign drop

#

Then one minus v

left citrus
#

time for good old fashioned every combo till it looks right

normal burrow
#

Are you trying to match something?

#

The order of solving is reverse of logical

#

Believe this is why it’s so confusing

left citrus
#

yeah passing a WS transform from maya to UE via extra attributes on a joint

#

I presume I'll need to reverse the order, good call

frigid needle
#

Yeah I've got to agree with Mathew, here. Bolt is fantastic if you've already used UE Blueprints.

#

It works exactly like you'd expect it to.

#

Should you decide to use Unity over Unreal.

thin tendon
#

I have my trees now falling using physics. Is there a way I can make them not soo affected by physics. So that they fall and not get thrown about?

frigid needle
#

I don't have a full answer, but have you tried modifying their mass?

thin tendon
#

I'll give it a try thanks

left citrus
#

uhhhhhhhhhhhhh

#

is ue4 LH or RH?

#

I am highly spooked

left citrus
#

:turbo sad face:

#

thanks dude

thin tendon
#

Is this the correct way to do this? I want to get if the Desclass is set to none. Meaning it hasn't been given a class.

#

Having select class there just looks off

scenic storm
#

does anyone know a good template in which you can easily switch between fly-mode, Walk-mode and VR? similar to the collab viewer.

scenic storm
#

or can help me to change the collab viewer settings that it works with my projekt?^^

dim arch
#

does anyone know how to take a screenshot of your entire blueprint graph?

#

apparently there is a plugin called odintracker, which did this, but was discontinued

#

any alternatives?

violet goblet
#

Unreal: "Assets Action -> Migrate"
why does this action do not migrate textures too? (they are always missing when migration is done)

rancid lynx
#

After i get to 70k grass foliage on the foliage painter, my fps start to crash. Is there a rule for grass? I just use a simple material, no collisions, could it be because the grass has like 30polycount?

#

Only 3000 range cull distance. Cull distance doesnt help.

#

No aplhas, no transparecny.

left citrus
#

are there any guidelines surrounding node network size? In particular with regards to materials.. at what point should you just abandon the material graph and write a shader in hlsl? My material getting stupidly big..

thin tendon
#

@rancid lynx There is a bug with unreal where if you paint large sections of foliage in one button press (while holding it down) It will render all of them. Also try turning down your far plane in editor

rancid lynx
#

Whoa. Thanks. I was indeed using a 22222 brush. Or maybe 3s. I was really sad, that was the first huge lag that i didnt understand wtf

#

That should be a sticky tooltip in the editor. Thats as common as using the spacebar. Sheesh

#

I can save grass for last. :)

glacial pecan
left tangle
#

I love blueprints!

glacial pecan
#

Blueprints are a big reason as to why we switched to Unreal, but @normal burrow's seemingly blanked statement that Unity sucks doesn't really matter if you're a beginner and see literally thousands of more learning resources and helping thigns in the community on the Unity side

#

(on the Unreal side, we have @grim ore and that's basically it) πŸ˜›

#

a client requested the switch from Unity to Unreal because they saw much nicer looking examples on the Unreal side, but I was very hesitant because the community support just wasn't there. we got UDN now, but that's not an option/not enough for so many small developers

grave nebula
#

@left citrus First time you've got this feeling is a good threshold to indicate that it would be better off being coded, rather than graph based.

left citrus
#

@grave nebula my node network looks like concept art for halo weapons

grave nebula
#

Put it on blueprintsfromhell, be proud of it, and convert to code πŸ™‚

left citrus
#

shall do, cheers boss

somber quail
#

I've uninstalled and reinstalled the launcher and I still can't update my current version. It bugged out a few weeks ago when I tried to update to 4.24.2 and ran out of HDD space and I haven't had the option to update since.

obsidian nimbus
#

i dont have option for 4.24 either

#

.4

frigid trellis
#

Does anyone know how the int + float node is called in 4.24, I found it in 4.17 but can't find it now.

harsh tiger
#

Is it possible to have a mic detect someone talking and then output a value depending how loud the person is talking?

#

@frigid trellis have you tried turning off context sensitive? Or copy and pasting the node from your 4.17 project

frigid trellis
#

turning off context sensitive didn't work, lemme try just copying the node.

honest vale
#

that's the multiply node

#

not add

#

x != +

frigid trellis
#

YEah I just realised

#

omg

turbid wigeon
#

Hi all, good morning.

#

Does anyone know which rotation order UE4 uses by default? Is it XYZ? Or something else? I'm having some unwanted rotations and I think it might be a problem there.

left citrus
radiant haven
#

where can i seth the Movement Z velocity strength (to fall faster)

left citrus
#

@radiant haven you can probably set the gravity scale in the global physics settings, but I'm not sure that's what you want - can you just up the mass of the character?

#

depending on what your desired outcome is

radiant haven
#

ok thanks!

next badger
#

@somber quail if you stuck on 4.24.1 in launcher and can't see 4.24.2 - you have to reinstall the engine, not launcher, you may try verify prior to that

#

No. But Celeste made a Toggl plugin for ue4

#

oh, seems it's not supported

timber birch
#

Question, is displacement (landscape) broken in 4.24? does anyone know?

#

I have a hard time getting it to work, such a simple system

normal burrow
#

@glacial pecan this is exactly what is wrong with it and why I recommend so hard against unity. Its not a β€œunreal is the best thing everβ€œ for me, it’s a β€œunity is literally the worst trap a beginner could fall into, because it teaches you how to do everything wrongly at the cost of low effort documentation.” Like consider anything at all outside of the engine that entertains the developer over the end user

next badger
#

@timber birch are you on 4.24.2 ?

frigid trellis
#

Question, I am trying to get my blueprint to be affected by my seqencer, I enabled "expose to cinematics" And it does show up, but it just doesn't want to update. Any help?

#

Changing it in the blueprint itself does work

next badger
frigid trellis
#

Its already turned on @next badger

still atlas
#

is there a specific reason/difference why a pawn, as compared to a character, wouldn't stay in place when resting on a moving platform?

#

sorry, i've tried googling this and it isn't making much sense to me

green sky
#

is anyone experiencing crashes when importing a character to ue 4.24.2?

next badger
#

quite often ue4 crashes if importing incorrect FBX

green sky
#

Ok im importing a character which uses the same ue4 mannequin skeleton only it has a few extra bones, when i select to use the mannequin skeleton i have in the project the engine crashes when it attempts to create the additional bones. Note that this procedure ive been doing since 4.18,4.21, 4.23 and it works perfectly no problems

next badger
#

blender?

green sky
#

I use Maya and also Character Creator, weve been using it for years without a problem

next badger
#

what version of FBX you're using when exporting?

green sky
#

ive tried them all just to make sure but i get same crash

polar viper
#

Can someone help me? Is there any way to fix the lightmap UV?

calm widget
#

What's wrong with it?

next badger
#

@polar viper overlap? ue4 has tools to generate lightmap uv

timber birch
#

@next badger oh for real? think im still 4.24.1

#

yep, updating now! thanks for the heads up πŸ˜„

next badger
#

@timber birch i've posted the bug, so it's real

polar viper
#

@next badger it somehow fixed it self??? Somehow

next badger
#

sort by recent updates

green sky
#

What suck is that if i manually retarget the skeleton i have to manually re do all the anim curves and thats very counter productive

polar viper
#

@next badgeri changed one of the material elements and it fixed itself

next badger
#

@green sky i definitely had a lot of crashes with skeletons...i just can't recall how i've solved those

#

i need to make a blog

timber birch
#

don't hesitate to search on issue tracker if you think it may be a bug
@next badger Fair point, ill do that when i encounter something new

green sky
#

This is suck a road block, after we did an entire character Logic with Anim modifiers and other 4.24 only nodes i cant even get something so simple as importing a character over as weve done in the past 😦

surreal hamlet
#

Hello guys, can anyone tell me if there is a Babylon plugin for UE4?

fierce tulip
#

never heard of it

next badger
#

@surreal hamlet as babylon.js?

#

i've heard epic will drop html5 support

fierce tulip
#

already did

#

along with some older mobile shading models

surreal hamlet
#

@next badger yes

next badger
#

well, then your answer is above

surreal hamlet
#

I work for an archiviz startup company....when i package my project in html and run it on chrome, i don't get the same quality on chrome as i get when i run it on UE4 play mode...the lighting gets affected on chrome...i don't know why?

fierce tulip
#

because its using an older shading model

#

so you'll never get the quality you see in editor, though you canset it to html preview (not sure if that preview is still available in the latest ue4 versions)

celest creek
#

So UE4 dropping html5, does that mean there's no alternative to browser based gaming?

timber birch
#

Wait i thought HTML5 was the way to go in future engine versions? its dropped?

fierce tulip
#

its already dropped iirc

next badger
timber birch
#

bummer as a former webdev that would have been neat πŸ˜‚

rotund scroll
#

ohhh noooo whatever will we do without browser based gaming

fierce tulip
#

lol

next badger
#

@rotund scroll Unity...

fierce tulip
#

streaming is the future

rotund scroll
#

all hope is lots

timber birch
#

@fierce tulip Can i poke you in the vfx channel?

fierce tulip
#

future vr will be more based on streaming to the vr headset instead of using high end pc to get the frames

next badger
#

Streaming is not future in most of the countries...even in the US

rotund scroll
#

consoles are the future, apparently

next badger
#

google - sure, thay have own fiber optics in the US

fierce tulip
#

streaming over html5 I mean

rotund scroll
#

as in, throwing constant money at something until you can play games on it

fierce tulip
#

@timber birch obviously you can

next badger
#

@rotund scroll until it become a HTPC? or SFF PC?

rotund scroll
#

I have no idea what either of those are, but I'm sure you are correct

#

nice product design, can I hollow it out and install my own hardware and just pay for the box itself? πŸ˜„

next badger
#

Home theater PC, Small Form-factor PC

rotund scroll
#

ah yes

#

I actually have a small form factor rig as my main rig at home

#

I don't believe in big rigs anymore

next badger
#

i want Ghost S1...expensive ;_;

fierce tulip
#

looks at his 70cm tower

rotund scroll
next badger
#

@fierce tulip ahahah...yep, atm my tower is huge

abstract relic
#

What’s more beautiful than a cube

rotund scroll
#

a vertical cube

abstract relic
#

Zscaled cube

fierce tulip
#

that new xbox wont fit in my tv-table thingy, so not buying it :p

craggy flax
#

I imagine like the PS4 you can also lay it down or have it vertical

fierce tulip
#

still wont fit :p

rotund scroll
#

oof

#

someone call the mods

fierce tulip
#

:p

surreal hamlet
#

I need to find a way to run my projects on chrome without comprising with quality somehow

rotund scroll
#

I suggest video embeds

timber birch
#

They can drop the X now, since its a real square box

harsh tiger
#

Is it possible to have a mic detect someone talking and then output a value depending how loud the person is talking?

abstract relic
#

Yes

harsh tiger
#

I’m on the train atm. Do you have any more info for me to go by once I get home?

abstract relic
harsh tiger
#

That’s a start at least. Thanks so muchπŸ‘πŸΌ

hollow tusk
#

hey guys, does anyone know of a good way to export strings from unreal to python?

next badger
#

best docs on audio sitting on #audio channel...Dannthr and minuskelvin are their names

#

@hollow tusk python

hollow tusk
#

@next badger what do you mean?

next badger
#

ofc if you need runtime python bindings...it's another matter

radiant haven
#

LEVEL DESIGN:

Should I rather model the entire house and import it as a whole into UE or should I do it individually before assembling it in UE?

fierce tulip
#

both

next badger
#

@radiant haven will it be interior/exterior?

radiant haven
#

interior

next badger
#

split

#

as solid one you won't be able to set lightmaps high enough

fierce tulip
#

not to mention collision stuff, lod stuff, drawcalls trough amount of materials needed, etc

radiant haven
#

stairs too or can i model it as one?

tawdry storm
#

but you could still export everything into one fbx and just don't combine it to one blob on import... not that that's nessecarily advised

fierce tulip
#

if you are asking such questions you might want to look at some of the free content and see how epic did it

#

yuck, having everything in one fbx

radiant haven
#

well this is exactly how i would have done it

but you could still export everything into one fbx and just don't combine it to one blob on import... not that that's nessecarily advised
@tawdry storm

next badger
#

i'd stick to "spans" for stairs

fierce tulip
#

double yuck if it also contains the textures

tawdry storm
#

Luos you don't know my pain with CAD data, okay!? D:

fierce tulip
#

YUCK

radiant haven
#

spans?

#

this

#

for me not needed cause i cant unwrap it

next badger
#

span is section of stairs

tawdry storm
#

what about exporting each individual triangle as an fbx for maximum occlusion culling efficiency? 😬

next badger
#

^ 2 spans

fierce tulip
#

I should infract sei :p

next badger
#

@tawdry storm i think drawcalls may be an issue

#

instanced triangle meshes!

tawdry storm
#

hm there has to be a better way then πŸ€”

next badger
#

i've been learning opengl recently...drawcalls etc

radiant haven
#

ah and btw before i forget it someone ever twerked with heightmap in UE?

tawdry storm
#

I actually have never twerked in my life

#

as Luos said, take a look at the free content examples Epic provides and see how they approached these kinds of problems

radiant haven
#

lol i use UE for one year now why u give me this

tawdry storm
#

what were your tasks in that year?

radiant haven
#

pain 😭

next badger
#

i was writing that Falkitop has almost 2k posts here

radiant haven
#

no

tawdry storm
#

lol sorry I didn't mean to be rude
anyway the point still stands, Luos was right all along

radiant haven
#

np never said that πŸ™‚

tawdry storm
#

I bet some of my questions here sometimes sound like I just started with UE4 yesterday

fierce tulip
#

same

tawdry storm
#

wait, you're lightyears ahead of me... how long is this road!?

fierce tulip
#

well, they say rome isnt build in a day

#

in fact, its still not done

radiant haven
#

i am stupid af

next badger
#

Luos, have you mastered Niagara already?

tawdry storm
#

well if they keep burning it down

fierce tulip
#

havent touched niagara in a long time

#

taking some off-time from vfx atm

tawdry storm
#

is it even possible to master something that's still experimental

#

Luos not in VFX? what has this world come to? 😦

next badger
#

I think Niagara can compete with Cascade for a long time...it's just some advanced stuff still in progress

next badger
#

what exactly?

tawdry storm
#

not the smoothest landscape πŸ€”

radiant haven
#

exactly

#

its i think this8bit problem

tawdry storm
#

can you show the wireframe?

fierce tulip
#

wording!

tawdry storm
#

is wireframe a forbidden word? D:

fierce tulip
#

yes

radiant haven
#

lol no

#

its my ** htat i wrote

tawdry storm
#

I'm still curious about that wireframe

radiant haven
tawdry storm
#

hm looks like it's defaulting to the lowest LOD, is that on purpose?

#

this is a landscape, right?

radiant haven
#

no

#

ye

#

heightmap

tawdry storm
#

what are your LOD settings in the details panel?

next badger
#

@radiant haven why have you picked 1 section per component?

#

that setting disables the dynamic resolution

radiant haven
tawdry storm
#

my landscape has 1x1 sections aswell and it still works with the dynamic resolution

#

I don't use a heightmap though so not sure if that's what makes it behave differently

next badger
#

hmmm

tawdry storm
#

sadly I know pretty much nothing about landscapes

radiant haven
#

its about 8bit and 16bit color depth but somehow for me it doesnt work

serene birch
#

which file format is your heightmap in?

hollow tusk
#

@next badger thanks!

tawdry storm
#

I just don't see what the color depths would have to do with landscape tesselation. shouldn't it only affect the precision of the height displacement?

#

is there a way to move my painted foliage from one level to another?

radiant haven
#

@serene birch png

timber birch
#

@next badger Thanks again man! tesselation is working like a charm again πŸ™‚

serene birch
#

it's recommended to use the 16bit raw image format for 16bit heightmaps

radiant haven
#

it is

serene birch
#

raw and not png

#

the "raw" part was the important one πŸ˜›

radiant haven
serene birch
#

not too sure about this though

radiant haven
#

me too πŸ˜„

serene birch
#

basically I feel like he has the same problems than you

nova kelp
#

whats best way to do hair ?

#

i made some kind of hair but it glitches out

serene birch
#

btw it isn't enough to save a file in a 16bit format, if you lost the 16bit info by passing the file through a 8bit format at one point πŸ˜‰

radiant haven
#

i do it already in rendering

serene birch
#

in theory you can just export a BW image btw

radiant haven
#

ok ill do that

next badger
#

why would you make RGBA 16 for heightmap?

radiant haven
#

nope

#

still not#

#

steppy steps

#

these are the problems for one where i hate unreal for, its a good engine but with these small problems my whole workflow gets blocked

timber birch
#

@radiant haven its the png

#

use .raw or .r16 that should solve that issue

#

PNG always gave me issues for some reason. and im used to it with Cryengine you use raw or r16 aswell for best results

still shoal
grim ore
#

it looks like your normal map is wrong

rich reef
#

Can I make the viewport fullscreen while simulating the game directly in the editor? (Trying to get around building the entire game just to see it in fullscreen lel)

#

(Please ping on reply ❀️ )

still shoal
#

f11 full screen?

#

:d

next badger
#

yep

frail sail
#

When will be up that answer hub? So long maintenance WorryFrog

manic pawn
#

calling it now: never again

#

its not a joke

#

you see what happened to wiki

normal burrow
#

The way of the wiki

#

Ye

civic iris
#

guys, how to generate normal maps of a image? (possible with gimp?)

tawdry storm
#

@next badger Luos posted a talk by Simonschreibt the other day that explains why a RGBA heightmap might make sense
https://youtu.be/aYZEmaQUrAo?t=1001
sorry I'm a bit late on this, but our internet went out for a while

marble nacelle
#

hello all

#

super newb question

#

does UE4 Raytracing works in Linux? if it does? how if there is no Dx12?

tawdry storm
#

can't give a definitive answer, but I think you answered it yourself. I don't think that it'll be possible without DX12 unless you maybe run it through a virtual machine

solar temple
#

How hard is it to land a job using unreal ? Do you need to know everything

tawdry storm
manic pawn
#

the cool part is that vulkan ray tracing would probably have better performance..

tawdry storm
#

we'll burn that bridge once we cross it

plush yew
quick breach
#

Anyone have already done a post process ignoring a certain material ?

sweet relic
#

@quick breach #graphics or #visual-fx might have better answers; but I would probably use a custom depth mask to mask out specific object from post proccessing

quick breach
#

Thanks i'll search for it

marble nacelle
#

@tawdry storm thank you sir

bitter iris
#

my UE4 keeps defaulting me to medium graphics, everytime i put it to epic it just goes back to medium

#

could anyone suggest anything

#

is it a .ini problem

grim ore
#

does it go back to epic immediately or after you restart or eventually or ?

bitter iris
#

it starts at medium

#

if i change to epic it resets to medium

#

even after restart its still medium i cant change it to epic

grim ore
#

that's weird. There are systems in place to prevent the editor from running too slow and it will do that but normally it tells you. Its in the place where you change, the auto adjust

bitter iris
#

gunna try restart again but this time set all to medium see what it does

#

okay i can set it to epic now :/ that was random af

hushed epoch
#

Hi everyone! Fellow dev here;> I was wondering, did you guys have a way to speed up the process of actually understanding Unreal as a tool and then using it efficiently? I'm a designer and have some basic understanding of the engine but I feel like I don't know enough to actually script the game and it's driving me crazy. Any tips other than "more practice" ?

next badger
#

@hushed epoch depends...what are your goals, what you are doing (in general in ue4)

#

cause if you need to learn lighting - we give you one thing, if animation - another etc

hushed epoch
#

It's more about scripting events in the game or preparing basic BP for puzzles

next badger
#

then just get some course on ue4 BP scripting

#

it's like a MOOC by Epic

grim ore
#

do it over and over and over and over πŸ™‚ and over, even if you did it before do it again. repeat it over and over and over, even if you did it before do it again.

next badger
#

*by epic -> epic approved

grim ore
#

Blueprints are coding, it's still programming so if you are light in that area of knowledge look into just learning the basic concepts of programming and you can apply that to blueprints. This might help if you are looking for more understanding of how they work in UE

smoky sonnet
#

hey can someone help me i try to find how to do a character skin changer in ui but cant find what i want to do, it should look like this

you can go left and right then the cost changes
and its start at skin 1 if you click on the right button the number 2 should shine a little bit to give the player the felling know you are on skin 2 and it should look a little bigger (scale)

#

i dont even find a blueprint method to change the image in my widget

hushed epoch
#

I am genuinely curious how other people approached this, as from what I am seeing: for some people something just clicked and then using blueprints became obvious, and I am definitely missing something. More programming knowledge - that might be it, but then what to use to learn and not drown in maths ?

grim ore
#

set brush is how you change the image on an image widget

smoky sonnet
#

okay wtf why does it get called so

#

and not set new image

#

okay i wont ask

#

thx

grim ore
#

@hushed epoch you can learn a basic language like javascript or python or basic, something that teaches stuff like variables, functions, events, etc. Just basic knowledge of "how" programming works and is structured. Otherwise there are plenty of UE4 Blueprint based courses out there that might help make it click

#

@smoky sonnet if you look at the details panel its because that section and part of the Image is a brush, it's not an image. A brush has an image as part of it but also the rest such as scaling and size

smoky sonnet
#

thx ❀️

patent ibex
#

anyone has any measurements how faster shadercompilerworker feels with priority set to high?

plush yew
#

Hello guys, i got a problem if someone could help me in pm

fierce tulip
#

explain the problem, get help.

#

99.9% sure nobody is dm-ing you

plush yew
#

Well to be honest im really new at unreal engine, im trying to make an endless runner game following a youtube tutorial, the problem is when im trying to switch the lane (to the previous lane / the middle lane) it teleports me undermap

#

am i clear enough? ^^'

craggy flax
#

immediate thought is you plugged movement into Z instead of X/Y

#

or bad vector somewhere or something similar to that

grim ore
#

^^ the Z is probably set to 0 when you move and not the players current value

nova kelp
#

how to fix that

fierce tulip
#

rebuild lighting

craggy flax
#

in the top of your screen theres a button that says build. Either press that and build the entire scene or hit the small down arrow next to it and click build lighting only

plush yew
#

mmm thanks for the answer guys, i'll try again to fix things

mossy spear
#

hi hi

#

anyone know why for light build would just stop at about 2.33% and just cancel the process without showing any errors?

#

the only error it shows is "WorldInfo_0 Maps need lighting rebuilt"

radiant haven
#

HEy Guys i need help with my prickup system

grim ore
#

@mossy spear check the full output log for errors, or check the log in the swarm agent which should be in the task bar in the bottom right when building lighting.

radiant haven
#

<@&213101288538374145> HELP

#

nice

#

thanks

upper heart
#

πŸ‘

snow crown
radiant haven
#

lol

normal burrow
#

brutal

hollow tusk
#

What happened

normal burrow
#

idk haha, referring to noscope emoji

radiant haven
#

V

hollow tusk
#

He really needed the help

mossy spear
#

@mossy spear check the full output log for errors, or check the log in the swarm agent which should be in the task bar in the bottom right when building lighting.
@grim ore it just writes "Task Killed locally by Desktop, Counted as Filure"

grim ore
#

and the output log in the editor doesnt show anything?

alpine wigeon
#

Stupid question does anybody know what 4.25-plus is?:) Just noticed the branch... what does the Plus stand for? there is non plus branch as well

rotund scroll
#

He really needed the help
@hollow tusk it's not an ER, help is given voluntarily

mossy spear
#

and the output log in the editor doesnt show anything?
@grim ore yeah......i just switched my directional light to moveable to do away with the issue

next badger
#

@mossy spear you may have lighting build issue if it's too large

#

when you building a lighting you can open the Swarm agent (orange-black icon in tray)

#

if it's first time you building the lighting - make sure it's not blocked by firewall etc

radiant haven
#

it can be blocked LMFAO

grim ore
#

the lightmass system connect to the swarm agent using networking, if you block it from accessing then yep

next badger
#

swarm uses port 8008 and 8009, and some users can't use those...

radiant haven
#

why does it even need to rebuild lightning, for example in Unity i never saw that (earlier i used unity switched to UE)

grim ore
#

and some click no when windows pops up permission as well lol

next badger
#

unfortunately it's all hardcoded

radiant haven
#

and why swarn

grim ore
#

unity certainly has lightmap baking, most people just don't use it or get to that point as it defaults to not annoy you like UE4 does

next badger
#

swarm is distribution tasks manager, hence the name

radiant haven
#

sometimes its a pain working with ue youre right mathew

grim ore
#

I agree the default lights should not be set to stationary or static but shrug not much you can do but change the source code lol πŸ˜›

next badger
#

i like the lighmapper in unity...it's quite good, even if it's not Enlighten anymore -_-

grim ore
#

it works, I am in Unity now but using realtime so no baking lol. I wonder if UE4 didn't have the "fix your shit" messages in the viewport and the shadows if people would even have complained. baking lights is part of the process in both engines.

mossy spear
#

my swarm isn't bloocked

#

just hate working on setups that aint mine

#

but just was to make things work

radiant haven
#

@grim ore

normal burrow
#

unity even have baking still?

next badger
#

@grim ore hm...i don;t have the lighting messages on some of my projects...i think it was some checkbox

radiant haven
#

it could be that UE uses realtime rendering (better than unity)

brave gate
#

4.25 brings GPU/DXR Lightmass, hopefully Swarm will die soon πŸ˜‰

radiant haven
#

yed

brave gate
#

baking is still standard thing for VR games

#

20-30% better performance πŸ˜‰

radiant haven
#

and hopefully heightmap importing min16bit as well

brave gate
#

and surprisingly some studios/artists still prefer it

#

although it's nightmare for designer πŸ˜‰

sweet relic
#

@grim ore is right. if it just fell back to dynamic lights with no warning its likely very few people would be aware of lightmass

radiant haven
#

lol why

next badger
#

@brave gate only if you will send me some 2080ti's

brave gate
#

actually lights could be static/stationary - no point in making every light dynamic

radiant haven
#

its ue 🀷 πŸ˜„

next badger
#

new gpu lightmass is DXR only

radiant haven
#

bad and good sides πŸ™‚

brave gate
#

just they could turn off "allow static lights" by default in engine or maybe its template project settings?

#

@next badger 2060 is twice cheaper

radiant haven
#

but look herer

brave gate
#

and still better to starve for a month and get DXR baking instead of all-night swarm πŸ˜‰

radiant haven
#

in unity generating a terrrain is crazy shit @grim ore Unity is performance very bad

next badger
#

@brave gate ue4 can't use multiple gpus...so...why 2060?

brave gate
#

you mentioned 2080ti like it would be only possible one πŸ˜›

next badger
#

well, i have 1080ti...so yep...2080ti is only way

brave gate
#

πŸ˜„

radiant haven
#

i have 650ti

brave gate
#

UE actually can use many GPUs, they added initial support for non-game things
it must for realtime movie previs on LED walls or Disney amusement parks πŸ˜›

#

it's just not exposed out of box for every consumer in game

next badger
#

2080ti is $1300 here -_-

radiant haven
#

650ti is 30$ here

next badger
#

sorry...offtopic

radiant haven
#

lol

#

me too

hollow tusk
#

@hollow tusk it's not an ER, help is given voluntarily
@rotund scroll it was a joke xD

next badger
#

@brave gate we had a dev here who has 2xTitans and 2080ti...but he could not use DXR in ue4 w/o disabling a titans

grim ore
#

1080ti can technically use DXR

radiant haven
#

dxr?

brave gate
#

which wouldn't be performant without dedicated cores πŸ˜‰

#

DirectX Raytracing

radiant haven
#

ah

next badger
#

@grim ore it can...but luoshuang told that it's ssuperslow

grim ore
#

super slow but faster than CPU?

next badger
#

nope

grim ore
#

aww

next badger
#

it's WIP, so, it's slow now...maybe later it will be better

grim ore
#

I wonder where the breakpoint is then compared to a CPU. like would a 2060 super be faster than a 3950x?

radiant haven
#

my problem is with UE4 that they develop for more features taht dont really everyone use like now in 24 raytracing, instead of fixing small stuff that we really care of

grim ore
#

not everyone uses the small stuff either, there is no winning just fire fighting

brave gate
#

nah, even Threadripper 128 threads can't run the first Crysis 60 fps

grim ore
#

"we know this shit is broke but we had to ship anyways"

radiant haven
#

LOL

sweet relic
#

also Epic wants to make UE4 more than just a game engine. so they spend a lot of resources on tooling for non-game pipelines like arch-vis, virtual production, animation rendering etc

brave gate
#

teams can fix critical small things, they won't ever build a new systems
and ambitious people would run away if they would have spend year on fixing small bugs than working on new awesome tech

smoky sonnet
next badger
#

@radiant haven it's developed by different people, everyone has his own expertise...

rotund scroll
#

@hollow tusk jokes are banned on this discord!!1111 MODS!!!111

smoky sonnet
#

anybody know?

next badger
#

@smoky sonnet is the widget material opaque?

smoky sonnet
#

how can i check that

#

at the material or the texture

#

i got a spritesheet whick i convert to a material with flipbook

radiant haven
#

how can i make bee ai`?

#

like in minecraft

next badger
#

well, you can see the opacity input is not active...so it's opaque

smoky sonnet
#

which input

#

you mean the alpha

next badger
#

the input (opacity)

smoky sonnet
#

its still not working

next badger
#

i was going to say, since it's opaque, it's not the material

smoky sonnet
#

mhh

#

maybe there is something wrong in my widget?

radiant haven
#

BTW like Fortnite does Epic Games switch Engine versions to newer one in fortnite or do theey stay at the version they started with ???

next badger
smoky sonnet
#

holy

#

thanks

#

πŸ˜„

next badger
#

@radiant haven they have internal branch for FN

radiant haven
#

?

next badger
#

branches are Different version of the engine, like 4.23, 4.24...but they are special, you can see different ones on github

radiant haven
#

oh ok, my quewstion was with taht, should i change engine versions while develooping

next badger
smoky sonnet
abstract relic
#

Answer is source control. Always source control

smoky sonnet
next badger
#

@smoky sonnet no clue, ask #mobile ...maybe it's some code that is not ES compatible

grim ore
#

You should always update your project 100% of time every day synced with the master branch. I mean if you don't how else will your project have all the new untested features.

radiant haven
next badger
#

@grim ore untested features...mmm

grim ore
#

@smoky sonnet go to your toolbar in the editor and swap your preview shader mode to mobile to simulate what it would look like on mobile.

smoky sonnet
#

it shows up

grim ore
#

how are you testing it on mobile? on device or emulator?

smoky sonnet
grim ore
#

gotcha. Might be a weird issue but test on device first

smoky sonnet
#

ok

#

i will try

#

maybe a ue4 bug

smoky sonnet
#

@grim ore do you know how can i disable input if my user pressed start

#

that he cant press it again

next badger
#

Mathew knows all

smoky sonnet
#

yea he is insane

grim ore
#

@radiant haven have you tried compiling it again like it suggested?

radiant haven
#

from source how is that possible

grim ore
#

@smoky sonnet disable input as in the player cant move or disable clicking the button again or ?

radiant haven
#

and Mathew thgis is a point where i hate ue

smoky sonnet
#

cant click anything

radiant haven
#

@next badger you as well

hidden aurora
#

.

smoky sonnet
#

so disable all input for 3 seconds or something

next badger
#

@radiant haven well, if it's c++ project, you have to compile from source

#

not ue4..but game

sage coral
#

Had a quick question because Im still learning. If I were to make a p2p matchmaking system would I need to pay anyone for that or is it free because I could be wrong but the hosts pc is considered the server?

next badger
#

@sage coral pay for what? development?

grim ore
#

@smoky sonnet you can use the Disable Input node on the Player Controller to disable input. I dont know if it blocks mouse clicks on the UI but you can disable the ui parent to prevent that as well if not

sage coral
#

@next badger No like bandwith fees

smoky sonnet
#

thx

#

i will try

next badger
#

@sage coral well, you will need to host the server yourself

smoky sonnet
#

@grim ore last question do you know how i can change the image of a button?

grim ore
#

if its pure p2p, like a listen server, then you have nothing to do with it assuming you are not one of the peers.

smoky sonnet
#

because with brush i can just change it from an image directly but how does it work on a button

sage coral
#

@next badger So are you saying I would need a pc to constantly be running in order for other players to be able to play online? sorry for any confusion

grim ore
#

buttons have appearances you can change and you can also add children like images if you want that.

next badger
#

@sage coral if your game will use Steam API you can use steam's servers for that

sage coral
#

Ah ok perfect @next badger thank you so much for the help πŸ™‚ thats what I was looking for didnt know i could do that

next badger
#

but if not, you will need the server, cause players HAVE to know where to connect to get to lobby

radiant haven
#

@next badger no its bp only its build in 4.22

smoky sonnet
#

@grim ore thx

grim ore
#

@smoky sonnet just look at the way the stuff is named and you can find out how to change it

#

@plush yew it is compiling shaders and creating caches. you just have to wait. and it might do it again at 45% and 83%

#

@radiant haven if it's BP only it would not give that error. A plugin might be in there that needs to be updated or it has something else. What does the .uproject look like?

#

@plush yew just the task manager, other than that nope

#

meant that for falk lol

#

@plush yew the source build is the source build, it's gonna take a while based on your machine. if you upgrade it then yes that will take a while. The 2nd part (shaders and cache) are normally versioned by the major (.24, .25, etc.) so those should only compile once per major revision

sage coral
#

So steam would run the server or listen for a host to be hosting the game and it will ping the other users who are searching for a game and because thats all it does and at this moment im not too worried about perfect connection right now (Dont exactly have the most money but want to persue my dream to make games other wise I would be spending much more if possible for things like private servers and such) Just want to make sure that other players can play with eachother from around the world or certin regionsand not just couch multiplayer which I also want because Those nostalgic days were some fo the best

next badger
#

@sage coral well, starting with networking project is hard path...but nothing is impossible

sage coral
#

I actually have it mostly finished thanks to the ue4 multiplayer blueprint tutorial πŸ˜„

next badger
#

you will have one limitation with steam api...players will have to be in the same region to see each other (region is set in steam downloads settings)

sage coral
#

Thats ok thats actually perfect for now as long as players can ping and joing eachother thats what im after Just wanted to make sure Im not gonna get myself in any trouble somehow it seems in the law area of video games there are alot fo grey area with what is and isnt allowed

smoky sonnet
#

@grim ore how can i get the dimensions of my image ? thought smth like this but cant find the right way

grim ore
#

do: Make a fun game. dont: delete their hard drive

smoky sonnet
grim ore
#

@smoky sonnet the dimensions of the texture, or the image widget, or what exactly?

smoky sonnet
#

i need to set the new style i think it needs the dimensions of the image

#

the width and height

#

because im setting the new style

sage coral
#

Thats actualty a really cool idea you got @smoky sonnet is it like for changing skins or textures?

smoky sonnet
#

textures

grim ore
#

that would be what I was suggesting yes

#

assuming you want the info for the old style yes

smoky sonnet
#

because i want to give my button a little glitch feature to change textures by pressing the button

#

yes

next badger
#

"break slate bruh"(c)

cerulean nova
#

anyone ever done something with Ocean stuff? Lets say i would make a ocean shader based on the gerstner wave math... how would i approach to make the waves go smaller around islands? πŸ™‚

timber birch
#

2080ti is $1300 here -_-
@next badger i paid that for mine roughly bit more

next badger
#

@timber birch no chances i will...that's a crap ton of money

cerulean nova
#

2080 super cost ~800 here

next badger
#

@timber birch well, it's probably depends on country

cerulean nova
#

but rumors say that nvidia will release the 3000 series "soon" πŸ™‚

timber birch
#

Well i paid 3k in total, Ryzen 3900x + 64GB Ram + Strix x570 mobo + 2080Ti

#

Wish it all was twice as powerfull tho... guess ill wait 20 years πŸ˜›

#

2080 super and Ti i believe there was 30% difference πŸ€”

cerulean nova
#

yeah i think the gpu prices are abit out of place for quiet some time

timber birch
#

That i agree with

atomic onyx
#

anyone else experiencing constant crashes with the 4.24 version?

cerulean nova
#

for the price of a 2080ti i could build a mid range system...

timber birch
#

@atomic onyx nope

#

My engine crashed when i hit the 450.000 shader compiling

#

but thats it,98% of the time its fine

cerulean nova
#

@atomic onyx havent done much but had a "ocean simulation" running when i was sleeping and it was still working fine when i woke up so no crashes on my side

next badger
#

@atomic onyx no...as always, just regular frequency of crashes

atomic onyx
#

my 4.24 keeps crashing and windows do a weird resizing bug

#

my drivers are updated

teal tulip
#

wait 20 years ? the nvidia GPUs don't live more than 3 years good luck with that

atomic onyx
#

not sure whats heppening

timber birch
#

@teal tulip what do you mean?

grim ore
#

when did the UE Forums get the ability to reply directly to a forum post? this is really cool

next badger
#

@atomic onyx try to turn off dpi scaling in settings

#

@grim ore only mods can

cerulean nova
#

how can a plane surface with a math ocean shader be less shader complex then the simple bsp brush from ue4 without a material applyed? πŸ€” πŸ˜„

atomic onyx
#

@next badger where is that setting located?

teal tulip
#

@timber birch every new GPU from Nvidia since last series fails or directly dead at 3 years timeframe or even before at least in all my cases and friend cases

atomic onyx
timber birch
#

since the 1000 series?

next badger
timber birch
#

@teal tulip my 1050 and 1070 are still alive and kiicking so dunno

teal tulip
#

usually is more related with the top notch series on 980, 1080, 2080, 780

atomic onyx
#

its off as shown above

timber birch
#

Interesting

teal tulip
#

the manufacturer that used to make long life GPUs don't do them anymore

next badger
#

@atomic onyx it doesn;t matter how it's on my screen, i have no issues with ue4

cerulean nova
#

i dont mind buying a new gpu in a 3 year lifespan since they are "old" at that point anyway but everything nowdays is made to break not only gpus πŸ™‚

atomic onyx
#

oh found it, restarting now

teal tulip
#

@timber birch worst I ever had was the 480 and was the first worst I had didn't even made the 2 years warranty and then display 12 monitors connected at time but had only 2 ports, and the computer restart nobody could fix it at always display and on imaginary monitors

#

the 970 is doing well better than all the last i had, that them all last ones was 80 series

timber birch
#

Interesting, can't remember what i had before the 650