#ue4-general

1 messages Β· Page 663 of 1

timber birch
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ah some old Ati card

next badger
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@teal tulip you got 10 displays for free, why complain?

teal tulip
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lol

timber birch
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10 displays? open UE4 10 times πŸ˜„

atomic onyx
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do you think if could be a spec issue? im using a legion y520

teal tulip
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@timber birch @next badger the 9800GTX+ worked from 2009 to 2016 best one, then the 480 that was the worst without even do 2 years, the 780 dead months later of the warranty and the 970 is about 3 years I think

grim ore
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@atomic onyx well what is "weird resizing bug"

atomic onyx
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windows do a shaking thing

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also it crashes in less than 1 minute in the editor

next badger
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iirc my 780 also died quickly

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and i had 8800 that also died

grim ore
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that does sound like dpi scaling if you mean they move around on their own when they are open like they are trying to resize but cant figure out the correct size

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what is your windows DPI scaling set to, if its not 100% try changing it to 100% and restarting the machine then testing the editor again

next badger
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@atomic onyx you've tested both of the chckboxes?

atomic onyx
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yeah

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i disabled dpi resizing anyway though

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it seems like a weird bug

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and after some seconds

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my screen goes black several times

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then crashes and ue4 closes

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thats it

next badger
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screen goes black in viewport of ue?

grim ore
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well whats the crash error, and that sounds like the GPU going wonky

next badger
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or whole screen?

atomic onyx
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whole

next badger
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whole screen goes black is bad sign...

atomic onyx
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yeah, 4.23 works smoothly though

next badger
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you should test it with some gpu monitor

atomic onyx
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how would I do that?

next badger
polar hawk
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run the furry donut of death

atomic onyx
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and what shall i look for?

polar hawk
grim ore
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if you have the most recent nvidia drivers you could try going backwards as well lol. I know some of the newer ones have reported issues especially with 20x0 cards

polar hawk
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run the furry donut

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if you start crashing then its your gpu for sure

atomic onyx
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i actually had a one year back driver some minutes before

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issue was there

grim ore
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aww 😦

atomic onyx
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then i updated to the most recent one

next badger
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"screen went black and i felt some melted insulation smell"

atomic onyx
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and issue is still there

polar hawk
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if you smell magic smoke

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either run it harder

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or stop immediately

atomic onyx
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hahah

polar hawk
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depends on your insurance coverage

grim ore
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one of the machines here has that issue and its a bad card 😦

polar hawk
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I think I damaged my 2080ti

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accidentally had it running off a single power rail and... eh

grim ore
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nvidia driver kept resetting due to the card dieing. the Event viewer had more info, you might want to check that out to see if there are any nvidia driver stops

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@polar hawk surprised it didnt restart on bootup lol

polar hawk
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it was fine until I ran Call of Duty

grim ore
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oh yeah Call of Doody will do that

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we actually dont know if its the gpu or the PSU, swapped it out for an older card that only used 1 6 pin plug but hey it works now lol.

cerulean nova
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its WIP by the way

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i know the waves look to simular

next badger
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nope...it's just Shader complexity does not count vertex shader's instuctions

teal tulip
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the reason is the water material is flat blue and the material for default material is a list of composed nodes

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plus thats a BSP brush or the start box ?

next badger
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the dark green is where pixel shader starts, so...i think that box has some pixel instructions

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oh...btw

smoky sonnet
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because with my method

atomic onyx
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probably gotta buy a pc lol

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seems my graphics card is dying slowly

grim ore
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aww

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cheer up it could be the power supply

smoky sonnet
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mhh anyone know what i mean with a 3d viewer of an object inside of the widget (to see a "skin" in 3d view and roate it to see every shape)

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if yes where are tutorials for it?

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i cant find anything in the world wide web lol

grim ore
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I googled "ue4 3d model in umg" and got a few results

tawdry storm
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if you can't find something for your problem, break it down into smaller problems and try to solve those

grim ore
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it pretty much comes down to render targets lol

tawdry storm
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^

jade ice
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Having a weird one. The particle emitter is giving me this. I want it to spawn only 1 time. So i burst 200 particles with a life time of 750 seconds. 1 loop only. But its looks like it keeps spawning.

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Any ideas? have been looking for hours on google.

grim ore
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I dont think anyone could tell you for sure without seeing the particle setup, but #visual-fx is the smart people for cascade and niagara

next badger
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is it set to loop 1 ?

jade ice
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yes loop 1

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i will make a screenshot

next badger
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@jade ice does it have any lods?

jade ice
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Not that i know of?

next badger
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in cascade, there's a lod switch

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you may have several particle setups for different lods

jade ice
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Is the cascade within the particle setup?

next badger
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cascade is a particle setup (or you are using niagara?)

jade ice
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I dont think so, im using the built in particle system.

grim ore
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there are 2 systems built in for particles, cascade and niagara

smoky sonnet
next badger
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click on REQUIRED

jade ice
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It is set to 1 πŸ˜…

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thats the strange thing

next badger
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for all the emitters?

jade ice
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i seam to have only 1

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emitter

next badger
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ok

jade ice
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checked lods and it has 0

atomic onyx
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@grim ore im using a laptop so i dont think power supply is the problem

next badger
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in the preview window, do you see text "completed" each loop?

grim ore
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@atomic onyx yep probably not but who knows. If your laptop has optimus you can try forcing it to use the intel GPU instead of the Nvidia and see if it still crashes/has problems.

atomic onyx
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wouldnt 4.23 not work though?

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its weird only seeing this in 4.24

jade ice
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in the preview window, do you see text "completed" each loop?
@next badger its not completing

grim ore
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.24 has updated internals so it might be pushing the GPU harder but yeah there is a good chance its just a weird compatibility issue. No real way to know what is causing the issue without testing everything 😦

opal lark
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Hello

next badger
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@jade ice look at duration and lifetime then

jade ice
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This is the material im using for the fog. followed a tutorial on youtube. Have disconnected everything to test what might cause this but it kept showing the same result.

opal lark
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I have a weird question in my project i have two levels. Some of my logic work in one level but not the other. If its in the same project surely its the same ?

next badger
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@opal lark have you looked in level BP?

opal lark
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Yeah. it an intraction key. yhe E key. work on my other level in project its odd

grim ore
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One of the levels has gremlins. Probably need to run a defrag on the hard drive to get them cleaned out.

next badger
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@opal lark check the worlds settings, maybe you have different settings there

fading vector
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How would one assign a value/number to a level for a next level button to be used. In my case when the player finishes the level a menu pops up with a next level button. Obviously I cant just set the next level button to just open a specified level.

next badger
grim ore
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Why cant you specify a specific level?

fading vector
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Because I have a lot of levels

grim ore
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is it using the same end of level widget?

next badger
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@grim ore i bet it's all the leftover pizza's fault...some may eat it after the midnight

fading vector
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It's a widget and open level with level name would just keep opening the same level

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I could in theory make a widget for each level

grim ore
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so you use the same widget for all levels, you just need the open level node to know which level it is on and which level is next?

fading vector
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Yeah pretty much

grim ore
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does it all use the same game mode?

fading vector
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Mhm

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Is there a way to assign a number to each level?

opal lark
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Yeah world setting are fine it a level in my project so its all the same

fading vector
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Maybe I can reference the number like add 1 to it

grim ore
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well each level could be called levelX

fading vector
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So far that is what Im doing

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Level1 Level2 etc

grim ore
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or you could have an array of level names in your game mode, get the current level name, find the index of that level in the array, add 1 to the index, get the level name from the array at that index, and use that level name

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I am lazy so I would just make a level info actor in each level that just holds crap

fading vector
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The array sounds similar to what I was thinking, Im not sure how to execute tho

grim ore
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so each level has a BP I can set values on, level name, next level, # of monkeys in the level, etc. and I could just ask it the info I need

fading vector
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Oh

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That might work pretty well

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Its a really simple game after all

grim ore
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thats the super lazy way I would do it because well super lazy

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the uh other ways I guess might be a data table that holds all the info that you pull from based on the current level name as the key

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but thats weird

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game design is weird

fading vector
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xD

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Yeah can be

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So the level actor

grim ore
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make a blueprint actor, call it "BP_STUFF", pop it into each level. Make variables on it, make them instance editable so they show up in the editor. Go thru each level, select the blueprint in the level, set the values and win. If you ever need them later just "Get Actor of Class (BP_STUFF) and get the value(s) you want. win win

jade ice
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Well the duration is

@jade ice look at duration and lifetime then
@next badger I set the life time to 1 second now so it show the completed cycle, and as you can see in this video it still loops while having it to set loop 1.

grim ore
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I dont think w can actually see that lol

next badger
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@jade ice it loops in editor all the time, otherwise it would be hard to edit it

fading vector
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Im still not sure how exactly this loads the next level in line

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I can see how its related

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but still sorta confused xD

jade ice
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@jade ice it loops in editor all the time, otherwise it would be hard to edit it
@next badger Are you saying it will only do the one loop after packaging the game? And not as long as im in the unreal engine.

grim ore
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@fading vector one of the variables on the actor is "NextLevel" with the name of the next level. When you want to open the next level you get that variable

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each level knows the name of the next level

fading vector
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Oh

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So I just get that variable then

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I see

grim ore
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the array method is smarter in that it's one item that you can re order if needed but its a bit more work to find the next item in the list. having 1 variable in each level that has the name of the next level that you set up is quick and painless

fading vector
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since the scope is small and I've never used arrays I'll just go the easier path

jade ice
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since the scope is small and I've never used arrays I'll just go the easier path
@fading vector For when you find the time to get in to arrays it well worth it and pretty easy. Life savers they are.

fading vector
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I totally believe they are, but for the scope of what I'm doing I'll be alright

woven cliff
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Hey, I got two questions and I hope to find help around here.

1st- In world composition

once you use it and divide the landscape into smaller levels, it uses LandscapeStreamingProxies. but all of them stays on lod0 and no longer use the usual landscape Lod Distribution

unless you manually generate them in world composition level of detail. which in my case reduces the draw-calls but add more hitches to the game. and sometimes they don't load at all or cause broken dancing faces of meshes all around the map.

2nd- is there away to disable world composition and get rid of all the landscapestreamingproxies so i end up with just the landscape actor ?

Thanks!

Edit: Using UE4.23

fading vector
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@grim ore So I created my blueprint, as well as a string variable for the level name. I put in level1, but if I changed that variable wont it change it for every level?

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I made it public too

grim ore
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its a blueprint in the level, a unique instance of that blueprint, so any changes you make inside the level to that copy of the blueprint is only for that copy in that level

atomic onyx
grim ore
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you dont change the defaults, the ones when you double click on it in the content browser. You change the instance variables, the ones that show up in the detail panel when you click on it in the level. You need to make sure you click instance editable on the variable

atomic onyx
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anyone knows what that is?

fading vector
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Oh I see now

woven cliff
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@atomic onyx is that a static lightening scene?

atomic onyx
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@woven cliff what do you mean?

grim ore
fading vector
woven cliff
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@atomic onyx are u using lightmaps in the map you are packaging ? I got similar error by having so much meshes with high lightmap density and compress lightmaps off, if so i think u need to reduce some and use compresslightmaps check box,
if that's a dynamic lightening map or very little lightmaps, then am not sure.

grim ore
fading vector
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Oh that works xD

grim ore
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since you only have one in the level there is no issue just grabbing it once when you need it

atomic onyx
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its a small map with almost no lightmaps

woven cliff
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unless u have below 8gb of ram, am not sure what's the issue

cerulean nova
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im not sure whats wrong but something feels off...

opal lark
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LL levels in projects use the same inputs from options is that correct

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Al levels i mean

sweet relic
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@cerulean nova the smaller waves seem static maybe add panning/overlapping to the normal textures?

cerulean nova
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they pan already maybe more speed

sweet relic
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is it just a single texture or are you adding multiple and panning them in different directions?

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a single texture will just look flat/static

grim ore
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@opal lark your levels would use the same input settings correct, but each level can have it's own unique input setup such as one level gets input from the player while another gets input from the ui only

abstract relic
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The small waves aren’t following the directions of the large waves

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About 90 degrees off

opal lark
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So its odd that the E input works in level and not the other. I mean the E does work but not for one certain thing IN ONLY ONE LEVEL ITS WEIRD

grim ore
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so then debug why it's not working. What is the "one certain thing"

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how is that "one certain thing" supposed to work

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does it require something to make it work that is not present in that level

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etc. etc..

cerulean nova
lament saddle
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@cerulean nova it also kinda looks like there's ambient occlusion darkening happening where the waterline meets the platform...? And the water looks weirdly opaque overall.

opal lark
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Its just an action input to use health or a supply item

next badger
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@jade ice no, i was talkign about particle editor window

jade ice
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Ah ok i understand.

next badger
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@jade ice you can try to delete particle form level and add it again....sometimes it glitches

jade ice
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Well ive just enabled the niagera plugin so im going to learn that one.

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Its better for me to use i think, it looks more streamlined in its Ui.

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Thanks for the help!

cerulean nova
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yeah also i need to make the waves more random im not sure on how to approach it tho πŸ€”

sweet relic
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@cerulean nova you should add a 2nd layer to your small wave normal. Duplicate the texturesample you are using, create a new panner for it that pans in the opposite direction, and add the result to the other normal texture. That should make your small waves appear dynamic rather than static

cerulean nova
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the "big" waves arent normal maps they are math based on the gerstner wave ode

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model*

sweet relic
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@cerulean nova ya, i understand that. The small waves are a normal right? because they look static/printed on the surface

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as for the big waves it is just a matter of adding another sin wave with i different frequency/volume to one you already have

cerulean nova
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πŸ€”

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the normal map for the small where panning but i guess i have to tweak the big waves first

sweet relic
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ah, i see your math is a wee bit more complex than a standard sine wave, but the concept should be the similar: Add another layer to the calculation and add the results together.

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although there may be a way to directly tweak the formula you implemented (you would know better than I do about that lol)

winter zenith
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How to make low poly terrain?

sweet relic
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@winter zenith you can set the terrain resolution when you create a terrain. I guess you could set the resolution very low and scale the terrain itself up to get a low-poly look

half geode
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What determines which properties are keyable by sequencer? I'm not seeing any pattern on existing Unreal types.

winter zenith
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@sweet relic can you show an example?

sweet relic
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@half geode I believe that there is a UPROPERTY tag that determines if it is exposed to sequencer

half geode
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I don't see one in the documents, and I'm not seeing anything on native unreal properties that are keyable.

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@sweet relic This is the only flag I see, but it is not used by unreal properties that work in sequencer:
Interp: Indicates that the value can be driven over time by a Track in Matinee.

sweet relic
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Hmm ya that was the one I was thinking of

zenith flower
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is this ever going to be fixed?

brave gate
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AFAIK Sequencer just relies on types

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having tracks like UMovieSceneFloatTrack for any basic types

kind dew
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Does anyone have any idea why these headers cant be found? This is just the advanced vehicle example project. I can find the files under external dependencies in the solution explorer

brave gate
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not using VAX yet?

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πŸ˜‰

tawdry wren
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Does anyone here know much about the patching system?

kind dew
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haha no im not

half geode
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For a random example, point light has two floats: ShadowResolutionScale and SpecularScale. They have identical flags other than UI min/max. Sequencer can key SpecularScale, but not ShadowResolutionScale.

kind dew
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is it a lot better?

brave gate
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impossible to work without such plugin on huge C++ codebases

kind dew
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yea....

brave gate
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some people start using Resharper as recent alternative, but much more expensive πŸ˜›

kind dew
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does it help with stuff like this?

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headers being weird?

brave gate
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if you want to find a class easily, it's path and module, yes

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although here probably you could have vehicle plugin (or whatever it is) not enabled

grim ore
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is it because those classes are in a plugin now?

kind dew
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They are in the PhysX Vehicles plug in

brave gate
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VAX helps since you quickly find where this class resides and fixes your includes or entry in Build.cs

kind dew
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is that something i have to manually enable in the engine..

brave gate
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probably

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can't check because I have it totally removed here from codebase πŸ˜›

kind dew
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i hope its that easy but id feel so dumb

grim ore
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we never have header include problems in blueprint land.. just sayin πŸ˜‰

kind dew
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hahaha oh i know

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sometimes you have no choice

brave gate
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better header include problems than Delay nodes πŸ˜›

kindred viper
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@half geode certain object properties are set to keyable but its compile time. You can list all properties flagged for it through the Property Matrix. But if you want to set object properties as keyable which are not, I would probably use a plugin or module, or edit the source directly

grim ore
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who uses delay nodes? Timers ftw!

kindred viper
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I use latent functions, which is kind of the same thing πŸ™‚

kind dew
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oh but wait now I cant l;aunch the project

brave gate
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every-fucking-one uses delays while starting with blueprints πŸ˜›

kind dew
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cause of compile errors

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so how do i enable the plugin lol

kindred viper
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delay was only ever used as a fix for my own bad timing in code terms :p

brave gate
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and Tick because some moron put this as automatically created node while creating graph πŸ˜›

kindred viper
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latent functions have a use tho

brave gate
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@kind dew add entry to .uproject

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that's what editor UI does for you

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UHT will pick this up and gonna add module to used by your build target

half geode
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@kindred viper How are they set, if not UPROPERTY flags?

kindred viper
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thats how they are set

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they are tagged for it within the uproperty itself I guess

grim ore
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I will say the default advanced vehicle template, C++ version, compiled fine out of the box without having to change anything. Header includes were fine

marsh cargo
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Hi there. What’s the keyboard key for accessing the console?

sweet relic
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@marsh cargo ~

half geode
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Not every uproperty can be used in sequencer automatically. The digging continues.

kindred viper
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being that its setup that way, it might be possible to do something with an editor utility widget but thats only an editor layer to modify it. Chances are there is a way to manually do it tho.

grim ore
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heh even disabling the physx vehicle plugin I cant get the project to not compile. It doesnt load but the module compiles lol

zenith flower
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edit: bad joke
Everyone knows that tick with delay nodes are superior than using a unreliable timer that may or may not fire depending on if too much is going on

worn granite
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@zenith flower can you don't

zenith flower
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sorry

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wrong channel

plush yew
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Hey my cursor thing where i can change the xyz of objects disappeared, anybody have any ideas?

zenith flower
plush yew
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?

zenith flower
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Its the only cursor related part I can think of

plush yew
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yea that, the thing where i can change the scale, rotation, and location

zenith flower
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well, thats it

plush yew
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no that

grim ore
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the one you see that is 3 colors in the viewport? try hitting G for game mode

zenith flower
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the who9le bar is gone?

plush yew
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no the bar is still there,

zenith flower
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k, probably what MathewW said than

fading vector
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Is there a way to refer to kill z?

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I want to send the player back to the menu

grim ore
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when the player hits kill z?

fading vector
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mhm

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I have it setup

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it destorys the actor

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but thats it

grim ore
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there is a destroyed function you can override and then do whatever you want

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or you can call the open level after you destroy it then

fading vector
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destroyed function

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So like if the actor is destroyed ?

grim ore
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on the character, in the left is functions. If you mouse over the + you can find the overrides (built in functions) and one is destroyed. this gets called when this actor is destroyed

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but if you are destroying them somewhere else you can just call open level right after

fading vector
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but if the actor is destroyed how can I do anything?

grim ore
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destroying an actor doesnt stop the project from running, it just destroys an actor

fading vector
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Oh I see

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@grim ore Works perfectly

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Thank you

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I do have another quick question

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I am using the built in physics and for some reason objects will occasionally freak out and go flying, usually on collision but rarely do they do that.

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Any idea why that happens? ^

grim ore
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collision, usually penetration

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two things occupying the same space normally forces them apart

fading vector
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Any solution?

grim ore
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figure out whats causing it and work around it. large collision volumes. lower speeds. turn on CCD

fading vector
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ccd?

grim ore
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some long fancy word, its in the options

fading vector
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ill look around

grim ore
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I think its on the object itself, it basically does more checking when physics are moving to try and prevent that

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everything is in the docs or in the source for learning

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lots of just finding something to do and figuring out how to do it for me

fading vector
grim ore
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advanced options below that, the drop down arrow

fading vector
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Oh I see CCD

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I will turn that on and see if it resolves the issue

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Thank you again

grim ore
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no idea if it will help but its a start

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what is your machine, and what project are you opening?

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what percent CPU use for unreal editor in the task manager?

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should have child(ren) called shader compilter

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yep then it shouldnt be incredibuild, whats your machine?

fading vector
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so far its ok

grim ore
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i mean it could be incredibuild. If you installed incredibuild with visual studio remove it lol

fading vector
#

Is there anyway to pause a game easily?

grim ore
plush yew
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How i can use InterpToMovement compoenet so the actor moves at my player location

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is that possible?

charred stirrup
#

Hello World. I have this ID map. How can I make the material with an instance where I can change there 3 colors, as I want? The problem arises when you need to put it all in one base color.

half geode
#

For those curious about sequencer, it appears you can key properties if the object also contains a function specifically named "Set" + PropertyName.

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You don't even need the getter/setter UPROPERTY specifiers. It is doing a raw string concatenation.

fading vector
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Slight issue

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When my ball/player is destroyed I would call to create a widget, which I call the death menu. However when changing to next level the actor is destroyed anyway, any idea on that?

grim ore
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if you use the open level on single levels (persistent levels) then everything in the old level is removed and the new one is created

ripe isle
#

Hello, is it possible to edit configuration files in shipping build? (after it has been packaged)

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Like UPROPERTY(Config) properties

fading vector
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I found a solution

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if the object is destroyed

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then Im checking the z level

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if its = to killz or below

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then create death menu

solar temple
#

is there a super easy material editor tut anyone knows of ? Confusing so far

solar temple
#

do all materials have to start with an expression?

kindred viper
#

something I found with material editor tutorials, is that they dont really teach you about materials. Just how they are rendered and a few cases of hook-up logic in the graph. But the real material tutorials are Shader Language tutorials. In UE4's case it would be HLSL but concepts carry across all shader languages. Once you get the hang of that, you can explore through your imagination, until then its more copy/paste stuff that you learn little from

winter zenith
#

Guys, i'm trying to paint foliage on my mesh but it's not letting me

#

this is what i'm trying to paint on

grim ore
#

does it have collision for it to paint on?

winter zenith
#

Sorry i'm quite new, probably not... where can I add that?

#

@grim ore

grim ore
#

double click the mesh in your content browser and look at the collision settings. The top left should say if it has collisions. You can also mouse over the mesh in the content browser and the popup will say something like "num primitive collisions"

winter zenith
grim ore
#

if you dont have them, you can add them from that double click mesh editor or you can create them back in the content creation program that made the mesh. If you do have them it's a different error

winter zenith
#

I assume it doesn't have collisions?

opal lark
#

Ive added the input. but its not showing in my bp

grim ore
#

thats the details menu, not the editor

#

double click the mesh in the content browser to open it up

winter zenith
grim ore
#

it says it has collision so your paint issue might be something else

winter zenith
#

The player is falling through the terrain though as well

grim ore
#

then perhaps it has complex collision and not simple

winter zenith
grim ore
#

find the option in that details panel for the collision settings and change it to use complex as simple

winter zenith
#

when showing simple

grim ore
#

welp thats simple

#

it should work the player should not fall thru

#

unless you have it set to something else in the details panel like use simple as complex or use complex lol

winter zenith
grim ore
#

or hell the collision settings could be set to something other than block all

winter zenith
#

How would I change it to only use comple

#

complex

grim ore
#

the complexity settings are in the static mesh editor, when you double clicked it

hidden aurora
#

Is it correct to use unreal engine for desktop aplication (Data based program, not game)

winter zenith
#

I found it

grim ore
#

but that looks like you are using simple collision and it has a simple collision so it should block the player

winter zenith
#

Yeah I got it

#

The simple was too high

#

so the player was spawnning in the middle

grim ore
#

oh

winter zenith
#

so now it's just using complex and it's perfect.

grim ore
#

yeah for something like that if you want you should tell it to use complex since its so detailed

winter zenith
#

Let me see if painting works now

opal lark
winter zenith
#

Yeah I came from unity so I thought there was just a mesh collider feature or something liek that

grim ore
#

yeah complex would be the same basically

#

with a simple collision being the same as a collider

opal lark
#

Hi matt my input is not showing in this list but ive added it have you encountered this before

grim ore
#

input in the project settings or what?

opal lark
#

yes

grim ore
#

it wont show up in there until you add it

#

thats a list of events you set up

opal lark
#

its in project setting i can get nose but it does not show here

#

its there thats the strange thing

grim ore
#

you would right click and add the input event for whatever you called it in the project settings

opal lark
#

i have just wont show its weird

grim ore
#

assuming you mean something like this

#

where are you trying to add it to?

opal lark
#

yeah

#

its the input to use my supply

grim ore
#

yes but where?

#

where are you trying to add this event

#

what blueprint

opal lark
#

on my player

#

inside his bp

grim ore
#

yep that should be fine, should work just like above

#

you cant call input directly in UMG is why i was checking

#

if all else fails double check its in the input in project settings and restart and try again

opal lark
#

like i said it work on the other level inside sameproject

grim ore
#

but this item is not in the level, its in your content browser

opal lark
#

ii use the same characte rin the other level it just works

grim ore
#

but the input event is in the character if its in the other level and it disappears when you open this one?

opal lark
#

yes

#

just that single input

#

the e works for all else just not that

grim ore
#

show the blueprint with the event that is working then the one without it

opal lark
#

ok

grim ore
#

i mean it should be the same blueprint and it should look identical just missing a part of the code for some reason when you open the other level

opal lark
#

yep

#

its going to be hard to take a picture its quite long

#

thats the code

#

if it helps

grim ore
#

well I dont need to see the entire thing, you say the actual input event is gone so just a screen shot of the entire open blueprint showing that working event, just the input event node and then the same screenshot with the node missing in the other level

opal lark
#

ok

grim ore
#

like this shows us what matters. The name of the blueprint, the class type, what level is open, the input event name and that it's there

#

and you are saying if you open a new map then open this BP that node would be gone

winter zenith
#

@grim ore I have one more question

#

Is it possible to paint the trees with like "scripts" on them

#

for example minable trees in a survival game

grim ore
#

it is but you probably don't want to do that as having that many unique blueprints would generally cause performance issues. You would look into using instances meshes and then when the player "hits" them you can remove the instanced(duplicated) dummy mesh and replace it with your custom scripted blueprint that does whatever you want when it's hit.

opal lark
#

they you go mat its only small

grim ore
#

i need a screenshot to see the entire thing, copying the code doesnt show you are in different maps and using the same blueprint

opal lark
#

ok

grim ore
#

what you are describing should never happen is why the confusion

thin tendon
#

What mathew is saying is 100% spot on. You want a foliage script to attach to your painted foliage. Simply to identify which actor it is (Brown gum tree for example) Then have your axe hit the foliage. Detect which one it is. Remove the instance. Replace it with a scripted tree. Then give resources.

grim ore
#

its funny when games like conan exiles does this as they dont match the animation/size/scale on the foliage item with the spawned in item so you can see a pop when it's replaced

thin tendon
#

The thing people forget is unreal when removing an instanced foliage actor. Remove all of them then place them all back in minus the one you want to remove. So you have to make sure there aren't very many of that particular foliage actor to reduce the lag.

opal lark
marsh cargo
#

Hi @sweet relic Thanks. But my keyboard is Japanese, I can't access it using ~. Is there another way to open the console?

grim ore
#

change it in the keyboard shortcuts in the editor preferences

marsh cargo
#

Thx

sweet relic
#

@marsh cargo it is also in the output log window

#

Windows > developer tools > output log

marsh cargo
#

Awesome. Done. Thanks guys!!!!

plush yew
#

How i can do it here

#

A Point is the actor place i want it to move to B place

#

B is my player

#

How i can get hes postion

sweet relic
#

Get actor location?

opal lark
#

did that bp make sence

sweet relic
#

Ya. You just gotta plug the track output into your lerp and give it the start/end locations

opal lark
#

I was asking about the bp i sent

plush yew
#

Urist

#

Is there like a magnet component

bleak stream
#

Can anyone hop in a VC with me for a little I need some help with getting started on Materials, and lighting

plush yew
#

It worked fine without timeline

#

now with timeline its not working

sweet relic
#

what does the curve look like?

#

It should go from 0-1

hollow zinc
#

Is it possible to have a render text auto wrap?

plush yew
#

How i can add a timer maybe

#

when i get hit

#

it cant get hit again for like 2 secs

hollow zinc
#

like lets say I have the sentence "the quick brown fox jumped over the lazy dog"
Is it possible to have it cut off at 'fox' and start a new line?

plush yew
#

is that possible?

sweet relic
hollow zinc
#

Can I split by word count?
Like I want every line to have 4 words only before making a new one?

rancid lynx
#

whats the easiest way to swap between foliage instance actors and a bp version of that mesh? i know how to use collision or line traces to handle the swaps, but how can i say "if mesh = stone" "spawn stoneBP, if mesh = tree, spawn treeBP. i know how to brance test . but if i have 12 different trees and rocks, that seems like 20 branch tests each time i overlap a foliage instance. surely there is a more effecient way.

#

surely epic knows that "foliage needs to swap to bp" that shuold be a common task for unreal games, i would imagine.

sweet relic
#

split by space and you can loop/parse the array however you want

rancid lynx
#

if i want to swap between 3 different hierarchiacl foliage instances and 3 differetne BPs, is branch testing mesh types the most effiecient way? or is there a smarter way via blueprints?

worn granite
#

I'm pretty sure there's an engine feature somewhere to do the thing you're talking about

rustic python
#

Yoooo. Any1 know what the fix might be for this? When I click play on my ue4 project my lights gradually get brighter randomly. only happened after I pressed build. Didn't actually change any lighting or settings

civic iris
#

I have created a GameMode inherited c++ class, why it is not listed in the world settings?

earnest heath
#

Hello, I'm Russian.

ΠŸΠ°Ρ€Π½ΠΈ, ΠΊΡ‚ΠΎ русский?

normal burrow
#

ΠΈΡ‰Ρƒ русских ΠΏΠ°Ρ€Π½Π΅ΠΉ?

solar temple
#

Based and redpilled

normal burrow
#

I have created a GameMode inherited c++ class, why it is not listed in the world settings?
@civic iris

Take a look at other game modes in c++. It should come up, but if your using hot reload you may need to restart editor

earnest heath
#

Мда, Ρ‚ΠΎ Π΅ΡΡ‚ΡŒ Π²Ρ‹ всС... ΠΈΠ· БША?

civic iris
#

p@t, thanks, reopening editor worked

normal burrow
#

сказал Π±Ρ‹, Ρ‡Ρ‚ΠΎ это Π² основном Π΅Π²Ρ€ΠΎΠΏΠ΅ΠΉΡ†Ρ‹ ΠΈ Π°ΠΌΠ΅Ρ€ΠΈΠΊΠ°Π½Ρ†Ρ‹. я ΠΈΡΠΏΠΎΠ»ΡŒΠ·ΡƒΡŽ ΠΏΠ΅Ρ€Π΅Π²ΠΎΠ΄Ρ‡ΠΈΠΊ. ΠŸΠΎΠΆΠ°Π»ΡƒΠΉΡΡ‚Π°, попроситС ΠΎ ΠΏΠΎΠΌΠΎΡ‰ΠΈ.

worn sparrow
#

has sequencer replaced matinee?

earnest heath
#

ΠŸΠΎΡΡ‚Π°Ρ€Π°ΡŽΡΡŒ ΡΠ΄Π΅Π»Π°Ρ‚ΡŒ Ρ‚Π°ΠΊ, Ρ‡Ρ‚ΠΎΠ±Ρ‹ ΠΏΠ΅Ρ€Π΅Π²ΠΎΠ΄Ρ‡ΠΈΠΊ понял.

Как происходит Ρ€Π°Π·Ρ€Π°Π±ΠΎΡ‚ΠΊΠ° Π² Π³Ρ€ΡƒΠΏΠΏΠ΅? Как ΠΎΠ½ΠΈ ΡΠΎΠ΅Π΄ΠΈΠ½ΡΡŽΡ‚ свои Π½Π°Ρ€Π°Π±ΠΎΡ‚ΠΊΠΈ Π² ΠΎΠ΄ΠΈΠ½ ΠΏΡ€ΠΎΠ΅ΠΊΡ‚?

abstract relic
#

@earnest heath с Ρ‚Π΅ΠΌ, Ρ‡Ρ‚ΠΎ называСтся Β«ΠΊΠΎΠ½Ρ‚Ρ€ΠΎΠ»ΡŒ источника». Π‘Π»ΡƒΠΆΠ±Π°, ΠΊΠ°ΠΊ Github, Git, пСрформанс, SVN ΠΈ ΠΌΠ½ΠΎΠ³ΠΈΠ΅ Π΄Ρ€ΡƒΠ³ΠΈΠ΅.

Π― Ρ‚ΠΎΠΆΠ΅ ΠΈΡΠΏΠΎΠ»ΡŒΠ·ΡƒΡŽ ΠΏΠ΅Ρ€Π΅Π²ΠΎΠ΄Ρ‡ΠΈΠΊ. Π― надСюсь, Ρ‡Ρ‚ΠΎ ΠΌΠΎΠΈ слова ΠΈΠΌΠ΅ΡŽΡ‚ смысл

normal burrow
#

ΠŸΡ€ΠΎΠ³Ρ€Π°ΠΌΠΌΠ½ΠΎΠ΅ обСспСчСниС для контроля вСрсий Π½Π΅ΠΎΠ±Ρ…ΠΎΠ΄ΠΈΠΌΠΎ ΠΏΡ€ΠΈ Ρ€Π°Π±ΠΎΡ‚Π΅ с ΠΊΠΎΠΌΠ°Π½Π΄Π°ΠΌΠΈ. ΠΎΠ½ Ρ€Π°Π±ΠΎΡ‚Π°Π΅Ρ‚ с Π²Π°ΠΌΠΈ, Ρ‡Ρ‚ΠΎΠ±Ρ‹ ΠΎΠ±ΡŠΠ΅Π΄ΠΈΠ½ΠΈΡ‚ΡŒ измСнСния, ΠΊΠ°ΠΊ Π±ΠΈΠ±Π»ΠΈΠΎΡ‚Π΅ΠΊΠ° Π±ΡƒΠ΄Π΅Ρ‚ ΠΏΡ€ΠΎΠ²Π΅Ρ€ΡΡ‚ΡŒ ΠΊΠ½ΠΈΠ³ΠΈ. это Ρ‚Π°ΠΊΠΆΠ΅ позволяСт ΠΏΡƒΡ‚Π΅ΡˆΠ΅ΡΡ‚Π²ΠΎΠ²Π°Ρ‚ΡŒ Π²ΠΎ Π²Ρ€Π΅ΠΌΠ΅Π½ΠΈ, ΠΊΠ°ΠΊ «Назад Π² Π±ΡƒΠ΄ΡƒΡ‰Π΅Π΅Β», Π½ΠΎ с вашими Π°ΠΊΡ‚ΠΈΠ²Π°ΠΌΠΈ.

frigid needle
#

You'll likely have to relaunch the editor. If you're on Linux building the source, there's a known issue where the first time you build a C++ Project, it will build the project, then crash the editor.

#

It will open just fine the second time.

lucid venture
civic iris
#

how to attach a c++ method for a widget button click?

plush yew
#

Is the mouse input in UE4 somewhat dependent on the physics sub-step?

#

@civic iris extend your custom class from user widget in C++. Assign the newly created custom class to your widget. And go wild in C++ :D
e.g. MyButton->OnClicked.AddDynamic(this, &MyWidget::MyButtonAction);
For more info try #umg

civic iris
#

@plush yew thanks

sullen wraith
#

are there any 2d indie kits out there? wanting like a "stardew valley" kind of feel to a game, but looking for a good base project.

#

assuming it's tile based?

frigid needle
#

Stardew Valley would very likely be tile-based. But you may be hard-presses to get much of it done in UE4 just because their 2D Pipeline is lacking somewhat.

#

You’d almost be better off doing a sort of 2.5D look like Link’s Awakening for the Switch, where it’s technically 3D, but certain axes are locked and the camera doesn’t change angle.

sullen wraith
#

ill look into that πŸ™‚ thanks for the information, I'm really hoping to find something on the marketplace as a good starter point, I struggle to start a project but after the initial part im fine :3

#

thank you πŸ™‚

frigid needle
#

GL, HF

winter zenith
#

I'm having a difficult time with setting up a character skeleton correctly

#

Is there any easier means of doing it

#

Each time the character just comes out all janky

low violet
#

So I migrated a level from an unreal project to another and it crashes on loading

plush yew
#

How do I get a variable of another actor in Blueprints?

#

Specifically a boolean

frigid needle
#

I believe you would need to cast to that actor

winter zenith
#

is it normal for rigs to look like this?

plush yew
#

I tired the casting, then how do I get the variable? I only know how to drag variables from the left

winter zenith
#

Is it bad for the wire to pop out like that?

#

@snow crown

snow crown
#

i dont know why you pinged me

#

im not an animator

#

also, dont ping moderators for help unless it's server moderation related

brave salmon
#

Assertion failed: GetFName() == NAME_None [File:C:/Unreal/UnrealEngine-4.24.2-release/Engine/Source/Runtime/CoreUObject/Private/UObject/UObjectBase.cpp] [Line: 136]
It's UObject destructor. How is it even possible?

plush yew
#

Hi ! I just wanted to learn how to make a third person shooter game in ue4 (I mean complete tutorial or tutorial series) . I just want to make games like Hitman or something like that .
I don't care wether the tutorial is free or paid . I will be happy to pay but the tutorial should be completely from scratch (and in English only) . Thanks whosoever replys!!!

plush yew
#

how should I handle road markings? as in would a decal for every single white line on a whole road network be too much?

plush yew
#

got it ! i dont have enough space....

#

2 terra... and 5 normal disk xD

#

5gig normal

rancid lynx
#

are paint densities on foliage trash? even with .001 values, its spamming trees

#

wow... you cant edit values on 2 foliage at once

#

nevermind X_x

sullen wraith
#

Are shaders terrible for performance? I'm wanting to give all trees/objects a "cartoon" shader

serene birch
#

without shaders your screen will be a flat uniform color

#

the only answer for you then is : is your cartoon shader more or less expensive the shader already used by UE4 πŸ™‚

#

you have a few shader complexity debugs you can use to check that

manic pawn
#

from the marketplace?

#

you'll have to install a launcher engine of the same version, download the plugins to that, then copy over the folder to your custom engine

#

br_unrealβœ…

serene birch
#

make sure to not install any of the optional components

#

Linux users are even more annoyed by that since they cannot download stuff from the marketplace at all or something

#

how TIGHT on disk space are you?

#

your local copy of the engine you built yourself probably takes more space

#

uncheck everything, I don't think you need any of those optional elements to get a marketplace asset/plugin

#

well it's more like building builds all, then you clean up what you don't need

#

like the debugging symbols are a HUGE part of the install as you can see

#

(though they are super useful so don't go deleting them unless you are desperate)

radiant haven
#

ERROR: Visual Studio 2017 must be installed in order to build this target.
Is taht really nessecary?

honest vale
#

VS ships newer compilers in newer versions of VS

#

so... yes?

#

I guess

serene birch
#

technically

#

you can install the 2017 compiler in 2019

#

no need to install the whole older IDE version

obsidian nimbus
#

any1 know how those outlines that only render in 1 eye go away in VR editor?

#

i disabled editor outlines but they still show

radiant haven
#

@serene birch how?

serene birch
#

select the 2017 compiler version component you want in the installer

#

it's in french, and it's the 2017 installer but the idea is here πŸ˜›

#

heck you can install the a vs2015 version that way too

plush yew
#

How can i make material RBG colors floats

#

i want to change them with blueprint

radiant haven
#

@serene birch nope

#

literally installed everything

serene birch
#

not sure what the build tool looks for then

radiant haven
serene birch
#

ah you might need a Windows SDK too

#

it IS strange that you are missing it

#

which Visual Studio install did you do?

radiant haven
#

2019

serene birch
#

what did you select initially?

radiant haven
#

?

serene birch
#

if you don't remember, just make sure some recent version of the Windows 10 SDK is installed I guess

radiant haven
#

ok ill

serene birch
#

I think any version will do, don't install more than one for the first test though, it's a heavy weight πŸ˜›

radiant haven
serene birch
#

any recent enough version should work well enough I feel

radiant haven
#

ok

#

first one doesnt work

serene birch
#

well bigger number => more recent πŸ˜› though I'm surprised it doesn't "work" still

#

just get the 18362 one I suppose

radiant haven
plush yew
#

😦

radiant haven
#

ill isntall this

#

Does someone uses TRELLO for project organisation

obsidian nimbus
#

so these outlines make this VR editor super horrible and i find nothing about it

#

it hurts my eyes

civic iris
#

is this a valid line?

UPROPERTY(VisibleAnywhere, BlueprintReadWrite, meta=(BindWidget))
class UTextBox* TXTCombo;
#

getting error: unrecognized type 'UTextBox'

#

got it

#

its not UTextBox, UTextBlock

hushed epoch
#

Can someone recommend an introductory programming book that would be more suitable for designers who work with blueprints?

frail sail
timber minnow
#

Hi , for some reason , sudendly after having placed some foliage , i can't anymore select any static mesh in my scene view . i found few people having the same issue on internet but there were no solution . does anyone has one here ?

patent ibex
#

has anyone experienced static fps drop with 4.24.2?
what's weird is that my fps is obviously low and stat fps reports 20+ms, while profilegpu reports 6ms

plush yew
#

Hello,
i have a problem with SteamVR plugin in 4.24.2.
The plugin shows up in the Built-in plugin list, it is enabled, but the Icon disappeared from the toolbar.
I cannot regenerate the input manifest/bindings.

Things that i tried:
-disabled-restart, enabled-restart the SteamVR plugin
-reinstalled the engine
-reinstalled the SteamVR

Got the latest project files from source control.
Other computers has the toolbar...
Any idea?

radiant haven
#

@serene birch AH IT WORKS AFTER DOWNLOADING 18GIB OF CONTENT IT FINALLY WORKS THANK YOu

timber minnow
#

Hi , for some reason , sudendly after having placed some foliage , i can't anymore select any static mesh in my scene view . i found few people having the same issue on internet but there were no solution . does anyone has one here ?

lusty quartz
#

Hi . I am trying to compile the "dev rendering" branch from the git hub for testing some features. I get many problems and errors. Are there any workflows for this? (Using VS2017 community edition)

shut oxide
#

how do we compile the shaders faster lol

#

its taking forever

fierce tulip
#

better computer, give a material its instances a temp master so they dont need compiling each time you edit the master material

hazy ferry
#

How can I count how many times a certain key was pressed?

shut oxide
#

compiling relies only on cpu?

radiant haven
#

@fierce tulip I guess you work often with ue (you do big games)-....

fierce tulip
#

cpu/ram/ssd

#

big games is a bit of an overstatement, but I have worked for various teams.

radiant haven
#

do you use task management?

lucid lark
#

Hey guys, just a quick question. My Unreal Project keeps crashing when opening. On which channel should I put the crashlog and ask for help?

abstract relic
#

Here. Use pastebin and get logs
/saved/logs

radiant haven
#

@next badger its fixed thanks

fierce tulip
#

@radiant haven depends a bit on the team, the bigger once I worked for used jira, ive seen some trello's, and some just send me tasks for the next week or month.

radiant haven
#

ye cause i am still confused what sohould i choose

fierce tulip
#

and some just go with the flow.

radiant haven
#

trello is retarded

fierce tulip
#

iunno, either is a chore to maintain yourself hehe

radiant haven
#

πŸ€”

#

dont want to hold everything in my brain

fierce tulip
#

same, but I also dont want to maintain a trello/jira while I am also responsible for bleeploads of other things.

next badger
#

@fierce tulip yes....but still trello is not the best app

radiant haven
#

what is it

#

just downloaded this its retarded as well

fierce tulip
#

@next badger they all suck :p

#

wording @radiant haven

hazy ferry
#

Can someone help me?

#

I want a counter to go up with every spacebar press

#

But I a mnot quite sure on how to achieve this

lucid lark
#

@abstract relic Would it be okay to DM you?

next badger
#

@hazy ferry make a variable, use increment node

abstract relic
#

No

radiant haven
#

retarded is not allowed?

fierce tulip
#

im fine with it, but others might find it very offensive

dry marsh
#

Hi, what is the way to debug the use of memory and cpu? what is the use of each actor in CPU and memory consume the game

radiant haven
#

ok

#

@next badger whats better than trello

#

Luos are you an official worker at EG

next badger
hazy ferry
#

Sorry I am new to the program, how do I link it to space bar and make it display on the screen

next badger
#

@hazy ferry depends...on how you want it to be displayed

hazy ferry
#

Strokes: (count)

next badger
#

button presses only active in game mode, posessed pawns and UMG widgets that have capture

#

@hazy ferry you want it as debug info or in actual game?

hazy ferry
#

In the actual game

lucid lark
#

Do any of you guys know what can I do for instance if my project is crashing when opening with the following error?
Assertion failed: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/CoreUObject/Private/UObject/Obj.cpp] [Line: 202] Renaming an object (PaperSpriteComponent /Game/Rooms/NewBeginningRoom.NewBeginningRoom_C:MinimapIcon_GEN_VARIABLE) on top of an existing object (PaperSpriteComponent /Game/Rooms/NewBeginningRoom.NewBeginningRoom_C:MiniMapIcon_0_GEN_VARIABLE) is not allowed

next badger
#

then you need to make a widget

hazy ferry
#

Thank you

plush yew
#

Hello,
i have a problem with SteamVR plugin in 4.24.2.
The plugin shows up in the Built-in plugin list, it is enabled, but the Icon disappeared from the toolbar.
I cannot regenerate the input manifest/bindings.

Things that i tried:
-disabled-restart, enabled-restart the SteamVR plugin
-reinstalled the engine
-reinstalled the SteamVR

Got the latest project files from source control.
Other computers has the toolbar...
Any idea?

next badger
#

@lucid lark i think your map is screwed

lucid lark
#

@next badger And an idea what I can do about it?

fierce tulip
#

@plush yew we dont really appreciate repeating the same question over and over.

#

I do get the frustration of not getting an answer though, but sometimes those questions are better asked on answerhub (down atm still?)and the forums :)

plush yew
#

Okay, im so sorry, but i thought its more important question than incrementing a variable, and its urgent. 😦

next badger
#

@lucid lark go to your project\Config\DefaultEngine.ini
find there something like

EditorStartupMap=/Game/Maps/StartMap.StartMap

and change it to new one (can try non existing one)

abstract relic
#

No question is more important. Everyone is equal here

fierce tulip
#

it might be more important to you for sure, but still :)

#

you could try the ue4 helpdesk on facebook as well.

next badger
#

@plush yew ue 4.24 now has built in steamvr plugin, so you have to remove old one

#

it's complicated

lucid lark
#

@next badger Well this particular blueprint is not even contained in the map that is the start map

next badger
#

@lucid lark oh...then try to remove that particular bp

lucid lark
#

@next badger Ill see if that works

#

@next badger Okay so that didnt help but I called the owner of the perforce project and we just reverted the last change. Now out artist has to do some annoying stuff again but at least the project is working again.

#

And I was really panicking because in two days we have our deadline

timber minnow
#

Hi , for some reason , sudendly after having placed some foliage , i can't anymore select any static mesh in my scene view . i found few people having the same issue on internet but there were no solution . does anyone has one here ?

fierce tulip
#

what exactly happens when you try to select other meshes?

timber minnow
#

nothing , i can't

#

it seems it select the foliage instead

#

no matter where is placed the foliage

fierce tulip
#

try pressing "t"

#

ifthat doesnt help, im out of ideas

abstract relic
#

They could be in that landscape mode

fierce tulip
#

or that

frail sail
#

guys unreal insights works on 4.24? i cant see tracks

abstract relic
#

Stolen from the internet. Click on the left most icon. One that is a cube with a bulb

next badger
#

@frail sail yes...but there was some bug related to frame sync threads...

frail sail
#

thats weird

pearl gorge
#

Hi, I'm new to this server. I have used Gamemaker Studio 2 a lot and touched on Unity and Godot sometimes. I'm interested in Unreal as my goto for 3D games, but mostly on the C++ side.

#

I was wondering if I am to dive into Unreal in C++, if there is any major tips or suggestions coding C++ in Unreal like should I learn more about virtual constructors/deconstructors, threads, pointers, etc.

lapis vine
#

Do you have any experience with C++ at all? If no, take your time first for some generic (likely non UE-related) tutorials.

manic pawn
#

@frail sail launch with -cpuprofilertrace -statnamedevents

frail sail
#

oh damn

pearl gorge
#

I have taken several college courses in C++ using Visual Studios

frail sail
#

TYVM @manic pawn

pearl gorge
#

THey have gone over function/smart pointers, threads, reading files

#

I keep screwing up on virtual constructors/destructors in tests

lapis vine
#

@pearl gorge Note that c++ docs are somehow lacking, hence a tutorial on UE C++ would be good idea.

#

Beginner's one.

pearl gorge
#

I have started just watching a YT tutorial, but they are mostly on Bluerints

lapis vine
#

Now... There are 1-2 on Udemy (paid) and likely there are many on YT, but regretfully can't recommend one.

#

That also not bad approach.

#

Blueprints are easy and will give you general idea about UE

pearl gorge
#

I heard Blueprints are easy and all, but what are the upsides using the C++ side?

lapis vine
#

It's advanced approach. I think you really should use them first instead.

polar hawk
#

realization that we're in the matrix

somber quail
#

C++ runs complex code faster than a BP equivalent could and also has wider access to engine funcitonality - not all functions are exposed to blueprints.

lapis vine
#

You will get the idea about UE and after being able to understand the whole system a bit you can dive in on how these Blueprints can be done in C++

opal lark
#

How would i go about making a a rain overlay that overlays a material

grave nebula
#

If you already have Cpp background, Udemy course gives a good UE4-specific overview.

maiden swift
#

Learn both. They’re designed to work together and you will greatly benefit from understanding how both work.

pearl gorge
#

I remember purchasing a Udemy Unreal C++ course online while on sale

#

I'll look into it I guess

maiden swift
#

C++ is better at complex operations, but Blueprint is better at quick iteration, particularly prototyping.

upbeat trench
#

Do you have a strong code background?

pearl gorge
#

College courses in C++

abstract relic
#

Udemy is always 95% off fyi

upbeat trench
#

so you'll mostly be learning the UE4 API and codebase

pearl gorge
#

cool

polar hawk
#

they both are basically the same thing

normal burrow
#

It’s like working with the worst cpp parser in the world

lapis vine
#

So much attention to a newcomer. I'm... moved.

upbeat trench
#

its because they said the magic words

#

"I know C++" πŸ˜›

pearl gorge
#

thanks everyone

#

hopefully I will show some results someday

lapis vine
#

Good luck!

#

*bar noise resumes*

upbeat trench
#

waits for the swearing at UE4 to commence

silk sluice
#

Im sure this question has been asked a lot but, where do i start? how was your approach

upbeat trench
#

It entirely depends on your existing knowledge base as to where you should start. First you need to know what it is you want to accomplish, aim small, achievable goals

lapis vine
#

You made me think... πŸ€” I think I have started 14 with a fat book of C++.

upbeat trench
#

The book I started with isnt even in print anymore lol

abstract relic
#
raywenderlich.com

In this Unreal Engine tutorial, you will be guided through installing the engine, navigating the interface and creating your first game object.

Unreal Online Learning is a gamified learning platform that offers free, hands-on video courses and guided learning paths.

Complete resources for learning to use Unreal Engine 4

lapis vine
#

Was just thinking about this, lol

silk sluice
#

i know some c++, some modeling, thats all... dont care too much about the interface but about the programming, last time i tried i had lots of idfficulty with blueprint concepts and such, the official video about, i didnt got it at all. Its the programming documentation i dunno how to approach, i know some basics but....

abstract relic
#

Yay

normal burrow
#

Deserving pin there

silk sluice
#

thanks

#

hightide

fierce tulip
#

now if we had a !pin command

#

:p

lapis vine
#

!pin

#

... no

fierce tulip
#

guys, im new..
and someone goes !pin and it links to that pin.. be nice

abstract relic
#

No one reads pin anyway 😜

fierce tulip
#

ikr

#

uwu

#

(my first uwu ever)

lapis vine
#

(They are addicting)

upbeat trench
#

Programming Quickstart

fierce tulip
#

now im one of the cool kids on the interwebs

magic field
#

Can a Macbook be used w/ Unreal Engine??

fierce tulip
#

you can, just like you can use a waterwheel to generate electricity

next badger
#

uec++ is nowhere near c++

willow gull
#

hey guys, I got a question

magic field
#

Urgh

willow gull
#

what’s the stupidest thing you’ve done with this engine?

digital anchor
#

a multiplayer game

upbeat trench
#

Start learning it... oh wait no bad Mons

next badger
#

@magic field yes...it's not optimal...but can be

magic field
#

Is there a preferred operating system?

next badger
#

windows 10...

radiant haven
#

Where do I get roiality free fonts?

magic field
#

I have a Mid 2012 2.9 Ghz intel core i7

next badger
#

@radiant haven google fonts

radiant haven
#

free to use in any way?

grave nebula
#

The stupidest thing I've done with the engine was using poem generator to write a sonnet about the engine.

fierce tulip
#

lol

normal burrow
#

Your a cool kid on the web luos, live it up

magic field
#

& a Early 2015 2.7 GHz intel core i5

abstract relic
#

Stupidest for me was a lobby randomizer that uses a screenshot as an input

fierce tulip
#

i made an emitter that emitted itself twice. it was slow, but after a few hours the growth was so exponential it would crash ue4

radiant haven
#

stupied thing taht i made was using Tick by a HUD

rotund scroll
#

i made an emitter that emitted itself twice. it was slow, but after a few hours the growth was so exponential it would crash ue4
@fierce tulip the visual form of a memory leak

next badger
#

Stupidest ...i made a modified ue4 version with proper camera controls

rotund scroll
#

you mean camera roll

#

because that's an option nobody needs

next badger
#

no, the proper speed movement

radiant haven
#

@next badger dafont?

upbeat trench
#

I think the stupidest thing was making a cypher puzzle game using unicode

fierce tulip
#

@rotund scroll ikr

willow gull
#

I should probably contribute too

#

I crashed the engine with the foliage tool and cubes

fierce tulip
#

oh, and having to redo the 4 uv's on each mesh (500 meshes) 4 or 5 times.

grave nebula
#

Darn, I'd press my techie to do that, Luos.

fierce tulip
#

and back in ue 2.5 era, with old 3dsmax, having to unwrap a 1m polygon mountain by hand, vert by vert

next badger
#

that's not stupid...that's impressive

fierce tulip
#

@grave nebula I didnt have a slave back then... still dont :(

#

though bro is still studying blueprint these last month or so

next badger
#

so...tech artists are lower class?

fierce tulip
#

I actually unwrapped all my cave-meshes again a few weeks ago to improve overal texel density

#

though with a new tool that did it all in one go

magic field
#

WHAT VERSION OF UNREAL ENGINE SHOULD I USE W/ MY MACBOOK?

#

4.??.?

upbeat trench
#

What is a texel density and does it contribute to the mass of a vertex?

radiant haven
#

how can i replace this with get all actor of calss

fierce tulip
#

@magic field behave please

mossy nymph
#

one with a working caps lock

magic field
#

oops

next badger
#

@magic field latest available

fierce tulip
magic field
#

Any reasons why it won't launch?

upbeat trench
#

User error

magic field
#

Is there a preferred operating system?

willow gull
#

well Windows works pretty good for me

magic field
#

Mac OS

next badger
#

@fierce tulip Leonardo aware of VR?

#

where texel density starts to lose all meaning

fierce tulip
#

i dont agree

radiant haven
next badger
#

cause you can touch a texture with an eyball

fierce tulip
#

hence macro-noise

#

when close, add detail noise

next badger
#

people want details, not noise

#

letters on papers flying around

fierce tulip
#

thats up to the artist

grave nebula
#

where texel density starts to lose all meaning What did I miss in VR evolution timeline ?

upbeat trench
#

add noise to all the things, woo photogrammetry

tawdry storm
upbeat trench
#

so real!

normal burrow
#

Does it tile tho?

upbeat trench
#

does life tile?

normal burrow
#

Y

tawdry storm
#

doesn't everything tile? it's just a matter of how noticible it is

polar hawk
#

no, I don't tile

next badger
#

i found today that SSAO texture is extremely repetitive

upbeat trench
#

needs more blue noise

grave nebula
#

You need to determine noise formula by looking at the picture. Only after that you can be considered an artist.

tawdry storm
#

so like looking at the noise and then be able to derive a formula that can recreate it?

grave nebula
#

That is most possibly correct.

tawdry storm
#

welp I'm out

polar hawk
#

I'm almost an artist then

tawdry storm
#

time to become a plumber or something

grave nebula
#

Yeah, I am almost done with welding courses. Failed artist exam last week 😭 Pesky blue noise.

upbeat trench
#

You'd probably make more welding aluminium than most programmers make anyway

normal burrow
#

Tig welding

tawdry storm
#

is aluminium welding such a rare skill?

upbeat trench
#

not so much rare just in high demand and it does take a fair bit to do it well

paper crest
#

You'd probably make more welding aluminium than most programmers make anyway
@upbeat trench uh dat stabs deep πŸ˜„

upbeat trench
#

What you talkin bout, programmers dont have feels πŸ˜›

next badger
paper crest
#

preach brother hahaha

fierce tulip
paper crest
#

do people even use dat many spline? i mean dayum

grave nebula
#

@next badger Yeah, it would be between near plane and infinity.

normal burrow
upbeat trench
#

Try this one πŸ˜›

#

(its actually all of the above noises :O)

honest stone
#

Hey Guys i have a question, so i woked on a project at the UE4 Version 4.14.3 but now i want to open it in the newest Version of UE4 so the problem is when i want to run it in the new version it stuck at 45% can anyone help me to fix that ?

#

Sry for my bad english πŸ˜…

upbeat trench
#

It might take awhile to compile shaders with the new engine version

radiant haven
#

ye oi got 5k

honest stone
#

So you say i only need to wait ?

upbeat trench
#

There should be tasks running called ShaderCompilerWorker which are chewing CPU

honest stone
#

Yes i see it my CPU usage is at 100% πŸ˜…

upbeat trench
#

yup so just wait it out, might take awhile

honest stone
#

Alright thx πŸ˜„

#

It works πŸ˜„

tender flume
#

ShaderCompilerWorker chews more than Chrome.

#

Wait nevermind, both does

next badger
#

@normal burrow pipes

hollow tusk
#

is it possible to track the time between two functions?

next badger
normal burrow
#

Milan like profiling?

paper crest
#

@hollow tusk event tick?

fading vector
#

Are there any videos on a star collection system. Such as like you have 3 stars on a level, collect them all for bonus stuff etc.

paper crest
#

@fading vector i dont know any but, you can do a bp, 1 var counter and use overlap event

fading vector
#

Yeah, that was my idea as well

#

at least the overlap event part xD

#

If I wanted to show the 3 stars at the top right or something how would I go about displaying that?

grim ore
#

this sounds like a good use of the game mode, a central place to keep all of this info and events.

fading vector
#

Yes, I've never used a gamemode to store anything tho

#

Mostly have done mechanics

grim ore
#

event to track the stars when you collect them (starts talk to game mode -> star X collected -> game mode keeps track of it -> updates the UI)

#

the game mode is just another actor, like your player, that is always in the level when it starts and specific to that level (or all levels if just using the default). technically its unique to that level as it will be destroyed and remade new for the next level

paper crest
#

like mathew said

#

sub to his youtube channel

#

ayy πŸ˜„

fading vector
#

I would only want to display stars collect for that level

grim ore
#

look up coin collection tutorials on the internets, same basic concept

fading vector
#

Oh good idea

grim ore
#

how you want to store and display the coins would matter. Each level has X coins but you only care about them during that level? You want to store the coins collected in a save and each level has X coins and you can go back and those coins are collected and you can re collect the missing ones (similar to mario games)

#

etc.

#

if you just want them to only persist and be tracked during that single playthru and if you restart they respawn that is simple. saving state across levels is just more tracking

fading vector
#

Maybe a coin system would be easier lol

grim ore
#

lol

fading vector
#

Just overall how many coins are collected

grim ore
#

do both, it's a learning experience

frail sail
#

answerhub UP???????

#

Finally!

fading vector
#

Hmm, yeah I could try both

grim ore
#

when it comes down to it you are just tracking data. Once you figure out how to do that it's easy

fading vector
#

The game isn't there yet but I would like to push it to the mobile platform

#

Would I need a server to store this data?

next badger
#

4.24.3 released

frail sail
#

now when 4.25? KannaExcited

grim ore
#

it depends on what you want to do with it. Login on multiple devices and retrieve data? you might be able to use a 3rd party to store/retrieve the data. Just want it local on the device, just save to device.

#

4.25 will be out today!

frail sail
#

REALLY?

#

DONT JOKE

grim ore
#

sure go to the github and download it now

#

heck you can grab .26 if you want

frail sail
#

mean preview version on epic games launcher not about github version

copper flicker
grim ore
#

use the split node?

next badger
#

heck you can grab .26 if you want
I did

fading vector
#

local device is easier but my concern is cheating, of course thats always the case when you store data on the device.

grim ore
#

@fading vector in the end does cheating matter if its single player? if it doesnt then don't waste time on it

copper flicker
#

no, the split node only creates 2 strings

#

I need a New Line

#

when I output this string to UI

fading vector
#

@grim ore Good point

grim ore
#

in the string itself when you put it in or in the output?

next badger
#

iirc \n works fine

copper flicker
#

the text thingy automatically wraps text

grim ore
copper flicker
#

can it also.. receive some New Line?

#

MW.. that would simply separate and reunite the string

grim ore
copper flicker
#

does it keep any info about it being split?

#

hmmmmmm

#

ok, let me try

#

πŸ˜„

grim ore
#

look at the B input on the append

next badger
#

@copper flicker Ctrl+Enter

grim ore
#

notice its not a single height πŸ˜‰

#

Shift-Enter in a string input field will make a new line, I just append a new line in the middle at the split

#

you can even turn that "new line" string into a variable and re use it

copper flicker
#

I don't undersand this shift enter thing.. I read about it a bit, but it makes no sense

next badger
#

dang it...shift...not ctrl

grim ore
#

this

is shift

enter

#

literally go into the text field and

#

shift enter

copper flicker
#

oh wow!!

#

shift enter it is then

#

it's like black magic

#

makes no sense

#

O o

#

but it works

grim ore
copper flicker
#

thank you very much MW!

#

very helpful and superdetailed as always!

#

🌞

#

I used to split text with a ton of SPACEs....

#

until now..

grim ore
#

you can also look into the string replace node and just swap out the \n or any other stuff with your custom string like the new space

copper flicker
#

yes I saw that, it's useful

#

for what I need.. basic shift enter wil do the trick

winter zenith
#

Is this normal?

paper crest
#

i assume there'll be somekind of blade comin out from down there? πŸ˜„

winter zenith
#

It’s just a normal low poly rig but I think it’s broken

paper crest
#

can u just remove the bone?

next badger
#

probably some ik bones, totally fine

violet goblet
next badger
violet goblet
#

oooohhhh!! ^^
damn unreal is a monster πŸ˜„

#

thanks alot @next badger

winter zenith
#

What’s ik bones? @next badger

next badger
#

@winter zenith some additional bone to pass IK controls between your authoring software and game engine

#

it can be ik chain for rifle, or snowboard

hollow tusk