#ue4-general
1 messages Β· Page 675 of 1
im building from editor
but im trying to see i think its calling from some kind of backup file since it crashed
yeah, that was it
hot reload is the devil btw
i fixed one file but it had a cache from the original with the mistake
does not surprise me that was the case
ok so i made them both nullptr and it deleted the ghost file and the editor opened
I think its pretty good actually
ive used regular vs for years with C# in unity
the debugging worked pretty well for vs code
of course, im not big into the ins and outs of their capabilities so there is probably stuff each one is better at
weird to place threads under callstack in the way it did but different folks
impression of vsc to me is a minimalist ide
it is cool to see something other than visual studio get used on windows.. but then again its still visual studio lol
as far as I thought it's a fancy notepad with tabs
like you need to set it up properly and compile through cli. It probably uses the same msvc compiler by default anyway though
but yes, its portable & fast and lightweight
that's been my understanding aswell i'm not real productive without vax
I got a packaging failure. This was written in yellow :
LogClass: Warning: Property InventoryItems of InventoryItems has a struct type mismatch (tag FallbackStruct != prop InventoryStructure) in package: FObjectReader. If that struct got renamed, add an entry to ActiveStructRedirects.
UATHelper: Packaging (Windows (32-bit)): LogInit: Display: LogUObjectGlobals: Warning: While loading 'C:/Users/kids Computer/Documents/Unreal Projects/MedievalRPG/Content/Blueprints/Battle/EnemyList/MasterEnemyList.uasset' failed to load '/Game/Blueprints/EnemyList/EnemyStructure': Can't find file.
@normal burrow its a hot sell for me (vs code) because it is light, I use a laptop for a lot of my work and i need to make sure there is enough space on it, I only have like 20-30gb free rn lol
What is the green spline looking thing? This is from the 'Vehicle Game' under the Learn tab.
@elder agate you made the right move to unreal, and yeah vscode sounds usable
@unreal igloo definitely a landscape spline
Thanks. How do I modify it or add a new one? I can't for the life of me figure it out π¦
: (
I don't understandπ
Quick question: is it bad to use for loops in ue4 c++?
notebooks can overheat, components can be faulty, driver issue, bad os, corona virus
take your pick, Harry Duke
no, it is not bad to use loops @glossy scaffold
just prefer to avoid placing them in ticks
@normal burrow Sorry for the ping, but after creating my own SMC-derived class, I can't seem to add it to an actor π€ https://puu.sh/Fiv35/fc88e90d64.webm
@spare sun is there any other way to iterate over arrays?
since you want to iterate over each element you'll do it one way or another and end up with a loop
if its 3d ur gonna be fine with unreal @barren lake
if not using version control, id simply choose the oldest [Date created] field that ur os shows you in project folder @autumn crystal
Just look on the calendarπ―
ok so im making a blueprint(its an actor) but i want it to have a really high gravity but i cant do that?
does anybody know how i would make the object fall faster?(without effecting the rest of my objects)
Enable physic. Set the mass high
Itβs all a lie
the cake is a lie
Game dev is the art of fudging it
._. i feel small brain
unfortunately this only counts for vacuum
anyone have experience with an audio component & level sequence which are running speretaly (i mean i add a audio component and start my level sequence), because on my computer it runs synchronously the events are runned like they should but on my android phone everything is asynchrone
anyone know why?
is there like "default" meshes for certain shapes that would be useful in editor like sphere, cube, whatever
lmao
For some reason in a blueprint there is no meshes to choose from under static mesh :/ I am just trying to mess around with unreal
?
ISO pro to help me I give up on my mission three dayβs straight and I am getting no where with the path I am searching for lol
@plush yew The engine has a few shapes (static meshes) by default. If you can't see them enable engine content in the filter
normally you would enable Starter Content when creating a project and that adds in other items to your project directly
anyone out here know how to change number of curves on an isosphere in blender? Can't find the setting
Nothing in the project would have that by default
There are quite a few files in the saved/config folder that are created when you first start it up. If you never changed them, and never pulled down this project from source control they might still have the original date
^
yeah if you pulled it down from source at any point and replaced files they wont be the original files
when imported yep that might work if you know what you imported and when
i um i dunno what i did wrong but my cubes like have a very low gravity when i set the mass to 9999999999999
Make sure the gravity wasnβt set to a weird number
mass is not how fast something falls jodancjb
i was told it was ._.
something with a lot of mass takes more force to move
i may have understood wrong
but force of gravity is defined as mass * acceleration
which means the acceleration (rate of speed change)
is not changed
i was trying to make an actor bp fall fast
you can make actors fall slower by adjusting their linear drag
to simulate feathers
you can't make them fall faster though
oh
you would need to increase gravity for such thing
give it some impule on tick, simulating a rocket, downward and there ya go
not impulse tho its the other one
well, it'll still fall at the same rate. but if you begin it shooting down yeah lol
well im basically trying to make a advanced line cast
Actaully yeah what matheww said is the proper way to do it
not impulse though yeah
so i can get the rotation and stuff
AddForce every frame with vector 0,0,-200*mass would make the acceleration from gravity would appear to be -1180cm/ps/ps
take mass out of equation by ticking the acceleration box (which internally just multiplies the thing by mass)
Hello, I've used unreal for about 3 years now, all for college/uni, but I still don't know what some of the blueprint nodes do or what some settings do also. Is there any resources that can help me with improving? As I already watch alot of youtube videos including wtf by @grim ore. And when it comes to summer, I want to start making my own game without the use tutorials when making my mechanics.
i like your wtf series too matheww
Sorry, I dont mean to weasel this into the conversation going on.
Hi! I just started messing around with unreal a couple of days ago, and I began to wonder: Is unreal viable for someone that wants to solodev as a hobby?
I don't know c++ or c#, and so I am trying to decide which one I should commit to learning. (meaning unreal or unity as well)
I am concerned that c++ might be suicide to attempt to develop with by myself. I do know that blueprints are an option, but programming is more interesting to me.
Would learning c# and unity and then moving to unreal with c++ be a waste of time? Should I just start with unreal, or avoid it all together? Sorry for the wall of text.
This is where I tell you to stay away from C# and unity for anything game related.
But for a hobby its really up to you
Aye me too
would you rather have started with unreal?
Totally
If itβs a hobby. Why would it matter?
learning a language is helpful if you want to learn programming. you dont need to do it but it helps.
π
π
in the future you will be able to drag and drop code with both UE4 and Unity and be able to make a full game with less of the crap that is normally associated with "programming" but in the end knowing how to program and the basics of how programming works (variables, flow, etc.) will be helpful.
and yes unreal is fine if you want to be a solo dev
Thank you all, I appreciate it. π
but .... but.... atleast try and figure it out on your own or try to learn before just asking for help on every step no matter what you decide π¦
alternatively, solely rely on other people
I believe unity is the most popular and if you are looking to not really make a living off game work, and just seek the self reward of getting things together in an unmanagable way it works
unreal will teach you a lot more but its not as easy to pick up immediately because it has more to explain
Tldr: quality in = quality out
yeah those are also way better options than unity
If you are not a programmer please please skip cryengine and lumberyard
could someone help me figure out why i cant launch my project? it says there is an error but it isnt descriptive at all and it works fine if i only hit play.
at UnrealBuildTool.ActionGraph.ExecuteActions(BuildConfiguration BuildConfiguration, List`1 ActionsToExecute, String& ExecutorName, String TargetInfoForTelemetry, EHotReload HotReload) in G:\UnrealEngine_4.21\Engine\Source\Programs\UnrealBuildTool\System\ActionGraph.cs:line 507
Log.WriteException: at UnrealBuildTool.UnrealBuildTool.RunUBT(BuildConfiguration BuildConfiguration, String[] Arguments, FileReference ProjectFile, Boolean bCatchExceptions) in G:\UnrealEngine_4.21\Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool.cs:line 1699
where are they located?
When an actor is destroyed, are variables containing that actor set to none?
the packaged build for launching I think lives in the saved folder inside your project somewhere walter as well
you'd want to clear the binaries out over there as well
okay i deleted those 2 folders and now it says starting build, i hope it works lol
thanks :D
let us know if its successful
okie
So when I spawn an emitter for an ability, the emitter doesn't go away even after having auto destroy on
thoughts?
Sorry, I had to leave for a moment. Again, thank you to everyone with the advice. I am going to keep going with unreal and see what I can do.
it still failed, but with a longer error this time lol. @normal burrow
sry for the ping
okay my visual studio is having a stroke rn so maybe its just that, iil fix that first and then try
uh oh
anyone know how to place textures on walls, floors, etc.?
drag it from the content browser to the place u want
it is lol
he means the material, not the texture
the only other software ive used is the hammer editor for source
how do i unstretch it?
you... might want to start with epics getting started stuff
check the pinned message in this channel
alright, thanks
Is it possible to have a mesh component which can be either a static or skeletal mesh?
Doesn't seem possible with bps... if I declare A UMesh property, will I be able to assign it in the editor?
like I could assign a skeletal mesh if i need any animation on the specific actor, or just a static if i dont
I have been working with the assumption that it was either/or
well in terms of a base class of either or yes
they share a base of UMeshComponent i think, but you don't want to use this as your parent for sure
Ya that is what I figured
I was thinking of using skeletal since you can just not animate if you dont need it
it probably won't add enough overhead over static mesh to be an issue
why us my audio so delayed on android?
im getting spammed with this once per second in my log
eh urist i would reconsider how your doing things if its a mater of conforming to a base like this
LogAudioMixer: Error: Audio Platform Device Error: 0xE000020B: UNKNOWN (File C:/UE/Engine/Source/Runtime/Windows/AudioMixerXAudio2/Private/AudioMixerPlatformXAudio2.cpp, Line 305)
what on earth is it? π¦
thats in the editor, not when playing the game
it might be a better solution to fit an interface and have two components for example urist
It'd be something that would be hard to undo later on, convert those single bone things back to static mesh
looks like its faling on this
XAUDIO2_RETURN_ON_FAIL(XAudio2System->GetDeviceCount(&OutNumOutputDevices));
im going to reboot, see if it goes away. good old 'have you tried rebooting'
brb
hmm that is an interesting idea, just have a skeletal and a static component and just use the relevant one
reality of having a two type split isn't real bad compared to a 3 or 4 type split (which is probably what it feels like)
yeah
i assume your talking about costumes or accessories?
this will be an actor spawned at runtime based on a data asset definition
of which the user has an arbitrary number of selections
sounds like costumes π but okay
but yeah i've gone with the two route approach with this issue with success
UObject with UFactory might be a bit nicer than UDataAsset if you've not considered it
hmm, I hadn't thought about using a UFactory.
UDataAsset for whatever reason just kept not holding data or displaying it wrong for me, Ended up much happier just going with UFactory
hmm, i havent had that issue. I like that data assets can make use of the asset manager easily, but I think a factory might work well for the more complex initialization stuff
excuse me.
how do I create a character from scratch before I can use it to import into unreal engine?
10 votes and 7 comments so far on Reddit
hey guys i have an issue i've been trying to solve for an hour now
I'm trying to make a bouncepad for a 2D mario clone for an assignment and i can't find ANYTHING on this
don't try to connect. Pull from the blue pin (AS BP Mario Pawn) and type get character movement
@unkempt path there should be a GetCharacterMovement node
that will add impulse (as it says) to an actor, if thats what you want then yes
thing is, when i try to pull from the blue pin it creates the node without connecting them
Is it maybe because my player is a pawn?
no
windows button shift plus S , is my new best friend. windows snapshot
Impulse is a really goofy mechancic rob but yeah that should work if you have non zeros in
Niagara Question, my particle spawns 8 tiny block meshes, UpdateMeshOrientation makes them rotate, how do i randomize this effect for each particle rotation? currently they all spin the same direction
yea actually, i dislike impulse also, can you suggest a better physical way to move stuff?
it works, but the numbers always scare me
could you expand on "move stuff"?
physically moving things, not with direct static offsets
sorry. my second question is less important haha. i want to figure out how to randomly rotate small mesh particles with niagara first.
around the x axis?
If I currently have UE4 installed on a HDD and I want to move it to a SSD should I copy the files/folders from one drive to another? Or should I un-install and install on SSD drive??
would recommend uninstalling and installing again
ok. btw If I uninstall them, will it also delete all the cache files too from each engine? I have 4.20.3 and 4.24 installed
anyone know why im getting like 20-30 fps in vr game and only using like 20% gpu and 30% cpu
Is there any reason data-tables can't be written to during runtime?
Or is a data-table intended as an intermediary for an SQL query or CSV, like a cache?
Guys, i keep getting "object reference is not compatible" no matter what i do
like this
hi, does anyone have a tutorial on how to animate vegetations in unreal?
@idle compass : The short answer is the Simple Grass Wind node, which you can use without any real setup at all.
The long answer (basically, if you need branches and the tree mesh to animate as well) can get very detailed and usually involves vertex painting and more custom material graph work
ah okay thanks !
also do u have any tutorial on basics of scene creation in unreal ? I came from c4d and maya with pretty good skills, I kinda want to dive dep in to unreal bcs of the real time rendering
Eh, that's so general I'd say just Google it.
okay
Here, watch this π
Final result at 15:10
Hi everyone,
In this video I want to show speed level design of Lighthouse level.
All the asset can be found inside project files, including Lighthouse that is part of Modular Houses asset pack,
I decide to share it for free as a demo of a main product....
Will give you the idea
One more for you: Here's the graph I use for basic wind animation on leaf and branch quads for my foliage:
That goes into the World Position Offset pin on your foliage material.
(You probably won't need to add -1 to the TexCoord the way I am; that's a quirk for TreeIt, which is a modeler I use)
That should get you started! Good luck!
Yeah, giving you a complete heads-up on Material Graphs is way beyond my time capacity tonight. π¦ Google is your friend on this stuff.
@idle compass https://learn.unrealengine.com/course/2842589?r=False&ts=637192982994169550
@hoary locust I can't seem to open this link for a long time Now
I saw this link the first I started looking up to unreal , but it just wont open
is the wind node also considered as material Node ? @exotic cave
Yes
There are two major kinds of node graphs in Unreal
Blueprints and Materials
Both are basically visual editors that compile to code, so you can use a graph to represent things that you used to have to write a lot of complicated code for
You have nodes that represent data, and nodes that represent mathematical operations on that data, and then finally you have what are called output pins on a final node that represents what you want Unreal to do with the object or material in question
The one I showed you is a Material graph.
(Part of one, anyway.)
You probably should start with some introductory tutorials to Unreal Engine. It seems like you need some grounding in the basics!
Guys is there any good way to render a gun wound on skeletal mesh? I've tried Tom Looman's method it's great for blood effect but not very useful for the wound itself. https://www.tomlooman.com/rendering-wounds-on-characters/
@cosmic veldt : "Good" or "easy"? π
good
I mean, REALLY good would involve destructible meshes.
That's very hard. So the next level down probably involves spawning some "wound geometry" over those blood effects to represent damage.
i made a triplanar material and try to mask but blending looks horrible
Screenshots of "horrible" as well as telling us what you're trying to accomplish would help ππΌ
adding a regular decal seems like the most decent looking result
I don't doubt you there :>
I installed ue4 fresh on a ssd. And it took about 10min to open my project. Now its compiling shaders after opening about 15,000 of them. Is this normal??
Sure, depending on the project.
first load? Sure.
How big is your project?
Also you mention an SSD but no other specs
Yea, first load. I just went from a HDD to a M.2 SSD
UE is fantastic for photoreal stuffs and high complexity projects but hey, there's a reason the pack I'm developing is being kept under about 250MB π
Kinda hard to know what to expect if the only thing I can go on is the bus speed
Project is almost 20gb
Yup, there's your issue.
Doing that on anything less than an i9/2080 is not going to be fun
So the engine is rebuilding the old derived cache folder?
Your SSD is only going to improve the loading time
Im on a i7-4770K with a GTX 1080 Ti
It can't help builds go that much faster, because that's CPU/GPU mostly (AFAIK)
it looks good on chest because it's away from the triplanar blending
but as soon as i move it close to blend it doesn't look good
I wouldn't want to be doing 20GB project stuff on an i7, Viking
@brisk urchin Yeah it probably doesn't pick up on the old derived data cache
@cosmic veldt : You need to scale your decal, mostly, it looks like
@exotic cave my hardware is definitely better than what they have on my college campus for sure. Lol
I mean... π
4770 isn't really all too bad for UE4 but that first load is going to be a uh.
it's just time. relax, watch some videos on UE4, it will load eventually π
Well, this November I'm planning on a new build. Been hearing great things about AMD recently. Looking at their 3900x and maybe a 2080 Ti.
@cosmic veldt : It's still scaled wrong :>
16gb of ram currently.
Yeah, so your hardware isn't bad, but that 16gb is going to hurt.
It's not scaling appropriately to the face. You'll need to find a way to make it hit the right UV coordinates, @cosmic veldt
That's actually most likely your bottleneck - if you go to task manager and look at resource usage, I betcha the RAM is used up and your cores aren't all snapped up
Yeah, hitting 16GB in RAM is verrah easy these days
I'd go to 32 if you can. But if you can't, just give it time and study up
Yup, that sounds right to me too.
unless your doing work in umg the engine shounlt be using more then 6gb at a time...
especially when just starting out which is what it sounds like atm
20 GB project tho
16->32GB RAM is arguably the cheapest way to get more efficiency on stuff like UE
this is what i use to create the effect
UMG is your ram killer?
@cosmic veldt : Unfortunately, I probably can't take the hours tonight needed to help you parse that.
i can change the blending angle to make it looks right from an angle straight to a triplane
In all honesty, if you actually start using an appropriate decal to test this, it's likely you will find your quality isn't that awful.
Seems better to me. What's the problem with that approach?
i'll probably end up using that approach but trying to find out if there is a better way.
There's ALWAYS a better way, it's just a question of how much time you can afford to spend to get it there.
Hello, I bought a pack with stuff like vest helmets and some other stuff but found out they weren't rigged, Is there a easy way to rig stuff like vest since I dont know how to rig AT ALL
https://imgur.com/TWV2kvH problem with that is best demonstrated on this one but it's less obvious with small decals
@ashen prawn : You mean having the clothing actually move appropriately with your models?
Not easy to do. People spend lots on Marvelous Designer just to make that happen, generally.
Expressions that output a vector value, such as a position or normal.
read that @cosmic veldt
oooohs
scroll one section up for more info
thanks luos but i kinda already stole the triplanar material from there π
also shows your tri-planar situation hehe
@exotic cave As you can see I want the vest to bend with the character
I get it, but I don't have an easy solution for that, James.
Generally speaking, yeah, you have to either attach your vest geometry to your figure, or rig the clothing.
You could try T-posing your character, adding the vest, saving the whole thing as a static mesh and then using the Mixamo autorigger to re-rig the model
It makes me upset cus the publisher does not say in the description if its rigged or not
But I can't promise that will actually work in your particular setup without issues, and then you won't be able to take it off
I mean, always caveat emptor with Marketplace packs, man.
Caveat emptor = let the buyer beware.
What you're trying to do, which is realtime deformable removable clothing, is considered actually pretty advanced in gaming space
AAA teams spend a fair number of millions on that stuff and no one has it all figured out perfectly yet.
well if you bought these recently you can't blame them completely So the seller did a great job on the models. But you have to make them rigged yourself, for a real gamedeveloper thats no problem :) from the review section of the asset
@exotic cave No Im trying to make it move with the character like this
Nothing fancy
That is fancy, brother
I mean, as these things are considered. It may not be fancy to you.
Nvm
I know exactly what you're trying to do.
And you're right, you need to rig it up so that the vest will deform like the chest of your models.
You'll need to set up a fake "skeleton" on each piece of clothing so that it deforms properly with the model. It's not that hard. Google is your friend. There may also be a way to get Mixamo's autorigger to recognize your clothing models but beyond that I can't really promise anything.
Stuff like this is your friend on that: https://www.youtube.com/watch?v=XnG6aiNZF6U
Character Setup Video #1 in the OUGDA Tutorials series.
In this tutorial I cover the basics of rigging for use in a video game. Coming soon will be another video to help further construct a robust rig with facial animation options.
For more OUGDA tutorials visit http://www.o...
ah hah, that would explain why the modular rpg kit has it set up that way
always wondered why but it makes sense now
seriously I didnt know why they were SKM with the same skeleton as the animations and you have to hook them all up together in the character
but the fact they now animate with the animations properly it makes sense
I agree that it would be great if UE devs for clothing packs added a basic skeleton rig that corresponded to the UE mannequin on all clothing models π
I don't know that I entirely blame anyone who doesn't, though, because even then it would only fit the mannequin and models of a similar shape
There really isn't a substitute for learning the basics of 3d game design - materials/shaders, basic engine code, basic character animation and rigging, particle effects, et cetera
hmm but the backpacks are static meshes. I wonder if those will be an issue later. so far no problems but I don't bend the character like that
they just attach to a socket on the back
You might see a little clipping on larger models, @grim ore
its a silly game so not worried about that, AAAAAAAA games have clipping lol
weapons/shields/backpacks are all static but so far no biggie even blending just the upper body
the rest being SKM with a skeleton was so confusing till now
yay for random learning π
@grim ore : Nonsense, AAA games are flawless and never have bugs π
got to figure out how to make the backpack physics based for fun now, I think there is a paragon or fortnite video on how they do danglies
Easy - make the backpack a skel mesh and add bone chains to the dangly bits
well I wanted to make the backpack dangly
virtual bones are nice for that too
the entire thing having some weight when the character runs or turns
Yeah once you simulate physics, as long as the root is attached to something it'll flop around till you get sea sick
I guess i'm just gonna give up on my obsession with skinned decals. i figured no one gonna give 1 star rating because some bullet holes kinda moves a bit slightly while running.
I would take the solution that does not have the bullet holes move
Over the one that does
Don mesh paint
He figured it out
I did have trouble with it tho, as the 4.18 version made my compiled game crash and never did figure out why or how to fix
I stopped using it, but you could get a copy and check his C++ source code for the secret
Of non sliding decals
i believe don's mesh paint just the same thing with render target
do you know that he solved the triplanar blending areas?
Didn't know that, but then again never really looked into that kinda stuff
actually the best solution might be just avoiding spamming decals on blend areas
maybe i should reverse engineer the unity's uv paint
May as well lol
Like jack sparrow once said - take what you can, give nothing back
lol codemonkey
join voice chat to help me plz
@ashen prawn If you're using Maya you can import the character copy its weights, bind the clothing mesh and then paste the weights. Delete the character mesh, fix any weights and then export.
Blender can do the same thing too.
It's not hard to learn and once you setup a good workflow you can do it fairly quickly.
Good advice, Mike!
Painful lessons learned.
I would add, move the character mesh around while you weight paint to make sure you blend in the clothing joints properly - some clothes may not need as much weighting and meshes may overlap each other with equal weights
There's no quick process
In Maya at least, most of the time pasting will be decent.
Lol I gave up on that
Never worked right
Well.. for me anyway
Hats off to you guys who can use those tools effectively tho
One thing is a must for skinning and rigging- a spare mouse battery... You'll never spam left mouse more than when you are weight painting something
hey guys i currently have a huge probelem can u guys join voice chat to help me
When I open up a couple of my blueprints it's just blank in the blueprint editor, is there a known way to fix it?
tried restarting etc doesn't work but they also don't crash the engine so it's weird
does it say data only blueprint @surreal glen?
Hey wizards, I need some assistance remembering a thing about UE4 shaders. Iβm currently working with them, and Iβve run into a problem where building a project takes a very long time. Iβve been told that itβs due to the engine expecting a bunch of different versions of the code for different platforms and having to generate it, but also that thereβs a specific option in a particular file I can set to false to prevent that during development. I know Iβm being somewhat vague but this is all I have and Iβm spending 15 mins on every recompile boys I need a hero
Hereβs hoping you guys know what Iβm referring to cuz compilation time is gonna kill my productivity otherwise
nope, completely blank
@glacial arch idk the setting exactly, but i do recall something about how it defaults for all compatible platforms. like theres a way to disable it so it only compiles for certain target platforms, but idr where. i think thats what it is at least
anything in log?
oh weird it seems to be ok now that I force it to open the class defaults window pane
for some reason it wasn't opening it by default and also wasn't telling me it was a data only blueprint either so I assumed it was broken
instead of just not opening the correct views
anyone know why my audio in my level sequence is synchrone on my computer but on my android phone its not?
Hello I imported a swimming animation but instead of the animation swimming forward he swims up
anyone know how to fix
So uh... unreal isn't fond of 12k textures
Why does unreal have 12k textures?
Hate**
Unable to build obb larger than 4gb for Android (Oculus Go)
Im getting this error
Packaging (Android (ASTC)): ERROR: Stage Failed. Could not build OBB. The file may be too big to fit in an OBB (4 GiB limit)
I have 7 360 videos. I need all of these for the app
Any workaround for this?
After moving a folder from an unreal asset pack in unreal to another folder all the material references seem to be broken, Fix up redirectories doesn't work.
because you moved it
of course, move with Export or Migrate.
or fix the refs manually
moving assets between projects is a pain in UE
The thing is that i want to migrate that pack to an existing project to a folder i want them to be in.
what would be my best option then @fierce tulip ?
try to migrate first, and THEN move
so, in that case, prepare what you want to migrate so its already in the right folder structure
fix redirectors, migrate, done
or that
@copper flicker dont mess up your main project, mess up the temp one :p
especially if you have version control itll save bleeploads of time
yea makes sense
So.. meanwhile.. I have a George and Mary question.
What happens if we run both on the same tick, from external sources.
Like one is triggered by a trigger, one by the Player.
Next.
What happens with.. WhatIfWeRunThisTwiceSameTick if it's called TWICE during the same tick?
Also, from possibly external and internal sources, with different values.
Is it going to run only once?
not my forte :/
I want to set the all actors to dark Color
Is there someway i can reset it to go back to there main color after like 10 secs?
I've opened up a temp 4.19 project and created the folder structure as was needed to be in my main project. Then I've added the pack from the library to my temp project and moved the folders.
After that I've migrated the folderstructure to my main project
does somebody know why my character is not leaning forward when Im swimming ? got my animation from mixamo
@crisp snow all I see is poor folder management?
Thats a lot of folders
Does anyone know if theres a way reverse combined meshes in HLOD back to their individual assets?
There should be lesser and a smarter way to manage those files in folders.
The more you have the more complicated it gets sooner or later
once again.. can anyone help me with my George and Mary question?.. which I beautifully and superclearly described above π
I especially need to know if the WhatIfWeRunThisTwiceSameTick event... will run, or can run multiple times per tick
if let's say it's called twice, by different actors
Question.
Will UE 4.25 require you to reinstall?
I was on 4.24 when i started so i have no clue about how the updates would work here like
generally unless you are adventurous you dont install beta/preview versions
but if you download .25 itll be a new install
every engine version 4.XX. is a new engine you download
anything behind the XX. (so 4.xx.3) is an update
just woke up, havent had coffee yet, so me explaining is... poorly done :p
@fierce tulip I know, not my choice. Not working alone on this project
Slap your coworker
^ Getting angry is never an appropriate response
If there's issues, talk to them. Don't be an ass.
Regarding landscape materials: If I set the layer blend mode to alpha in the material blueprint, instead of weight or height blended, is there any difference between using non-weight blending and weight blending in the layer info?
Itβs just that the terminology being non-βweightβ blended makes it sound like it would only after laters that have their blend mode set to weight blended
you shouldn't be doing it on tick, if that's what you're asking
Cast shouldn't be that slow, at least in BP world
C++
I'd say it's negligible unless you do it in a hot loop
abandon all hope
Help...
i cannot build light anymore.
in the console: LogStaticLightingSystem: Warning: WorldSettings.bForceNoPrecomputedLighting is true, Skipping Lighting Build!
what is the meaning of this? i have nothing change, i think.
because you are forcing no precomputed lighting, you cant build lights
or well, you cant build lightmaps
iow, everything is dynamic lit
@scenic storm make sure this is off in the world settings
ive moved around 50gb projects, always worked
if it doesnt, generally you missed something
(minus the odd bug)
@tawdry storm it workt, thank you^^
having said that, never touched code-related folders, blueprints are fine
bit too busy to try, but i never experienced it myself
unless I forgot something/messed something up
@light lintel it never occurred to me,
just use to run "fix up redirectors" often and be sure that all related assets are saved
Speaking of bad folder management...what do you guys recommend for good folder management?
I haven't done a huge unreal project yet so I'm not sure what's best
@surreal glen what do you mean? way of organizing folders - how to divide assets to folders cleanly?
yeah
so that when you post your folder structure people don't laugh because it's nicely organized
Fun fact. You can colour your folders
Idk what's industry standard if there is such a thing, but look up UE4 Style Guide for one idea
And do note. You can have multiple content browsers
mhm... IMHO the most important rules:
- Keep organizing/cleaning up your content all the time - if everyone on team cares about that, you're already have a big success
otherwise your content become a mess very quickly, i.e. people tend to put stuff in their "personal folders" which is pure evil, since all the enviro meshes are in their folders named "John", "Motherfucker69" instead of nicely organized Enviro folders. Keep project structure clean from the very beginning and try to update it every time it becomes messy (although the last part is more difficult in larger teams) - Use special folders, i.e. "ThirdParty" to keep all the marketplace junk in a single location, don't spread everywhere. It also prevents creating like 100 folderes in the root.
- Use unreal's special "Developers" folder (hidden by default, but can unhidden in Content Browser options), assets there don't appear in asset pickers - preventing anybody from accidentally using a personal junk-test that somebody else created
fix
up
your
redirectors
and make sure version control is on when you do
@copper flicker there is no "same moment"
there's always one that runs first
oh crap, scrolled back, sorry -_-
Make "folder rules" that are easily to follow, so you and others can easily follow them
- Animations
- Characters
- Enviro
- Gameplay
- Maps
- ThirdParty
that's example of simplistic main structure that most of project can use - obviously not exactly like that
I have a folder called "BigFiles" so I can separate out the git LFS into that folder
and remember about "trash on the street" rule - if street is clean, nobody wants to be a guy who drops the first trash on the street
if are there trash already, many people will start throwing garbage everywher
@surreal glen ok, I'd recommend stop doing "BigFiles" folder, your entire Content should go the same way, use LFS for everything
always minimize the hassle, get related assets together if possible - "BigFiles" is already making daily work more difficult π
especially that you gonna have so many small files soon that you need LFS for it too π
oh... and try to cook your project regularly - this way you'll detect broken assets soon enough
if you'd run first cooking after a year, you gonna deal with a lot of errors and messed up assets
also you'd discovered that part of assets won't be cooked - that happens if assets is referenced by string, from .ini files or some ways of "soft referencing"
and you'd have organize your assets a different way, like folder you want to "always cook" and some "never cooked" folders
Has anybody had issues reversing media textures from a paused position?
File Size Reduce Under 100MB? (Mobile)
It's all desktop currently
Can go forward and pause. Then resume play forwards from that same point but reversing will jump right to the end.
I've tried recording the position and seeking before setting rate to -1 but still the same thing.
Posted on the answerhub and another person mentioned they had similar issues.
Tried with .Avi .mov and frames also.
hey guys, can someone help me please, i started out learning ue recently and i was wondering how i can delete c++ classes from the content browser that i created and maybe wanna redo.
i like to keep things clean ^^
I am not ashamed that I had to much fun with an error in scaling
@fierce tulip You probably mainly make Visual Design and textures that have 1-2K resolution, but did you ever cared about packaging size?
And You do not work for Epic?
π€
nope hehe, and you arent allowed to randomly @ epic people besides victor :p
Victor?
but, I always try to keep texture sizes small where possible, make sure there are no duplicates, make sure there is no identical shader permutations, etc
and if not i mean i started with a blank project and I want to make my game down to 100MB π UE is bad at Packaging
Luos do you work for epic?
no
k
i think there is a version on github that replaces almost all ue4 engine content to 1 poly meshes, 16x16 textures, etc.
in theory you should be able to get a small project down to 30-ish mb
almost every gamejam has a ""The Tiny Award" for the best game that comes in under 100mb."
https://www.youtube.com/watch?v=gc6HGBx1WJk this is only 96 kb. (not ue4)
Seriously 96kb in a world of games where games like GTA 5 are of 60 GB.This game uses procedural generation technique which means that it creates all the assets from scratch(from the start) so it requires a high-end PC to run and but still I was able to run it even though I cr...
lower mesh count, uv channels, lightmaps, texture sizes, optimize code, etc
it would be great, then i know its possible
but even if i have a blank project i dont come udner 100MB
so its UE itself
because a lot of base files get added that you dont have to add, and some of it needs to be optimized
but some not and these are the problem, any way to exclude them?
might want to ask in a channel thats related to coding/engine
How to reduce the size of your packaged game.
okay Ill thanks, my last question.
To who should I shout out, that works with Epic (employee)
you cant really, they dont appreciate being @ -ed
pm?
same
these are the Forum Mods?
forum mods are just people who offer moderation to the forums
so no employees on this discord
and community team is here to solve community issues and occasionalwebsite etc bug reports
perhaps you could say why you are interested in talking to Epic devs in general?
Is there a way to get in conact with an employee (no Epic Support...)
I really have to say something that should reach up to the UE4 Developer team
Its incredible that there is no tutorial for something simple as shock wave.
there are many
if it's so simple why don't you just make it? π
@light lintel Who are they?
I just told you
"and community team is here to solve community issues and occasional website etc bug reports"
how to be they
You didn't watch it
aren't amanda and victorlerp employees?
It was ment to this guy Luos
tbh nobody really says you cant @ them. Its just that you prolly wont get a response
Good way TO look whats the problem https://i.gyazo.com/3460c94bb19f28fab5624c63e9d1f830.jpg
and id have a separate acc ready just in case
@spare sun we mods often get requests to make people stfu for dm-ing em
well, we did get em a lot. its not as bad now since they are no longer in a sep catagory
tbh they should put it on only frends can dm
I do and it's the best thing ever
no randos
cannot recommend it enough
hmm I think Epic Support is the only solution π
technically you can reach them on github and such, but epic themselves being open for questions? Better luck asking a question on one of their streams
well forums could take a while and you need to be lucky if an Employee sees your post
we can talk to amanda or vic, but they tend to be busy so if its out of their knowledge or not directly related to community they might not respond
my question?
there where issues in the past where they got targeted when things would not work, we kinda drove the entire marketplace team away because of it, and due to quite a few doxxings/other harrassments online targeting devs when stupid shiz like spidermans waterpuddles downgrades happened, they tightened rules for devs to be active in the community.
it would help a lot actually
Luos I can say my question or note to the team
Should need to stay, casue i am not allowed to ping u as u said (if i am finished)
@light lintel if they don't want people dming them (which I'm sure also includes Victor tbh), setting it to frends only dm is a solid option
your lack of knowledge on how to minimize ue4 project files is not a reason to contact em :p
its like me asking wyeth how the orbit module works
well i could just remove the UE4 Engine Content Folder :/
HOW TO MAKE GAME EPIC????
wat
@light lintel epic has customer support... for actual customers
lol right? Dont pull a karen and go to the management.
buy the engine, get massive support
^^^^^^
they'll even ship devs to your office for training and such
you aren't
you didnt pay them yet
at best you're a licensee
thats you not understanding commerce :p
π
it really isn't
and I suggest you pick up a lawbook before spouting nonsense
you are not a customer. Or would you argue that you are a thief because you downloaded the engine without paying, too?
Luos The Problem taht I am having with UE is that they stay on it. They dont let them time to make a proper UE4 version (24 is bugged fo example).
They extend the engine, thats good and could be helpful. But focusing on small things like getting Packaging right or optimasation for mobile in that sit.
same logic
@radiant haven false, they have teams fixing stuff, and other teams add stuff
its a dynamic thing, so things get fixed, other things get broken
but they mainly fix bugs and not not proper coded stuff as like packaging. Would you say that the packaging of UE is bad?
lmao
bruh.
no such thing between countries
packaging has significantly improved since 4.0
you are free to criticize the way they go about developing their engine or thinking there should be more resources on the topic of choice if you think something's missing but no one owes you anything at this point
So you are just citing random laws that dont actually apply to your situation and only loosely agree on your point?
wat
No. We are notorious for saying F you to other countries laws
But having a blank project compiled and has over 200MB, then its not userfriendly
@radiant haven starter content?
engine content
@light lintel same
I think
No Never use/used starter content
it may be much but there are ways around hence its not a priority. You could work on it yourself you know and submit a pr with the feature fix
Luos i know this ive seen ton of tutorials/docs, but at the end only a reduce of 30%
I've gotten one of mine to somewhere around 60ish
I think it was ambershee that got a game around 30-ish mb
speaking of, where is ambershee
Take a look at this https://github.com/polymoon/Nano
i was asking the same thing Cranz
Ive made an android game very small low poly /everything was not more than 1k vertex or 512 texture size
it literally had 70MB
π€
name change?
he's prolly done with some people :p
name still exists
Luos ill try to get the engine content C++ removed and engine content
i mean experience π
nowadays I consider sub 1gb a small game
I consider 100MB
100mb is simple mouse drivers :p
if you wanna do mobile I guess there are some hefty considerations
yea
I think the development of game industries have come to this point that they know how to optimize a game in all ways
equally I wouldn't consider a full scale mobile project a beginner project to throw yourself at
true that
space is a least concern optimization
so thats why for me 100MB
lol
there are many more concerns you want to optimize before you optimize for disk space
I mean Pubg Mobile has 2.3GB
RIP PHONE
for mobile you often seperate the game with an additional download pack
haha I think actually the reverse
with more power we tend to underoptimize
for sure
prioritizing development speed over runtime performance
Luos YES!! Youre right!! But THis shouldnt be, it is bruh if you still need to download something seperately
one of my first projects our lead programmer put in a dummy array in memory that he didn't tell us about. we were then told to optimize across disciplines. when we came to a point where we couldn't optimize anymore, dude showed us the array and deleted it
ambershee π
oh
I saw a story like that in regard to a 3DS game where someone reserved 12400 floats in an array lmao
give him the dm
so people optimize earlier I'd guess? :P
asked him, he said no thank you
ambershee is still on forums under original profile name I believe
what's a good system for handling multiple weapons? put the logic for each in the character bp and just hold the different weapons as enums?
he's a ledge alright
or has he a history
or make the weapons objects themselves
thats the game
has a multi-threaded, fully networked swarm implementation
oof
never cared about file size
but now for mobile its one of the most important things
most important thing imho for mobile is it being popular :p
lmao
well my game rn has 3.5 Stars :I (MY FRIENDS downed me)
and its quiet popular
made 20β¬with it
π
for 3months work
it's funny how dunning kruger works
lol
good friends lol
anyways, just keep gathering info on optimization and reducing filesize and you'll be fine
I wonder what it'll take to get to see vengeful Luos
getting screenshot from amber in a bit to show filesize on drive vs cooked build
ok
or well, a quote
"using FMOD meant that all our audio compressed down to about 5MB"
luos ask him if he removed Engine COntent/Engine C++ Classes
more i dont need to know
C++ class don't get cooked, dude
compiled modules are included, and you can simple disable plugins π
"we didn't remove any C++ classes"
@brave gate I was pretty sure this was the case but I didn't wanna say anything without double checking
"we did modify the build settings to exclude some stuff
but that only cuts out like 10-15MB tops"
I feel like a middleman
core engine is still too big/monolithic from mobile-dev perspective, but nothing you do if don't compile engine yourself
well I really wonder how he did that
probably has the experience to find and optimize where necessary
wonder if there's a game out there that don't use collisions or traces
really curious now π
iunno hehe
I don't think you can register agency without some kind of listener
I guess a game that only responds to gyroscopic controls perhaps
BTW IDK if it saves something but if i export out of maya EVERY model that I use (not merged/grouped) and import it (without "combine meshes") Would It save space?
instead of export/import every single one
π€
doubt it
if you are really nitpicky, make sure all verts dont have decimals.
so instead of 1.23424/1.3534/1.65333 use 1/1/1
can save a few 100 mb on million polygon cubes :p
does that actually work
going for texture-less workflow would save you megabytes and gigabytes, i.e. low-poly styles
using minimalistic sound design would save a lot π
yes, back in 4.0 you couldnt import 1gb+ meshes
but if you moved all the verts to not have decimals, they could get sub1gb again
tried with 10million poly cube :p
"the most important thing is the asset blacklist when making your project small
there is so much shit in the default engine content you can cut out
things like a 32MB texture used for depth of field"
well that's a 2 hour delete right there
π€
lol
π UE is bad in deleting takes H
instead of removing it via file explorere
the problem lies in references between assets which are full path strings
^
don't remove engine content from the editor
just exclude it from cooking
yeah but equally if it didn't take time you wouldn't have time to sit and contemplate the misery of life
ready to throw photo-scanned textures at virtual texturing π
yeah, NVMe PCI 4.0 is officially confirmed
we don't about sizes and cost
oh
but NVMe is one of major selling points of new consoles
Unreal have new streaming method for next gens
along with brand-new AMD CPUs and raytracing support
people on PC without NVMes are going to suffer with next gen games
nah, that's that huge difference between regular SSD and NVMe, I mean going down from 10 sec loading to 6 sec...
besides 2, all my drives are nvme. dont want to go back
but... at least SSD gonna be set as standard
luos can i PM u (aloowed to=#
becuase games are optimized (!!) to stream for hard drives
okay can you back that statement up @devout gulch
sure hehe
you use streaming strategy where you want to put as much as in ram as possible and keep related data close on HDD
with NVMe you can stream directly to GPU memory
doesn't matter how it's done now, any kind of SSD will give huge boost compared to HDD π
do you have sources
yeah, I heard about direct access to NVMe from GPU - but it's kind of nice bonus which, we, engine users gonna get for free
but still need to optimize for the slowest case of HDD?
you kidding ?
you mean?
for next gen consoles ?
only if you're game is console exclusive π
nobody is going to care about HDD if you game is for next gen
no
only if you are not making game for prev gen (;
you are not going to handicap youirself
well, I'd happy if AAA would push for "you can't play on HDD on PC", but that would cause a major shitstorm π
yea
nor you are going to optimize game for 4 cores because of pc
you can play
it will be just much slower
I very much doubt that anything that happens on console will cause a standard to form on PC either
your problem
Microsoft allows people to buy game once and play on PC, next-gen, current-gen
so ?
not sure if you can/want to disable current-gen and PC with HDD
if not, you need to omptimize for non-crappy experience HDD
why not?
because it is waste of time
or loss of consumers π
millions people with older consoles isn't a waste of time π
it doesn't matter now, only first-party consoles studios could go next-gen only
if they really need to
standard... for whom?!
optimizing for HDD would the be same, just stream the content properly
and enjoy awesome loading times on new consoles without doing exactly nothing
NVMe isn't a standard even in laptops
like who is this hypothetical person we're making games for?
console player
on next-gen console only, and some few % on PC
or someone who bouth PC in past 2 years
I got a PC in the last 2 years and I don't have NVMe
only if decided to buy much more expensive NVMe
I only recommended to people which uses it for heavy work
sounds like a demographic not worth targeting for an actual business case
BUT WHAT DO I KNOW
of course I use it, but it's not a standard
APPARENTLY NVMe IS STANDARD NOW
damn, Steam Survey doesn't check drive type π¦
it's ok we'll just go with the assumption that everyone has upgraded to NVMe
it is standard afterall
anyway, next-gen console will make NVMe a standard for pro-players, people who want to have the best experience
still have to optimize game to run on "low-spec", GPU worse than next-gen, less RAM than next-gen, slower drive than next-gen
business as usual
sure there's always going to be a market for top tier rig enthusiasts, and with console players being at a certain level cross play games will likely start requiring similar (recommended) specs
but I don't think there's going to be an overall change in what is standard
at least until HDDs get phased out in favor of new low cost SSDs
SDD are pretty cheap now though? As long as you arent doing pci-e or m3 or whatever the other option is
anyway this is just my opinion, I recognize I don't know shit but this is my best approximation of what's happening
SATA SSD*
good thing even cheap netbooks use low cost SSD already - so the computer can be thin and reliable
SSD were super-cheap a year ago
price doubled last year
and it can go up, because of supplying data centers (they started to embrace SSD) and new consoles π
yeah, SSD is affordable, true dat
1TB SSD for work isn't a weird dream anymore π
still... happy I'm not doing mobile games π
same
If you subtract editor costs then perhaps. I'd cook it out and test it for realsies though
the memory usage in editor is super bloated, cooked packaged games take so much less
HDD is still usable
recent project in ue4 https://www.youtube.com/watch?v=2ayqra7DwJ4
Short animation Tony Leonard and myself have been working on.
@split crane bro the trailer was pretty sick, is the game a story based name?
Can some one help me ? Im getting this weird yellow and blue stripes in my transforming actors and even in my lines i dont really know whats going on with my project
i changed my crash reporter URL in DefaultEngine.ini but it doesnt seem to be sending
guys can anyone tell me how to make large scale maps (bassicly open world map size of old games such as GTA vice city or total overdose) without getting like 3 fps
streaming levels
oh that's it?
yh
Fair enough thanks
only load parts of the level that is relevant
I tried World composition but I still don't seem to get smooth gameplay
Might give level streaming a shot
@polar viper do you have more than one copy of the project open? if not can you save just one file at a time. what does the output log show
@grim ore ah thank you. I had a few opened incase unreal decided to shit itself when it saw a 12k texture
hello lads
I think I am going crazy
I just retargeted default animation to my human character but it looks like this
do u have to sit there and wait for 2 million shaders to compile when u release game ???
why does the hands looks like this
who did the red deck for the "uncharted paths" event
think no one has ever won a game...
it's impossible
Can some one help me ? Im getting this weird yellow and blue stripes in my transforming actors and even in my lines i dont really know whats going on with my project
is there any advice for jittering controllers?
forward axis is generic usb controller axis 1
sidward axis is generic usb controller axis 2
my vehicle is always moving to the side :/
in hardware properties my controller seems fine no jittering
what does your input stack look like for moving your vehicle? have you tried printing out the axis values during play for the events that move it
@grim ore will print out my axis asap
help. I'm in an emmm... impossibility here...
dunno how to save that chosen value
so that 5 seconds later or so..... it's the same chosen one
the problem is I'm rerolling the booster
I could DoOnce...
but I want to allow multiple boosts to overlap
and when they do, my first boost down is going to stop all of them
well, that might be a different issue
but the main one is... I dunno how to keep saving a new value
With a variable?
I tried adding to an array
renzu.... look at that example
if I save into a Boost variable, for example, Boost will be overwritten every time I reroll
Yeah, it's popping out of some black box collapsed graph. I imagine it's being chosen randomly?
yes
the black box doesn't matter, the idea is I keep rerolling
so.. I can't save this as a local value, inside a function, cuz Delay
without any input
kano, it cannot be random
I roll say... Boost1, out of 5.
I have to Start and STOP Boost 1
and then I roll Boost 5, and I start and stop 5
it cannot start1 and stop 3
Yeah, every time the data pin from the graph is used, it runs all those nodes again. Idk. Maybe you can have it generate an array of random boosts all at once.
input to the right center
I'm not sure what the considerations are. All I know is you have a bunch of simultaneous boosts going at once, and they all need a randomly chosen but persistent "boost type"...? So let's say you know you need a list of 10 randomly chosen boost types, then generate that in advance.
@grim ore forward seems to work i just switched the direction somehow
Rather than choosing them individually on demand which might be hard to keep track of.
@zealous cloak you usually want some kind of deadzone in analog controller inputs
there's always a little jittering going on when its in the middle. sometimes drivers fix it
moving sidewards my axis is between 0(left) and 1(right) around 49.51 when not moved(deadzone
i'd say, ignore 0.45 to 0.55 and use it as "no input" π
(maybe make that configurable)
@wanton wadi the windows controller properties doesnt show jittering, but i will look for some up to date drivers
ok, so it's like having 5 people. you chose 1 randomly to say Hi and Bye. dunno how to keep track of what I chose... so I don't say Bye to another person
there has to be some simple solution...
it just escapes me..
π
maybe with a switch
@zealous cloak i'm not that experienced with UE4, but I know when working with controllers you can get "raw" input as well as "clean" input - the clean input coming through the drivers with the users' preferences
it would be duplicated code
@copper flicker https://docs.unrealengine.com/en-US/BlueprintAPI/Math/Smoothing/WeightedMovingAverageFloat/index.html
Weighted Moving Average Float
maybe there's an option to use the clean one instead of the raw controller input?
there is a deadzone setting in the input settings, click the advanced drop down but its by default set to 0.25
thank you π
@zealous cloak it jsut might be your controller tho as I beleive the axis defaults should be -1 to 1 not 0 to 1 which yours seems to be
your seems to be acting more like a trigger than an axis
@copper flicker So what's wrong with saving the output of "chosen boost" as a new global (not local) variable? And then using that variable as the input for the "boost up down" nodes?
its a logitech 3d extreme
does it have more than one input setting? like on the botton a switch perhaps. dinput and maybe xbox emulation for example