#ue4-general

1 messages ยท Page 693 of 1

honest vale
plain gazelle
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Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/VulkanRHI/Private/VulkanMemory.cpp] [Line: 279] Out of Device Memory, Requested=4096.00Kb MemTypeIndex=7 <<< I don't have 4096.00Kb of video memory on my card.

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I was opening a blueprint.

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This was on Windows 10.

left arrow
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Hey guys, how can I give my camera the same view I have in the viewport?

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I want to create a camera with the exact same view I have atm

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Cause when I create a camera, the camera spawns random

dark briar
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how do i UNDO a skeleton retarget
i retargetted a charactero to paragon and now unreal keeps crashing and all my animations got ruined since my character wont show up haha

ashen brook
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@left arrow right click your camera -> snap object to view

left arrow
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@ashen brook Thanks a lot!

ashen brook
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@dark briar best thing to do is to roll back in version control to before you retargeted.

dark briar
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๐Ÿ˜ฎ thank you

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ill find out where that is

ashen brook
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are you using version control?

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if not, then you're out of luck

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try manually restoring autosaves

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and then install and start using version control ๐Ÿ˜›

dark briar
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i guess not i just started this engine haha

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ill try that, lesson learned!

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thank youuu

ashen brook
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hehe it's a harsh one, but usually one you only learn once

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if you're alone or in a small team, Perforce have a free version for up to 5 users/workspaces

dark briar
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oh sweet

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thanks!

worldly axle
twilit zephyr
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I'm only starting looking into UE, so will be checking out videos and such. I'm just curious about one thing right now.

I've made a model in Blender. Applied the scale, and it looks fine. Export to .fbx and then import into UE. For some reason the model is slightly distorted. A little too thick along one axis. Any idea what might cause this?

It looks fine if I open the .fbx in for example 3D Paint.

calm widget
plush yew
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Am trying to add my random Sequnce plqyer with the State Machine so both of them work

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Any thoughts?

calm widget
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@twilit zephyr Make sure you applied transforms, check the scale, i put my units to metric and export with a unit scale of 0.01

twilit zephyr
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I'll have a look at that. Thanks @calm widget. ๐Ÿ‘

calm widget
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@twilit zephyr Any time, let me know how it works out. Could look into it more

twilit zephyr
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@calm widget yeah, I think I only applied scale before. Applied all transforms now and it seems to have done the trick.
Thanks again!

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Btw, anyone got any tips for a good video series to begin with to learn your way around UE?

light thunder
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Random question - Where could I get a map image (google, bing, etc) where NONE of the streets are labeled?

rain quail
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idk

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๐Ÿ˜ซ

calm widget
clear palm
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Can someone answer this for me..... I set a static mesh into my scene and went to apply a material instance to it. the material never compiled leaving the default checker board. used this material in another project earlier and it worked fine.....do not understand why the material is no longer working

fierce tulip
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too vague, is the material itself working?

bleak elk
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how do we get to the fracture editor in 4.25?

clear palm
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sorry very new to unreal..... the material was working in an earlier project, I deleted that project and began a new one, loaded all of my assets from my library and now the material does not seem to be working

fierce tulip
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have you opened the material?

clear palm
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yes I have and there seems to be nothing there

fierce tulip
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nothing as in nothing wrong, or nothing as in no content. please try to be as clear as possible :)

plush yew
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i delete all foliage, and ue4 is still running on very low fps, like when foliage where still there

clear palm
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Nothing as in none ... all textures, materials phys material references, parent.... everything is saying none

fierce tulip
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thats because you did not properly migrate it, so the material is bust.

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you'd need to manually re-add the textures (and any mat functions)

clear palm
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the material came from an asset I got on the marketplace

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all of the other materials are showing the same, could the entire asset be corrupted? how could I replace this?

fierce tulip
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you imported them wrong, so re-installing the pack in your project should fix it

clear palm
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already tried that, all materials still in the same condition

dim merlin
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Hi hello, anyone knows its possible to somehow get a path in vector array using the buildin navmesh for ai?

clear palm
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FACESLAP damn forgot there was an additional plug-in required, thanks for all the help

left arrow
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Thank you @plush yew

plush yew
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i deleted all foliage, and ue4 is still running on very low fps, like how it was when the foliage was there!

rose hull
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a silly question โ€“ I accidentally closed all the thingies in the actor editor. How do I get them back?

worldly axle
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Hello, how could i create a volume where the exponential heigh fog isnt here

fierce tulip
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@rose hull I think you can reset it somewhere under the window options in the top row of items.

rose hull
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Window > Load layout > Default Editor Layout only fixed it for the main window hm

shrewd shuttle
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i dont even want to use megascans rn

serene birch
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edit your project file with a text editor and remove references to that plugin

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make sure you have a backup of that file first though ๐Ÿ˜›

fierce tulip
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@rose hull
If you open a blueprint and the view is mostly blank like above use the menu of that blueprint editor window and click on Window->Class Defaults

This will show you a message at the top that says "Note: This is a data only blueprint, so only the default values are shown. It does not have any script or variables. If you want to add some, Open the Full Blueprint Editor"

Click the blue link that reads "Open the Full Blueprint Editor." You will now be able to use that blueprint again like normal.

Why this is happening I do not know. But this will help you get around this bug.

rose hull
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phew; thanks!

shrewd shuttle
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@serene birch thnx

radiant haven
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AI is PAWN or ACTOR?

plush yew
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My "Random Sequence Player" has an array of 3 animation which are "Hit reaction"
As i get hit i will trigger them
1-How i can give it a bool ? i know how to set everything from true to false but how i can tell this node yes you can do your thing now?
I need to use a cache to save it and connect it to the Movement right?

dim merlin
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Hi, so i thought there was some kind of 'lazy' setting here, its now like this in 4.24 ?

lucid flint
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@plush yew elaborate?

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are you using default 3rd person?

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in which case do you not want the jump animation

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or do you just want it to launch in a specific direction that isnt upwards

light thunder
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If I want to do an outline of this image in UMG, I don't want to stroke it here right?

lucid flint
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you need to add some logic to this to determine whether the player is in the air or not

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and with the direction you need to get the rotation of the player and multiply the forward vector by an amount

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@plush yew

light thunder
lucid flint
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ground friction can get in the way of the launch so i suggest adding a value to the pitch input to slightly raise you off the ground

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say like 20 degrees as i used in this one

plush yew
lucid flint
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as in playing the jump animation?

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in that case you need to look into animation blueprints and change the way "Is In Air?" works, to it is not returned as true when dashing

midnight gate
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my ai wont move

lucid flint
midnight gate
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its a blueprint class

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should it be actor instead?

lucid flint
midnight gate
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ok ;-;

grim ore
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wont move, or wont run the behaviour tree.

glad gulch
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Hey there. I'm looking for the right keyword/term or the right workflow to do that: I have a 2D map - as .png. Now i wannt do take this as a template for my Level-design/map. How i can do that on the best way? My first thought was: Do a grayscale picture out of the picture and set it as landscape, so i can countine in-engine to do that. Any suggestions?
(I hope its clear what i mean. I just want my.. letzs say streets (of the 2D image/map) high up a slight bit to know, where i can start in engine for level design.)*

lucid flint
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sorry, i dont know enough about ai in the slightest, i have barely looked into it

nimble viper
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Hey, I wanted to know if there is some places or some people who can explain with global guidelines what tools to use and which approach i should use to help the very basic base of a game. Thank you (having a hard time to understand what is the best way to implement something) Thank you

wary birch
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What would be the most efficient way of knowing if an Actor collision is entirely inside another box collision component?

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Actually hmm

grim ore
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@nimble viper There is no standard, everyone figures out there process as they learn and do.

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if you want to see ways to do a specific problem find someone else who handled it and look at how they did it. Just know that is 1 of an infinite # of ways to do it when programming/designing

nimble viper
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Yeah I understand that, it's just I'm having a hard time making something. Maybe I'll try to make a clear and easy question here of what i want to try. Thank you

grim ore
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yep figure out the problem and if you need help ask, people can try and help for sure

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but "how do I make game" doesnt help if you want help. How can I get my character to crouch is much more specific and can be helped

dark briar
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how much RAM would you guys recommend?

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16gb is definitely not cutting it for me lol

grim ore
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depends on the project and goals

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8gb is fine for basic stuff, 16gb is better, 64gb is not enough for large stuff. etc.

dark briar
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making dark souls like game atm

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i can go 128gb

weak cypress
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would a 2600 and a 650ti be good enough for UE4?

grim ore
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amd or intel 2600?

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and the 650ti is good enough for the "basics" if learning but beyond that it's a bit old on the support scale

weak cypress
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amd

grim ore
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the CPU will be fine, the GPU is a bit long in the teeth. I use an older intel i7 with a 750ti and it "works" well enough for 30fps on high in the third person template.

weak cypress
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hmm ok what about a 2500u?

grim ore
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that would be ok. 2500u is a laptop tho so if you dont have a dedicated GPU with it you wouldnt really want to use it

weak cypress
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it does have a gpu i think

light thunder
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Hey guys, I'm a firefighter on Covid exposure Quarantine for 14 days (feeling fine btw) - I normally work on a VR simulator but I don't have my equipment with me, so I"m working on a small app that quizzes firefighters on their area knowledge (can you find this street so you can drive to it fast?)

Does anyone know a way I could get google/bing/mapquest images that have NO street labels? I thought using some foreign language but even that is problamatic (and gets messy).....beyond photoshopping everything out (which will be a pain and take forever) can anyone think of another way?

regal shard
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how do u erase vertex paint??

light thunder
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holy crap

regal shard
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nvm i figured out u just switch the colors which is stupid

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why isnt it shift click smh

grim ore
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shift mouse should be erase

light thunder
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@grim ore Thanks man, you just saved me a shitload of time, I'd give you a big kiss but you know, social distancing and all that thanks again!

grim ore
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@light thunder I work with google map stuff at work so not a big deal to find it ๐Ÿ™‚

light thunder
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How hard is it to change the themes beyond what they have? I'm just going to do some screen shots of this style here because this will be displayed on mobile and I'll have to have different images for the whole city so you can actually see the different street lines

grim ore
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its not hard, use that automagic website and when you get something you like the api or the json have each element as an individual setting

light thunder
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weird, the color wasn't working but now I got it, thanks I'll keep playing around with it

grim ore
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yep its all trial and error ๐Ÿ™‚

light thunder
grim ore
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neato

light thunder
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how do change the zoom level jumps? i'm trying to mouse wheel in and out to just get the right level but it's very big jumps in between

grim ore
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depends on how you have it set up, the zoom levels are fixed and normally zoom is per level

light thunder
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and how do I just few google maps like normal with this style on (I need to screenshot it without the style image on)

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and if the zoom levels are fixed, it is what it is I guess

grim ore
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so the easiest way is to use jsfiddle and modify it from there. For example from the styling page https://developers.google.com/maps/documentation/javascript/styling you can click on the code at the top right "<>" to open the fiddle. Then you can modify your code form there and run it and it will run it. At that point just find the proper lat/lng and replace it in the fiddle and it would go there

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otherwise you literally just make some web pages and use the code lol

light thunder
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hah, that's clever, like raw dump into notepad html and use that?

grim ore
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it would work assuming you have a web server to run it on if needed but I prefer the fiddle since its basically a remote web server you just edit and run

light thunder
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Anyway to pull out the lat/long from the fiddle? It's not going to the same place when I put that in the javascript, even when I play with the zoom level, it's a few miles off

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because, NEVERMIND, those extra decimals really matter lol

grim ore
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lol

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yep I normally right click and pin in the actual google map I want the location on then copy/paste the lat/lng from that

light thunder
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is there a reason why the water isn't outline? I've tried playing with the overall option but I think stroking the geometry is what I want...but I can't see it change ever

grim ore
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I haven't messed with that enough to know ๐Ÿ˜ฆ

light thunder
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I'm pasting it in the which section?

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oh got it,

grim ore
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try, try, try, and keep trying with that stuff lol. Its soooo complex I guess complex is not the right word, super duper customizable

light thunder
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Yes that is it

night bridge
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guys

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so

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theres this thing called

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Radoll physics

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how do i make it so

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that

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when in a online match one of the players health bar gets to 0 so basically the player is killed in the match that the character the player is playing as drops to the ground ragdoll physics

kind robin
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Hello everyone,
I have a plugin installed to my engine and a friend of mine just downloaded my repository off github but the plugin did not upload with it
I assume it's something to do with the .gitignore but i'm really not sure what I can do

undone sinew
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i keep crashing, simply from clicking objects

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and this crash 6 in 5 minutes

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im starting to go insane

grim ore
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@night bridge You would look at simulating physics on the skeletal mesh once they are dead

undone sinew
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it just came out of nowhere, constant crashing

grim ore
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install the debugging symbols from the launcher so when it crashes you have mroe info

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you could also try going back to DX11 and seeing if it's a dx12 specific issue.

undone sinew
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oh, i might just do that first

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xD

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is that in project settings?

abstract relic
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Debugging symbol first ๐Ÿ˜œ

undone sinew
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okay

grim ore
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yeah the project settings -> windows platform -> default RHI

abstract relic
night bridge
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@grim ore i dont really get it is there a website that discusses that?

short echo
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what is that one twitter account that shows all of the horrible blueprint abominations people create?

grim ore
calm widget
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blueprints from hell?

grim ore
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@night bridge the EXTREME BASICS of this is the following. Actually doing it proper means dealing with the character capsule or just getting rid of the player, spawning in a new skeletal mesh of the player, and letting it replace the player as it ragdolls

undone sinew
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Got the debugging symbols now

cosmic matrix
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Hello,
Anyone know if you can create a session on a gamlift amazon from a php server?

undone sinew
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I'm not entirely sure, but my gut instinct tells me, that it has something to do with using custom layouts.

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Because I was crashing last week when using a dual monitor layout.
Even though I reset the layout to default, when I load the scene, the top view is "perspective", so not everything is reverting.
Is there something about DX12 that can cause issues with custom layouts?

flat axle
calm widget
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Tried running as admin?

grim ore
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@undone sinew its definitely possible, its a different renderer and perhaps the timings are different in the driver

undone sinew
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its just weird how it is suddenly crashing more than usual

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its crashing so much now, i cant actually do anything anymore.

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ill try Dx11 now

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I don't wanna celebrate too early, but I think that fixed it

wooden sandal
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Excuse me guys is there a way to have a complex collider, that simulates physics ?

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I have an object that i want want to move, but it's a box and i want to be able to put other objects inside

grim ore
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@plush yew that should be correct if you look at the default gizmo and the get forward direction nodes are X+ and the get right is Y+

wooden sandal
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Is there any way to solve that please ?

light thunder
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Simple question, is there anyway to make a custom blueprint, like a widget button, automatically occupy a certain category when it is added to to a widget? I can't find any where in the class defaults and I don't imagine it can be done in the construction script?

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@safe furnace check career-chat channel here

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devs will check there first

trim granite
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I was wondering if there's some sort of BP for sculpting that allows sets up hotkeys like Zbursh?

burnt snow
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Hey, a amateur Animator here, wanting to migrate from SFM to a more powerful software for fan projects, definitely considering Unreal 4 as an option. Know anyone I can ask who I can ask questions regarding migrating from SFM to Unreal?

midnight gate
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yall fekin bananas i didnt need to update my drivers to fix ue4

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i had no drivers

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so i just needed to instal them

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HAHAHAAH

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noooooo

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but updating and getting drivers is difrent

trim granite
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So i can't use more then one Letter and no mouse buttons? ๐Ÿ˜–

midnight gate
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that sucks

burnt snow
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@plush yew , there a good tutorial so I know what Iโ€™m getting go into? Also I mainly wanna make Dragonball vids using FighterZ models (the game itself being made with UE4) know how I can get them and rig them?

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I see

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Ok

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Cool : )

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What about rigging tutorials?

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I see, has anyone here rigged using the UE4 tools?

normal burrow
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<@&213101288538374145>

upper heart
trim granite
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Man, it would be nice to have some proper brush controls like Painter for example.

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I can't even setup mouse combination.

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just hotkeys and only one letter per brush.

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this makes it as tedious as switching between brushes, brush strength and falloff for example every time you need to do something else..

rustic vine
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server c++
Which system should be for 10000 users
socket system

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mmorpg

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mmorpg

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custom server

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mmo type

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What type of socket is required for 10000 users

floral arrow
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ever heard of dual universe?

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ambitious project with a single shard

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potential for millions of people to interact on one shard

rustic vine
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metin2

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sample subject or video on this subject

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I am thankful to you

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ty bro ๐Ÿ‘ ๐Ÿ’ฏ

little warren
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Hey, in my project every actor corresponds to an instanced static mesh, when I add the ISM I also add its index as a variable on the actor. The problem is when I remove an ISM, the entire array resorts or does something that makes the original indices invalid. Is there a way to stop this or around this?

obtuse estuary
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spline procedural mesh

hollow raven
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If there's a tutorial on making an effect to the character but the tutorial is in 2D gameplay, will I be able to take his tutorial and set it in my project that is I am making a 3rd person cam view?

shadow jolt
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Hi everyone!

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I'm encountering a strange issue with my particle emitters, all my particles appear black for some reason (snow/fire/smoke)

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My project is a fully dynamic ray-traced scene

abstract relic
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Ray trace isnโ€™t supported for cascade and only partially for Niagara

shadow jolt
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Ray trace isnโ€™t supported for cascade and only partially for Niagara
@abstract relic Thanks for this!

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I just couldn't figure out what the issue could be

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Appreciate it

normal burrow
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RTX isn't ready cough

left arrow
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No flex ๐Ÿ˜Ž

violet goblet
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anyone here using Unreal + alembic hair groom?

upper heart
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Would you guys expect to configure plugins from DefaultEngine.ini or DefaultGame.ini ?

foggy horizon
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Swarm WILL. NOT. KICK OFF. for me. I've spent all of today removing meshes, updated mats, and checking everything possible. Looked at forums, asked around and NOTHING is helping. Anyone got any tips? This is infuriating. :p

abstract relic
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DefaultEngine.ini

rotund scroll
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@left arrow did you post a link to your grass somewhere in the share your work section of the discord? ๐Ÿ˜…

abstract relic
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If weโ€™re talking about intuitive design

grim ore
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@foggy horizon Does the swarm agent show up in your task bar when you go to build? if so what does it say in the log

upper heart
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okay cool, that's what I used. Just noticed wwise uses DefaultGame.ini

left arrow
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@rotund scroll Yeah, I posted some screenshots from my project there

foggy horizon
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Hey @grim ore I will check now. Thanks!

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Ah. I saw that it was running previously, but only had the option to "Exit" I'm in it now and see errors. Trying to interpret with my dumb brain

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Welp, I mean, I have tried restarting?

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3:57:13 PM: [MaintainConnections] Removed connection 13E76B39
3:57:29 PM: [Job] Accepted Job 8C87117F-48E89D40-2756968D-63FBE2ED
3:57:45 PM: [Interface:OpenChannel] Error: System.IO.IOException: The process cannot access the file 'C:\Users\bill\AppData\Local\UnrealEngine\4.24\Saved\Swarm\SwarmCache\AgentStagingArea\v1.690A743C6368399A7B08E1B78BD88D45A2F35464.mtrlgz' because it is being used by another process.
at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
at System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy, Boolean useLongPath, Boolean checkHost)
at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share)
at NSwarm.FSwarmInterface.OpenChannel(String ChannelName, EChannelFlags ChannelFlags) in D:\Build++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Editor\SwarmInterface\DotNET\SwarmInterface.cs:line 1604

grim ore
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super weird. You have tried restarting the PC and opening the project again yes?

foggy horizon
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yes, but not since I've deleted a ton of objects, etc. Let me try again. You're the best for helping!

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BRB

grim ore
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yep. At the worst delete that swarm directory and try again

foggy horizon
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Good call

sonic pagoda
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licensing question: if I make a software and sell it to a client I would pay the Unreal Royalties for that profit. But if the client is using that software and making money by using it, does he also owe Royalties?

grim ore
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@sonic pagoda it depends on if your are making a product and selling it, or if you are working on a product for a client for money

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but to be honest send the legal department an email with your exact situation if you want a 100% accurate answer

sonic pagoda
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good point

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thanks

grim ore
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like me as a contractor, work I do for someone I have 0% royalty, the person I am doing work for if they make any money from it they are responsible.

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but say making a VR project and selling it to people to then re use and make money from..... legal lol

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but then I guess if they are just using it as intended, no? Since twitch streamers make money from performances but dont have to pay royalties

last dove
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alright I'm back at it again with another super specific question that someone can hopefully answer:
I'm trying to build a dedicated server for linux (cross compiling from windows 10) through VS2017 but I always get "The selected platform/configuration is invalid for this target" even though I have the correct version of Clang installed. any ideas?

tiny sonnet
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is exporting/packaging a multiplayer game, different from a sp game?

last dove
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the actual game itself, no, but packaging a dedicated server is

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you have to use the source build of UE4 to make servers

crisp hawk
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does anybody have a resource i can look into or some words i can even look up that would help me figure out how to filter collisions based on some condition or something?

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basically the idea is i have teams, and barriers that block everyone except for those in a particular team

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unreal tournament does this so i know its definitely possible

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i know i can add like, collision channels or whatever, would that allow me to do what i'm wanting?

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those seem to work by object type though

mint sequoia
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In 4.25 uproperty becomes fproperty and no longer a uobject... Gonna be fun updating editor plugins

tiny sonnet
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a client hacker cant edit the level blueprints can they?

crisp hawk
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or should i create some collision box or something for each team and put it around the players?

last dove
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@crisp hawk if you make a blueprint actor that has a collision box on it, you can test on collision to see what team the player is on

crisp hawk
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oh is there a hook in blueprints or c++ to basically allow or ignore collisions on hit?

tiny sonnet
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@crisp hawk you want like a friendly collision?

crisp hawk
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thats basically exactly what i was looking for, just wanted to know if i was going in the right direction before i started

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yeah, basically the barrier just won't let players past it if they are not on the right team

last dove
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so like "on event hit -> get actor that hit's team -> if team == <correct team> -> disable collision for that actor" or something

tiny sonnet
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yh set up an enum and use that with a branch. if the enum is true, disable collision for actor

crisp hawk
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ok so i was a little worried about doing something like that though,because what if two players hit the barrier together?

tiny sonnet
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use cast to character

last dove
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you'd have to play around with it

crisp hawk
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but if i do that won't other collisions be ignored on the player then?

tiny sonnet
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can i see your bp

crisp hawk
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or can i specifically ignore collisions with a particular type of object or something?

tiny sonnet
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do you have multiple player controllers?

crisp hawk
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i don't even have that yet, i was just getting some research done i guess before i began it

#

i can probably throw something together in c++ or blueprints, i'm just wondering if there's like a kind of best practice for this in ue4

#

i do have multiple player controllers

tiny sonnet
#

like is it like overwatch where there are multiple heroes, or is it like minecraft where there is a single bp

crisp hawk
#

each player is assigned to a group which i can find in the player state or game state

#

ah i see

#

yeah, there'll be a couple different player characters, however they will all inherit from a base character blueprint

#

so whatever i do i'd do it on the base character so that it applies to everyone

tiny sonnet
#

cast to that base character and pull out a enum specifying a team, use that as a branch.

#

or switch

#

if you have mutiple teams

crisp hawk
#

so i would do that in the barrier actor?

tiny sonnet
#

yh

#

create a variable in the base character specifying a team first tho

crisp hawk
#

ok, so basically your just saying the best way to handle this is to disable collision for a character, won't they fall through the floor though?

tiny sonnet
#

it will only disable collision for the barrier

crisp hawk
#

ah yeah, i can put the team id in the base character

tiny sonnet
#

yup

#

thats what im doing'

crisp hawk
#

ok, but if i disable collision for the barrier, what if another player who is not on that team runs through at the same time?

last dove
#

disable collision for the player not the barrier

tiny sonnet
#

im pretty sure its checks only for that single actor

last dove
#

except only disable like "dynamic objects" or something like that so they don't fall through the floor

crisp hawk
#

sorry, but if i disable collision on the player, haha, won't he fall through the floor?

#

oh i see, ok, so this isn't like the BEST way to handle it, its just a way to handle it

#

not that theres anything wrong with that at all

tiny sonnet
#

yh, im pretty new, im using functions im comfortable with lmao. idk what the pros do

crisp hawk
#

but basically, it would mean that if i had a box behind the barrier that you wouldn't normally be able to walk through (it would just bounce out of your way or whatever), if your going through the barrier then you'd be able to go through the box or something

#

its all good, i'm relatively new to ue4 too

tiny sonnet
#

if thats your concern, add an onooverlapend as well specifying to enable collision

crisp hawk
#

i was mostly just wondering if i should be using collision channels or soemthing for htis

#

its just that collision channels seem to only be for object types

#

but a team is not an object type, although i could make it one, by making an actor for each team which is just a bounding box which sits around the player character

#

what i was kind of hoping for was like, returning true or false in the "hit" event to say whether it should block or not

#

that would be idea i think, but turning off collisions for dynamic objects would work just as well, we don't have many dynamic objects in the game anyway

last dove
#

I use a name variable for teams

#

then all you have to test is a name

crisp hawk
#

i just have an int for the team id

#

basically the same, but this way i can look up in arrays of "teams" for information specific to that team

#

well, they are actually called groups in my game, but same thing

#

anyway, thanks for the advice~

#

๐Ÿ‘

tiny sonnet
#

i heard using destroy actor in ue4 multiplayer isnt smart, is this true?

#

also i heard there are strict disadvantages for games performance for writing spaghetti code

#

is this true

grim ore
#

the first one, "isnt smart" isnt enough of a description to say yay or nay. for the 2nd one the answer is always profile

crisp hawk
#

Good answers, haha

#

I can't even imagine what spaghetti blueprints look like

grim ore
#

If you are "hearing" stuff and the people you hear it from don't actually post data or anything confirming what they are saying then take it as hearsay until you confirm it yourself. or ignore it, that's easier lol

crisp hawk
#

Haha

grim ore
#

otherwise if you want to just go based on what people say, I am saying C++ is slower than blueprints and everyone should code in LUA when using UE4

crisp hawk
#

I suppose if your talking about spaghetti code affecting development performance that's almost always true though

grim ore
#

If I had to assume I would think they mean blueprints in general, most people who dislike BP refer to it as spaghetti in a negative way

crisp hawk
#

I was just thinking though, blueprints you could visually see the mess, haha

#

I mean to be honest, I like blueprints, it's a nice break from traditional coding for me, but they almost always just look like a mess to me

#

Even when they are well organized for the most part

grim ore
#

yep but man... have you ever seen someone go stupid on optimizing written code and nest so many things you can't even guess what it does

#

yay lets put some linq code in the function call with a tertiary check to see which linq code we should run

#

and might as well make it a lamba while we are at it and set up some recursion

crisp hawk
#

Yeah, on gdnet they like to bring up the codebase for lagaru

grim ore
#

because you know the entire program has to be in one line

crisp hawk
#

It's nearly unreadable, so much nesting the tabbing goes way off the page, many hundreds of lines functions

#

Hahaha

grim ore
#

yep I wouldn't doubt it. Just let the compiler do it's job I say

plush yew
#

I've got a question really quickly, How does one mass apply materials?

crisp hawk
#

Yeah, most of the time you see that kind of thing, it's either the programmer trying to be clever at the expense of readability, or simply premature optimization

grim ore
#

if you have multiple meshes selected in the viewport the common details should shop up in the details panel like material 0, you should be able to drag/drop it in there then

plush yew
#

ok

grim ore
#

otherwise you can look at using the property matrix on the items in the content browser if that is where you want to assign them

crisp hawk
#

Exactly, compilers aren't given enough credit these days for how far they've come

tiny sonnet
#

i think messy blueprints look cool not gonna lie

crisp hawk
#

Haha, blueprints do look cool, almost like an art

#

But if you look at it from a readability perspective, they can look really horrendous

plush yew
#

Thx Mathew, thats very useful ๐Ÿ˜Š

grim ore
#

everything can be hard or easy to read, everyone is different on what they prefer, nothing is perfect. Just get 'er done lol

tiny sonnet
#

at the end of my project i duplicated my player controller and expanded all the nodes and functions to make it look more complex. just an obession

lament saddle
#

I make liberal use of collapsed graphs these days that are descriptively named and sometimes with the actual description field filled out

tiny sonnet
#

i still dont name variables sometimes. my ass is going to die a year from now

crisp hawk
#

I couldn't agree with you more actually, be pragmatic is what I always tell my fellow programmers, a lot of people get caught up in how code visually looks

#

If it's a local temp variable it really doesn't matter too much

#

It's the public facing APIs that you should give a little thought into the naming for

tiny sonnet
#

im pretty sure my sword id system im creating has like over 30 swords in it, and most of it is just ajgvdhukhvjgcfjipoihkvj, soooo thats going to kill me

crisp hawk
#

Implementation details don't matter as much

grim ore
#

make liberal use of multiple graphs, you can have one for each thing if you want. one for movement, one for interaction, one for weapon swapping, one for etc etc.

crisp hawk
#

Although if your talking about blueprints, I've found that not being careful with the naming and descriptions can really waste a lot of your time later when you come back to it

tiny sonnet
#

im talking about variables

lament saddle
#

I always forget about the multiple graphs feature

tiny sonnet
#

i use a single graph, cuz im lazy lmao

crisp hawk
#

Are you talking about the blueprints event graphs or whatever?

tiny sonnet
#

enums

#

i have a single sword bp which is controlled by an enum

crisp hawk
#

I've only recently started using unreal so still getting familiar with the lingo

tiny sonnet
#

i set up a universal sword bp which i can adjust with a single enum, adding the components and adjusting the damage, excceeeepppt my enum names are trasssshhh

crisp hawk
#

Wait, you can have multiple event graphs without being a macro or function?

tiny sonnet
#

yh

crisp hawk
#

I need to learn how to do that, that's one thing that's annoyed me

#

My event graphs just get unweildy

tiny sonnet
#

right click on the event graph bar in the bp and add event graph

grim ore
#

look on the left in the my blueprint section, your graphs are in a section of their own

tiny sonnet
#

you can also collapse nodes in an event graph

crisp hawk
#

Duuude, thank you, I didn't know you can do that

grim ore
#

if you do normal coding thing of each graph as it's own collapsable section of code basically

#

all in the same class but you can separate them as needed

crisp hawk
#

Aaah, that's perfect

#

Yeah, that's a good way to think about it, exactly what I've been wishing bp had

tiny sonnet
#

perfect but i doubt im going to care to use it, because fck my future self lmao

crisp hawk
#

I didn't even think about looking into it, just assumed it didn't exist for some reason

tiny sonnet
#

@crisp hawk im pretty sure you can have only 1 major event (beginplay,tick, etc.) in ALL of your event graphs however

grim ore
#

well thats normal coding

#

you cant have duplicate functions

crisp hawk
#

Ok, that makes sense though

#

Yeah

tiny sonnet
#

yee

grim ore
#

there is nothing stopping you from just having it call other stuff which is normal as well lol

#

OnStart calling setup variables and setup ui and blah blah bacon

#

if its longer than 3 lines of code, make it into a new function ๐Ÿ˜›

crisp hawk
#

Honestly I find blueprints fairly hard to organize, so any little organization I can do I'm greatful for

#

My rule is if the function gets larger than what fits on your screen

tiny sonnet
#

use functions and collapse nodes, use comments, components,

crisp hawk
#

But yeah, smaller functions

grim ore
#

they can be if you just randomly start doing stuff for sure but it's like a large codebase where you have class declarations for one class in another classes class file because drunk you thought it would be good and you didnt notice till later

#

which I won't say I do that but.... I do that

crisp hawk
#

There's something called cognitive load, you don't want functions where it's hard to keep track of all the parts of it at once

grim ore
#

sometimes stuff that is unique to one thing makes sense to declare in that one thing even if later you cant find it lol

#

3 months later you go back and man CTRL-F is your friend at that point

crisp hawk
#

Haha

grim ore
#

which the nice thing is blueprint find works fairly well ๐Ÿ™‚

crisp hawk
#

I admit I use Ctrl+f5 a lot

#

Ok so another newb question here, can you do Ctrl+f5 in blueprints?

tiny sonnet
#

i use Alt -f4 a lot, especially when your code magically starts working for no reason

grim ore
#

in theory you shouldnt have to

crisp hawk
#

Just today I was wanting to search for a node and wasn't sure how to do it, I thought about Ctrl+f5 but didn't know if that would give me what I want, I use find references a lot though

#

Alt+f4 closes the window

tiny sonnet
#

ik

crisp hawk
#

Wait why do you use that a lot?

tiny sonnet
#

frustration

crisp hawk
#

Just to close the window after your done with it?

#

Oooooh, hahaha

#

Rage quit, ok haha

grim ore
#

lol alt-f4 is your friend when you start up a project in standalone and forget to code in way to escape or free the mouse

tiny sonnet
#

lmao i just alt tab

crisp hawk
#

Yeah, actually I still have that problem in my game right now, I usually press Windows key then close the window, that's a better idea though

grim ore
#

I try that but then I end up clicking back in the project instead of closing it and why fight when I can kill it with fire the first time

crisp hawk
#

Is there a key command to pull the cursor out of the play window?

grim ore
#

if you are in PIE, its shift-f1

crisp hawk
#

Haha

tiny sonnet
#

escape closes the game as well on standalone?

crisp hawk
#

Aaah, shift f1, ok

tiny sonnet
#

[esc]

crisp hawk
#

Thanks, I have to remember that

grim ore
#

nope escape doesnt do anything in standalone unless you program it to

tiny sonnet
#

idr programming that in

crisp hawk
#

Haha, esc if you want to close the window

grim ore
#

when you start it up in PIE it should mention in one of the corners that Shift-F1 frees the cursor

crisp hawk
#

But if your debugging or something, or want to switch to second player window

tiny sonnet
#

does it come with als

crisp hawk
#

Yeah, it used to say that but doesn't anymore, so I just forgot the command

tiny sonnet
#

also i fckin love als, best asset in existence

crisp hawk
#

I got busy with other things for a couple months so forgot

#

What's als?

tiny sonnet
#

its a locomotion system

#

the creator recently made it free

#

it was 60 dollars before

crisp hawk
#

Sounds familiar, although maybe because I think it's a disability

tiny sonnet
#

i can dm you a link if you want

crisp hawk
#

Yeah, I'd like to take a look at it

#

Just see what it's all about

tiny sonnet
#

many people use it since its so good lmao

#

im using v3 because v4 doesnt have multiplayer rn

placid arrow
#

in my character controller, i had it so that when the character collided with a static mesh it would bounce off quite voilently. this was fun. it doesnt do it any more, and i havent updated the engine so im not sure what i did that changed it.

#

when i hit a static mesh it seems to zero all velocity immediately, and discard any attempt to apply an impulse in the same direction vector as the collided mesh's normal

tiny sonnet
#

on purpose or was it a bug?

placid arrow
#

it was something i was doing on purpose

tiny sonnet
#

code?

placid arrow
#

i dont want it to just zero all the velocity like its doing now

#

sec

#

the one that just says "Event" is an onhit event for the character

#

which is triggering

#

(i put a print in there to check)

#

Bounce length has the constant value 3500.0

frank snow
#

Hello Peoples. I am trying to build UE4 from the master branch of the GitHub repo, and I keep getting this error. I have followed the guide on the guide and am not sure what to do. I have tried looking for an option to increase the memory allocated but can't find it. Please ping me if you reply.

placid arrow
#

so it should be quite a significant bounce

#

but it just does nothing

#

thing is, it used to work :scratchhead:

brave lark
#

whats cheaper? point or spot light

#

@ me please

placid arrow
#

spot in my experience

brave lark
#

oh interesting

placid arrow
#

but theyre all expensive if you dont limit their radius

frank snow
#

Ok, I tried building again, and the memory errors are gone. But it still says that it is missing "HoloLensModule.h", how do I fix that?

tiny sonnet
#

how suited is ue4 for making mmos?

abstract relic
#

Depends on how suited you are

tiny sonnet
#

lets reword that, can ue4 servers handle a mmo?

swift spindle
#

yes

abstract relic
#

yes

#

any cpp engine can really

tiny sonnet
#

k

placid arrow
#

the issue there isnt ue4

#

youll have to add some kind of backend or middleware to it to handle stuff like persistence and authentication

plush yew
#

why does my world look red?

crisp hawk
#

@placid arrow

#

your here?

tiny sonnet
#

it looks like fog

crisp hawk
#

i thought you built your own engine

placid arrow
#

hey @crisp hawk lol... nah, what craziness would that be

#

i did once use your tutorials to make a thin framework similar to XNA but in C++ that i used to try and make a version of one of my games

#

but i realised that it would take me years and years to deliver anything nice looking, so i moved to using unreal

crisp hawk
#

ah i really thought you mr fireworks game was your own engine

#

yeah, its funny, i'm kind of in the same boat

#

i've spent so many years working on my own game engines, i finally realized i just want to make a game now

#

so decided to pick up ue4, mostly because i could still code in c++

placid arrow
#

that was kind of my thinking, i can make and deliver a game with my own code, but it will look crap and support maybe one platform well ๐Ÿ˜„

crisp hawk
#

i had debated unity, but i just like c++ more, not that i couldn't write dll's for unity or something, but anyway

#

haha, yup

#

exactly

placid arrow
#

same, love C++

#

and ive grown to really love blueprint, too

#

and ive grown to really love blueprint, too

#

and the way it all ties together and the reflection works is icing on the cake

crisp hawk
#

haha, its funny, blueprints was another thing that kind of pulled me to unreal for two reasons

#

one is that the others i'm working with are not coders, so they could learn to do some visual scripting, and also, i've been programming for so long now, it a nice break away from coding

placid arrow
#

its still coding though

crisp hawk
#

so most of my game has been done in blueprints except for a few things, i might move some of the more expensive functionality to c++ later too

placid arrow
#

i learned more discrete maths by doing blueprint, that id avoided for decades using C++ and low level languages, learned a lot more about vectors than i knew before

crisp hawk
#

but i love that i can basically use either or, and bluepritns is fast to throw things together

#

yeah, i realized that im still going to be the only one coding probably

placid arrow
#

working on anything nice atm?

crisp hawk
#

i thought maybe they'd be willing to try it out but i don't think they will unfortunately for me, thats ok though, they'd probably just make a mess anyway

#

well, i'm doing all the unreal stuff, one other guy has been off and on helping with some of the "games" in the game, while the other guy is focusing all on the visual content

#

he's new to all this though, so he's still learning blender

#

but i have had a couple breakthroughs which i'm happy about, steamworks functionalty, like lobby, joining and inviting friends, dedicated server, and level streaming

#

i think the idea for the game is going to be really good, its pretty unique and i think it'll be fun once we've got most of it done

#

something is holding onto that .cache file, or the compiler doesn't have access to that file

#

can you manually delete it?

#

its just a cache so its safe to delete

#

if you can't manually delete it, try restarting your computer, and first thing when it loads up try to delete it, then build again

placid arrow
#

ooooh, youre doing a multiplayer game?

crisp hawk
#

yeah

placid arrow
#

welcome to the club lol

#

im also doing a multiplayer game, with dedicated server and custom middleware/authentication

crisp hawk
#

haha

#

yeah, to be honest, multiplayer game wasn't my first choice, but the guys i'm working with really want it

#

and i think the idea is really cool

#

i like exploring games personally, so one day i'll make one of my own like that

#

but for now, since i'm just happy i've got a couple friends who are actually interested in making a game and willing to put time into it, i'm willing to go with this idea. its a cool idea though so i'm happy about that too

#

we'll see where this ends up, the problem with people new to gamedev is they really don't understand how much work it really is to create a game

#

so we've been on this for the past year now and i they've mentioned a couple times they thought we'd be further than we are, haha

#

i think this game is simple enough though, that there's a peak at some point, that when we get over it it'll start all coming together pretty fast

#

i'm just working on the architecture stuff right now

tiny sonnet
#

multiplayer is an entire different realm compared to singleplayer

crisp hawk
#

yeah

#

there's definitely a lot more to consider

tiny sonnet
#

yh, i started my first like 4 days ago

#

@plush yew check the descriptions of each to see if they are different

#

if not, use either ig reeeeeeeee.

crisp hawk
#

whats ig reeeeeee?

#

haha

#

cache file is here

tiny sonnet
#

@crisp hawk i guess, The scream summoning a thousand robloxian souls all at once

#

use either

crisp hawk
#

haha

tiny sonnet
#

@plush yew first of all, wtf is that name. second of all are u trying to package?

crisp hawk
#

@plush yew i'd say delete the duplicates, but i'm not an expert in unreal so i'm not sure if there's some other underlying reason why you have two that you need to fix

#

well keep the dumb over there! haha

tiny sonnet
#

what

#

the actual

#

fuck

crisp hawk
#

i think i've heard that name before

tiny sonnet
#

"consensual and nonconsensual sexual experien..." so ra...

#

yh so im just gonna not talking about this anymore.

#

restarting a old project is always great to get back into tempo!

keen moss
#

Is there a way to curve a decal?

mint sequoia
#

epic's crappy launcher thinks I have a plugin installed to 4.24 which I don't, so I can't install it to 4.24, how do I fix this

tiny sonnet
#

ik nothing abt curves

#

verify ue4?

placid arrow
#

@tiny sonnet fixed my bounce problem. for some reason, it seems that the add impulse should be replicated as an RPC from the server side, if the server just applies it, it doesnt appear on the clients. im not sure why it worked before, but without the RPC i guess its just buggy.

tiny sonnet
#

i didnt know you were replicating, but that makes sense

#

im not on my pc rn sry

#

@plush yew nextx to launch, clik the dropdown and click verify

placid arrow
#

yeah, didnt think it was important for something so simple ๐Ÿ™‚

#

networking makes complicated code of everything and fools of us all

#

VaginaMonologues, you a real fan of that stage show i take it, to have it as your name ๐Ÿ˜„

tiny sonnet
#

you built the engine

#

?

#

wait, lmme get this straight, your a fan of a play, u never seen?

#

i mean u still should watch it if you liked the ted talk so much

crisp hawk
#

@plush yew

#

can you run visual studio in administrator mode?

#

it might just not have access to that directory

placid arrow
#

@crisp hawk just tried to add you as friend... doesnt work unless you add me ๐Ÿ™‚ im not a bot or spammer, promise ๐Ÿ˜„

crisp hawk
#

shoot, ok

#

i keep meaning to turn that off

placid arrow
#

too much useless dm's from newbies asking for tutorial help?

crisp hawk
#

haha

#

something like that~

#

that was kind of part of it, i wanted people to stop dm'ing me and use my server instead

#

but also, gdnet had some bots a couple time that came on and spammed everyone

frank snow
#

I managed to compile my source for UE4, where do I run it?

#

Nevermind, I found it.

dark briar
#

if i wanted to make a pc specifically for UE4

#

anyone have a build recommendation?

abstract relic
#

@maiden swift shookeye

maiden swift
#

@abstract relic Point taken. lol

normal burrow
#

its a good point tho lol

frank snow
#

How long does UE 4.26take to load the first time? I have been loading for 6 minutes and it is stuck on 45% still.

normal burrow
#

cause @dark briar theres no place to talk about that

abstract relic
#

45% is the magic number. Itโ€™ll take time. Depending on your hardware and project

frank snow
#

Sigh

#

Ah well.

#

Didn't think the first load would take this long.

normal burrow
#

If it takes much longer, you'll want to delete intermediates folder and retry

#

did you launch with visual studio by chance?

frank snow
#

I just compiled it from the GitHub master branch.

#

And I see now it is at 69%

#

75%

rotund scroll
#

UE4.26? ๐Ÿ‘€

frank snow
#

There we go, it unstuck.

normal burrow
#

no cookie for me

abstract relic
#

It was never stuck ๐Ÿ˜‰

frank snow
#

Possibly last question, is there a way to get 2.26 to show in the Epic launcher?

swift spindle
#

u mean 4.26 ?

#

it wont show up till 4.25.1 or .2 is released at the very earliest

frank snow
#

Ok, thanks.

last dove
#

anyone got experience with cross compiling dedicated servers to linux from windows 10 in vs2017 or vs2019? I keep getting this error ๐Ÿ˜ฆ

tiny sonnet
#

can someone give me a explaination wut curves and traces are

#

and when they are useful

last dove
#

line traces?

regal mango
last dove
#

@regal mango go to the Library tab at the top middle of the launcher

serene flower
#

my plane does this flashing thing but only when i look directly down at it

#

(it flashes much faster, the gif is low framerate)

normal burrow
#

is there not a sine cosine function for materials that takes radians?

plush yew
#

Need a bit of help

#

My unreal opens in version 4.22.3 unless i launch it from the epic games launcher

#

How do i set it to open in .24.3

abstract relic
#

Right click on the project file. You have the option there. Do note that thereโ€™s no backwards compatibility so you better have source control set up first

serene flower
#

figured my problem out, was due to tesselation on the mat

rancid lynx
unreal sonnet
#

Today I got a wild hair up my butt after work and decided to sit down and try to make a game thing in Unreal. I drew my implementation design on a piece of paper, planned out my approach....... aaaand I've spent the past 4 hours trying to figure out why my IntelliSense isn't working in Visual Studio C++ and why my code that I generated from the Editor and then tried to modify won't compile.

plush yew
#

I'm in urgent need of help

#

my camera's upsidedown

#

in the viewport

abstract relic
#

ah

plush yew
#

and i can't figure out how to flip it around

abstract relic
#

Play >>> F8 >>> move the viewport right side up

#

It's annoying I know

plush yew
#

Okay.

abstract relic
#

We have a dolphin game, I feel your pain ๐Ÿ˜›

plush yew
#

Thank you so much!!!

normal burrow
#

Its so painful, capsules only point Z as well.

thin tendon
#

Anything like a dolphin game would be crazy stressful. When doing my swimming for my game. I realised quickly anything that wasn't traditionally moving on a 2d nav would be a pain

abstract relic
#

Hehe quite. Finding ways to box in the player is another challenge. Walls donโ€™t cut it if they can just fly over it ๐Ÿ˜œ

regal mango
#

@regal mango go to the Library tab at the top middle of the launcher
@last dove and after that?

last dove
#

you should be able to select the engine/download new engines from there @regal mango

regal mango
#

what is it called? can't find it

grim ore
#

what does your screen look like

plush yew
#

Where can i get Meshes that aren't static?

dim bison
#

Depends on what you mean? Could you expand?

plush yew
#

I'm trying to make water effects on a block for a pool

#

and the yt video I'm watching says i need a mesh

#

that isn't static

#

but I can't find any meshes that aren't static in my modes searcher

regal mango
#

what does your screen look like
@grim ore just list of free games I got from EGS (if you're asking me)

dim bison
#

Wouldn't you just use a water material? I mean are you on about trying to get a mesh to float around in water or? Could you link the video your going about?

grim ore
#

I was, you clicked on the wrong library

plush yew
grim ore
#

@regal mango click on Unreal Engine on the left, then Library on the top

plush yew
#

Just water

upbeat lake
#

Can anyone recommend a cost effective (for indie) server rental for creating party beacon lobbies? Not going to run expensive ue4 game modes or levels on it, just want it for persistent party lobby creation. Free would be best if possible somehow. I don't want to do it from a dedicated IP from a home machine because of security concerns.

dim bison
#

You could use AWS or Microsoft Cloud to host servers free for a while

#

Microsoft Cloud offers ยฃ200 for free

#

Which should be plenty and you can always upgrade in the future

#

And in AWS, you can also get some free servers.

upbeat lake
#

hmm, ok. there are some free AWS instances? Didn't realize that. I'll take a look. I know AWS offers pay per use model, does Microsoft offer the same?

dim bison
#

I think so. Most of the big companies allowing servers let you pay by the day I think,.

#

in AWS you can have free tier servers. Anything from like 750 hours to a bunch more for free.

upbeat lake
#

Alright I'll check those two out. Thanks.

dim bison
#

There's both.

#

@plush yew If you want an object to actually have physics and interact with the world. Try enabling "simulate physics" when you spawn in an object.

upbeat lake
#

Amazon has gamelift, do i have to use it to do this?

#

or can i just do my own thing on the server..?

regal mango
#

@regal mango click on Unreal Engine on the left, then Library on the top
@grim ore ah that library, thanks found it

dim bison
#

I'm not 100% sure, i've not really done much with aws

#

but gamelift does say it helps with making servers for games

plush yew
#

ok

dim bison
#

so if ur wanting to do it for a game then might be worth researching

upbeat lake
#

Ok, I guess i just need to do a bit of research. thanks.

plush yew
#

How can i make my water clear?

dim bison
#

Are you using a custom water shader material or the default ones provided in starter content

plush yew
#

default

thin tendon
#

If its default just add some transparency to your material

plush yew
#

How?

thin tendon
#

There are a bunch of different ways and it will depend on how you set up your material

dim bison
#

If you changed the sky and lighting a bit, that might've caused some problems. But transparency and adding a lighter colour might fix it as well.

sage hinge
#

Does anyone know how to make a rain particle extend without losing the quality of the rain particle ... to be able to modify it from a blueprints? an idea

thin tendon
#

@sage hinge I personally found that rain is best done as a post process and not a particle. In my opinion as a particle it uses too much resources

#

And being a post you can just manipulate it with a parameter collection

sage hinge
#

yes also .. I saw that it could be done .. but it doesn't look good .. they look bad .. that's why I wanted to know if it could be done from a rain particle

thin tendon
#

It can its just going to be resource heavy

sage hinge
#

knows how to do what I mention

abstract relic
#

or do both

sage hinge
#

I would like to know how to do it .. an idea

thin tendon
#

You should be to follow a tutorial for particle rain. Then you just create a system for manipulating density. I'm not sure if its the same for particles. I avoid using them

#

But you should be able to drive things at the material level

sage hinge
#

if i have seen that kind of tutorial .. but it didn't work

thin tendon
#

I have found for me what works. I do the tutorials for the basics. Then modify them after to my purpose.

plush yew
#

How do I turn off the auto lighting adjust thing

thin tendon
#

Its called auto eye exposure or something like that. It will either be project settings or world settings

plush yew
#

Okay, thx

gritty coral
#

Made this video today on using Splines with the new non-destructive landscape tools in 4.24 https://www.youtube.com/watch?v=PyZotaQfHi8&feature=emb_logo

In this video I show how to create a spline road to use in Unreal Engine (4.24 and above) which will non-destructively deform the landscape to conform to the road.

Because YouTube does not allow Annotations anymore, I wasn't able to correct something I said in the video. Whe...

โ–ถ Play video
normal burrow
dim bison
#

Hey anyone have an idea how I could speed up painting my landscape without it rendering shaders every single time I paint

worldly token
#

Quick question for everybody here. Context first;

I'm working on a singleplayer shooter. slower paced, lots of control for the player. I'm interested in full body awareness, but I'm not sure how exactly to approach the character design there, nor how to animate it. I've found 3 basic options that are commonly used.

  1. Arms and no legs. Pretty self explanatory.
  2. Arms and leg meshes separate, animated separately.
  3. Full body mesh/animation.

I'm leaning towards option 2, as it seems far more flexible and easier to make believable for a novice animator (experience in material and model work). What's the consensus here? any good GDC talks about this?

grim juniper
#

I just want non-destructive landscape spline editing with blueprint splines, but of course they probably forgot about the 'editor apply spline' node when they added it

blissful trail
#

when i press play nothing happens :<

paper kernel
#

because it keeps resetting delay

#

see tooltip on it

ivory veldt
#

hi all i wish information

#

I would like to know if there is a tool to do the poses directly on the viewer

#

Editor

#

that is, select the bipeds in the editor

#

directly in the editor, that is, can I create wallpapers?

#

you make me a screen so I understand

#

for example if I want to do a pose there how can it be done?

#

for example I want to put the character there and do the pose how can I make him see it?

#

okay

oblique trail
#

Hey all I'm totally new here

#

My name's russ I'm a vfx artist working on a project

#

I have an envirmont and the model animation of a twister I'm trying to port into unreal

#

I for the life of me cannot get this animation to play

#

I'm importing it as a skeleton

#

I tried exporting a much simpler fbx and that's not working either

#

I even tried downloading an fbx from sketchfab that's not working either

#

Is there anyone willing to talk to me about this? It should be basic. I've watched a few tutorials

#

they just drag, drop, set a skeletal mesh and go

#

So do you have any idea what might be stopping me for having this work on my comp?

#

It's not playing in previews either

#

Can you please tell me if this test animates?

#

this is just a box with a moutain attached to it. It should grow, rotate and have a bunch of noise attached

#

thank you so much

#

Maybe I'm exporting out of houdini wrong?

#

I know I have to have Unreal set up to work with houdini to work at all but I have it set up that way and the environment works just fine

#

oh I didn't know that

#

This is super useful thank you so much man

#

I'll come back and post the final product when its done. You're the best man

oblique trail
#

Dude you're amazing I'm so happy I came here

#

Even my tas were scratching their heads on this problem

lament yarrow
#

Is there a way in the Unreal Editor to spawn large amounts of meshes with their locations randomized?

honest vale
#

yes

ivory yacht
#

good morning guys. I am looking for a group, I am Italian, to be able to program a game with unreal engine. I am not an expert but by looking at some tutorials I managed to create the characters, the movements of the doors, vegetation etc etc ... only now I am blocked

hollow raven
honest vale
#

the material editor?

#

double click on a material in the content browser

#

or right click and edit

hollow raven
honest vale
#

that's not a material

#

that's a material parameter collection, see top right corner where it says the asset type

hollow raven
#

Ooo

#

hold

lament yarrow
#

yes
@honest vale How?

honest vale
#

generate random numbers and multiply them with the maximum range you want and use those as xy coordinates

dreamy lake
#

Is there any downsides to using Skeletalmeshes over that of Static meshes ?
Im making a procedural item system, where certain items can be generate with different mesh parts - that includes our weapons and more generic items.

And im trying to figure out the best way to approach this when it comes to dealing with mesh types, as I would either have to generate a completely different generation system for both types or simply just make everything into a skeletal mesh type.

hollow raven
honest vale
#

the name prefix seems to suggest it

#

@hollow raven you need to create a material asset in the content browser if you want to see that screen you posted

plush yew
#

Is it possible to re-use float curves at animations?

runic fern
#

Good Day
Guys anyone know Why the Substraction Box not working ?

#

in Editor Preferences the Update BSB Automatically is Ticked but still not updating

tacit onyx
#

@runic fern Is that white wall also a bsp, if so, is the subtraction brush set to last in the order?

runic fern
#

No its a Static Mesh " Cube "

#

does it work with static mesh or not

rustic imp
#

guys, I somehow made it that unreal is fullscreen, like the editor is on top of the taskbar and stuff, other programs still have the taskbar if I alt tab, how do I fix this? it's not just f11

tacit onyx
#

You can't subtract from a static mesh with BSP.

runic fern
#

oh xD

#

ok thanks i thought i can

tacit onyx
#

Essentials is whatever you need them to be. Bear in mind that people use Unreal for a lot of things these days. Movies, Archvis, Game design, teaching visualization, etc. If you're curious about learning how to do things in the engine, I'd just find a work along tutorial on youtube and follow it. It can take a few days, but they're usually worth it once you complete them and go back over what you've done to understand it. The stuff you learn may not directly apply to what you intend to do, but they're a great starting point.

fierce tulip
#

imho people should start with making maps for UT... but ut4 still is nowhere near complete

tacit onyx
#

You're generally looking for beginner blueprint tutorials. Or C++ if you prefer coding.

fallen marten
#

go to sololearn website for a free c++ tutorial, and many other code language courses

#

Then you will understand more when it comes to scripting blueprints or whatever

uncut pebble
#

Hello

#

i ve a bug that i dont understand

#

when i launch game in Standalone

#

my pawn is like this :

#

but if i launch in PIE it s ok

#

and if i build an .exe it s ok too

brave lark
#

is chaos supported on mobile platforms

uncut pebble
#

if i change map it s ok too

#

@brave lark i don t think so

brave lark
#

how about console

hollow raven
#

Sorry if I ask stupid questions to you guys lol

honest vale
#

that view opens up when you double click a texture in teh content browser

fierce tulip
#

you dont need to set it to masks, just disable srgb

honest vale
hollow raven
#

Cus I'm making dash effects and wanting my character to dash up while he dissapears and showcase my particle while he disappears

#

Doesn't look the same tho

honest vale
#

@hollow raven read some basic docs

#

at least take the effort to learn the UI ๐Ÿ˜„

ivory veldt
#

It Possibile Create pose use Viewport Editor?

#

?

supple totem
#

how do you all keep quick access to commonly needed assets in the content browser?

#

is there like a favorite asset menu?

calm widget
#

You can set up favorites and collections

ivory veldt
#

?

supple totem
#

@calm widget thanks!

ivory veldt
#

i wait response

calm widget
#

@ivory veldt Perhaps no one knows how to help you or what you mean. Elaborate a bit

ivory veldt
#

as unity that selects a model and you saw the skeleton in real time to make poses as wallpaper etc.

lucid magnet
#

Hi. I know its very basic an such - but i am very very new trying to make my first thingy with help from youtube... do any of you know why this rotation is on the wrong side of the object

lofty sail
#

Hi everyone! Is it possible to set derived data cash location relative to project folder? I've only seen %GAMEDIR% var and it seems it locates not to project, but to appdata folder.

ivory veldt
#

wait response

abstract relic
#

@lucid magnet how do you have the montage set up in your bp

lucid magnet
#

im not sure - what could i have done wrong?

abstract relic
#

You donโ€™t know how you implemented it? ๐Ÿ˜œ

plush yew
#

So i created a physics asset for a skeletal mesh. The engine crashed.

#

Now the engine won't open any asset that has anything to do with that asset... eg anims, blueprints etc

#

It's crashing constantly

#

Anyone knows a solution to this?

abstract relic
#

Delete /intermediate folder. Assuming you already deleted the physic asset

plush yew
#

A weeks work is in there lol... and now all assets that are related to that character crash the engine

abstract relic
#

And set up source control to avoid the issue in the future

plush yew
#

Didn't help

abstract relic
#

See if you can open the assetโ€™s property matrix

tacit onyx
#

@lucid magnet Are you tracing to get the normal of the cube next to the character doing the animation?

lucid magnet
#

im not sure, how do i do that

#

i began 2 days ago

#

so i am trying to learn as much as possible

tacit onyx
#

Okay. How are you playing the animation?

lucid magnet
#

I made a locomotion entry connected to my jumping animation

#

i then mad a montage from being still

#

to clib on top

#

those to animation

#

*climb

#

*two

neon bough
#

what type of camera would i use if i want the user to chose from different perspectives ingame (topdown with zoom, 3rd person and first person)

#

could i use the default MartineeCam for all and just move it around when another perspective is selected?

midnight gate
#

IS THIS HOW I DO BUILDINGS FOR GAMES

tight prawn
#

Why does my Windows 10 machine BSOD anytime I launch SwarmAgent while the HyperV network is enabled ?

neon bough
#

@midnight gate that looks pretty complex for an game object

midnight gate
#

nah its just alot of loopcuts

#

its not that bad :3

#

as long as it works and doesnt clip right?

neon bough
#

nah your geometry looks like poop for this kind of mesh

#

also you have some ngons which arent necessary

midnight gate
#

then how do i build buildings

#

i cant just make them out of planes the walls have no thiccnes

#

and i need them to work inside and outside

neon bough
#

and there are more, these 3 are just examples

#

keep the faces to tris and quads

#

you CAN model with planes and the solidify modifier, but the results might need some post editing anyways

midnight gate
#

THEYRE NOT NGONS

#

those are not merged

#

the solidify modifier does weird things with walls

neon bough
#

well, those faces have 5 vertices...

calm widget
#

Which makes them Ngons

midnight gate
#

no they have 4

neon bough
#

no

midnight gate
#

it just looks like 5 cuz theyre too close

#

i merged them now they all have visibly 4

neon bough
#

theres an edge between the ones in the circle for example

#

yea but in your screenshot they wheren't merged

midnight gate
#

well now they are :P

#

there are oficialy no ngons

neon bough
#

good

#

i personally would also align all those vertices, which would give you better usable uv mapping results, but its not really necessary when you use just one texture/material

#

and remove all unnecessary edge loops

midnight gate
#

do i have to remove the edge loops?

#

i mean how worth is it for performance in game?

neon bough
#

only if they dont affect the geometry

#

with one of those buildings the impact is probably around 0.0000001%

#

with thousand of those, it multiplies, so its just good practice to keep objects as simple as possible

midnight gate
#

yea but i never really do hard surface modeling so this is pretty hard and new to me

neon bough
#

its okay to get started, export it as fbx and then import it to UE4 and see how it looks like

#

you may have to watch some tutorial about collision boxes, and how to generate them in UE4 so that your character actually doesnt fall through your mesh

fierce tulip
#

@midnight gate if people can get into the building, you can only do so by setting the collision to complex, making it quite suboptimal. you'd at least have to do each wall and ceiling/floor separately.
Also, modelling does not fall under #ue4-general

exotic cave
#

@midnight gate : Luos is right, it's generally better to do buildings for games in pieces ๐Ÿ™‚

neon bough
#

does it really affect ingame performance or just navigation path generation?

exotic cave
#

It's because of the collision. You generally want as many colliders as possible in your scene to not be complex colliders, also known as mesh colliders.

midnight gate
#

setting use complex as simple allways works for meshes

fierce tulip
#

yes, but its more costly

exotic cave
#

Affects ingame performance super much if you start going crazy with complex dynamic colliders, @neon bough

fierce tulip
#

@neon bough ue4 cant make collision with holes in em, so you cant get into the building otherwise.

midnight gate
#

but building in pieces caused me some awful graphical issues

#

plus i need full buildings not randomized and modular ones

fierce tulip
#

this will give you collision, lighting, and performance issues in other ways

midnight gate
#

so using complex as simple is more costly than just using complex?

exotic cave
#

No

#

They're the same

fierce tulip
#

thats the same

midnight gate
#

oh ok

#

good

exotic cave
#

But it will get expensive if you have scenes with lots of buildings.

#

Like, how big is your scene and how many buildings will you have?

midnight gate
#

a city

#

small town city

exotic cave
#

My experience is UE can probably handle it but the colliders have to be static and not dynamic

#

Oof

midnight gate
#

open world

#

aaahah

fierce tulip
#

collisionwise you can get away by creating a unique collision mesh, but still

exotic cave
#

Yeah, best to not go with complex collision then

midnight gate
#

id like to have dynamic lighing aswell

#

for day and night cycles

exotic cave
#

The thing is that collision is in general a very expensive algorithm

fierce tulip
#

and often the reason why speedrunners can speedrun :p

exotic cave
#

It's O^n with the most naive implementations, though UE probably does better

#

But even so

#

It's not cheap, and mesh collision is SUPER not cheap

#

Once you start to get into O^n speed algos with stuff like per-triangle collision

#

Even supercomputer becomes teh potato

midnight gate
#

well the last game i made had full maps done as a mesh

#

and just set to complex as simple

#

and it ran at ok fps

exotic cave
#

If it's working for you, go for it ๐Ÿ™‚

midnight gate
#

like 20-30 fps

fierce tulip
#

lol

midnight gate
#

on my barely reaching requirments to use ue4 laptop

#

id say thats quite alrit

exotic cave
#

is terribly worried that his demo drops to 70fps at times

midnight gate
#

but the meshes were very simple

exotic cave
#

Yeah, for a basic laptop that's actually very respectable

rotund scroll
#

@fierce tulip slight issue with the modular approach in unreal: lightmaps end up not matching so you can get quite a lot of artifacts

midnight gate
exotic cave
#

I'd say if your system is working for you, go for it. However you might want to eventually consider an overriden and simpler collision mesh at some point.

rotund scroll
#

but otherwise I agree

midnight gate
#

you can test how fast the game runs on your pcs

fierce tulip
#

not if you do them well.

midnight gate
#

i think its well optimized

#

since it uses dynamic lighign

#

cuz it has no uvs

rotund scroll
#

@fierce tulip I need the tutorial on that

exotic cave
#

I find my tree trunks have to be complex too, and somehow UE is handling a few hundred of those in my current scene without dying

#

Magical really ๐Ÿ™‚

#

UE's performance certainly impresses

midnight gate
#

hey guys how do i make the objects disapear if the charcter is far away

#

for optimization

#

cuz thats the most common way of optimizing right?

exotic cave
#

LOD's

#

Are the preferred method these days

#

Level of Detail. You use really simple meshes for faraway stuff

#

UE can automatically generate them too.

rotund scroll
#

not sure if distance culling is enabled by default

frosty bloom
#

The amount of stuff one can do to optimize goes far beyond 1-2 things

rotund scroll
#

but occlusion culling is

exotic cave
#

You can of course distance cull too if the spirit moves you and you don't mind putting in some fog or whatever to disguise pop-out

plush yew
#

anyone know when chaos is coming out of beta?

fierce tulip
#

@rotund scroll worldofleveldesign should have some, and the interwebs is filled with em.
generally, proper uv shells per smoothing group, enough padding, and some lightmass/bake tweaks in engine and done.

rotund scroll
#

aw damn, I had hoped you had a video handy with examples too ๐Ÿ˜ฆ

exotic cave
#

@midnight gate : That Wandering game looks cool ๐Ÿ™‚ I'm stunned that much complex collision actually works and is performant!

#

Lotta mooshroom there

#

๐Ÿ„

unreal sable
#

How do i exceed 4000 in terminal velocity?

fierce tulip
#

by going faster :p

unreal sable
#

Changing the limit in project settings won't affect the actor.

#

4000 is the max limit

fierce tulip
calm widget
#

Start moving the world by that point : )