#ue4-general
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@bitter iris Do you want me to google it for you? ๐ First result m8 ๐
sorry
no worries. I actually forgot. It's been ages since I did level editor work ๐
ill calculate the height from ground in my ue4 project as it has to be the same
RIP wiki
i wonder if its time to use wayback machine on the wiki now ๐
absolutely
just for a short while. I think Epic are gonna get some fix in place soon. It's been a bit of a talking point
gonna take a little time of course as they have to filter the entire wiki for good info
this will do for now ๐ฆ
is the unreal way of creating landscape bad ?
if you want a good landscape you wanna be using a third party app
unless you got a lot of time hand sculpting
i got time but not sure about the skill xD#
@obsidian kettle no not really. But it's better in World Machine or another building tool to do procedural heightmaps. Unreal is better if you want to custom sculpt bits.
by that I mean in-engine for matching up with scenery.
๐
i see spline tool xD
lol
btw. how good is your understanding of ue communication ?
Im missing programmer logic here. I am trying to avoid chain castings``` ~~repost~~
struggling for a week with that now. I am stubborn xD
Avoid chain casting by using Interfaces.
@kindred viper what do you mean?
I dunno I forgot what you asked and what I said. ๐
@obsidian kettle https://www.youtube.com/watch?v=EM_HYqQdToE best video on Blueprint Comms. I would suggest a specific one on Interfaces too.
Announce Post: https://forums.unrealengine.com/showthread.php?101051
This Training Stream takes a look at Blueprint Communication. We find that Unreal Developers of all levels can sometimes struggle through the concepts behind moving data between objects. So in this video we'...
lol, already watched !
I think what i am missing is interfaces. I am not familiar with them. I am right now listening to videos ๐
@golden dawn Just a basic first person shooter with pickups. ie. Quake 3. Icons that give you health and armour
yeah Interfaces are the best thing since sliced bread for Unreal.
and to the video. It is a really good video ! I just wished i had found it alot sooner xD
fml why did i put 8k height too -.-
idk, im much more into environments
Collision boxes can perfectly conform to meshes, right?
if youre using auto convex you get okay results if thats what you mean
I had an idea for a realistic inventory system that would be infuriating for both development and actual gameplay
Physical containers that you literally drop items into
I can already hear my processor screaming at me
hey I saved and closed unreal and now the project wont launch
it keeps crashing
Yikes
F
thx for directing me the right way ๐ @kindred viper hopefully the map is roughly the same size but now in tiles
Bro what do
lucid restart your computer and try again if it doesnt start... well, restart the project :3
Y I k e s
jordan, let your player dig for gold ๐
@golden dawn check the error logs. There will be a message. Probably a Fatal Error. Upload the log to pastebin and link here
Ok one sec, restarting pc
so thankful to have an 8 core cpu
i remember doing this 2 years ago with a quad core
boy was it slow
im still on an i7-4790k
yeah never had any problems with it. Got it overclocked to 4.6ghz and never get any trouble from apps
not sure which channel to direct this to, but is there a way to lock a cameras viewport to say 180 degrees in front of it? so a fixed player camera can't look behind itself?
you might need to explain that a little more, but if I understand correctly, you can limit the rotation of the camera based on the forward vector of the player for example.
or am I getting it wrong?
so the player won't be moving it's just a static camera that I want to be able to be controlled to look around, but limited to a certain area
where do I see error logs
similar to the features for locking a cameras rotation that sketchfab introduced
Saved/Logs folder
@slim horizon yeah simply clamp the rotation and location to the limits you require.
ok awesome, d'yknow whereabouts would i find the settings for this?
it's not something i've touched before so a little lost that's all 
I wonder if you could ship a game in a Docker container to make it cross platform
@golden dawn did you delete the starter content by chance?
@slim horizon Not sure how good this tutorial is but https://www.youtube.com/watch?v=5ZizORsZC1s
Top-Down Strategy Camera:
In this collection of videos, we will create a simple top-down strategy camera. It's a very simplified take on camera systems seen in popular games such as the X-Com series.
This Video:
In this video, we implement the rotation bounds to stop the cam...
yeah i'm watching that now i thought it'd be just a setting to change and it proved me wrong haha
it seems nothing is that easy in unreal xD
Everything is easy once you know it. Until then, it's automatically difficult. ๐
no
agree
I diddnt delete or move anything
consistently learning new things
the fun is once you master it ! ...hopefully xD
@golden dawn your path structure is all whacked. .../Documents/Unreal Projects/MyProject2/Content/Content/StarterContent/Maps/Minimal_Default.umap
you have it in your onedrive folder too. Probably not good for security
the path is way long so that can cause issues unless you set the MAX_PATH manually also
So how do I go about fixing that
move the project to a shorter path, make sure you haven;t moved folders around and that the missing files are all redirected to the right place.
So, how much would my CPU want to violently murder me if I went with a physical inventory system?
...right this would be the perfect timing to ask a time long noob question that i had for months now and couldnt get the answer through ue docs or yt.
How can you get the default character from the starter content back without creating a new project.
If I move where things are located will it still appear in the map?
no like I said, your paths are all messed up. Looks like you have been moving things around which is why I asked
Yikes
I havenโt moved anything, but I donโt know how to fix it without moving anything
Warning: Can't find file '/Game/_Unreal_Projects_MyProject_Content/3D_Asset/01_Wooden_Pallet_texcdfcda/01_Wooden_Pallet_texcdfcda_4K_inst' like this. Your folder starts with an underscore. Kind of a nono but probably still works
Iโm glad Iโm finding this out with something small
Can't find file for asset '/Game/_Unreal_Projects_MyProject_Content/3D_Asset/01_Wooden_Pallet_texcdfcda/01_Wooden_Pallet_texcdfcda_4K_inst' while loading ../../../../../../Users/Austi/OneDrive/Documents/Unreal Projects/MyProject2/Content/Content/StarterContent/Maps/Minimal_Default.umap. this says it all really
Can I move the map without everything getting messed up?
depends how you moved it
^^
I havenโt yet
if you moved it in File Explorer you're gunna break crap
if its in editor, the editor cleans things up, but if its outside of the editor, you are borked until it gets put back
I donโt know what happened, all I did was save and reload
hah ! i went through this pain and learned my lesson. never move unreal engine folders. migrate ! xd
I've accidentally moved folders in the content browser because of a crappy mouse before. Its not nice
When i want to package an zip up etc i just migrate the map @obsidian kettle that way only the assets i want in the map are in a new project
well redirectors can help if you want to go through that learning process. But you would need to know where you went wrong, and in that case, you could just move the folders back.
yes. unreal shows you a list of dependencies and you still choose to not take whatever you dont like
another good beginner tip. if your data is important to you, make a back up befor going changing stuffs. as newbie it can always be a pain getting status quo back
Will do
@bitter iris https://forums.unrealengine.com/development-discussion/content-creation/38886-problem-importing-tiled-landscape-from-wm looks like this
Talk about Level Design, Static Meshes, Physics, and more.
ive just been on that lol
I restarted again and now the epic games launcher isnโt launching. I know for a fact I diddnt do that
so what i cant do 1024?
@obsidian kettle Source Control = essential. Anyone tells you otherwise is a liar, and if you work with anyone who refuses to use it, sack them ๐
quick question, how do I split one action to do two things? (I'm new to this)
sequence
@bitter iris no Idea. sorry
its cool ill try figure it out
Ok, so do they occur at the same time then?
since you speaking of it. i have no real clue what it is lol I thought i will look into it after i am good enough with unreal engine. when would it be good looking into it ?
no thats asyncronous that you need @ionic lagoon
Marc you seem to know what youโre doing. Any idea why decals would look washed out or too transparent?
maybe the texture group?
mipmaps?
Im more of a coder than artist, so that kind of problem doesn't arise much for me
following a guide on how to setup the blueprint, what could this RelativeRotation node be? Can't seem to find it
Can you be a bit more specific Marc?
have you tried enable dbuffer decals lucid?
@ionic lagoon to have two actions simultaneously they need to be asyncronous. Otherwise a Sequence node would do one, then the other. https://docs.unrealengine.com/en-US/API/Runtime/Core/Async/index.html
Execute a given function asynchronously.
Ok thank you
@slim horizon a variable ? for the cam
Is there a trick to mKing point lights cheaper for cpu gpu? If i spawn a pointlight at runtime, can i set it to static at runtime? Would that help?
I'm assuming so? completely new to blueprints so idk
I've just been asked to limit a cameras rotation in a scene and i'm baffled haha
you are following a tutorial, right ?
@rancid lynx that doesn't sound right to me. I presume static would be baked.
following a guide but thats the only bit i can't work out what it is
On a scale of 1-10, how inhumane would it be to have a PC run a game with Death Strandingโs physics/balance system and physical containers for inventory
i'm following a screenshot lol
Thanks. Im on the train. So i cant test it. Poop
Is it safe to say my project is basically gone?
Least these japanese guys wear a mask 90% of the time
@golden dawn that depends how much time you want to put into fixing it
@rancid lynx you could probably find some whacky shader tricks to simulate it and process it on the gpu instead. Im not really sure. Its a complex beast is the lighting engine
can i suggest you to follow a tutorial vid or so lol
Look at the left site can you see the variables ?
it's a weirdly specific thing i'm after i can't find much on it haha
this is all i've got rn
@rancid lynx you could probably find some whacky shader tricks to simulate it and process it on the gpu instead. Im not really sure. Its a complex beast is the lighting engine
@kindred viper wow. No idea how. That sounds smart though. Ill try and checkitout
i've got the rest setup its just that relativerotation bit
@slim horizon if your camera is in your level, you will have to get the variable for the camera from the level. If you spawn it, you can store the reference as a variable instead
got the camera bit in, it's just the missing link of the "target -> relativerotation"
yeah you will need to create the variables too, not only the nodes. the light purple one is a rotate variable, the target dunno witch reference
@slim horizon i would advise you trying to understand rudimentary. eitherway you will need it there is no shortcut (:
yeah looks like you are running before you can walk there
yeah I know haha, got my head mostly around unity and now this 
Marc, lets go back to the topic source control*. How important and when to start learning it xD
honestly i imaginated it as something that can wait :3
ugh man. You will be fine @slim horizon we all start somewhere. I ran a mile before I could walk when I started ๐ I made a tool that uses satellite data to create a spline based road in real world scale. Little did I know that a 63km road might mess things up a bit ๐
@obsidian kettle Source control should be learned before you write your first line of code if you ask me. If I were teaching classes, I would start with source control, make a simple text file, show how to edit it, then revert it back to a previous version. Then you are ready to code.
visual scripting is coding. Anyone who says its not is an elitist coder that belongs in the 1990's
nice lol
so i can call me a coder xD
why not? Donald Trump calls himself the President and we all know he is a wig on a stand.
j/k but you know
well, the system is broken that alows that. But only because there are alot ppl like that around, I dont feel acting/behavior like them too.
Being better
Trump is the visual scripter of politics. Makes some noise and lets the real coders do the work :p ๐
In all seriousness though. Never let someone else put you down for your effort. They are jealous and want you to fail. Those people are usually dinosaurs who went stale
look the bright side. he proofed every dumb can be president. all you need is money and abit hate speech xD
...fast topic change. So i should look into it asap
Low bar lucid
source control
@obsidian kettle Some people find Git/Github an easy way into source control. But ideally you should want to be using Perforce. It's quite complex to setup at first though and scares people.
I am trying to set the visibility of a widget to off when my game starts, when it starts I have a toggle to set the visibility to active for the gun (when game starts it is not usable/visable) but I'm not sure how to go about it.
I am trying to link the toggle to visibility of the widget as well
@soft atlas set it to off in the editor?
I am already scared by hearing the name "Perforce"xD
The benefits are that your code will stay "cleaner", right ?
no the benefits are that if anything messes up, you can revert it to the point before it broke
Subversion:cough:
oh, for that i have like 8 copy atm lol
I'm not sure what you mean @kindred viper
call me over prepared xD
dont be afraid to use different source controls. Tortoise was another good one I used once.
im coping in hard drives and usb sticks xD
@soft atlas if you want the widget to be invisible when the game starts, just make it invisible in the editor. Then SetVisibility to true when you need it in game
Your doing it the hard way nun
I am trying to toggle it with the visibility of the gun
I once worked on a project that was almost 100gb. The project lead didn't want to use source control. Everytime I wanted a new update to work on, I had to get 100gb of files on an external USB drive, from his house.... so we have this running joke now. Whenever something messes up, I look smug and say "Should use source control". ๐ Seriously, it pissed me off
btw we lost 3 months work because his main hdd failed. That was fun
@soft atlas so when you set the visbility of the gun, just set the vis of the widget too? If you want them "linked" you can simply write one function to do both and call that
lol, yeah i will jump once my project reaches 1 gb
I do it once I have my base project down. No point waiting if you ask me. In perforce, if you don't set it up immediately you have to do some custom paths to get a pre-made project in too. Which can confuse people a little.
google drive is a bad source controll ? xD
I Call the visibility of the gun in the player character but I cant figure out how to do the same for a widget
i would be familiar with it at least. but yeah i will definitly look tmw about perforce
@soft atlas well what I suggested would work. Could try that
Anyone else talk to themselves in source control submit text? ๐
I'm not sure where to do that
got it ๐ thanks for the help guys
@soft atlas create a new function and just do the same thing in there as where it is now, but add the widget vis too
I had to drag out from the camera node and then it'd create the target->relrotation node i wanted 
as the Fonz would say "Correctamundo"
well that and "what do you mean why is a 42 year old man at a high school officer?"
it's way more enjoyable working on blueprints compared to unity c#
thats probs cause i'm used to substance designer
yeah all this node business is pretty much the same wherever you go now. I fell straight into my rhythm with Blender material nodes because its the same as UE4 pretty much
Anyone know how I could use the grass tool without an actual material and like a mask. I want to be able to use it without it applying a material.
i do enjoy scripting/coding whatever, exclusively for that "eureka" moment when something finally works
it's all for the love of the game
so what do you want underneath it if not a material?
@dim bison
if i'm reading it right that you're on about the placement of the grass?
yeah I just want to paint the foliage on top of the material I have
but I don't want to use the foliage tool
I'm basically asking for like a overlay/mask
so that I can just use the grass tool without it painting another material on top of the one I have set
is the one you want not a landscape material then?
I'm basically asking if instead of using one of my landscape materials for the output, how could I do it without one
so it only paints the foliage in the grass landscape tool
and not the material
oh so when you're painting grass across the terrain you only want it to appear on top of matX and not matY
yeah so that it's basically like using the foliage tool
I just want to paint the foliage layer on top of the material ive painted with the other layers
foilage shouldnt affect any material should it?
No but I'm not using foliage tool i want to use the grass landscape tool
so that I can procedurally place lots of foliage and rocks because my landscapes pretty big
Iโve been trying for about an hour to save it and I give up
Thanks for your help with it though @kindred viper. Even though I lost the project, I learned a lot
ah sorry to hear that. A lesson learned is never a loss though
True
And it diddnt look half bad, so hopefully next thing I make will look even better with what I learned.
What do you recommend for making meshes before importing to unreal?
Yikes. Time to learn blender again
Havenโt touched that in like a year.
I made the donut and thatโs it
lol watch the new donut tutorial that he released for 2.8
make a cube !
Trust me, he teaches basically everything you need to do know to get started
He made a new one?
yeah he made a new one with like 10x more detail and he goes into liquids and glass etc
blender 2.8+ is just insanely amazing, i couldn't possibly use anything else
I can just learn by doing. Thatโs how I learn everything else.
I just need pen and extrude lol
lol
https://www.artstation.com/artwork/oO5LyB my donuts. First time with Blender. I love that software and its getting some Unreal Epic love too so its win win
Importing all the materials and assets into a new project rn because unreal canโt tell me what to do
That looks way better then my donuts
It looks like I could literally eat it
yeah it has issues though. I never sorted out the particle collision problem, so there are merged and overlapping sprinkles
About how long did that take you
I thought it was a week but the wife said it was 4 days, she would know better than I as she had a photographic memory
Good thing Iโm in quarantine
I always love learning new tools and making stuff with them, I just hate the growing pains
Have you guys ever come across an issue where something works well on one monitor but doesn't work well on another monitor??
Currently have a spaceship flying around using Set Physics Linear Velocity .
Works INSANELY smoothly on 1920x1080 60 hz Full Screen mode and non-fullscreen mode. but very jittery on a 2560 x 1440 144hz when it is in FULLSCREEN MODE.
never seen it before ๐ค
hi im new using unreal-engine, i would like to remake an old game that i used to play in my pc but with unreal graphics, im currently working as a developer in a enterprise using java... my question is, should i start using blueprints or directly use c++?
start with bp, when you understand the framework move to c++
@tender folio I suppose you should use both of them.Mostly Blueprints in my opinion.
C++ is done for some secondary stuff.Like adding multiplayer through Photon, or making some AntiCheat system
@rich rose There is a large fps discrepency there, so it would need factoring in the same way as if you were factoring in a reduction of fps.
c++ all the way. blueprint is for prototyping mostly or very simple stuff and i do not recommend you use it much aside from widget interaction. C++ is not done for secondary stuff, blueprint is (look at the name, blueprint)
@rich rose check this page out for an explanation https://avilapa.github.io/post/framerate-independent-physics-in-ue4/
@ancient lotus Thats horrible advice.
because you are negating blueprints
pretty much since people overuse them (atleast the ones ive helped)
perhaps but its all relative. Some people don't need to optimise 100%. If someone is new with UE4, blueprints is the guiding star. Thats why it seems over-used. People are learning with them. That doesn't mean they aren't supposed to use them. It's just another tool and its subject to specification as with C++
eh depends on the speed. ive seen people parse large arrays and performing stuff on them that bogs the game down in blueprint and then question why its slow
thats bad design then. Can't blame blueprints for it
not blaming blueprints at all, its the choice and why i almost always encourage the use of C++ instead of blueprints if they have any prior programming experience, heck its why i made the tutorial series to try to move people away that are heavy blueprint users into c++ for their programming
i will start for BP, but i saw that c++ is best option for everything, in performance of course
do you have tutorial series?? 0.o @ancient lotus
@ancient lotus if it was 6 years ago I would agree. But with nativization, there is no real benefit to writing out some functions in C++ when there is a blueprint node already done
still adds some overhead eventhough it has improved, but for general programming in UE4 i still go for C++ unless it something super simple or working with UI
oohh
I use what is quickest and most appropriate myself. C++ base for classes, with blueprint derivations for easy building. I barely see any performance cost these days. That being said, its all about that optimisation level required. If your code isn't sucking up every millisecond, why not I say. ie. Level streaming node. I was writing it in C++ for years until they added the blueprint versions. Now I use the blueprint versions. Even wrote a latent version as a node because its easier all around, for me, for others and it doesn't affect gameplay
thanks so much, its just that i was looking for
i have no idea about c++ but i used to program with C# and java
so i think c++ could be good to learn
Subbed to your channel for later but I have to go. its 8.21am and I am pejoratively tired ๐
๐ thank you
same.. subbed
@kindred viper thanks for the info! i'll def read it ๐
anyone here have a place to point me to that is good for planetary gravity type of plug in or tutorial ? been trying most of the day to get this but the plug in seams to elude me how to use it and the tutorials kind of lost me. maybe there are some hidden gems i could not find some of you may know of ?
Hey everyone!I want to know, how can I add custom headers(.h files) in UE4 Source Code?
In Visual Studio when I add these files, VS says file is skipped, and I can't link it by #include in Source Code
And also it requests some .generated.h file which usually creates by UHT(UnrealHeaderTool)
Does anyone have any recs for learning resources including paid from like sites like udemy? I'm not having much luck with YouTube and i'm a self/solo learner so i gotta try a different strategy..... Any format is welcome.
Or any site ya'll know where you can pay somebody to specifically tutor/teach/mentor you? (i'm NOT!! Okay with classroom learning. I work best one on one and at my pace lol)
my biggest learning resource is the engine source
Oh, you have it too?
if you know C++, spend a couple of hours a week just browsing source of bits of the engine that interest you. its not the only resource youll need but it sure helped me
lol I also have UE4 Source Code
yeah anyone can get it
But not everyone can handle it's download/build process
also, this place is one of, if not the strongest learning resource youll find atm, especially now they killed the wiki
I've downloaded it with 150kb/sec lol
if you lurk here, and give back what you get, it'll really help you too
And not everyone have free 95,7 gb of free space on disk
the amount of knowledge ive learned about multiplayer, dedicated servers etc from here is great
On this moment
yeah 100gb build of ue4... ugh... i dont like that
makes me glad i have a terabyte of hard disk space
on ssd
I've tried on SSD
480 gb
There's a lot of problems
Like LNK
Error
Or even simple game build
I don't what's wrong but on my HDD everything's file
Fine*
Strange, right?
how are you building it
theres a set way of building it, where you must run a batch file first to fetch its dependencies
Hello I still have this problem that the editor freezes, starts eating ram and gives this error when I compile or play.
I tried a new project, didn't seem to get this error but since it randomly appears I can't be sure
What's your PC specs?
Windows version?
And full Windows version?..
Yes
Like 1809, 1903 etc
UE4 version?
4.23 source
Hm, disk type?
Hdd
HDD, SSD
Got it
Well, that's strange
This shouldn't happen
Maybe you should try to install from EG Store?
Pre-built version
I have that
It works fine
And this version works fine, but the problem is with the projecr
Idk if it's related but I also use MSI after burner which decreases power limitation on the gpu
Overclocks it
Ye I never used to
When the editor freezes the ram usage starts slowly growing to 16 gb
And when it reaches that the error pops up
Do u know anything about this problem? Cuz I couldn't find anything online
And what happens in another projects?..
Is there a simple way to do this? Cuz last time I did this I migrated the content
But had to copy the project settings manually
And for the other stuff just migrate it?
I also have a dedicated server set up so I guess I'll have to rebuilt it again
With your PC it'll be not so long as on mine
hello! I learn ue4 for movie. I have a problem animating camera in sequencer, when rendering camera goes somewhere and does not move. How do I fix it?
here's a question: does anyone know if there's a console command to print out the label of the engine version a build is using? Doing some build archive archaeology here...
As far as I know, nah.But it can be done through C++ and Blueprints
Just through C++ request for engine version and return it as output string and through Blueprints request this command.This should be placed in World BP as Custom Event and then just easily type in cs yourcustomeventname
=/
hi ! i have a question about cloth simulation, the clothes has to be part of the character or can be a separate mesh? do i have to use a skeleton for it or something?
Usikng 4.24.3 and after saving, if I save again ( forget initially how I found out), it saves even though I did nothing..is that a known issue
ive noticed it messing up version control, and having to submit the same files twice because between pushes it things content isnt saved... so yea
fascinating, ty for verify
Hi, I'm a beginner, therefore pretty new, and I don't even know if this is the right channel, but I would have liked to know if anyone else would know some tutorials about Smokes and explosions.
I don't find any... interesting on the internet, and most are just pack' presentations...
googling "ue4 explosions" gave me 2 tutorials from the get go
then there's this excellent tutorial from our vfx expert gladpartikel on pluralsight that offers good insights on how to make realistic explosions: https://www.pluralsight.com/courses/houdini-vfx-games
might be a tad overkill for a beginner though
@north ivy i'd try by just going trough the getting started content on realtimevfx.com
Well, thank you kind sirs
Hello, I am pretty new to unreal engine and have been trying to make a mod for a ue4 game. At the moment I am trying to make a model swap work which it does for the most part but there is a problem loading any textures. As far as I can tell there seems to be an issue with the references to the materials.
I have built a replica of the folder structure within ue4 and placed the model and the materials in the respective places. I changed the materials into instance materials and assigned them to the model.
Upon looking at it in the reference viewer it appears to be all good as its looking for the materials in the correct place. But after I cook everything, the model uasset seems to no longer contain the information about the materials. When I load into the game the model appears un-textured. I'm not exactly sure where the issue is occurring but if anyone has any ideas it'd be greatly appreciated.
@tawdry nymph #cinematics
so i've made this respawn system - which works the first time health is at 0%, but not the second time... how can i fix this?
have you set health back to full after respawn
guys, how can i read a variable value mid functions, so not at begin play?
how can i set health back to full?
after the event
the event seems to only work the first time health reaches 0%
but at that first respawn it does set the health to 100%
yep
just found out
fs
but thanks though
Agreed, @plush yew. Pretty sure the constant cast would cause performance issues. Perform the cast at "BeginPlay", store the result of the cast as a variable called "playerReference" or something similar, and use that for your branch. If you drag off of the cast result, there should be a "Promote to Variable" option that appears in your context menu
hmm anyone knows what shortcut I pressed to disable seletion in outliner ?
lmao... I was in foliage mode ; )
I moved my content to a new project but this error is still showing up
try migrating the content
or placing it manually
migrating/exporting usually ensures every referenced blueprints/files are exported with it
I migrated
There, I pressed compile on a pawn and the ram usage started slowly growing from about 3gb
And now the editor crashed
And my screen turned black
Wtf is going on
Screen turned black, can't do anything
Guess that means force restarting the pc
yes
Try to install Windows on HDD and boot from it
Then install all of the stuff
Maybe this'll help
I mean you shouldn't migrate UE4
are you kidding me?
It's already installed
are you kidding me?
@young stone Srry but nah
I have both of disk types
And on SSD something's goin' on
I would advice against reinstalling windows <_<
because its not the source of his problem.
UE4*
NVME ๐
Hello, how would I make a curve for a object to follow on a timeline?
Maybe reinstall fully C++ stuff?
@gilded lichen look up "ue4 splines"
Buuut it's better only for Blueprints
Sequence?
I don't honestly love sequences
Because I don't know how to remove this "smoothness" at the end of the Sequence
And I even don't know is this possible
So I don't love 'em
For some video renders of course
It's extremely cool
But not for stuff like "Moving panels"
And etc.
ok so I migrated all the content to a new project, tried compiling the pawn and the same thing happened again
the editor crashed
and same error
I'll try compiling a different blueprint
This is just...Eh...Unexplainable...
ok, tried compiling character bp, works fine
but again compiled the tank pawn bp it crashed again
there has to be something in your blueprint that causes some kind of memory leak 
what's a memory leak
a bit of bad coding that just floods your RAM until it's full basically
question is how you'd manage that with blueprints as they're a safe space for the most part
Hmmm, try to convert it to C++
And you'll find the issue
~
To do this, just click in Blueprint on "File -> Developer -> Convert to C++"
There's will be giant mess
And in case of issue, it'll say where's the error ~
While it'll be compiling C++
Yes, but it's pretty bad
Blueprint from 3 actions is kinda ~600 code lines lol
Easy actions
oof
but I mean the game works in the editor
what is it's greyed out though?
@tawdry storm Are you launching it in Blueprint?Have you installed all of the C++ stuff?
I can use the blueprint that is crashing without problem
Hmmm
I have not
but when I compile, that's it
Maybe you shouldn't compile tho?
Just, ehh, UE4 automatically compiles all of the Blueprints using in the Level at the beginning
well if you don't compile you can't package the project 
I can package the project
oh
but when I press compile on the bp this error appears
There's a second package way
ohhh alright that's a big wtf then
Through CMD and UnrealBuildTool
or if I press play after changing anything
Oh
if this whole UE4 rebooting was quicker I could tell more
now I'll have to wait like 4 minutes to try smthg out
ok
And after every change check this out
I've already went through this struggle once before
And the solution was?..
when I was converting my pawn to be a vehicle
but there was no problem with the editor then
I've already went through this struggle once before
@young stone this was not a bug or a problem, I just needed the bp
ok the editor is booting up again, I'll try smthg
But honestly I've never faced this issue
Even on extremely bad laptop
In case of you're interested
yeah okay so when I do anything in that blueprint, the editor just freezes
Acer Aspire E15 E5-553G-18QW
I used to be able to package and stuff but now it had gone worse
maybe I'm using too many Custom events?
I don't think so
@grim ore i figured it out it stops printing string after the cast node and i believe its because every time i restart the editor i have to rename my player bp because else it wont find it in the search and i wont be able to cast it
how do i fix it
cuz I've been adding them lately
I need them for multiplayer tho
what I'll try now is to convert the bp to c++
I do this from inside the ue4 editor right?
ye ye
Also, Noah, have you compiled Chaos?
Hey, Is there a way to bind the color of a button in a Widget BP Based on a bool?
HELP
Also, Noah, have you compiled Chaos?
@plush yew no,what's that
my nodes stops printing string after the cast node and i believe its because every time i restart the editor i have to rename my player bp because else it wont find it in the search and i wont be able to cast it
You have Source Code right?
how do i fix that my bp doesnt appear in the search until i rename it
if that's ur question
I didn't got it, I mean, you've downloaded it from GitHub?
yes
Oh
I didn't compile chaos
Then I'll DM you some link about Chaos building
in the foilage section of the landscape, if it says 4.5k for an asset does that mean 4500 instances of it?
is there a packaging setting that affects instance materials assigned to models?
@midnight gate is the AI in the nav mesh?
Hey, I come from Unity3D and I experienced that game engine for 4 months. But I wanted to try UE4 and see how it is for making VR games.
How much of UE4 is coding?
blueprints are the simpliest form of coding ever
oh
it's nodes?
but blueprints are most fun to code
ohh gotcha
Hey everyone, it's me again!
I had hard time with baking a smooth edge on sharp edge so I checked a lot of stuff about that. I wanted to be sure that now I get it right and so I wrote it to make it clear in my mind. I wrote it like a tuto so if all the people who have knowledge about that could check it and see if I'm right, it would be really cool and helpful; https://docs.google.com/document/d/1QjEWkwaBhqsLkEPVpjHR6bMLlQGkWmMmYmO_0weVhdM/edit?usp=sharing
It's not even 2 reals pages so it's quick to check. Feel free to directly had comment there. Thanks everyone!
I have one question about drawcalls; I manage to reduce from 400 draws to 30 draws on my game only by reworking my materials and merging the meshes, but at runtime on the mobile device, the draw time just dropped from 18ms to 12ms. What else can I do to get it even lower?
guys im building a game with someone and i want to as k you do you think the map is big or not for moba 5v5 with third person shooter
is it possible to create a parallax effect in ue4
@midnight gate I told you yesterday why that was not working
@limber mesa there is a POM mat function in the material.
if its for a sidescroller/top down view, thats... another but achievable story
@fierce tulip okay sorry!
ill tell you if it does. thanks
hey lads
there is a stop movement node, you can also check for stamina after a key is pressed and before you add movement and not add the movement
I have one question about drawcalls; I manage to reduce from 400 draws to 30 draws on my game only by reworking my materials and merging the meshes, but at runtime on the mobile device, the draw time just dropped from 18ms to 12ms. What else can I do to get it even lower?
@steady ingot Can anyone suggest me a documentation on that?
Does anyone have a good gitignore file for C++ unreal projects? The github default one wants me to add 1119 files, most of them autogenerated, but I don't know which one I should include and which one I shouldn't
I usually use the github one https://github.com/github/gitignore/blob/master/UnrealEngine.gitignore
It wants me to add 1119 files right now ๐
hi, how can i set this timer to stop, when releasing my input button?
hey @grim ore i added in the stop character node but is i still press and hold on a key he moves a little
grab the output from the timer, the return value and save it for later in a variable. When you want it to stop you get that variable you saved and call clear and invalidate on it
@wary birch yes, that's why it's set up the way it is, because there are a lot of files that should be ignored
I mean, I do have this gitignore, and it is asking me to add 1119 files
then it sounds like you have that many files to add in your project?
assuming you added the gitignore already so its active
if you've already staged files that are then ignored with gitignore things can get a little weird
we dont know what is in your project so perhaps you have that many files and dont realize it?
even a default compiled third person C++ template is only 165 files all in all no ignored files
or maybe you've packaged your game into your project directory? There's no "standard" directory for that so it's not part of the gitignore
It is the game setup without starter content, 4 materials, 1 mesh, 1 blueprint, 1 C++ class, I doubt it
or maybe you just have that many assets, that's not that unusual
the one on github is a good one for base projects, so it's not that it's just wrong or insufficient in general, whatever issues you are having will be specific to your folder / project / computer / whatever
welp the easiest thing to do is look at the properties for your project folder and see how many files it shows
@grim ore i forgot please remind me
Okay, cmake-build-debug/ was the issue
eep, thats an odd folder to have in there
Where should it be?
well it shouldnt be there at all
pls why do i have to rename my charcater blueprint every time i open the editor
is this why casting isnt working
@midnight gate we dont know why you have to rename it, what is the error? You should not have to rename it.
I shall just delete it?
and your error with the AI is you are trying to make the character move not the AI
But there are some files that I'm not sure if I should include them
all you need is the Config, Content, Source, and .uproject folders
you should save the Saved/Config folder
the rest are transient and can be rebuilt
Config too?
I mean, I have saved things like my viewport keybinds in here, because I'm using an AZERTY keyboard
yes I mentioned Config, both of them, should be saved
Okay, thanks you very much, I'm going to update this gitignore then
its weird your cmake is in that folder tho but weirder stuff happens
I'm on linux, everything can happen ๐
@grim ore the only error is that i cant find it in the right click search even if i enable show all
you might have to show us that issue?
Guys how exactly can I fixated the camera on my character's head from the beginning of a animation to end? Is there any tutorial similar to this thing?
You can use the Cine Camera, enable the look at tracking, and have it track the player or something on his head to be more exact if you want that. If you track just the player you can offset the look at point to his head
otherwise you can do a find look at rotation between the camera and the players head and adjust the rotation of the camera every frame to match that new rotation
I heard there are some major API changes in 4.25. what will this effect?
.gitignore, Config/, Content/, Portal.uproject, Saved/, Source/ That's all I need?
@grim ore its not visible it just doesnt show up there
@wary birch you dont need the entire saved folder, backups and logs go in there and are not needed, but the Saved/Config folder should be kept
technically there is more if you use collections for example, they are in Saved/Collections and if you do special stuff like build rules they are in another spot but you can add those if you use them
@midnight gate well without an example, a screenshot or video showing the issue, I dont think we can help much. You should not have to rename an item just to get it to show up it should work between saves normally
HOW on earth do i fix this lighting problem
i fixed it before but it came back... magically
@grim ore thanks for your help man I tried something like this it didn't quite work, I am just trying to roll the camera along with the roll animation in fps
anyone know how ???? or why ???
HOW on earth do i fix this lighting problem
@austere scroll
If you move the tree does the lighting fix itself?
oh thats weird, its not static lighting or uv then ๐ฆ
nopre
i tried changing the lightmap resoloution
@plush yew what ?
hhhhhhhhhh
it worked...
well lightmap resolution only affects static built lighting and if you moved it then it would switch to dynamic
Dynamic light
interesting
well its going to break again if you build it
@fiery mortar have you tried using the find look at rotation node or if you are using a cine camera having it set to look at the character and rotate with it?
I just need Saved/Config/Linux/, right?
Hi does someone know how I can use a variable that was created in the character blueprint in a trigerbox event? (in this case I want the health to regenerate when entering the box).
it cant hurt to save the entire saved/config folder, it's pretty small and other tools of the engine might write to it later
So.. no soloution
there is, you need good lightmaps on the trees and good lighting setup
@rare ivy You can do cast to player...I rather use interface
They are some crashreports and worldstates in here
can i find things about lightmaps on youtube ??
yep you can just do linux then I just wont guarantee some other tool later wont write a config file in there and you lose it lol
@formal pebble alright thanks a lot will use an interface then ๐
Is the lightmap data stored in WorldState?
looks like the state of the world outliner, what folders are open or closed
maybe whats hidden or visible as well, etc. so something that can be regenerated and isnt required
Hi guys! Anyone up to help me out? https://forums.unrealengine.com/development-discussion/c-gameplay-programming/1740310-editor-crashes-when-preview-stopped-access-violation-exception?view=thread Here's the forum thread
Hi guys, got this error for a while now and I couldn't find any solution. I'm taking a Udemy Course on UE4 Game development and we were asigned to make a door mesh move(rotate) as one.
This is the OpenDoor.cpp file:
#include "OpenDoor.h"
#include "GameFramework/Actor.h"
/...
@grim ore this is getting complicated for me ๐ is there any way to simply rotate the camera?
What is Content/Collections and Developers?
@fiery mortar you can set the rotation sure, or add to the current rotation there should be nodes for it
@wary birch its the collections system, if you dont use them then you wont need to save it lol. same with developers, its the developers folders
developer folder is a folder that you can store stuff in that is "outside" of the content folder technically. Its not considered part of your project itself so its good for testing or temp stuff
collections are saved searches basically
hold pc near a fire.
what?
hello all how is everyone today ?
not bad, how you doin'
not to bad. s little frustrated trying to get my shit working but not really to bad otherwise.
getting rdy to start a new project
im finally taking he plunge to try to get better with unreal now that i have the licence for Houdini yet like most having issues starting out haha.
nice, i not mess with houdini to much
just got new rig so getting back into everything, been prolly 2 years or so
gotta start some time right ?
i got to beta ue4 so been using for years, but its nice to be back to it
my issue is that my project calls for playing on a globe or sphere like surface. much of the tutorials are half clear i find and the plug in that is made is also not exactly clear how to implement it. going to work on that till i figure it out. maybe take breaks to model my planet
think like a league of legends map or other moba map but on a sphere or globe plane.
there def some older tuts on walking on spheres, idk about new ones, prolly have to fix a lot of code lol
ya thats the issue im facing
i think even the plug in that is free is out of date. so need to figure this out likely on my own with little code experience other then Houdini h script ๐
at least i can hope when i do figure it out will be a blueprint that wont have to revisit to often
brb need get bread from store. 15 min tops. i will be around trying to figure this out often for next couple of days.
right on, stay safe man, wear gloves/mask
I'm trying to make it so I can jump out of crouch, but my character only uncrouches when I hit space.
Any ideas why this happens?
Connect uncrouch with jump
Safe is relative ,scary isn't it tho for a price there are slightly more proactive ways to stay safer, I hear n95 is minimum,optimal is stay home if in affect area have delivered if one can afford it etal
25 days
story
film
movie
and i will teach u all
how i did it
i hope
it is a good idea
see you in 25 days epic games, okay?#
๐
boss
you are the student and the teacher
i am the creator
this is my art
i show it all
25 #'
oh ya bears in windows ,m,cute IT IS
i know u doubt
in place of huts in person
@abstract relic Could you be a bit more specific?
its easy okay
but i dont know how to play
i am an artist
in a cage
how do i make the dream?
the reality?
first clue#
25 days
Sorry I will stop now
It's part of the game design process
Sorry for the spam
I test the game
soon
and we all play together
it is a good game
?
25 days
we all play
Input Action >> Set Crouch Bool >> Uncrouch >> Jump
<@&213101288538374145>
behave.
I thought we test the game ideas in here
Sorry
I am on a little challenge for the game
I have to be the character
jesus ffin c. that row of text.
So apologies
@abstract relic Yeah that doesn't work either
Set up some prints for us please. Crouch state, jump set, vector
"PackagingResults: Warning: While loading "FILE X" failed to load : Can't find file." If i deleted some files on purpose that aren't in my scene at all how do I make the packaging stop looking for them?
Swap order of jump and unchrouch
that better not be an "press alt-f4" type of fix hightide 
I donโt troll in this channel
It fixes the unexplained
Or at all really
Itโs an inside joke. I get a cookie everytime deleting /intermediate works
no cookie 4 u
Darn
Dam
does it really solve that many peoples problems haha
Yes
It does
Hightide what do you mean by prints? I'm new to this.
5 cookies a month
Oh ok one sec
You deleted intermediate in the packaged folder right @slim horizon ?
Deleting binaries sometimes helps as well
I'm having trouble packaging the scene at all atm, i thought if i deleted some unused assets that might help
So what exactly does it print? Or rather how to I hook it up to print things.
You use prints to know if things are running or not
Ah Reece, are there any redirectors floating around? Filter >> other >> show redirector
UATHelper: Packaging (Windows (64-bit)): LogCook: Display: Cooked packages 187 Packages Remain 1926 Total 2113
it works its way through this and gets stuck when it reaches "cooked packages 335" 
back but making bfest haha
Ye swap order?
hey can someone help me out with a small problem that I'm having at the moment
Can you not jump while crouched?
10 redirectors @abstract relic 
Right click >>> fix redirector
allright lads, I made dash animation and used this blueprints and it works but after dash character comes back to where he was how can I exactly change this anybody know?
ye ye i got it, hopefully this was it
Shouldnโt be causing packaging issues though
god knows
@fiery mortar Chances are you are dealing with https://docs.unrealengine.com/en-US/Engine/Animation/RootMotion/index.html
anyone in this lively bunch know much about making characters walk on planets ?
Root needs to move for root motion ๐ต
Hightide Right click what?
@grim ore matthew you are a life saver, thank you very much
Think i've fixed it, i made sure under "list of maps to include in a packaged build" to only include my main scene rather than leaving it blank (aka packaging everything)
it's got way further than it had before
@slim horizon finished?
yeah yeah it was all good
i thought discord had froze i didn't realise that was actually the last message to the channel haha
I am sadden for the lack of cookies
Anyone able to hop into a call to help me with this real quick
Helpful to know that deleting that folder can often fix things though, and TIL about redirectors
So like I can screenshare
even though it was neither of those things lol
they are good things to be aware of
General ritual we have at this point is to delete /intermediate , /saved , and /binaries before packaging
And let them regenerate
yeah it makes sense
ye, be sure to save off any high res screenshots/caps in saved though of course
i don't think i've ever used the built in screenshots haha
constant builds and lightshot screenshots just being sent to my lecturer so never really need them
Hey, How do i change the angle of an image in a widget from the graph tab?
Oh you get to torture your lecturers? Good time
Anyone know why my Character's textures from blender are not showing up in UE4? It is just a white material that gets imported with the FBX.
he asks for builds every other day lately to show i'm making progress
but because of COVID we've got a 2 month extension which is nice
silver lining to the world exploding
not touched it
Ugh
i know i know

I have frequent backups


for real
Source Control is backups...
your doing it the hard way reece
he know's bugger all about unreal tbh
@grim shale Do you mean the Render Transform -> Angle? If so its the Set Render Transform Angle node
as do i, i've barely touched it outside of lighting and terrain etc
i see whatcha mean though, next project i'll look into it there's no point now for a small scene
@grim ore Yep, thx
there is always a point for source control, its the first thing you do when you make a new project so you have a clean initialization
and you do it every time so that one time you where like "I dont need it" you already did it by habit and you have it
perfect time to set up source control
Unreal crashes and now every time I open my project it says it diddnt shut down cleanly and asks if I want to restore. No matter what I pick it says it canโt restore or it just doesnโt open. What do I do
You need to figure out what is it that you just added that made it crash
@golden dawn is that the second project you've broken today? ๐
For example I made an animation blueprint would crash Unreal if I opened it , and when I closed my project with its tab open, every time I open my project it would crash because it would attempt to open it when loading the project
So the solution I did was, go to the files of the project and manually delete the animation blueprint
I had to redo the animation blueprint but it saved the rest of the project
Try to see if you can figure out something similar @golden dawn
for the future if that happens, you can get rid of your editor layout ini files or reset it to default and it would close that window. alternately move that file out of the folder so it wont auto open it then bring it back in
I wonder if there should be a setting in unreal that automatically does source control no matter what ๐
I blame win10 for the recent increase of people complaining about crashes.
โERROR NO SOURCE CONTROL FOUNDโ ๐
most crash's in win 10 are actually driver issues...
and ppl trying to keep 10+ year old hardware going to the very end heh
most win10 crashes are actually microsoft not testing their updates anymore <_<
the CEO even admitted it
we are the testers
and, some former employees talked/leaked about this.
Free labor haha
Just like games releasing releasing "Alpha's" and "Beta's" helps get a multitude of people to find bugs and hopefully squash them before release.
Remember when an update ruined usage of pen monitors and tablets? Good time
yeah.. that was a fun one
@abstract relic one update made win10 think my m2 ssd was a tablet, and fricked up my pc so badly.
Two weeks of no pen
oof
every time it saved data to the m2 i would get a crash.
Pretty brazen policy considering how many livelihoods are affected.
ikr
wonder why nobody ever tried a class action lawsuit or whatever its called related to it.
these updates can cost companies thousands if not millions of dollars
prolly fine lettering so people cant
I'm trying to export a height map (or terrain mesh) from unreal to Houdini, does anyone know if this can be done?
hey idk if this has happened to anybody, but when i run my level in the editor my main menu button works fine, but when i launch it, and click on the button nothing happens but the main menu is still there
wut
yea thats what i said
@fierce tulip is this on the threadripper? that sounds like a nightmare lol
check your log billiams
@candid grail
Guide to the Gizmos available for modifying Landscapes.
I think itโs the 8k textures making me crash
so i want to change to the character from advanced locomotion pack, is there any easy way to merge them with my current NPC / Player characters?
@normal burrow nah, previous rig
ey, how can i set a rule for an input, so than i only works every lets say 5 second...?
it*
sounds like a windows 8 thing lol ๐ฎ
@lucid magnet store the time the input was used successful, and compare it against the current time
how can i do that? - dont know that much yet
@normal burrow how do I fix it
add the level to packaging
take a look at packaging settings in your project settings
Ok thanks
also, search for general documentation on packaging
read it, because its not real sufficient to just go with what i'm saying
Ok thx
Can anyone help me make a certain mechanism in ue4 using blueprint?
@neon bough got it thank
How do i calculate the angle/rotation between two points for example between the mouse and an arrow that i want to rotate towards the mouse?
@grim shale
Is there a BP node for this function?
Alright
Hello! Just a super quick, simple question! Does material landscape painting save it's changes on the map? I'm working with a group through github and need to know if they can work inside the level while I work on the painting๐
iirc theres also a node to find the angle