#ue4-general
1 messages · Page 714 of 1
Is it fast enough for this kind of game I want to build towards?
So understanding how they work will help you
Yeah but people can write slow code in any language
Can’t avoid that part of learning
Sounds like it's a good idea to start a few blueprint games before using C++. I could always make a few smaller prototype games.
I agree
You can hypothetically find the slow parts in bp and attempt writing native code for those things to a point
the engine has a lot of of functions so using blueprint through trial and error is a good way of learning how they work
But starting with bp won’t be a mistake if you want to get into things
its good to debug using bp, and its easy to visualise how the different systems interact, once you know that you can access the module functions in the code easier
Hi guys, the fan on the left it´s an actor because i wanna add some animation, and the second one it´s a static mesh, for lighting I only use Skylight as stacionary, both has the same material, i built the light, but then i don´t know why my actor it´s brighter than the static mesh
So other lights are static?
only i have warning for uvs but is not about the fan it´s about other model
What does the fan look like with optimization view: Lightmap density?
There are two fans there?
I mean on top of each other
Unsure what those black bands are
yes, it just to make my point
that one is an actor and the other one a SM but the actor it´s brighter
Yeah there will be differences between the two. But I don’t think it would be by this much. Which makes me think the lightmapped fan isn’t getting good light data for some reason
So was curious if you’ve double placed the static geometry perhaps
Not talking about the movable one at all
Those black scuff marks are something I’ve not seen before
Ok
Gotcha
Well I mean you could address it’s lightmap resolution
See if that does anything or not
address? what do you mean?
It’s so dark compared to the other one that it makes me think it’s just not receiving photons
It’s red in the picture because it’s lightmap resolution is too high or too low I can’t remember
If you adjust the lightmap res on the mesh until it’s green may be worth trying
okey i will give a few minutes to bake the scene
i think red is high
I do too
Not confident though lol
There pink and blue but I can’t remember if pink or red is high. Do think it’s red
blue is low
The blues
how i can stop my emitter from facing the cmaera
camera*
its from Mesh Alignment tried every option there ;d
Niagara?
my goodness
it's been at Compiling Shaders (1) for hours now packaging
oh i know why
forgot to change the texture
Hi Guys, is there anyone out there with GTX1080 or GTX1080ti. Would like to test my project for performance if possible. The project is aimed at RTX 2080 cards but would like to check performance on 1080 or 1080ti. Anyone interested let me know. Its a small game like level. 1 gb in size.
Is it fine if I try it?
I don't have a 1080
not sure how much difference there is
from a gtx 16 series
YOu can try, but i am afraid its gonna be huge drop. I used to own GTX 1060 6gb, and it had places where it struggled.
I can send you link in pm.
okay thank you
Give me a minute to build it. Had to change one small thing
it only need this to build
it's been on there for awhile because i left a 4096x4096 texture there
Yea,,I know I have to zip the file and upload again too.
Okay
Sent you the link.
Hi Guys, is there anyone out there with GTX1080 or GTX1080ti. Would like to test my project for performance if possible. The project is aimed at RTX 2080 cards but would like to check performance on 1080 or 1080ti. Anyone interested let me know. Its a small game like level. 1 gb in size.
@lilac crow Anyone else let me know.tnx
@lilac crow I'll give it a go
Ok, thanks. Sec gonna send you the link.
Anyway, let me know how many keys you were able to find. or if you finish it completely.
I am having a minor crisis regarding scale over in the Animation channel if anyone feels like having a quick look for me.
I think its likely a basic issue but I have been working on it with my beginner skills for hours and not result...
I would be very greatful for any help with it
Heya all. I'm having troubles with kinda ghost actors in editor. They stay in project but not seen in actors list, also can't find them with obj list class=xxx - but they work when i load the project or recompile the blueprints (i see them writing to log). They are spawned as actors of my bp from a widget and are usually deleted manually or with ctrl+z without problems. It's ue4.24 and i get such case for a third time. Anyone could point me a workaround or a possible reason? Really don't want to migrate everything again.
I'm getting an issue where even though I have visual studio's installed and it works with other projects it does not work with the one I have that's attached to perforce source control, where does UE4 save the path to visual studio's is there a solution to this?
This happens even if I launch the build with visual studio's
@misty creek Hey man I'm trying to do what you said and it worked. My only problem now is that the user seems to be able to activate it from anywhere on the map
@safe shoal I saw that you created a forum post related to P4V integrations (forgive me I know that post is from 2014) but I could really use a hard :> any idea what might be causing the issue above, also we have a plugins folder that we need to remove the read-only protection for when we rebuild the binaries with the UProject.exe is there something we can do to fix that?
Sorry for bothering you directly :> hope that's okay
hi i have two identical cape meshes in unreal, i have cloth painted one of them. is it possible to copy the cloth paint on to the other mesh?(Note i cant simply duplicate the first mesh)
I have just accidentally hit a coulple of keys while messing with an unreal mannequin, I had it out in the world, now when ever I try to open it, unreal crashes...
all the mannequin un the preview window have lost their material by the looks of it too
I think I hit ctrl and the windows button...
Guys, hi.How can I get Character Movement from C++ script?(I want to understand, is player moving on the ground, but I cannot check it even from FPSController by itsself)
This is what I found, but it doesn't help too much:
UCharacterMovementComponent* CharacterCastedMovement = Cast<UCharacterMovementComponent>(GetMovementComponent());
It says there's no errors
But I still can't find something through . or :: or ->
This is a C++ question you will have more luck there in future #cpp however I am here to save you :> have you included the right file?
yeah idk why but it happens
try getcharactermovement
u need to include headers tho
This is a C++ question you will have more luck there in future #cpp however I am here to save you :> have you included the right file?
@light bone Which headers does I need?I mean, GetCharacterMovement() works fine and there's no any errors
:> 1 mo
:> 1 mo
@light bone and which header?=/
:> 1 mo, short for moment
Oh gotcha
#include "GameFramework/CharacterMovementComponent.h"
Your trying to get this from the character correct?
Yes
Cool 🙂
Not really sure where this would go but does anyone know how to import multiple objects from blender as one skeletal mesh? (It imports as several skeletal meshes)
Everything needs to be parented to the Armature
Right now you have over 16 independent rigs
Goodafternoon guys Can i use SpatialOs with steam session ?
Still doesn't import correctly @abstract relic
For cloud or saving data or its individual data
Obviously
Spatialos for servers?
yes
Yeah, you can
With advanced sessions
Yeah
cool
My team looked at using spatial but it's quite pricey and more advanced than aws
AWS is a lot simpler imo, I'd use them, unless you want all the spatialos features, it's about 4x the cost.
Parented to armature, doesn't work?
the thing is my game will have in every session Max 6 players so idk if really need to use integration for that
i will check that thanks
No
_>
Without them, your project with bork
bork?
with them moving assets to an another folder is impossible
i can't delete folders etc..
and i have to click fix up anyhow
and it takes ages to delete and move assets
Believe me. Manually updating all references upon each change instead of simply pushing a button isn’t fun
it's already the case...
No it is not
yes it is
you have to click fix up redreictor references or whatever is the name
it makes no sense why it's not automatic
That is not manual 😜
can't delete these damn files
have to manually go into the file browser and delete it
manual enough?
I’m talkin updating each file directory in every asset
if it was automatic, all assets would have to be commited on source control everytime something changes, if it was automatic, it would be also slow as f because i just never fix them up ¯_(ツ)_/¯
So spoiled 😜
@digital anchor that explains a lot
So @abstract relic I have to set the parent of all the objects to the same thing and the put that under armature?
nvm I got it
Hey guys, can I delete content of /Logs and /Crashes folders in my old backup projects?
Yes they’re just to tell you what went wrong. Shouldn’t be needed unless something weird happened
Thanks a bunch
setting relative rotation to a component needs to to be movable ?
did Anyone tried ANimation Insigts /
?
I launched it onces it worked (captured all tracks)
turned off editor, run again and doesn't capture anything
wtf
ok
it seems that filters must be enabled before you start pie
at least in this case
Every time I try to package project when compiling shaders get's to 1 it stay's there and nothing happens.
are rpc's more expensive than replicated variables?
im trying to decide whether to use an rpc for changing the MaxWalkSpeed or whether to replicate the MaxWalkSpeed value
last thing said in output "PackagingResults: Warning: Expanding mip (512,1024) to (1024, 1024). Memory overhead: ~50%"
a couple more of those are behind it
but they passed
Im getting this error while packaging.. How can i fix this?
Memory means ram or disk space
how much space is that taking up
that's so much
i don't know
if it's any of those
let me see
i was going to say
I packaged it once before and it did fine
I did.. And Nothing
how much ram have you got in your system @wide quarry
Close YouTube
Hello,
I have a survival type game, where I save certain variables from my actors, and when loading I first destroy existing actors (if any), then spawn fresh
PackagingResults: Error: Runnable thread PoolThread 4 crashed.
PackagingResults: Error: begin: stack for UAT
PackagingResults: Error: === Critical error: ===
I have 32gb @covert pollen
Project is 20gb on disk right?
Roughly yes
Okay.. Its packaging again.. When i removed the compress option
>>> hex(18446744072375502953)
'0xffffffffb07c0869'
likely an off by one error or the like
Does anyone know why when I play my packaged game and close it with alt+tab I can still find a bootstrap running in task manager?
like a 38mb task running with my games title
alt-tab?
yea i just hit the exit button when you alt tab out of habit
but it closes the application
Quick question about ue4
Is it possible to make 2d pixel rpg using ue4?
Something like gen 2 Pokemon
If so, where is a good place to make a start?
Hey, I import one of character to blender and export to fbx. But when I upload to unreal engine is very small. Is some like method how I can make it bigger to normal size? I using 2.79 blender
I see
i was looking aroun in the weapons component 3.0 asset and i saw that it had server replication and all that set up is it ready to use on a server for like a fornite game
I I somewhere saw something like scale it x100 and later x0.01 or something like this but not remember and can't find it
aw I can't even run it
does anyone else ever had problems with delay in a custom event ? like engine freezing
Or another way. Which size in blender should had character?
I am new to unreal - on an imac - for some reason it will not let me click on any other apps - this just started - any thoughts on why?
Windows?
@p@t ya, for some reason it thinks it is overlapping with my second monitor - if I reduce it's size so it is nowhere near the other monitor's screen it seems to be working again - thanks
Anyone here every take the Ben Tristian Udemy Class for C++ and Tom Looman's? Any recommendations for one over the other?
Yeah I love Gamedev.tv classes, but Looman's looks good too
if I had to pick one... 😉
it does look good, however it hasn't been updated in over a year
what does it mean:
arithemetic between types float 4 and float 4 are undefined
pls help
Your writing that error wrong?
no
Am guessing you meant float3 and float4
yes
It means your doing some math like rgb*rgba
Which has no answer
Need to mask off alpha
the alpha blend?
Show where the error is
Idk the proper use of that node
But I think you meant to plug in A instead of RGBA
thx so much
but whats this
This layer has no layer info assigned yet. You must create or assign a layer info before you can paint this layer.
Hi, I have a pretty basic question, I have read that maximum map size is 20x20km, but I only manage to make it 8x8, what am I missing? Thanks!
I think you might be confusing the maximum landscape size with the maximum map size before you start running into floating-point issues
So, maximum size of landscape is 8161 x 8161 units?
So, maybe I'll ask other way, what is the maximum size for multiplayer game and how do I achieve it?
Would recommend not having 100 for z tho
There’s not a feasible maximum I know of. The literal maximum you don’t want to near
Further away from 0.0 and precision dies
I need help
I've tried multiple times on different devices but I don't know how to fix it
I package the project for android
but I get an error saying "Unable to run on this device! App is packaged for OpenGL ES 3.1 but device has not met all the requirements for ES 3.1 : Device has OpenGL ES 3.1 support: NO Floating point render target support: Yes This device only supports OpenGL ES 2 but the app was packaged with ES2 support."
When I package my game for people to play it Do I need to include the whole folder or just the exe file
If your device doesn’t support 3.1, the game won’t work on it with engine .24 and up (iirc)
One of the recent releases dropped support for below 3.1
so which unreal engine version should I use
Well first, how old is your device?
p@t For someone to play my packaged game do they need the whole game folder or just the exe file?
Game folder
tried
k
Models?
I ask because I looked into 3.1 once and if they were made within the last long while they should be 3.1
But we could check the skus to be more confident in theory
android 6.1 is samsung
Operating system version isn’t helpful. Is it a galaxy 3 or something?
Technical Specification of Axia QS5509A, auto-generated by SpecDevice application. Actual hardware list.
if its a QS5509A its 3.2
you shouldn't need to package with es2
the problem seems to be that it thinks it needs es2 for that device for some reason
beyond saying to try maybe updating the device if you haven't idk what to do
possible someone in #mobile would be more familiar if not here
there are no updates for that phone
i dunno itchio
k
you don't just zip it up?
oh yeah wait im dumb
it does for me
well nothing with speed
it only speeds up a bit
with how far you go forward
btw @plush plinth on the cahracter movement component theres is a floor variable
is in floor you mean?
use that to determine if your on the ground or not
theres a raycasthit stored in there too yeah
logic woul dbe, if grounded: jump, if not grounded set something to true and whne grounded if true jump
i cant find it
oh thank you
need to add that bHopOnLand boolean but that should get you the classic bunny hop hold thing
could dump a lot of that logic if you want it to just keep jumping like painkiller would
thank you so much
oh i think i know why it wouldn't launch
why??
@plush plinth this, forgot there was a landed event
they require you to press hold it once per jump right?
or can you just keep it down to jump multiple times?
keep it down to jump multiple times
didnt work
lets see your graph
here
make it match up with what i have in recent one
if it still doesn't work, maybe something is messed up with the land event. try this
does it work for you?
yes
oh es2
nah was referring to youngman
yeah es2 isn't supported anymore
it was unchecked
before
and it wasn't working
so i turned it on
so trying to see
still wont jump by itself
not real sure why its not working for you, i've got essentially the same code as you
perhaps that blueprint your writing is not being used
add prints
the code is only called one time in my blueprint
tick is not running?
maybe
i thought maybe that'd be the case, but we've moved to using tick 🤷
i actually dont want my player to land
if i'm landing there, its for a frame
unless jump is silently failing
https://www.projectborealis.com/movement.html could consider using something like this if you really want old school movement but i imagine its involved to implement
would figure out why that isn't working for you before trying that out though youngman. make sure the pawn you have in game is the one your editing
i think this is in c++ right?
yes which is why i recommend putting off such integration
i've got no idea of how well incorporated it is with blueprints once its added to some native module
wont help you make tick work lol
but yeah, long as you're willing to add a c++ module for it and have vs and all that its possible it'd work well
Sorry i just need help, I created a little static room and i want to use static lights but it does not render the top surface parts of the model any ideas causing the problem
Yo whats a good unreal cpp beginner tutorial anyone know?
are you supposed to have a top of that room? it doesnt look like it
there isnt a roof but the floor is not receiving any light
switch to unlit then back to lit in the right cand top corrner, if not try using more lights or a more powerful one, it seems as your lighting id fine though
is this a static or movable light?
the mesh itself is static
The light is static reason being the room is high poly and i am not receiving the frame rate i need by switching it to static did improve my frames and is less demanding on my graphics card
ok are you using raytracing?
no
ok
change the light to movable, does the floor now receive light?
or rotate the light?
yes it does light up if i change it to moveable
then when you change to static and build it's using the lightmap uv's on the mesh to determine where light goes. you have a bad uv map on that mesh more than likely
you can verify this by moving the light to right above the mesh, maybe a few units above it so it's very bright when it is movable. Switch to static light. build light and see if it goes black again
i believe youll have to keep it as movable, but for a simple room it shoufnt kill your gpu or cpu
... us mac users...😩
strange, i did move it a few units above the model and built the light and it is receiving light
yeah idk
same 😂
and its still static right?
yes
a small horror game, idk i am just practising
Yea its quite hard getting the lighting right for the scenes sometimes 😂
i might i don't really want to rely on jump scares.
hi guys some random technical question.
wanna make sure, for material is it better for like use 1x 4096 texture than 4x 1024 right?
yeah?
how to fix "project could not be compiled try rebuilding from source manually" when trying to use the plugin pt showed me

yeah?
there are different ways to make a jump scare choose a different place on your map create a small sky sphere create an animation of your character in it and when you want a jump scare to happen use a separate camera and toggle the jump scare
ok
or you can make a jumps scare animation record it and play it as a video in a ui
True sometimes i just wonder what the team had to go thru making this
Does someone understand the marquee in progressbar?
The marquee dont move with the progress bar, its stuck
open up the function witch is used to move the slider
yeah im more of a designer then programmer so no, but i am trying to learn Cpp
I’m betting your math is wrong
it moves without the marquee
how do you earn the progress?
So. Make a print string and connect the player hunger output to the print
2 things check that your player hunger pin should rather be at the bottom if not try using a float rather an int
yes but dont forget to change everything to float then
wait I have to change everything from the hunger to float?
Which isn’t the issue. That’s your design choice
this is what I understand so far
Connect the hunger with math applied to the print
Run the game, tell us the values you see
what you mean with "math applied"?
You divided by 100
We want to see what results from that
Your target end product should be a value that starts from 1 to 0
Just a quick question. Does anybody know the syntax to cook a project via batch script with language localizations included that contain hyphens (such as pt-BR or zh-CN)?
It's normally -cookedcultures=en+es+ru
something like that
But it fails to include any language with a hyphen,
-cookedcultures=en+es+ru+pt-BR
for example, won't include Portuguese, but it will include russian, spanish, and english languages
yeah, what is your max hunger synccreeps?
Make that every second
and this bar shows how hungry you are?
For the purpose of debugging
It shows how much you have left until your starve
yeah that'd be an excellent test for the ui at least
Okay
well then you need to 1-
The problem is that it is a mod for the game mordhau and I can't test it on editor, cause there is no character alive
I need a moment to cook and pak it
Gross

Does every game now have its own sdk wow
And set up a basic hunger system
It doesnt
what is the command for the buildplugin in macos?
It has no official sdk
You can copy the code over once you’re done
Oh nvm, that will take a while 😄
i think its RatUAT BuildPlugin -plugin="" in windows, but what is it in macos?
So much stuff I have to remake
not to test a progress bar
you should have a project like hightide suggests so that you can play in editor and understand how stuff works at least
that sounds like a nightmare, not being able to bring up pie
I give a guy 2 euros if he helps me quick with me screensharing
xd
Well I try it next time cause I am doing this with remote desktop and its pain. Thanks for helping.
no idea on the command youngman
A basic hunger system should not take more than 10 minutes to make. Try this guy
https://youtu.be/QakXNYN5xlQ
In this 3 part tutorial, we will create a very basic need system using the level blueprint. This need system will be hunger.
To do this we will create a value that constantly decreases in part one.
Then in part two we will create a system so if it goes past a certain value ...
Nah the hunger system is okay
I was talking about the marquee so it has some animation in it and dont look basic
Again
You don’t need that
Just for the purpose of testing
Make a basic hunger system and experiment with how to bind to the ui properly
Hi all, newbie here. I'm having some trouble with decal size. I'm making some pictures so I made a 1x1x1 cube static mesh, then I scaled it to the size of the picture and put a decal on it. Problem is I have scaled the cube to 132 x 147, and set the decal size to the same values. However, the decal is like twice as big as the cube. Shouldn't they match?
Hello,
I'm looking for sql lite plugin documentation anyone got a link please?
thx
there is no docs for it, its used interally for doing stuff by epic mainly
@grim ore is it just for epic use???
nope just dont expect any documentation on it. its normal sql lite
this is what im taking about, cant find anything about this on the internet, any idea will be helpful
ok
How i can do a slow motion to a certian bps
i want only to slow motion to get the enemies and not the player
set custom time dilation on enemies, or set global time dilation and set custom time dilation on the player to counter it
hi... I'm working on an AI character which roams randomly unless the player is on sight I already set everything up (I'm using AI preceptions )
where shall i put the blueprints? I used the AIC to just set the values of the blackboard using functions and to run the BB & BT and used AI character to write the rest of the logic and used casting to the controller to access the functions. Is this thing is wrong or will it cause any problems? or should i just put everything in the controller?
I want to know the best way or at least the difference between the two.
if its working then thats a good way to do it. there is no real wrong way you have to adjust your code to your project
if you plan on having multiple characters all driven by the same AI, putting it in the controller might be good as it would be the same code driving different things without wasting code. If you plan on having the basics of the AI drive the characters but each character has their own way of doing stuff, split it. If you have 1 character and 1 controller then it really doesnt matter 🙂
Ok thanks
is there a way to add collision onto fooliage
@fast berry there is but if you do, it will become a performance nightmare
Lightmap and ambient occlusion would be the first thing I’d mess with
definitely the AO. its non-existent there
its there anything like line trace by channel but idk how to name it but like line trace by tag ?
@frozen pond try to increase the number of dynamic shadow cascades in your directional lightsource (sun)
it will increase your shadow map resolution and might be enough to get the slits to show up in the shadow
you will also want to check the Ambient Occlusion settings in your postprocessing volume.
@noble finch works thanks
Is there a way to make an array that can fit an object and children of that object?
That should be how arrays work out of the box
Would <900 tris be a good benchmark for a car sized rock for highest LOD?
highest level of detail?
yeah, im trying to get better at decimating
it seems really hard to get it low and keep creases
at least quickly
i want something atleast like the middle rock, but 1854 is too high
its top down game, so likely I could even get away with the 2nd rock even putting as many of them as possible in the scene
but I think that's lazy
is there benchmarks for tri's for various gpu's?
like avg scene poly counts or some shit? idk
im trying to package my project but im getting this error can some1 pls help me fix it 🙂 https://gyazo.com/51be8d017b9a8c7653edc349070a3a29
Please install debugging symbols
@abstract relic what is that?
Things that makes crash log readable. Instead of a bunch of numbers
where can i find the download?
its downloading now!
Is this the Area where can get rid of my totaly n00by questions?
I got a multilayered Material for Landscaping.
If i use one material it works, if i use two it also works but as soon as i paint on it with a 3rd layer. It will just unload the chunk... is it called a chunk? And never loads or shows the 3rd Layer at all.
do you mean it shows it as a checkered material pattern?
Yes
its not unloading it, it doesnt have enough samplers for it. Click on each texture sample in your material, go to the sampler source settings, and change it to one of the 2 shared settings
I will try this give me a second
Thanks, took me way to long to just ask someone who knows more then me 😄
@plush yew So I probably won't have to care about it as long as I try and optimize draw calls?
Hello Guys How its going?
...
i have this function when the player first open the game he can select his character
the issue im getting when the server start all the characters will be same as server's character
its like overriding the whole characters with server's character
how can i make the respawn with the selected character ?
now i got this @abstract relic https://gyazo.com/101d865a32cf6c329c626d65d1ae7de2
so it is crashing on loading a secondary level
er failing
would you be using level streaming by chance @astral phoenix ?
i did once but i removed them
probably isn't properly removed
make backups of the maps, the engine time to time auto shoot itself and isn't funny when you open the maps and are broken
how can i see if its still there even tho i removed them?
well
it has to be entered in for packing some how
if you've set up a folder to be packed and the levels are in it
or if you've manually added the levels to the list
i dunno if level streaming is involved though, i just saw secondary level and jumped to conclusions
what do u mean with ''secondary level'' do u mean play levels? where the player is running around and playing the game? or something els?
just reading the log
haven't looked into what UWorld::LoadSecondaryLevels does
but that seems to be where things go sour
Hi i'm using the grasstype tools to spawn folliage on my landscape, so far so good it worked well , but now some of my folliage won't appear anymore, is there a limit ?
soo what can i do? :/
I have been wondering for a while how to deal with key presses, so there are functions that deal with "key pressed" but not "Action presses" what happens if I edit the action settings to a different key? obviously the code that is using key presses will malfunction, so how can I link action presses into these blue pins?
key presses are generally handled using the input system built into the engine if that is what you are asking about
and you can rebind them using C++, a plugin, or some of the newer blueprint stuff
I'm just thinking whatever happens if I have a bunch of code with let's say "mouse1 pressed" but the player decides to rebind whatever was in mouse1 to another input
you would never have anything that uses mouse 1 pressed, you would have an input called action or click or whatever and setup mouse 1 to be a key to trigger that input event.
IE: the input system built into UE4
Can i ask newbie questions here? I started poking around ue yesterday and i can't figure out a few things, or maybe i just can't find the right docs/tutorials, but from reading the channel descriptions i'm not 100% sure where i'm allowed to ask.
ask wherever it seems correct
Mr Mathew your magic touch also needed 😄
Hi i'm using the grasstype tools to spawn folliage on my landscape, so far so good it worked well , but now some of my folliage won't appear anymore, is there a limit ?
sned, that question might be better in another channel like graphics
ok thanks 🙂
hi guys, i just joined this discord because i need your help if anyone can, my unreal engine just crashed while deletting something and now everything is transparent
Uv channels will hog. It’s still data no matter how you look at it. Shouldn’t be a big performance impact. Just wasteful
Correct me if I'm wrong, but I believe if it's not a separate material than it doesn't cost any extra drawcall. Where'd the layering system end up going in 4.24?
rip my question 😦 😄
i feel your pain @runic fern
nobody know ? : s
Paint tab chase. What you’re showing is the landscape heightmap
@astral phoenix im coming here when the channel is quite and asking after i posted the question 50 people start asking 😄
@abstract relic My bad I meant this layer system where I can have a few different height maps going on
Yes and i hate reposting same question i feel they are getting angry 😄
Not my forte unfortunately
exactly! and if u get some1 to help they are leaving after 5 min or talking about something els :/
Dang, ok no worries
@honest mango you were playing with your near camera clip plane weren't you?
@grim ore yeah is that the problem ? 😭
well do you know what you were doing when you set it to 0?
hum nope 😒 i'm new in this.. and i feel bad for working that for a month and this happens
well set it back to 10 and don't play with stuff if you don't know what it does lol
Try #graphic
i try i hope its that : S
@queen pawn you need to turn that on, its an option when you create the landscape
😄 😄
@queen pawn you can also click on your landscape and enable edit layers in the details panel
@grim ore oh thank you! was able to ask what if i have a landscape already. You the real MVP today lol
@queen pawn also also if you read the first part of that page where it says Enabling the Layer system it told you this as well 😦
its all good now that its working 🙂
oh hey would you look at that there it is
its not 100% accurate for .24 and later so might have to poke someone to update the page
it's not like the docs team has anything else to do right now, they could update out of date pages 😛
lol i appreciate it anyways. yeah i'll have to see if someone can do that 😛
shot in the dark here but you wouldn't happen to know why saving out a new map is causing the lighting to instantly darken? using a dynamic directional light
pun intended it seems lol
so you have a good map and when you save it the first time its darkening?
when I save it out as a different map with a different name it's darkening
was fiddling with asset placement and wanted a test map
ah perhaps its due to it not having the lighting build, the build data would not be valid in the new map I assume
ahhh that would make sense. if that's the case it would seem like that needs a fix asap
I wouldnt expect it to duplicate that but it makes sense that it should
in my mind saving out a new map is like saving out an iteration of any other file but maybe that's not how unreal is wired
*should be like saving out an iteration
well it does for the map but the build data is a separate asset
I agree tho it seems like it should be linked to the map itself in terms of duplicating
ahh i see what you mean. there's just the one build data file that gets saved out
maybe i can just make a duplicate project
darn even duplicating the build data doesnt automatically "make it work"
I wonder if you can do it in the file browser tho!
hmmm let's find out!
oh it does not and UE4 did not like it loll
Guys how can I generate a random number in a function who is working in multiplayer?
lol then it definitely won't like just duplicating the entire project folder
well if you duplicate the project you are fine, or even migrate out the assets to a new project
Mr Mathew
which channel do you submit suggestions in lol
well, i don't have too many assets so i might forgo the dup project for now but will save that as an alternative
yeah doing it in the file system wont work since the asset name is embedded and renaming wont fix that
@runic fern
Hello Guys How its going?
...
i have this function when the player first open the game he can select his character
? 😦
Yes TILK
sometimes is working sometime not
like sometimes host and client has the same number but sometimes not
i become crazy
because my character get stuck when the synchro is not well done with random
when i don't call the function it's working well
@grim ore hope this gets changed in future builds
idk what are you trying to do but i think in that case you need to assign a specific number for each character
well i want to call different animation for my character with random number if number == 0 so play anim 1 if number == 1 play anim 2. so i put a function to define which animation must to play after in the AnimBP
but it's not working well
sometimes it's working well sometimes my character is blocked he cannot move (on the client and host game)
I suppose that sometimes client and host have not the same random number so my character cannot move (i suppose because when I delete my random function it's working well)
sorry for my english I am not a nativ speaker
@grim ore a question can i reverse engenier the weapons component to make something like fortnite plz tag me if you have an anccer
@queen pawn I would assume it wouldnt but uh put something on the answer hub and maybe they can address it. It might just be something they didnt think about
there is no way to random a select bool variable ?
random bool with weight
how would this be used?
I want to random animation in AnimBP
use the random int in range then like suggested or use a select node
but I don't want to use random sequence because is not multiplayer synchonized
in the Anim Graph you can use a Blend Poses by int node to pick a random pose when you call it
yes because its random client will get the random
in the blueprint you can use a select node and feed in a random montage or whatever to your anim bp to tell it what to do
if you want this to be synchronized you need to do it on the server
ok i will check on the documentation how to execute function on the server
well you need a custom event Run On Server
and connected with your function
and fire the custom event not the function
yeah i already did that for the client but the server is the host so it's strange to do that for the host
if you are using a listen server the client/server will be the same game instance yes which makes networking funky, it might be best to check the run dedicated server option when testing networking unless you dont intend on doing that
and i still have no answer 😦 
thanks guys for your help i will find something i suppose 😄
I did that change nothing i think it's an UE4 bug but maybe my way is not the best way to do that
is the variable you are trying to get is const
between server and client ?
but randomly setted
yes you will get random number for each character
you have to set the variable value somewhere else and call it here
My goal here is to have several different animations for 1 action for 1 character.
so I have to set the variable not in a function ?
im not sure but i think you can set it in somewhere else like gamemode and send it to this function when player postlogin
Friends here can advice something maybe my information wrong
You are welcome
Hi i'm using the grasstype tools to spawn folliage on my landscape, so far so good it worked well , but now some of my folliage won't appear anymore, is there a limit ?
🙂 ue4 ultra realism https://i.imgur.com/tN16fe3.jpg
this is how you can change animations inside of an anim bp. You would set the animation variable and it would pick the animation to play. This node would go wherever you want it to be
somewhere in your main event graph for the anim bp you would ask your character that this anim bp is on what that variable value is
Hello all. Trying to export megascans into UE but it keeps telling me it cannot export.
and here for testing I am simply getting a random integer and setting that variable. That variable is set using a server event and that variable is replicated
@soft narwhal Official Invite link: https://discord.gg/gxUr5Gx #bridge
now you should actually set the damned thing once inside of the anim bp from the character and not check it every animation update but for some reason I can't get the stupid anim bp variables to replicate for me because I am stupid lol
@grim ore whoua thank you for your explanation but my problem is that the output pose is already use 😄
Thanks @swift spindle
thats fine, you cache the output pose then
like I said mine was an example
and your output pose is your final pose, if you plan on changing out the animation going into it randomly then uh... your gonna have to do something like this
so for example if you were trying to choose a random animation for something at some point then somewhere in your anim bp was the code to play the single version of it now you just adapt it like above to play the random one
@grim ore hey, I was watching your MVP Intro to UE4 #6 - Lighting video. Your using the 2016 engine build there but I had question on what I need to keep for my level. I'm making a multi-player map in 4.20.3. My question is, do I need all these default lighting objects that came default??
you dont need them but they are lights for the level
it also depends on if you are using static lighting with build or movable lighting
but uh they are just defaults, you can delete them all and place your own of course
What am I not understanding here? I'm able to verify that the "OwningPawn" key is returning what I expect when I use print screens. But when I try to cast with the value it fails every time. The "base class" of my object key is pawn too. All my references to the key and all that work fine except in this task where casting fails
All my lights so far have been static, I finished all my mesh placements this past weekend. Now I'm doing all my lighting.
So I can delete stuff like those volumes, atmospheric fog and sphere reflection ?
yep
@grim ore thanks 😉
Then just keep skylight and light source?
This setup works but since I'm running hundreds of AI I thought it would be more efficient to use the key as a reference rather than getting a controller and then getting the controlled pawn
set custom time dilation on enemies, or set global time dilation and set custom time dilation on the player to counter it
@tight eagle
How i can counter it?
bp_Sphere also useful
well in a final build you should have atleast one lightmass importance volume if doing static lighting
Thesinking are you sure the Owning Pawn is feeded before the event fires ?
Those volumes need to be boxed outside the whole map right?
at least just outside your play area
they cover the important areas where you have lighting yes, it doesnt have to be one if you need multiples based on the area
@runic fern This is where I set the OwningPawn value
your level could be like a L for example and a box would waste space when 2 would work better
So yea make sure the Key is already have a value when event run try to print screen it and check Before casting does it have a value
Thanks I'll do that now
if its empty try to use delay 0.2 and it should work
@grim ore I see, my level is like on be square box type of shape.
@runic fern it is empty! Thank you this should fix it
On another note, Is like streaming our projects live to get feedback/help allowed on this server?
Hi i'm using the grasstype tools to spawn folliage on my landscape, so far so good it worked well , but now some of my folliage won't appear anymore, is there a limit ?
Welcome happy its worked @plush yew
Hey everyone, I've been learning UE4 for about 8 months now. Ready to specialize a bit. I have a background as a cinematographer and camera specialist (film/tv) and I'm trying to get into virtual production. Do any of you know of some good educational resources to start digging into this world? If it leans on c++ for the lessons, even better.
@timber minnow i havent used the tool before but try to check your brush density
@sturdy basin #career-chat
@sturdy basin have you looked at learn.unrealengine.com?
there are some useful stuff there for VP
questio how do i get the animnotify event in the anim bp
Alright thanks @swift spindle I'll post over there. And yeah I have dug into learn.unrealengine.com. I didn't know if there was a more comprehensive option somewhere but there are some great lessons there. @sweet relic
@sturdy basin some of your best things to do with VP is to just create something
@dire coral i think you just need to write in graph the name of event its should appear
@swift spindle always good advice. My biggest question marks have to do with mapping hardware to UE4 for VP work. This is really vague I know, just wondering if some third party person out there has been documenting their VP work so I can stand on their shoulder so to speak
Can I export a skeletal mesh as a fbx? For retexturing purposes
so much of the Hardware is custom
or hacked together
there are a few pre-packaged solutions however
Any thoughts how i can slow mo the enemies
as i can run normaly using global time dilation?
Ok just found the answer meh ;d
@swift spindle I see, makes sense. I have a lot of contacts at Blackmagic so I can get access to a ton of I/O gear. Just have to figure out how to get that hardware to interface with UE. But I don't even want to hit them with an email until I get my baseline skills up. I'm gonna' do a little search skipping around career-chat, thanks for that tip.
Am trying to use Input "Z" in other BP which is not the player BP
but its not working meh
is there a way to make the input work?
Dayum. Alright. Well that gives me some whitepaper ideas to start searching through.
not responding
@runic fern turns out this was the solution. In addition to making sure the value was set I ALSO needed to make sure I was referencing the correct blackboard. For some reason getting the object from a key wasn't working
@plush yew did you tried to make a delay before the casting like 1-2 seconds for test purpose
I still havent got a response on my question can reverse enginere the weapon component to make a somethnig like fortnite for pubg
@wise hedge : I actually think your LOD's there are on point
I am having to possibly redo an entire kit of assets right now because I mistakenly prioritized low triangle counts over fillrate concerns. UE can handle a staggering number of onscreen triangles (up to 10m in my experience at 120fps on an i9/2080) if the triangles are themselves not more than a few pixels wide.
Things that really slow down the engine in my experience:
- Shadowcasting, particularly when combined with overdraw/fillrate issues (for example, too many unoptimized, overlapping branch cards on trees).
- Partial transparency on a high number of objects (for example, grass is just about always handled as opaque-masked in UE even over partial transparency, even though PT looks better it just can't be done on hundreds of thousands of grass cards).
I would also imagine poorly handled collision/physics (many thousands of complex dynamic mesh collisions with no well-handled optimizations) could be a concern, though I haven't experienced it yet.
One of the free assets this month is an absolute master study in optimized LOD performance. Near-photorealistic quality, and maintains a nearly completely consistent 120fps on my machine with literally thousands of active objects while actually modeling trees per-leaf instead of per-branch. https://www.unrealengine.com/marketplace/en-US/product/scanned-poplar-and-aspen-forest-with-seasons
Maybe others can nominate performance concerns they've had to deal with as well. 🙂
anyone have any clue of my question here? i literally cannot find the lobby beacon classes. i see them listed in the docs but no where in UE to create them
https://forums.unrealengine.com/development-discussion/c-gameplay-programming/1747827-what-happened-to-the-lobby-beacon-classes
Im looking for lobby beacon classes to incorporate into my current lobby system so i can use ALobbyBeaconState instead of using client/host beacons and alot of custom RPC calls to handle everything for replication, but I cannot figure out where the classes are to create them. ...
any good animimations for an animpace for a pistol, rifle sniperrifle and shoutgun just a pistol would be grat
@dire coral : Mixamo has a great number of free animations for shooters, but you will only be able to sell them in end-user assets (in other words, you can't use them if you're developing for Marketplace)
Get 'em now though. 😁 Adobe is not likely to keep supporting the technology forever (they've already given this fall as the sunset for the related character creator, Fuse.)
no its like a hobby of a fornite remake from sesone one with my own changes and lowpoly stlye or on a site as beta test for mp
its free
its 100% free for the comunity im just experimanting with the weapon component remaking it so its like fornite of some kind and i know the site
@ancient lotus looking at what you linked it's not too hard to find them
and in the pages you linked there is "Header /Engine/Plugins/Online/OnlineFramework/Source/Lobby/Public/LobbyBeaconHost.h" which indicates it is part of the Online Framework Plugin
@grim ore youve got to be kidding me, ive been searching for days
Praise be, search bars
cool, the online framework plugin makes ue crash in my project -_-
pretty sure none of that it supposed to be used in Blueprint btw if that matters
not touching any of it in bp
any idea what could cause it to crash when enabling the plugin? once i restart the engine wont get past 73% without crashing, i have to disable it in the uproject file
not off the top of my head
is there any way to fix this lol
hmm works on a fresh project
ive had that, just let it run and finish itself. the counter didnt exactly seem to be very accurate
@blissful trail : Yes. Let the shaders compile.
derp figured out the crash. when i was making my beacons i had already set them up using the same name as some of the lobby beacon classes -_-
Is it possible to use uasset files from newer versions of unreal engine in older versions
I'm having issues packaging in 4.24
and it works fine in 4.23
usually you cannot directly use the .uasset file. You would need to try and migrate from one project to the other in the editor or roll back to an older version of the project
I tried changing project version but then I can't use anything
or edit the files
not even open them
how would I migrate from one project to other
Yep
Do I make a new project in the other unreal engine version?
Yes
okay i'll create now
If this works then thank you
I've been up since 7am trying to get this to work
everytime I try to package in 4.24 it get's stuck at 1 compiling shader
then when it actually finishes
Just remember to exclude maps
yeah
Hell. Do one folder at a time
You can do that with entire folders?
CaliCoastRelpay (they are at -515 shaders compiling rn) (why is it minus tho)
nah its kermit the frog sticking a knife in a power point lol
no i mean that reaction
It’s a spinning giant flying turtle
Also known as gamera
well its a warning for a reason, content should be migrated to the base content folder in the new project
Okay
it will match the same directory as the project it is being migrated from
Welp, It didn’t like it.
it was a try. the issue is going from newer to older and you really cant fix that
They show up in the folder
Kind of low chance to begin with to be fair
in windows explorer
so try and figure out why .24 wont package might be the issue
Yep
the .uasset file has the version it was saved in
is there a simple way to reimport megascans texture maps at a lower resolution
I'll try packaging in 4.24 again
and can someone help me with the issue I get
if I stumble across it
again
Get those logs and remember to have debugging symbols installed
okay
Also remember to delete /intermediate before you package. It’ll regenerate so don’t worry
I'm trying to find version library
In epic launcher
is there a simple way to reimport megascans texture maps at a lower resolution
For some reason, when I Play in the editor the weapon works fine as well as the muzzle effect. But when I play the standalone game or when I package the project, The Muzzle effect gets delayed and low, and I don't know why. Please check it out: https://youtu.be/1rMlSXsI_Gs Any help, please?
@keen moss you can go into the Texture and change the LOD Bias
@bitter iris does that reduce its packaged file size?
not sure exactly
i personally drag the textures into photoshop an do it from there
Anyone know why World Comp is showing 1 tile is almost as big as the map? https://gyazo.com/c423759920ec8ce15aa0351f7bc78e27
trying to import some animations. They wont show up in the asset browser after, anyway to fix it?
does the output log show any errors?
let me re import ant try again
@plush yew ahh so something is outside the bound?
welp good luck to me finding it
thx
skybox is on the persistent
i can just hide everything an see whats in the outliner
cheers for that dunno why i didnt process that 😄
ahh its my spline roads
Need help
@humble oyster with?
So I download dash engine and I need to put the folder into the thing
How do I put folder
@plush yew oo okay i do have quite a bit of questions 😄
idk what dash engine is
I'm lookin for some help here, so I'm trying to make it so that my mesh rotation locks on to the wall, but it doesn't always work. Right now I have it to get the delta rotation between the character and the wall, and see if the difference is greater than 90, in that case it would add 180 to the rotation. What would be the best way of going about this? https://gyazo.com/cb1f3a14ce806d29650ff3d629b0dfe5
Wow
Chump change
Though we don’t know how complex the dash engine is to be fair
It could be the equivalent of a stone and stick
Any sonic engines I can put into it?
'
other direction! full speed
Reverse!
I wait 10 minutes for the damn application to even open
no dash, no dash.
Unity is so slow on my computer
But to answer your question
Your to slow
You may be able to find a github community project
—O
/
/\
If unity is slow on your computer, how you gunna run UE4?
@blissful trail : I do not know myself why UE heads into the Minus Zone to compile shaders
Idk ue4 runs perfectly fine
That’s... odd
But, when I let it journey there and compile the shaders, then it seems to behave 🙂
We could ask Willy Wonka
Yet also not surprising
Just tried to open unity and it’s been on the same things for like the last couple of minutes
thinks it's a travesty that Willy Wonka and the Great Glass Elevator never got a movie, but perhaps I digress
i bet your cpu/gpu mix is gpu leaning
i have no clue how your ue4 is running fine but unity aint
but yeah its not surprising to me
I’m banking that even the computer knows 😜
@humble oyster , @bitter iris : A poorly organized Unity project will indeed be slower than a good UE project
Though a mess in UE probably takes the cake 😄
"nah, no. I'm slow, i swear"
"Hey, three months to compile shaders"
Well I literally when nothing on it besides 1 not used file called “sunky”
Fixed the animation part, in thirdpersoncharacter how do I switch the automatic walk speed from 600 to 300. Cant find it in there
Both are user influenced though
Then you have either a Unity version or a plugin that has decided to not work 😄
A turd will be a turd no matter where you put it
They do that a lot, sad to say
you must raise the lid before, or something wisdom
guys can someone help me out? i'm quite desperate and i've tried all options
@abstract relic : UNLESS YOU COMPRESS IT UNDER VOLCANIC HEAT TO BE A DIAMOND 😄
...yeah, I don't know where that analogy is going either.
@fast berry Like default walk speed? Go into character movement then find max walk speed
😂
"You can code badly in any language" --my first programming mentor, rest his soul
“Fossilized poop is one of the most valued fossils out there” ?
@ionic lagoon I cant find it there
huh
I’m trying Cali 😜
Ok since you guys know so much about unity how do I put dash engine into unity
I don't know what to tell you
@abstract relic : Mission statement achieved! 😂
pants, no
Would anyone know how to lock a characters rotation to a walls?
no pants
I have a semi-working way of doing it.
Your wearing no pants?
advice is, no
but do what hightide said if you really want, look around the internet, githubs, maybe theres a community
@ionic lagoon as in walk on walls?
Yeah its for wall running
