#ue4-general

1 messages · Page 714 of 1

normal burrow
#

Your c++ will fit to the way those work

proven tulip
#

Is it fast enough for this kind of game I want to build towards?

normal burrow
#

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

proven tulip
#

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.

normal burrow
#

I agree

#

You can hypothetically find the slow parts in bp and attempt writing native code for those things to a point

dim arch
#

the engine has a lot of of functions so using blueprint through trial and error is a good way of learning how they work

normal burrow
#

But starting with bp won’t be a mistake if you want to get into things

dim arch
#

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

low rock
#

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

normal burrow
#

So other lights are static?

low rock
#

all of light that im using are stacionary

#

stationary*

normal burrow
#

Check for warnings after bake

#

Not positive your lightmap uvs are proper

low rock
#

only i have warning for uvs but is not about the fan it´s about other model

normal burrow
#

What does the fan look like with optimization view: Lightmap density?

low rock
normal burrow
#

There are two fans there?

#

I mean on top of each other

#

Unsure what those black bands are

low rock
#

yes, it just to make my point

#

that one is an actor and the other one a SM but the actor it´s brighter

normal burrow
#

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

low rock
#

dont worry about that black stuff

#

it´s like a bug

normal burrow
#

Ok

low rock
#

i don´t have any issues

normal burrow
#

Gotcha

#

Well I mean you could address it’s lightmap resolution

#

See if that does anything or not

low rock
#

address? what do you mean?

normal burrow
#

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

low rock
#

okey i will give a few minutes to bake the scene

ancient lotus
#

i think red is high

normal burrow
#

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

low rock
#

blue is low

normal burrow
#

The blues

plush yew
#

how i can stop my emitter from facing the cmaera

#

camera*

#

its from Mesh Alignment tried every option there ;d

normal burrow
#

Niagara?

barren flume
#

my goodness

#

it's been at Compiling Shaders (1) for hours now packaging

#

oh i know why

#

forgot to change the texture

lilac crow
#

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.

barren flume
#

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

lilac crow
#

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.

barren flume
#

okay thank you

lilac crow
#

Give me a minute to build it. Had to change one small thing

barren flume
#

it only need this to build

#

it's been on there for awhile because i left a 4096x4096 texture there

lilac crow
#

Yea,,I know I have to zip the file and upload again too.

barren flume
#

Okay

lilac crow
#

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

lament saddle
#

@lilac crow I'll give it a go

lilac crow
#

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.

frank oar
#

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

fossil surge
#

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.

light bone
#

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

tired merlin
#

@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

light bone
#

@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

hasty osprey
#

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)

frank oar
#

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

plush yew
#

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 ->

light bone
#

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?

plush yew
#

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

light bone
#

:> 1 mo

plush yew
#

:> 1 mo
@light bone and which header?=/

light bone
#

:> 1 mo, short for moment

plush yew
#

Oh gotcha

light bone
#

#include "GameFramework/CharacterMovementComponent.h"

#

Your trying to get this from the character correct?

plush yew
#

Yes

light bone
#

Alright add that to the top of C++ file should work

#

:>

plush yew
#

@light bone Woah, it helped

#

Thx a lot

light bone
plush yew
#

I already got it

#

:p

light bone
#

Cool 🙂

normal nest
#

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)

abstract relic
#

Everything needs to be parented to the Armature

#

Right now you have over 16 independent rigs

runic fern
#

Goodafternoon guys Can i use SpatialOs with steam session ?

normal nest
#

Still doesn't import correctly @abstract relic

runic fern
#

For cloud or saving data or its individual data

abstract relic
#

Obviously

normal nest
#

Spatialos for servers?

runic fern
#

yes

normal nest
#

Yeah, you can

runic fern
#

With advanced sessions

normal nest
#

Yeah

runic fern
#

cool

normal nest
#

My team looked at using spatial but it's quite pricey and more advanced than aws

runic fern
#

is it ? i havent check that yet

#

i wanted to be sure first

normal nest
#

AWS is a lot simpler imo, I'd use them, unless you want all the spatialos features, it's about 4x the cost.

runic fern
#

the thing is my game will have in every session Max 6 players so idk if really need to use integration for that

normal nest
#

Yeah...

abstract relic
#

No. The bone hierarchy needs to be within the armature

#

Toggle pose mode

runic fern
#

i will check that thanks

normal nest
#

Sure thing

#

Okay, I did

plush yew
#

Is there a way to turn off redirectors in ue4?

#

I always have to fix them up

abstract relic
#

No

plush yew
#

_>

abstract relic
#

Without them, your project with bork

plush yew
#

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

abstract relic
#

Believe me. Manually updating all references upon each change instead of simply pushing a button isn’t fun

plush yew
#

it's already the case...

abstract relic
#

No it is not

plush yew
#

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

abstract relic
#

That is not manual 😜

plush yew
#

can't delete these damn files

#

have to manually go into the file browser and delete it

#

manual enough?

abstract relic
#

I’m talkin updating each file directory in every asset

digital anchor
#

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)_/¯

abstract relic
#

So spoiled 😜

plush yew
#

@digital anchor that explains a lot

normal nest
#

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

little lichen
#

Hey guys, can I delete content of /Logs and /Crashes folders in my old backup projects?

normal nest
#

Yes they’re just to tell you what went wrong. Shouldn’t be needed unless something weird happened

little lichen
#

Thanks a bunch

dim merlin
#

setting relative rotation to a component needs to to be movable ?

normal burrow
#

Yep

#

When done outside of constructor script

devout gulch
#

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

barren flume
#

Every time I try to package project when compiling shaders get's to 1 it stay's there and nothing happens.

covert pollen
#

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

barren flume
#

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

wide quarry
barren flume
#

it says you ran out of memory

#

my goodness

wide quarry
#

Memory means ram or disk space

barren flume
#

how much space is that taking up

#

that's so much

#

i don't know

#

if it's any of those

#

let me see

covert pollen
#

you're gonna have to contact nasa or something bro

barren flume
#

i was going to say

wide quarry
#

I packaged it once before and it did fine

barren flume
#

it's probably not space

#

i don't know

#

you can search that error online

wide quarry
#

I did.. And Nothing

covert pollen
#

how much ram have you got in your system @wide quarry

normal burrow
#

Close YouTube

barren flume
wide quarry
#

I have 32gb @covert pollen

normal burrow
#

Project is 20gb on disk right?

wide quarry
#

Roughly yes

wide quarry
#

Okay.. Its packaging again.. When i removed the compress option

serene birch
#
>>> hex(18446744072375502953)
'0xffffffffb07c0869'
#

likely an off by one error or the like

opal totem
#

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

serene birch
#

alt-tab?

opal totem
#

yea i just hit the exit button when you alt tab out of habit

#

but it closes the application

bold lynx
#

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?

serene birch
#

it is possible but not the best tool for the job

#

try the paper-2d chat room here

glad karma
#

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

bold lynx
#

I see

dire coral
#

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

glad karma
#

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

barren flume
#

aw I can't even run it

vast fossil
#

does anyone else ever had problems with delay in a custom event ? like engine freezing

glad karma
#

Or another way. Which size in blender should had character?

plush yew
#

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?

normal burrow
#

Windows?

plush yew
#

@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

copper wadi
#

Anyone here every take the Ben Tristian Udemy Class for C++ and Tom Looman's? Any recommendations for one over the other?

plush yew
#

@copper wadi taking it right now 😀

#

Ben seems to have pretty good classes

copper wadi
#

Yeah I love Gamedev.tv classes, but Looman's looks good too

#

if I had to pick one... 😉

plush yew
#

it does look good, however it hasn't been updated in over a year

open gulch
#

what does it mean:
arithemetic between types float 4 and float 4 are undefined
pls help

normal burrow
#

Your writing that error wrong?

open gulch
#

no

normal burrow
#

Am guessing you meant float3 and float4

open gulch
#

yes

normal burrow
#

It means your doing some math like rgb*rgba

#

Which has no answer

#

Need to mask off alpha

open gulch
#

the alpha blend?

normal burrow
#

Show where the error is

open gulch
normal burrow
#

Idk the proper use of that node

#

But I think you meant to plug in A instead of RGBA

open gulch
#

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.

verbal bronze
#

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!

grim ore
#

I think you might be confusing the maximum landscape size with the maximum map size before you start running into floating-point issues

verbal bronze
#

So, maximum size of landscape is 8161 x 8161 units?

normal burrow
#

Hm

#

Landscape is weird

verbal bronze
#

So, maybe I'll ask other way, what is the maximum size for multiplayer game and how do I achieve it?

normal burrow
#

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

barren flume
#

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."

hollow ridge
#

When I package my game for people to play it Do I need to include the whole folder or just the exe file

normal burrow
#

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

barren flume
#

so which unreal engine version should I use

normal burrow
#

Well first, how old is your device?

hollow ridge
#

p@t For someone to play my packaged game do they need the whole game folder or just the exe file?

barren flume
#

2 of the devices i trid

#

triewd

normal burrow
#

Game folder

barren flume
#

tried

hollow ridge
#

k

barren flume
#

one is android 6.1

#

and the other is 8.1

normal burrow
#

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

barren flume
#

android 6.1 is samsung

normal burrow
#

Operating system version isn’t helpful. Is it a galaxy 3 or something?

barren flume
#

and the 8.1 is at&t axia

#

samsung is j3 luna pro

normal burrow
#

if its a QS5509A its 3.2

barren flume
#

oh wow i was already on the website

#

yeah it's that one

normal burrow
#

so it should work 🤷

barren flume
#

it says it wasn't packaged with es2 support

#

okay

normal burrow
#

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

barren flume
#

there are no updates for that phone

hollow ridge
#

@normal burrow Itch.io wont let me use a folder?

normal burrow
#

i dunno itchio

hollow ridge
#

k

normal burrow
#

you don't just zip it up?

hollow ridge
#

oh yeah wait im dumb

plush plinth
#

i am trying to make bhopping

normal burrow
#

does it not bhop by default?

#

er hm i don't think it does

barren flume
#

it does for me

#

well nothing with speed

#

it only speeds up a bit

#

with how far you go forward

normal burrow
#

btw @plush plinth on the cahracter movement component theres is a floor variable

plush plinth
#

is in floor you mean?

normal burrow
#

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

plush plinth
#

i cant find it

normal burrow
#

then on release undo that boolean to false

#

sec

plush plinth
#

oh thank you

normal burrow
#

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

plush plinth
#

thank you so much

barren flume
#

oh i think i know why it wouldn't launch

plush plinth
#

why??

normal burrow
plush plinth
#

i wanted it to be like a hold down to bhop

#

something like csgo

normal burrow
#

they require you to press hold it once per jump right?

#

or can you just keep it down to jump multiple times?

plush plinth
#

keep it down to jump multiple times

normal burrow
plush plinth
#

didnt work

normal burrow
#

lets see your graph

plush plinth
normal burrow
#

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

plush plinth
#

does it work for you?

barren flume
#

which one do I pick

normal burrow
#

yes

barren flume
#

oh es2

normal burrow
#

nah was referring to youngman

barren flume
#

no i'm just saying

#

es2

#

i was looking at the error

normal burrow
#

yeah es2 isn't supported anymore

barren flume
#

i'm using an older version

#

of ue4

normal burrow
#

would try unchecking that

#

if you've not already

barren flume
#

it was unchecked

#

before

#

and it wasn't working

#

so i turned it on

#

so trying to see

plush plinth
normal burrow
#

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

plush plinth
#

the code is only called one time in my blueprint

normal burrow
#

tick is not running?

plush plinth
#

maybe

normal burrow
#

i thought maybe that'd be the case, but we've moved to using tick 🤷

plush plinth
#

i actually dont want my player to land

normal burrow
#

if i'm landing there, its for a frame

#

unless jump is silently failing

#

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

plush plinth
#

i think this is in c++ right?

normal burrow
#

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

plush plinth
#

they actually show you how to implement this in blueprint or c++

#

so its a win win

normal burrow
#

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

indigo veldt
#

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

hushed storm
#

Yo whats a good unreal cpp beginner tutorial anyone know?

grim ore
#

are you supposed to have a top of that room? it doesnt look like it

indigo veldt
#

there isnt a roof but the floor is not receiving any light

thorny stirrup
#

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

grim ore
#

is this a static or movable light?

indigo veldt
#

the mesh itself is static

thorny stirrup
#

yeah?

#

no the light?

indigo veldt
#

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

thorny stirrup
#

ok are you using raytracing?

indigo veldt
#

no

thorny stirrup
#

ok

grim ore
#

change the light to movable, does the floor now receive light?

thorny stirrup
#

or rotate the light?

indigo veldt
#

yes it does light up if i change it to moveable

grim ore
#

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

thorny stirrup
#

i believe youll have to keep it as movable, but for a simple room it shoufnt kill your gpu or cpu

#

... us mac users...😩

indigo veldt
#

strange, i did move it a few units above the model and built the light and it is receiving light

thorny stirrup
#

yeah idk

indigo veldt
#

same 😂

thorny stirrup
#

and its still static right?

indigo veldt
#

yes

thorny stirrup
#

ok...

#

can i ask what your creating?

indigo veldt
#

a small horror game, idk i am just practising

thorny stirrup
#

noice

#

i was thinking of making a horror game

#

not survival

#

too many nodes lol

indigo veldt
#

Yea its quite hard getting the lighting right for the scenes sometimes 😂

thorny stirrup
#

so are you adding like jump scares?

#

because i would like to learn those

indigo veldt
#

i might i don't really want to rely on jump scares.

glass raft
#

hi guys some random technical question.
wanna make sure, for material is it better for like use 1x 4096 texture than 4x 1024 right?

thorny stirrup
#

yeah?

plush plinth
#

how to fix "project could not be compiled try rebuilding from source manually" when trying to use the plugin pt showed me

thorny stirrup
#

idk @glass raft i use quixel

#

@plush plinth i have never experienced that issue

plush plinth
thorny stirrup
#

yeah?

indigo veldt
#

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

thorny stirrup
#

ok

indigo veldt
#

or you can make a jumps scare animation record it and play it as a video in a ui

thorny stirrup
#

ok

#

PT was fucking scarry

indigo veldt
#

True sometimes i just wonder what the team had to go thru making this

dusty quartz
#

Does someone understand the marquee in progressbar?

The marquee dont move with the progress bar, its stuck

indigo veldt
#

open up the function witch is used to move the slider

dusty quartz
#

I don't know how to make a marquee work, its like my second week in ue4

thorny stirrup
#

yeah im more of a designer then programmer so no, but i am trying to learn Cpp

abstract relic
#

I’m betting your math is wrong

dusty quartz
#

it moves without the marquee

thorny stirrup
#

how do you earn the progress?

abstract relic
#

So. Make a print string and connect the player hunger output to the print

indigo veldt
#

2 things check that your player hunger pin should rather be at the bottom if not try using a float rather an int

thorny stirrup
#

yes but dont forget to change everything to float then

dusty quartz
#

wait I have to change everything from the hunger to float?

abstract relic
#

No

#

You’re just losing some data

dusty quartz
abstract relic
#

Which isn’t the issue. That’s your design choice

dusty quartz
#

this is what I understand so far

abstract relic
#

Connect the hunger with math applied to the print

#

Run the game, tell us the values you see

dusty quartz
#

what you mean with "math applied"?

abstract relic
#

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

golden lotus
#

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

normal burrow
#

yeah, what is your max hunger synccreeps?

dusty quartz
#

100

#

it goes down to 0. Every 11 seconds you lose 1 hungerpoint. 18 min to starve

abstract relic
#

Make that every second

normal burrow
#

and this bar shows how hungry you are?

abstract relic
#

For the purpose of debugging

dusty quartz
#

It shows how much you have left until your starve

normal burrow
#

yeah that'd be an excellent test for the ui at least

dusty quartz
#

Okay

normal burrow
#

well then you need to 1-

dusty quartz
#

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

abstract relic
#

Gross

normal burrow
abstract relic
#

Ok so

#

Make a new project

normal burrow
#

Does every game now have its own sdk wow

abstract relic
#

And set up a basic hunger system

dusty quartz
#

It doesnt

plush plinth
#

what is the command for the buildplugin in macos?

dusty quartz
#

It has no official sdk

abstract relic
#

You can copy the code over once you’re done

dusty quartz
#

Oh nvm, that will take a while 😄

plush plinth
#

i think its RatUAT BuildPlugin -plugin="" in windows, but what is it in macos?

dusty quartz
#

So much stuff I have to remake

normal burrow
#

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

dusty quartz
#

I give a guy 2 euros if he helps me quick with me screensharing

normal burrow
dusty quartz
#

xd

#

Well I try it next time cause I am doing this with remote desktop and its pain. Thanks for helping.

normal burrow
#

no idea on the command youngman

abstract relic
dusty quartz
#

Nah the hunger system is okay

#

I was talking about the marquee so it has some animation in it and dont look basic

abstract relic
#

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

tight eagle
#

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?

cosmic matrix
#

Hello,
I'm looking for sql lite plugin documentation anyone got a link please?

#

thx

grim ore
#

there is no docs for it, its used interally for doing stuff by epic mainly

cosmic matrix
#

@grim ore is it just for epic use???

grim ore
#

nope just dont expect any documentation on it. its normal sql lite

tight eagle
#

this is what im taking about, cant find anything about this on the internet, any idea will be helpful

cosmic matrix
#

ok

plush yew
#

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

tight eagle
#

set custom time dilation on enemies, or set global time dilation and set custom time dilation on the player to counter it

jaunty dagger
#

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.

grim ore
#

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 🙂

jaunty dagger
#

Ok thanks

fast berry
#

is there a way to add collision onto fooliage

frozen pond
#

(its 3d modeled,not texture masked)

kindred viper
#

@fast berry there is but if you do, it will become a performance nightmare

abstract relic
#

Lightmap and ambient occlusion would be the first thing I’d mess with

kindred viper
#

definitely the AO. its non-existent there

frozen pond
#

its there anything like line trace by channel but idk how to name it but like line trace by tag ?

noble finch
#

@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.

frozen pond
rough hound
#

Is there a way to make an array that can fit an object and children of that object?

supple totem
#

That should be how arrays work out of the box

rough hound
#

hmm

#

Maybe my array is bugged or something then

supple totem
#

Unless Im mistaken

#

C++?

#

You got relevant includes?

rough hound
#

I'm using blueprint

#

hmm it has to be bugged

wise hedge
#

Would <900 tris be a good benchmark for a car sized rock for highest LOD?

honest vale
#

highest level of detail?

wise hedge
#

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

astral phoenix
abstract relic
#

Please install debugging symbols

astral phoenix
#

@abstract relic what is that?

abstract relic
#

Things that makes crash log readable. Instead of a bunch of numbers

astral phoenix
#

where can i find the download?

abstract relic
#

You’ll find it in engine library >> options

#

Goin off memory

astral phoenix
#

its downloading now!

bronze nest
#

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.

grim ore
#

do you mean it shows it as a checkered material pattern?

bronze nest
#

Yes

grim ore
#

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

bronze nest
#

I will try this give me a second

#

Thanks, took me way to long to just ask someone who knows more then me 😄

wise hedge
#

@plush yew So I probably won't have to care about it as long as I try and optimize draw calls?

runic fern
#

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 ?

astral phoenix
normal burrow
#

so it is crashing on loading a secondary level

#

er failing

#

would you be using level streaming by chance @astral phoenix ?

astral phoenix
#

i did once but i removed them

teal tulip
#

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

astral phoenix
#

how can i see if its still there even tho i removed them?

normal burrow
#

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

astral phoenix
#

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?

normal burrow
#

just reading the log

#

haven't looked into what UWorld::LoadSecondaryLevels does
but that seems to be where things go sour

timber minnow
#

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 ?

astral phoenix
#

soo what can i do? :/

quaint hull
#

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?

grim ore
#

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

quaint hull
#

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

grim ore
#

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

open star
#

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.

grim ore
#

ask wherever it seems correct

runic fern
#

Mr Mathew your magic touch also needed 😄

timber minnow
#

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 ?

quaint hull
#

sned, that question might be better in another channel like graphics

timber minnow
#

ok thanks 🙂

abstract relic
#

Slap the seller slap

#

Be a bastard and slap them for free stuff😜

honest mango
#

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

abstract relic
#

Uv channels will hog. It’s still data no matter how you look at it. Shouldn’t be a big performance impact. Just wasteful

queen pawn
#

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?

runic fern
#

rip my question 😦 😄

astral phoenix
#

i feel your pain @runic fern

honest mango
#

nobody know ? : s

abstract relic
#

Paint tab chase. What you’re showing is the landscape heightmap

runic fern
#

@astral phoenix im coming here when the channel is quite and asking after i posted the question 50 people start asking 😄

astral phoenix
#

me too.. me too bro

#

every time...

queen pawn
#

@abstract relic My bad I meant this layer system where I can have a few different height maps going on

runic fern
#

Yes and i hate reposting same question i feel they are getting angry 😄

abstract relic
#

Not my forte unfortunately

astral phoenix
#

exactly! and if u get some1 to help they are leaving after 5 min or talking about something els :/

queen pawn
#

Dang, ok no worries

grim ore
#

@honest mango you were playing with your near camera clip plane weren't you?

honest mango
#

@grim ore yeah is that the problem ? 😭

grim ore
#

well do you know what you were doing when you set it to 0?

honest mango
#

hum nope 😒 i'm new in this.. and i feel bad for working that for a month and this happens

grim ore
#

well set it back to 10 and don't play with stuff if you don't know what it does lol

abstract relic
#

Try #graphic

honest mango
#

i try i hope its that : S

grim ore
#

@queen pawn you need to turn that on, its an option when you create the landscape

honest mango
#

omgg

#

you are a god man

#

give me ur paypal

runic fern
#

😄 😄

grim ore
#

@queen pawn you can also click on your landscape and enable edit layers in the details panel

honest mango
#

@grim ore

#

thanks a lot dudeee

queen pawn
#

@grim ore oh thank you! was able to ask what if i have a landscape already. You the real MVP today lol

grim ore
#

@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 🙂

queen pawn
#

oh hey would you look at that there it is

grim ore
#

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 😛

queen pawn
#

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

grim ore
#

so you have a good map and when you save it the first time its darkening?

queen pawn
#

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

grim ore
#

ah perhaps its due to it not having the lighting build, the build data would not be valid in the new map I assume

queen pawn
#

ahhh that would make sense. if that's the case it would seem like that needs a fix asap

grim ore
#

I wouldnt expect it to duplicate that but it makes sense that it should

queen pawn
#

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

grim ore
#

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

queen pawn
#

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

grim ore
#

darn even duplicating the build data doesnt automatically "make it work"

#

I wonder if you can do it in the file browser tho!

queen pawn
#

hmmm let's find out!

grim ore
#

oh it does not and UE4 did not like it loll

sage bough
#

Guys how can I generate a random number in a function who is working in multiplayer?

queen pawn
#

lol then it definitely won't like just duplicating the entire project folder

runic fern
#

TIILK random number of what ?

#

Maybe Random Integer In Range

grim ore
#

well if you duplicate the project you are fine, or even migrate out the assets to a new project

runic fern
#

Mr Mathew

queen pawn
#

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

grim ore
#

yeah doing it in the file system wont work since the asset name is embedded and renaming wont fix that

sage bough
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

sage bough
#

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

queen pawn
#

@grim ore hope this gets changed in future builds

runic fern
#

idk what are you trying to do but i think in that case you need to assign a specific number for each character

sage bough
#

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

dire coral
#

@grim ore a question can i reverse engenier the weapons component to make something like fortnite plz tag me if you have an anccer

grim ore
#

@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

sage bough
#

there is no way to random a select bool variable ?

grim ore
#

random bool with weight

sage bough
#

I mean random "set bool varaible"

#

Random (var1==true or var2==true)

grim ore
#

how would this be used?

sage bough
#

I want to random animation in AnimBP

grim ore
#

use the random int in range then like suggested or use a select node

sage bough
#

but I don't want to use random sequence because is not multiplayer synchonized

grim ore
#

in the Anim Graph you can use a Blend Poses by int node to pick a random pose when you call it

runic fern
#

yes because its random client will get the random

grim ore
#

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

sage bough
#

ok i will check on the documentation how to execute function on the server

runic fern
#

well you need a custom event Run On Server
and connected with your function

#

and fire the custom event not the function

sage bough
#

yeah i already did that for the client but the server is the host so it's strange to do that for the host

grim ore
#

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

runic fern
#

and i still have no answer 😦 9469_Pepe_CowboyShoot

sage bough
#

thanks guys for your help i will find something i suppose 😄

runic fern
sage bough
#

I did that change nothing i think it's an UE4 bug but maybe my way is not the best way to do that

runic fern
#

is the variable you are trying to get is const

#

between server and client ?

#

but randomly setted

sage bough
runic fern
#

yes you will get random number for each character

#

you have to set the variable value somewhere else and call it here

sage bough
#

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 ?

runic fern
#

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

sage bough
#

oh ok maybe yes I will check that

#

thanks YAO

runic fern
#

You are welcome

timber minnow
#

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 ?

plush yew
grim ore
#

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

soft narwhal
#

Hello all. Trying to export megascans into UE but it keeps telling me it cannot export.

grim ore
#

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

swift spindle
grim ore
#

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

sage bough
#

@grim ore whoua thank you for your explanation but my problem is that the output pose is already use 😄

soft narwhal
#

Thanks @swift spindle

grim ore
#

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

brisk urchin
#

@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??

grim ore
#

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

plush yew
#

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

brisk urchin
#

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 ?

grim ore
#

yep

sage bough
#

@grim ore thanks 😉

brisk urchin
#

Then just keep skylight and light source?

plush yew
#

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?

runic fern
#

bp_Sphere also useful

plush yew
#

i know how to set the global time thing

#

But countering it in my player is the problem

grim ore
#

well in a final build you should have atleast one lightmass importance volume if doing static lighting

runic fern
#

Thesinking are you sure the Owning Pawn is feeded before the event fires ?

brisk urchin
#

Those volumes need to be boxed outside the whole map right?

swift spindle
#

at least just outside your play area

grim ore
#

they cover the important areas where you have lighting yes, it doesnt have to be one if you need multiples based on the area

plush yew
grim ore
#

your level could be like a L for example and a box would waste space when 2 would work better

runic fern
#

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

plush yew
#

Thanks I'll do that now

runic fern
#

if its empty try to use delay 0.2 and it should work

brisk urchin
#

@grim ore I see, my level is like on be square box type of shape.

plush yew
#

@runic fern it is empty! Thank you this should fix it

brisk urchin
#

On another note, Is like streaming our projects live to get feedback/help allowed on this server?

timber minnow
#

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 ?

runic fern
#

Welcome happy its worked @plush yew

sturdy basin
#

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.

runic fern
#

@timber minnow i havent used the tool before but try to check your brush density

swift spindle
sweet relic
swift spindle
#

there are some useful stuff there for VP

dire coral
#

questio how do i get the animnotify event in the anim bp

sturdy basin
#

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

swift spindle
#

@sturdy basin some of your best things to do with VP is to just create something

runic fern
#

@dire coral i think you just need to write in graph the name of event its should appear

sturdy basin
#

@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

hot thistle
#

Can I export a skeletal mesh as a fbx? For retexturing purposes

swift spindle
#

so much of the Hardware is custom

#

or hacked together

#

there are a few pre-packaged solutions however

plush yew
#

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

sturdy basin
#

@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.

swift spindle
#

just plug it in 😛

#

there is a blackmagic pllugin

#

plugin*

plush yew
#

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?

sturdy basin
#

Dayum. Alright. Well that gives me some whitepaper ideas to start searching through.

plush yew
#

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

runic fern
#

@plush yew did you tried to make a delay before the casting like 1-2 seconds for test purpose

dire coral
#

I still havent got a response on my question can reverse enginere the weapon component to make a somethnig like fortnite for pubg

exotic cave
#

@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:

#
  1. Shadowcasting, particularly when combined with overdraw/fillrate issues (for example, too many unoptimized, overlapping branch cards on trees).
#
  1. 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. 🙂

ancient lotus
#

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

dire coral
#

any good animimations for an animpace for a pistol, rifle sniperrifle and shoutgun just a pistol would be grat

exotic cave
#

@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.)

dire coral
#

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

exotic cave
#

As long as you're not selling them to other developers, you should be fine.

dire coral
#

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

grim ore
#

@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

ancient lotus
#

@grim ore youve got to be kidding me, ive been searching for days

abstract relic
#

Praise be, search bars

ancient lotus
#

cool, the online framework plugin makes ue crash in my project -_-

grim ore
#

pretty sure none of that it supposed to be used in Blueprint btw if that matters

ancient lotus
#

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

grim ore
#

not off the top of my head

blissful trail
ancient lotus
#

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

exotic cave
#

@blissful trail : Yes. Let the shaders compile.

abstract relic
#

It’s just unloading

#

Cleaning itself up basically

ancient lotus
#

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 -_-

barren flume
#

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

abstract relic
#

Depends

#

Maps/levels hate it

barren flume
#

yeah i don't care about the levels

#

i just need everything else

grim ore
#

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

barren flume
#

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

abstract relic
#

Select the asset>>> asset action >>> migrate

#

Then pray

barren flume
#

this should pop up rigtt

#

right

abstract relic
#

Yep

barren flume
#

Do I make a new project in the other unreal engine version?

abstract relic
#

Yes

barren flume
#

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

abstract relic
#

Just remember to exclude maps

barren flume
#

yeah

abstract relic
#

Hell. Do one folder at a time

barren flume
#

You can do that with entire folders?

blissful trail
#

CaliCoastRelpay (they are at -515 shaders compiling rn) (why is it minus tho)

barren flume
#

oh i found the migrate button

#

thought that was kermit the frog nodding his head

blissful trail
#

nah its kermit the frog sticking a knife in a power point lol

barren flume
#

no i mean that reaction

abstract relic
#

It’s a spinning giant flying turtle

barren flume
abstract relic
#

Also known as gamera

barren flume
#

should I do yes

#

the folders will be in the game folder

grim ore
#

well its a warning for a reason, content should be migrated to the base content folder in the new project

barren flume
#

Okay

grim ore
#

it will match the same directory as the project it is being migrated from

barren flume
#

okay time to see

#

how it goes

#

folder is completely empty

abstract relic
#

Welp, It didn’t like it.

grim ore
#

it was a try. the issue is going from newer to older and you really cant fix that

barren flume
#

They show up in the folder

abstract relic
#

Kind of low chance to begin with to be fair

barren flume
#

in windows explorer

grim ore
#

so try and figure out why .24 wont package might be the issue

abstract relic
#

Yep

grim ore
#

the .uasset file has the version it was saved in

keen moss
#

is there a simple way to reimport megascans texture maps at a lower resolution

barren flume
#

I'll try packaging in 4.24 again

#

and can someone help me with the issue I get

#

if I stumble across it

#

again

abstract relic
#

Get those logs and remember to have debugging symbols installed

barren flume
#

How do I install it?

#

and the logs are event logs right

abstract relic
#

Your version library >>> options

#

Logs are in Saved/logs

barren flume
#

okay

abstract relic
#

Also remember to delete /intermediate before you package. It’ll regenerate so don’t worry

barren flume
#

I'm just trying to find version library

#

delete this right

abstract relic
#

And tell me if that works.For I get a cookie for those 😜

#

Yes

barren flume
#

I'm trying to find version library

abstract relic
#

In epic launcher

barren flume
#

Editor symbols?

keen moss
#

is there a simple way to reimport megascans texture maps at a lower resolution

fierce oar
bitter iris
#

@keen moss you can go into the Texture and change the LOD Bias

keen moss
#

@bitter iris does that reduce its packaged file size?

bitter iris
#

not sure exactly

#

i personally drag the textures into photoshop an do it from there

fast berry
#

trying to import some animations. They wont show up in the asset browser after, anyway to fix it?

grim ore
#

does the output log show any errors?

fast berry
#

let me re import ant try again

bitter iris
#

@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

humble oyster
#

Need help

bitter iris
#

@humble oyster with?

humble oyster
#

So I download dash engine and I need to put the folder into the thing

#

How do I put folder

bitter iris
#

@plush yew oo okay i do have quite a bit of questions 😄

humble oyster
#

This folder

bitter iris
#

idk what dash engine is

humble oyster
#

Sonic stuff

#

How do I put in

#

Oh

#

I thought I could

ionic lagoon
#

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

humble oyster
#

Wow

abstract relic
#

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

humble oyster
#

Any sonic engines I can put into it?

normal burrow
abstract relic
#

Lol

#

Abort

normal burrow
#

other direction! full speed

humble oyster
#

Frick unity

#

I hate it

abstract relic
#

Reverse!

humble oyster
#

I wait 10 minutes for the damn application to even open

normal burrow
#

no dash, no dash.

humble oyster
#

Unity is so slow on my computer

abstract relic
#

But to answer your question

humble oyster
#

Your to slow

abstract relic
#

You may be able to find a github community project

humble oyster
#

—O
/
/\

bitter iris
#

If unity is slow on your computer, how you gunna run UE4?

exotic cave
#

@blissful trail : I do not know myself why UE heads into the Minus Zone to compile shaders

humble oyster
#

Idk ue4 runs perfectly fine

abstract relic
#

That’s... odd

exotic cave
#

But, when I let it journey there and compile the shaders, then it seems to behave 🙂

#

We could ask Willy Wonka

abstract relic
#

Yet also not surprising

humble oyster
#

Just tried to open unity and it’s been on the same things for like the last couple of minutes

exotic cave
#

thinks it's a travesty that Willy Wonka and the Great Glass Elevator never got a movie, but perhaps I digress

normal burrow
#

i bet your cpu/gpu mix is gpu leaning

bitter iris
#

i have no clue how your ue4 is running fine but unity aint

normal burrow
#

but yeah its not surprising to me

abstract relic
#

I’m banking that even the computer knows 😜

exotic cave
#

@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 😄

normal burrow
#

"nah, no. I'm slow, i swear"

exotic cave
#

"Hey, three months to compile shaders"

humble oyster
#

Well I literally when nothing on it besides 1 not used file called “sunky”

fast berry
#

Fixed the animation part, in thirdpersoncharacter how do I switch the automatic walk speed from 600 to 300. Cant find it in there

abstract relic
#

Both are user influenced though

exotic cave
#

Then you have either a Unity version or a plugin that has decided to not work 😄

abstract relic
#

A turd will be a turd no matter where you put it

exotic cave
#

They do that a lot, sad to say

normal burrow
#

you must raise the lid before, or something wisdom

junior shard
#

guys can someone help me out? i'm quite desperate and i've tried all options

exotic cave
#

@abstract relic : UNLESS YOU COMPRESS IT UNDER VOLCANIC HEAT TO BE A DIAMOND 😄

#

...yeah, I don't know where that analogy is going either.

ionic lagoon
#

@fast berry Like default walk speed? Go into character movement then find max walk speed

bitter iris
#

😂

exotic cave
#

"You can code badly in any language" --my first programming mentor, rest his soul

abstract relic
#

“Fossilized poop is one of the most valued fossils out there” ?

fast berry
#

@ionic lagoon I cant find it there

ionic lagoon
#

huh

abstract relic
#

I’m trying Cali 😜

humble oyster
#

Ok since you guys know so much about unity how do I put dash engine into unity

ionic lagoon
#

I don't know what to tell you

exotic cave
#

@abstract relic : Mission statement achieved! 😂

normal burrow
#

pants, no

ionic lagoon
#

Would anyone know how to lock a characters rotation to a walls?

normal burrow
#

no pants

ionic lagoon
#

I have a semi-working way of doing it.

humble oyster
#

Your wearing no pants?

normal burrow
#

advice is, no

humble oyster
#

Oh so I shouldn’t wear pants?

#

How is that advice

normal burrow
#

wouldn't turn anyone towards unity

#

would move on to something else

humble oyster
#

Ugh fine

#

Then what am I gonna use to make sonic games

normal burrow
#

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?

ionic lagoon
#

Yeah its for wall running