#ue4-general
1 messages Β· Page 727 of 1
primitive components are things with materials and collision
yep, its irrelevant
no matter what you use
if its overlaps, and a frame goes by where its not overlapping even though logically, you'd expect it to have, it wont.
its actually pretty complicated
the way you'd do it is with sweeping
but that is more complicated than it sounds
and it wont go through the skeletal hierarchy in sweep
so itll just be like long line points joined to make some shape, and not neccisarily an arching attach
fighting games use 'frames'
a frame runs of animation data and checks overlap, then the next frame runes.
it does not skip frames
anim notifiers are also really all over the place
the engine isn't very well suited to do frame based animation things like this without lots of edits
If the material shows use with skeletal mesh and it's still not working you can look at the logs, perhaps the materials are not being packaged
@grim ore thank you for the help means alot i finally did it
keeping track of the previous world location of the sword, and sweeping to the current location of the sword then updating current to previous and so on.. every frame would how you'd get things to at least be semi consistent. but you'll run into issues like things rotating when they sweep. you just gotta find something that works for you good enough.
I think @mint sequoia has some solution for sword swinging that looked pretty cool
Does anyone know how i can get rid of the gaps between the floor tiles? You can only see them when you're further away
what is the proper way to define the default settings for a packaged build?
like what the users' rez will be when they first launch
@short vector What was the problem and the fix for your issue so we know for other people?
the problem was the folders was not in order in unreal editor
any more details on that? that is weird
Hey has anyone ever had ue4 successfully restore stuff?
Would love some input, 4.24.3, using dynamic lights and as of yesterday Im seeing the, background being normal, but seeing these weird largely white rectangular patches, and underneath character as seen this weird multicolored blotching that MOVES as if animated, has anyone seen this and what I may have enabled causing this..using newer Sun & sky with exp heightfog and postprocess ,
Doesn't happen everywhere, and I can walk through it, and on other side its back to normal terrain texture
is your skylight movable?
that looks like a VR lens profile and minimal distance settings gone crazy
Tis the con for dynamic lights.
tis.
Hello
i have a game concept that i need advice on
I want to call it Total World.
but i need to know if its possible to develop.
so if anyone can advice me lets do a voice discort chat in a room
Hello, im making an FPS game and i need my weapon to play a shooting animation, while at the same time playing the idle, moving, or jumping animation, how can i do this ?
Tag me if you want to help me out
@rain coral you need to set up an animation blueprint and when you're making your different states (idle, moving, jumping) you need to also make shooting states to go along with it by using a blend node so you get idle-shoot, move-shoot, and jump-shoot from their respective states
here's the video that I see most people follow when they start out: https://www.youtube.com/watch?v=fktCz7TtUh8
Here we take a look at how we can blend the top and bottom halves of two animations using the layer blend per bone node to split them from the spine and marge them together to create one animation state.
β₯ Subscribe for new episodes weekly! http://bit.ly/1RWCVIN
β₯ Don't forg...
when would you use the UE4 Cast<> function over dynamic_cast<> macro?
always
what is the advantage?
consider dynamic_cast dead
rtti is disabled by default anyways
so dynamic cast wont work without a change to your project settings
basically they handle all the dynamic casting themselves in uobject
so cast is what you want
ok so Cast<>
Yeah, do use the other variants when you can too
when your casting to something you know will be what you expect it to be CastChecked<> will be what you want
in editor it will be the same but it will cause you game to crash with an error message if its not what you thought it was
at packaged runtime it does the faster cast without checking any type information
just remember you can't pass null into it. it will cause the same mentioned crash
thx for the info
@pot oops ya it is, so HM don't recall what does it default to static or stationary
pot
its short for pat
@normal burrow darn static or stationary make no differencde,the odd patches are still there
difference
Hi is there a tutorial anywhere online on how to publish a mobile game from unreal engine to play store or IOS store ? Thanks!
Was wondering if anyone here can answer a Steam question. Do free to play games typically get more traffic to the store page the paid for games?
I doubt it. Paid for games have marketing budgets beyond what free to play games do unless they are already a success. But I would presume there are a limited amount of F2P games that equal or go beyond others based on the success
I mean that makes sense if you have a budget. As a solo indie I don't have said budget
You're actually wrong about that @kindred viper
F2P definitely get much more traffic
Actually, I have one good usecase recently that's very telling...
Maybe this belongs in #industry-chat
Sorry if it was the wrong chanel
But anyway, TL;DR: They launched Free Prologue.... great results... launched premo game... terrible results
But you can simply just look for the the f2p tag on steam and see how huge they can be (look at review counts)
Thanks mate. I'll do that and I am reading through that article now.
Can be, but I was presuming limited scope in that.
most of them are trash after all
They can be. But they still get great traffic
Well atm my games page only gets about 20-30 views a day. I feel like it should be much higher
do any of you know how I set those 2 values in C++?
self.Axle->SetCollisionEnabled(ECollisionEnabled::QueryAndPhysics);```
is what I used for getting the first 2 parts, but I don't know how to set the checkboxes
Hmmm, Anybody have the weird issue with UE4 packaged builds when you ALT+F4 it doesn't actually seem to quit? People are exiting my game but Steam and Discord callbacks are still running. The UE4 Process seems to tuck itself under the Steam Login Process for whatever reason and kinda just stays there in the background
So, i want to make an rts, is there a built in way to find characters within a 2d box? Or.. Would i need to figure out the logic myself?
So, i want to make an rts, is there a built in way to find characters within a 2d box? Or.. Would i need to figure out the logic myself?
@plush yew UE4 Editor has this functionality if you hold ctrl alt and then left click drag in the viewport. If you're savvy enough you might be able to dig that function out of the editor and repurpose it for your needs
Wait actually, I think they added a node for this
Yeah here you go!
https://docs.unrealengine.com/en-US/BlueprintAPI/HUD/GetActorsinSelectionRectangle/index.html
Get Actors in Selection Rectangle
hm that steam thing still isn't working
I was just thinking of doing raycast from camera to terrain on all 4 corners to get a 4 sided polygon then doing a check to see if any units overlap that polygon
If there wasn't one, but good thing there is is a node
could do, looks like that node does everything you need tho so I wouldn't bother
yeah
Soo "get mouse position" takes 2 floats as aliases... I guess it doesn't just return a FVector2D because that would cause memory leak
If the user forgets to delete the FVector2D that's passed back... Lol C++ is so strange to work with after spending much time with C#
no
there is no particular reason for that function to work that way, they just wanted to or something
i mean, the alternative are to create FVector2D in a heap and return an alias to it, create FVector2D in a heap and return the address to it, or return the local FVector2D which returns the copy constructor that creates a shallow copy of the local FVector2D
everything you just said is wrong, stop making random assumptions
isnt that how c++ works?
returning it by value is completely fine
if u return by value, it calls the copy constructor?
it's a simple struct so that wouldn't matter even if it was the case, but it isn't because of return value optimization
wut. why does all the c++ related sources tell u that when u return an object, it calls the copy constructor
vector 2d trivially fits in a register for return, passing in two pointers to write values to would be far more complex
soo, copy constructor dont get called?
or, is it that it only gets called if you define it, or else it just uses copy elision?
also, thats awesome
Does anyone have any links to papers on real-time rendering of complex ocean behaviors like breaking waves, spray, foam, wakes around objects, splashes from bodies that impact the surface and global illumination of the ocean environment? I am using tessendorfβs FFT based ocean simulator but he does not cover these topics. Any help would be great, thanks.
@midnight root keep turning lights off until they donβt exist would be all I could say
Using buffer overview helps. You may be able to see what those rects are
how to you fix a box jumping glitch with UE4 physics object?
i know the best way would be to disable collision between the player and the object being held
but how would i do that
hi everyone! is it possible to turned off landscape LOD and tessellation? Trying capture texture by Scene Capture and getting so terrible result
for some reason, i cant seem to #include c++ classes that i created it cant seem to find it
try "generate visual studio files"
An error would help @plush yew
okay i found the reason, though i dun get it? O.o apparently, UE4 doenst recognize .h and .cpp files that i create through visual studios
but it recognizes them if i create them through new C++ class > none
weird
Good question for #cpp but yeah you donβt create the files in vs. unreal looks strictly inside folders. The sln is more or less for your ease of development
You can make blank files for .h and .cpp but unreal editor will do this for you if you make the new classes inside the editor
On a scroll box is there a way to get a reference to the scroll bar itself?
I can see variables related to it but I can't seem to reference the object itself
unreal spaghetti best spaghetti
Hey, I've been learning unreal lately following "Udemy - Unreal Engine Blueprint Developer - Learn Visual Scripting" tutorial. I am stuck at certain part. When I put a node Calculate direction there are no execution pins but in tutorial it does
One above is mine, and on the bottom is tutorial
the top is a pure function, it doesnt require an exec pin, likely an update to engine since the video was made - just plug the Return Value into wherever it's supposed to go and be happy, if its connected it will run
etc
Is there any way to fix these super dark shadows on left?
have a skylight?
I have
might need refreshing, tweakign values, boosting intensity etc
and make sure it is not set to stationary if you are usign dynamic lighting
i've set it to movable
you are looking at the sun rather straight up too, autoexposure might come into effect to make that not horribly blinding but in the process making the dark areas darker
if i want a nice crisp line between two layers of a terrain landscape material, how do i do that? like, where the grass meets the stone, without that terrible blue effect, or blending between layers. something about masks, or heightmaps, idk.
i turn my directional light down by 50 percent, claim my MIN MAX exposure adaptation to 1.0 1.0. and also, something about global illumination inside of post processing, i up that a little, and make the post processing infinite . i hate those shadows also .
kicks down door
I have no clue what the hell im doing but its working?
Anyone wanna help me?
Nvm ill check in the morning
Hi, has anyone an idea what this causes? When im near the Texture is light but when i get a bit away it gets nearly black. It seems to have something to do with the material because the effect doesnt occur with a simple white texture. Thank you! β€οΈ
can someone help me with something?
Assertion failed: [File:D:\Build++UE4\Sync\Engine\Source\Runtime\Windows\D3D11RHI\Private\D3D11Util.cpp] [Line: 198] Unreal Engine is exiting due to D3D device being lost. (Error: 0x887A0006 - 'HUNG')
UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
UE4Editor_D3D11RHI
UE4Editor_D3D11RHI
UE4Editor_D3D11RHI
UE4Editor_D3D11RHI
UE4Editor_RHI
UE4Editor_RHI
UE4Editor_RHI
UE4Editor_RHI
UE4Editor_SlateRHIRenderer
UE4Editor_SlateRHIRenderer
UE4Editor_Core
UE4Editor_Core
UE4Editor_RenderCore
UE4Editor_RenderCore
UE4Editor_Core
UE4Editor_Core
kernel32
ntdll
unreal keeps crashing and i get this error log^
usually occurs whenever im using the file menu
does not occur when my charger is disconnected
@hallow frigate It is a GPU crash and can happen for myriad of reasons, perhaps unrelated to unreal at all.
so no way to fix it?
@plush thicket you cna do
uhjh sec
I had the same problem, lemme dig through my code
okay so you want to Set Collision response to channel to the physics object as ignore
when youre holding something
then if you're not, Set Collision Response to Channel to Block
@hallow frigate Laptop or Desktop?
@hallow frigate Weird. Literally posted the exact same issue moments before
Well not exact. But near enough
I wondered if it was GPU related myself
@ruby folio His is a D3D error, likely either from a bad laptop power cord, or bad drivers, overclocking, etc. Yours is a memory access issue. When does this happen for you?
Hello, is this server newbie friendly ?
i have a simple question regarding animation
No, get out. haha
π waa
@tacit onyx Mine happens when I am walking around on a large tiled world. I can do so for a while but then it crashes.
@hard cobalt #animation
thanks!
No worries!
wait it's simple tho
maybe you know it
So i modified the thirperson run animation and saved it as a new animation, how can i replace the run animation for my character ?
@ruby folio Hard to say in that case. Could be too much memory use, or a memory leak of some kind. Or even a corrupt actor that suddenly gets referenced, but the last is unlikely.
@hard cobalt In the character blueprint, click on the mesh, and change the Animclass in the details.
I dont think its the last. I have re-created just the landscape on its own in a new project using the third person template. Same issue
@tacit onyx i don't want to change the whole class, i want to replace the run animation in that specific class with another run animation
Oh, you're wanting to change it inside of the animation blueprint you mean?
Go to the AnimBP and go to the AnimGraph. Bottom left in that picture you just linked.
Should see something similar to this.
You're looking for the left, one, a State Machine.
yes i'm there
then what ?
wait i'll show you how it looks like
or did you this one the state machine @tacit onyx
The first picture you sent. You want to place your animation sequence in there.
okay thank you!
I wanted to implement a system using render targets within Unreal Engine 4, something a long the lines of Tag's paint, Portal 2's gels and even Splatoon's ink, so far, the only idea I have is to use render targets with sphere collision in the center for detection, I've found nothing similar in UE4, I found something done in Unity, which was a exact and well done replica but the guy who made it has last logged into the forums in May of 2016, therefore leading me back to nowhere, I'm also trying to get in contact with the creator of the Portal 2 mod Aperture Tag in order to maybe receive any information about how the gels in that game were implemented as it's highly possible he could have had access to the code itself via a Source engine license permit
It includes stuff like
- Dripping
Smudges from swimming
This seems just impossible to me and I scratch my head at this nearly daily now with only one goal, that being to achieve a similar effect while keeping decent optimization
Here is the thread
Problem is, game like this usually has stuff such as different maps and different types of objects, a lot of them in fact which makes me wonder how proper optimization is kept in place
Especially for a mobile console.
Maybe they use a system that says once the surface of a model is covered by a certain amount of paint. Just replace the model with one that has a matching colour?
Nope, if so, there'd be models of that.
And that basically doubles the amount of objects in the game
Inefficient
@tacit onyx laptop
Not if you have seamless materials for each colour. Then all you do is change the material
I doubt that'd be what it is
especially since Tag was a digipen project
done in like a year or something
they wouldnt be able to do that kind of stuff
@hallow frigate First check is to wiggle your power cord. If you can crash UE4 by doing that, your power cord is coming off and it's temporarily switching to the non dedicated graphics card. There might be a fix for that but I'm not sure. Maybe a registry or power setting to not switch devices or to wait longer. If that's not the case, I'd recommend looking into installing clean graphics drivers after cleaning the current ones out. If you're overclocking your video card at all, I'd turn that off.
@hollow palm Creating seamless materials. And creating a ray cast or something with a bit of code to swap materials wouldn't take long at all.
okay but you need to cover the entire object, right?
thank you, ill try it out now @tacit onyx
A material swap would change the entire mesh yes.
okay but if youve ever played tag or portal you know that it never covers the entire mesh and only parts of it
and can seamlessly
cover multiple meshes
gosh i forgot, how could i group material nodes again?
wasnt there like a shortcut to put them in a group/function whatever u call it
You need to create it in the content browser
Copy and paste
And no, because you need to create material function inputs and outputs
Is it somehow possible to follow the now broken links from google to: https://forums.unrealengine.com .. I heard there is a community where the content has been migrated??
Forum Description
hmm, is there a draw back? i basically will have those nodes just in one material but i want them clean and sortet
@hollow palm https://www.unrealengine.com/marketplace/en-US/product/don-s-dynamic-mesh-effects kind of does what you want
uses lightmap uvs I think for meshes
No drawbacks that I know of. Other than time to make it. Seems pointless to use a function if its only going to be used once
well its a lot of nodes, it will simplify things. thx will make one
@hollow palm ohh it could be some kind of material function that uses the world space of each paint ball to swap the colours around. Or maybe a some kind of vertex painting system or even a decal set up. The way that video had them vanishing and stuff I'm thinking decal.
Decals are too memory intensive
and as they pile up, would basically make the game unplayable
But you wouldn't need to place another one unless it passes over the outer edges of the one under it.
it still is memory intensive though
plus
you also have to remember that there are a lot of different sizes of ink you can have
for dripping, different weapons, etc.
@tacit onyx Would you think I am getting crashes due to GPU memory or system memory
@ruby folio System memory. That's a RAM error if I'm not mistaken.
Shiiiiiiiiiiiiit. Time to run memtest?
in a material function, can i output multible things?
?
yup
just to not get confused (i have A LOT of ndoes going on here)
the sort priority, 0-99 the order top to bottom?
yup
good luck :)
In the demo 3rd person project in unreal, we can just select 2 players in the dropdown menu next to the play button and each character will run in it's own window.
When I do this for myself, it just crashes. Anyone know what is needed to be able to do this?
It seems native to unreal somehow, but I can't get it to work.
i cant set my collision during runtime neither relative nor worllocation is movable
can someone explain to me where to find the thirdperson run animation ?
how does it know which animation to choose ?
just bcs of that name ill awnser
lol
its in a so called blend space
its in exploooosjun space
save what
there is a
ue4, yt channel where they do 3rt person character from scratch
would reccomend
i watched this one
(00:05) - Intro and Persona
(01:06) - Populating the State Machine
(02:10) - Updating the Speed variable
(04:46) - Creating new states in the Locomotion tab
(06:28) - Setting up the Transition Rules
(11:50) - Testing in the Preview Editor
(13:04) - Fixing the transition hitch
...
but he didn't mention the blendspace
that's the anim graph no ?
yes, but what i drew the circle around is the anim blend space
imagine, the blend space and its just draged in there
i mean thats what it literally is
Hey guys, im trying to use a pointer to access another function in a different class, to unreal it compiles however im getting a exception access violation, anyone have an idea to fix it?
@hushed bluff I'm not sure exactly but it sounds like it's got something to do with Unreal's memory management. You could maybe try with and without the UFUNCTION() (unreal handles it differently with and without this) macro prefix or try using shared pointers https://docs.unrealengine.com/en-US/Programming/UnrealArchitecture/SmartPointerLibrary/SharedReference/index.html
Smart pointer type that cannot be uninitialized or assigned null.
You're welcome π It's complicated stuff. If I were to guess, what is happening in your case is probably that Unreal clears the allocated memory before you are accessing it. Shared references can't be null though, although in some cases shared pointers are the better choice. More about it in the docs I linked π
Hmm i dont think I can do it within a UI class, as im trying to access a spawner through a button click. So from the UI im trying to call the spawner class through a function to get the spawners location (think that makes... sense?)
@hollow palm So, what is your issue in implementing the system ? It is pretty straightforward more or less.
@grave nebula It's mostly stuff like dripping and performance
Ild like to set up a devoloper folder to follow me around from project to project that i create of commonly used assets of mine...however while everything seems to work perfectly any of my "test maps" dont seem to correctly load at all...anyone have experience with dev folder
i am in a really really bad situation right now
i was working on my project this whole time and today i open epic games launcher and when i try to load my project it just gives me this.
is there maybe any possible way to backup or something like that?
If the map isnt used as you main level...you could back up your content folder and then try overwriting it with the original version from another 3rd person template...
Make sure to back up your content folder before trying that
is it possible to load for example with autosaves?
And you could delete you intermediate folder and allowing the engine to rebuild on launch
That i cant answer...youre in a prettt scary situation currently if you didnt have source control set up
Cause even what im suggesting is a hacky workaround
i am afraid dont know whats control set up π¬
i am kind of newbie but heck my diploma is kind of there
Source control...like github or cloud backups of your project
i am afraid i dont
It fails to load map...but does it still open your project
interesting thing is that in explorer it show that the map is there but it just refuses to load
well ye it is very important
my whole thesis is there
the map is there but editor doesnt recognize it for some reason
it loads everything and on 90% it gives the error message
and when i click ok on the error message it just opens like this
with all assets and folders
just without any map data
Yeah contact support i guess... You just learned your first brutal lesson in how important source control is....
yup
I don't want to suggest anything with how important that map is... Pretty sure no one else will touch that in here with a 10ft pole
yeah thanks for help anyways
@native cypress did you upgrade your engine version?
nope i didnt
i was working on same version and when i decided to continue my work today it appeared like this
Shoot...yeah nevermind...sorry man
Hello ! Huuuuge beginner question here
Whenever i rename a blueprint the first time the mesh is moving very far from its default scene root. What is causing this ? i'm struggling to find the right words to google it...
Renaming an asset shouldnt effect transforms at all....
I guess "renaming asset messes up transforms" would be a good search
@native cypress Have you tried to use a backup file yet?
yes thankfully everything worked
i just replaced default umap which wasnt opening with autosave and it loaded magically everything
i can tell my diploma is now saved
@native cypress Do you know how to get to backup files in your projects? It'll save you some headaches later.
This is before and after i rename my blueprint :/
@sweet heron maybe you are renaming it to a name that is taken by another blueprint in the project ?
i mess up my screenshots haha
ok now should be good
@quick kelp nope it's a new project and i'm renaming it with a new name
@tacit onyx i think i just need to copy the core file and save it somewhere
@native cypress Not what I meant. There's literally a backup folder that saves copies of your assets often. You can copy those into the content folder and overwrite the current one there to go back to an asset from a previous date.
oh ye i tried with that
and it gave me an error that the files were done in newer version of unreal tho i didnt update anything
hi there could someone explain this problem to me?
it happens when i try to make the cloth paint
Inverse Kinematic systems allow for reactive animation, such as foot placement on non-planar terrain.
is this the right way to make foot iks?
it seems a bit extreme using event tick like that in player bp, i would think there is a built in function that does this in the engine?
well what would the built in function do?
@grim ore Just take care of the foot IK at the click of a button hahah, blueprints have really made me lazy :/
well the function runs on tick as it is adjusted in real time
Did 4.25 just come out?
came out of preview today i think
Nice
yo
I wonder if they fix the problem with RTX the driver has quit working issue
This is great
lol why did I think it was talking about actual leaves
i still using 4.23 and they come out with 25 lmao
time to move files
Imagine still being on ue4.8
I think I use 4.22
4.25! 4.25! WOO!
as normal we will be waiting for 4.25.2
π
move to other hard drive
Only have the Preview version for 4.25 available in the launcher
oh my what am I looking at
and install 4.25
wait what am i doing
some of the plugins i have don't support 4.25 yet
not yet
I hope the ray tracing in the engine finally has caustics!
@azure shore what is that? lol
its on the site, Im not actually sure
Niagara it looks like
you can still install .25 side by side with .24
as for the creature..... its a forgotten transformer
pretty sure thats niagra
the creature is crunch from Paragon lol, and yes thats the new niagara layout
New: Added Physical Material Masks to Materials, which are used to associate multiple physical Materials with a single Material based on a mask. This is only supported when Chaos physics is enabled. In the Material, set the Physical Material Mask to a mask and Physical Material Map to an array of physical materials. In the Static Mesh properties, Support Physical Material Masks must be enabled and additional data will be stored at runtime.
holy shit
Is the github branch up to date? There's only been a single file change in the last 12 hours
Ah looks like the master branch is but the 4.25 branch isn't - looking at commit history
Uproperty documentation https://docs.unrealengine.com/en-US/Support/Builds/ReleaseNotes/4_25/index.html#bookmarkuproperty
"TFieldIterator no longer iterates properties, use TFieldIterator instead"
Release notes for Unreal Engine 4.25
Did someone seriously try to spell the n word in the announcement reactions
Lol
Anyways people are already stating crashes with the new build
Any experiences from yβall so far? Iβm not home yet
Nope UE4 is bad
I've been using Preview 7 I think - and it only crashed when I tried to do something that was too much.
Hmmm I disagree despite my anger sometimes @plush yew lol
I.E save/compile a blueprint while doing a file operation
Lol
@last dove thx for the help
But yea itβs not a preview anymore so weβll see what happens I guess
da fk
My phone
oh
I hate discord mobile
I can help delete them more quickly.
There.
for anyone who only has the preview of 4.25 to download, restart the epic games launcher
Iβm suing discord if I get banned from a server if that happens
Anyways yea isnβt it out?
4.25 is live right
Yes.
Thatβs what I thought
Hence the announcement in #unreal-news. π
yes, ue4.25 is now available
It's a good one!
Right I donβt know why people are confused then
why is my internet so slow it takes so long
Ok so I only need 60GB free to update from preview 7 to release. That's totally reasonable...
Donβt worry Daniel my phone just had a spas attack
Time to leave my computer doing an engine build for 8 hours :/
how would I make a material or particle that looks like this?
@dawn linden Ouch. Do you install editor symbols?
Stop releasing them so fast!
@digital badger good luck
I need a dev grant for a server farm pretty please
@rocky radish thats why i nvr update until the next version comes out
@maiden swift Yeah. But now it failed and is in a halfway point apparently the launcher won't even let me change that now. Remove and reinstall it is I guess.
whenever i maximize my discord the download speed goes down to half, so just staring at epic games launcher i guess
@rocky radish I mostly just rebuild plugins manually - as VS mostly tells you what to do
@digital badger but i need the engine source to do that, right?
or can i do it in the launcher version?
You can do it in the launcher version on a per project basis
But not editor plugins - like Substance or Megascans intergrations
You can do it in the launcher version on a per project basis
@digital badger that makes my life easier
But not editor plugins - like Substance or Megascans intergrations
@digital badger and that makes me sad
π¦
"TFieldIterator no longer iterates properties, use TFieldIterator instead" π€
"TFieldIterator no longer iterates properties, use TFieldIterator instead" π€
@urban chasm visual studio just had a stroke
π
5400 RPM HDD? π
Tiny little files
no - that would be faster
Next-gen console?
@wary birch if you have ftp access then yes.
What does that even mean lol (patch notes doesn't load for me)
to get console development files - you have to sign up with Sony and/or Microsoft
I'm confused about this sentence in the release notes:
"TFieldIterator no longer iterates properties, use TFieldIterator instead". Am I missing something or is it the same thing twice
Oh, is that to prevent the needs of a dev console?
Not exactly - to build for the console you need special files
You then test the game using the Devkit/testkit
anyone else stuck here indefinitely?
How were you used to get them then?
@latent moth Yep
@thorn violet Someone just got confused. FindField was replaced by FindUField and FindFProperty. But field iterator is unchanged as far as I'm aware.
@knotty falcon awesome
It was only showing UE 4.25p7 so I restarted it, I assume there's something going on server wise
@wary birch By signing up with the Console Developer, so Nintendo, Sony or Microsoft
@knotty falcon @latent moth I assume it's because everyone is updating now lol
Yeah
ah could be
but shouldn't cause us to be completely locked out
Okay thanks!
Ayy got it working
UE 4.25 planned on this week?
4.25 out now
Where, i dont see it
finally
You might need to restart EGL but be aware you might get stuck at a "Preparing" menu
let's go for 4h of compiling
4h is gud ngl
@viral fractal if u don't see it on the launcher, restart it and then it'll be available
ahh memories of 4.8
Yeah looks like EGL is having issues, its cleared my games list and given me licence errors for them
Ahh, 4.24 Just crashed my PC, thanks...
Guess its time to go through all the nightmares of setting this thing up with 4.25 then
Getting pumped to download it + debugging on my 20 mbps Australian internet
@viral fractal no one says it won't crash either
Most UE4 versions will crash at random times
and the rest will crash at maximally infuriating times
I want Australian internet
I wait for the day where it doesnt crash, compile for hours for no reason or make my entire system lag randomly
Wait...another wizard
https://twitter.com/UE4Memes/status/1184964145700958208 (warning Volume)
is the new one supposed to be preview 7 or final?
Maybe we can compile at light speed
Final @weary hull
hmmm
Restart your launcher
I just want to do some tests with this engine... Idk. Its hard
Still gotta start mine
UE4 without crashes wouldn't be UE4
Ikr haha
UE4 without crashes wouldn't be UE4
@wary birch accurate
hello i have a question
Neither your keyboard
I guess its just overloaded
Yeah
i cant find add state machine in animation blueprint
i cant find add state machine in animation blueprint
what can i do?
Just gotta learn from it, and never give up
@reef lava that's what i said, when i realised my pc ran it at 20 fps on low preview settings
Ummm, are you in the anim graph @solemn orbit
Google is a life saver
that's what i said, when i realised my pc ran it at 20 fps on low preview settings
@rocky radish you haven't pressed the build level button yet
Idc what people say, find the right forums solve ur problem, learn, rinse and repeat
@reef lava i send you a message at private chat
The new profiler tho π
@rocky radish you haven't pressed the build level button yet
@wary birch haha i upgraded my pc, don't worry
Alr Iβll have a look in a sec
What will take longer ? Waiting for the damn launcher to work again or compiling the thing from github with 64threads ?
Yes
Wait for the launcher, trust me
I just kept rebooting my launcher til it logged in but now it won't let me hit Install
Visual studio behave poorly on low rate cpus
well, time to wait until unreal creates a copy of my project
Low rate ?
Anyone have experience testing VR multiplayer? DM me please
CPUs with a lot of cores tends to have some low tick rates
The number of cores doesn't mean better performance everywhere
The number of cores doesn't mean better performance everywhere
@wary birch core i3's - did anyone say LOW AMOUNT OF CORES
It should be 32cores @3.3ghz
3gbit/s
Unh what haha
Download the binary for sure
There's no way that you'll download the source code and compile that fast
if you think that source version smaller - you gravely mistaken
iirc 4.24 source was 9Gb
And install 33
9GB download...install was 13
I'm fairly new to UE and have been learning on 4.24. Should I update to 4.25, or is it a good idea to let more experienced game devs use 4.25 for a while before adopting it...?
Depends on how your current git cache is
compiled 4.24 is ~120Gb
@wary birch download...it's when you run Setup.bat...no git necessary
I mean, you have to pull first, or maybe setup does that for you
the new auto exposure feels dark but it looks much better than the old one in my opinion
And i thought our 7gb custom engine is huge
@wary birch nah, you can get the cores and tick rate with TR
Setup does not download files form the git
it uses Epic's servers
With 4.25 i start my 10th or so attempt to learn unreal
The loading Times everywhere and Shader compiling always made me quit
with 32cores and 64 threads your compile time will be bottlenecked by the SSD anyways
Ok imma need a big brain to help me out: So I have rendered some nice 3D moving volumetric clouds onto my planet. I was wondering how I could make the clouds still look nice up at high altitudes like in space and be real-time for the transitions
Im using 2 nvme ssds in raid
probably better off with something low-latency like optane, file speed is not the issue but IOPS is
seems install download is broken in EGL
It doesnt even open for me
Is chaos included in 4.25? I didn't quite understand the release notes
it was not in 4.24 (Rocket build)
I think they said in the last livestream that you have to compile from source with chaos but I do believe so
from source in 4.25 as well? I know it was from source in 4.23
Wasn't it? I remember trying to learn it
It's just that all chaos plugins is enabled in 4.25, just checked it. but can't seems to get it to work
nothing has changed, Chaos still require you to compile custom ue4
anyone else having Product Activation Failed issues with installing 4.25?
yes because it should replace Physx at some point and that stuff is everywhere in the engine
@visual belfry i can't even start download
Yeah @visual belfry everyones having issues at the moment
worked fine on my end
oh well that's fine then π we can share in the misery
I did just change my 2fa method and didn't want that to be some permanent screwup on my account 
Ok, most people are having issues
From what I've seen over the past 20 minutes you're the only person here to successfully download 4.25 on Epic, Atomic
you win
Reasons a normal map doesn't work as expected? (normal works in blender)
Img settings are to normal map and srgb is off. Then just plug the normal in, right?
flip green
no, its an option in the import settings
may be named invert green
i cant remember the name, there is one option specifically about green, do it
if your normals look like they point the wrong way on the surface anyways, and or the normal map was generated from blender
Was generated in blender
once you drag and drop
double click the normal map
then change the green channel option, it might be undera a β¬ things
@knotty falcon if I read correctly, the only one who downloaded 4.25 is Markus
aaah found it
thx will take a look
huh
still doesnt work
a litle bit of a difference
that is so bright i can't see anything
take a sphere, put it next to the person, then set the camera option to show world normals
where?
anyone else getting launcher sign in error ##-##-LS-0
\o/ install going through for me
To the small discussion we had before, would it make sense to put the stuff i need to compile in a RAM-Disk ?
I mean in theory that would speed Up IOPS and file speed
What is it called when wind and other stuff likes clouds are displaced by mountains and terrain
Trying to find a paper on it
Or like when wind flows up the side of mountains
Windy, I call that windy
Oh nice
@plush yew Orographic precipitation, rain shadow, Foehn wind
Thanks dad
We are officially deprecating our Win32 support. It will be included in Unreal Engine 4.25 and Unreal Engine 4.26, but support for 32-bit Windows operating systems will be removed in a future release.
not a big surprise, really
they also broke asset cooking compatibility between 32 and 64 versions at the same time
the signs are clear, better skip win32 support
awww man I hope we can get these exposed to all the curve editors
ooh
Time Sliced Navmesh Regeneration with Recast Navmesh Generator
Realtime navmesh regeneration can have a very high processing cost, often leading to long server spikes in networked games. Time sliced navmesh regeneration distributes the process of regenerating nav mesh tiles over a desired period of time, greatly alleviating the potential for processing spikes with non-async navmesh generation.
I feel like that's relevant for way more than just networked games
@normal burrow sry for tagging u but, i looked more into it and i think my texture is flipped on x? does that even make sense
use a sphere without a normal map on it please
try flipping green checkmark and take another screen
thats actually flipped
yeah, unflip it then
Holy cow, kamraan wasn't kidding.
i think i found my problem
not sure how to solve it thou
in blender u use this node here if u want to use a normal map,
and if i remove the "lightmap pack" uv it looks like it does in ue4
so basically, i need this node for ue4
or the equvalent
Does lightmass support raytracing yet?
If raytracing would speed up lighting building I'd buy two 2080tis right now π
there is gpu-lightbaking nowadays
i want to say not flipped, the top one is the correct option @unique kraken . but i'm not sure whats up with all your pixelation there
well like i said, i think i need to choose the tangent space for this normal manually
since i use multible uvs`?
@normal burrow https://gyazo.com/66130e537d954d87c9788b02783587a8
its exactly the same actually (not flipped) but i need to choose wich tangent space it seems
does anybody know who writes these changelog pages?
https://docs.unrealengine.com/en-US/Support/Builds/ReleaseNotes/4_25/index.html
Release notes for Unreal Engine 4.25
rebake on uv0 then, not sure u can select other uv to use as tangent space
Any way to add my custom macros to the engine where they are just there on project creation? I have a few handy macros like foreach loops with delays ect in a macro library that ive been copying back and fourth between projects...i kind of just want them there by default?
you would add them to your engine as a feature or content pack and import them, or add them to the default templates in the engine so when you use the templates they come in as well
Is it possible to add the player mesh to a physics constraint ? Itβs not working for me
Im having an issue with a landscape material, when i add it then try to add the weight layer (The little plus button next to the layer) it just freezes up my entire editor (Using the Landscape auto material) and it just freezes
and sits at 100% CPU and just hangs
so it sits for like 30 minutes now
@grim ore we can make content packs?
Could i turn an entire existing project into a content pack... Do you have a video on that?
Cause I have several assets that I'm constantly reusing I would love to just be able to click add to project
you can but that would be more of a feature pack probably if you need input for example
feature packs are like content packs but can have input settings imported
and no video, I am working on it but 4.23, 4.24, and 4.25 changed the way they all worked so I had to wait for .25
DXR spotlight just announced using .25 if anyone is bored https://developer.nvidia.com/DXR-spotlight
When updating a project, should I convert-in-place or skip conversion? (Manually backed up the project soeh...)
convert in place, but ABSOLUTELY have a backup before doing that
Yeah, got a backup π
@grim ore i can wait for your guide...its not dire, just something that would be nice to know how
Its mostly a set of generic bps for functionality, basic game mechanic bps, and a couple macro libraries..oh and static and skeletal meshs... they dont require any specific input set ups
@grim ore has good quick tuts
of course I watch them at 1.5x speed
you sound hilarious btw
@sly coyote there are some documents out there and I think the official docs mention some stuff. Its not too hard you can just take apart an existing .upack file
Hi guys, in the static mesh edit mode tool is there a way to select multiple objects at once to delete? Kinda like a selection tool.
@grim ore my googlefu is failing me cause all i pull up is videos showing how to install them...im looking to create my own
@dawn linden I ended up with a 68GB install for 4.25, too, and was confused... all the options I don't need were unchecked, etc. Seems like it's related to updating from a preview because I uninstalled/reinstalled and it's back down to the expected 16GB.
I know that UE needs very long at 45% but is 15 minutes still considered normal??
yes
w a t
for an initial load sure
It's not unheard of. It depends on your PC specs and the project settings.
I've seen it take 20 hours before (looks at epic)
W H A T ! ?
one of the most common mistakes ppl have is that "realtime" means everything is fast hehe
I know
is the bridge for Quixel working with 4.25?
give it a day or 2 π
#OctaneRender for Unreal Engine 4 is free (and coming soon to MacOS with Octane X). A unique feature - it can actually import ORBX files, not just as a proxy, but with full scene conversion + material translation to native #UE4 elements! https://t.co/E3Fx9A5ysO
aaaaaaaa 4.565 shaders that have to be compiled
hey
just wondering does 4.25 have gpu lightbaking?
checked the release notes couldnt see anything
are texture arrays working in this release?
I T C R A S H E D
After 15+ minutes of waiting and shader compiling
Why shouldn't it?
to chaotic to get working
has 4.25 fixed the issue with transform's not being updated after adding a sub object (static mesh) in C++? I keep needing to close out of UE4 to get the transform to be added in the editor when using C++
@sly coyote This is the basics of it in this thread, the unrealpak instructions https://forums.unrealengine.com/development-discussion/content-creation/30199-custom-made-vault-packs beyond that once you get one unpacked you can basically follow the same structure for your pack and repack it then put it in the same folder and upong next start it will find it and you can use it
@maiden swift yeah it looks like its not cleaning up correctly. I upgraded and it was large, went into options and it was normal. I removed the templates and after it removed them it ran a cleanup and now its down to the correct size π no need to uninstall/reinstall but durnit epic...
Oh hah. If I knew I could just toggle an option to trigger cleanup I would've done that instead.
Oh well, I was working out at the time anyway so I was fine with waiting.
I didnt know if it would work but I figured it couldn't hurt to try
@tacit onyx hey so I tried what you suggested and it didn't work
only way to make it usable is to use on battery power but that makes unreal pretty slow
Hi, UE4 beginner here
I've got an OBJ model of an apartment layout however I can't figure out how to "re-invert" the direction of the face normals
I'm exporting this model from blender, I've tried FBX/OBJ, I've also tried manually recalculating the faces in Blender too so I'm kinda stuck here
Would it be possible that the imported file is being scaled negatively?
IDK just went and selected all the faces in the mesh and flipped them, still have no idea why UE4 does this to every OBJ i import
Hello! I want to make the character reload their weapons, but I donβt understand how to properly configure blueprints so that it reloads once with a single click, and does not play reload animation endlessly.
just wondering does 4.25 have gpu lightbaking?
@safe forge it's there, but experimental
a lot of basic updates on dev-rendering for it
What happened to the options for installing 4.25, like platforms and C++ debugging symbols?
@distant totem restart launcher
@brave gate of course I wouldn't remember the golden rule of troubleshooting... lol thank you π
@charred stirrup You can use an event notify on the reload animation to tell the anim bp to tell the player that the reload is done. You could also if you know the duration of the reload animation set a delay after your set your "is reloading" then have it set it back to false after the animation is done
any idea how to create same effect (on groud) as editor ? or how its named?
decal maybe?
@plush thicket , there is my code, I've got the Half-Life 2 mechanics) That problem solves in few steps: choose your physics object on the scene, in Details find "Collision" section, set "Collision Presets" to Custom, "Object type" to Physics Body, in subsection "Pawn" turn on the flag "Overlap" or "Ignore". If you're using an actor, you should do the same with the actor's static mesh component. And can you tell me about how you made that your mesh collides with WorldStatic objects? I'm very interesting in it.
Quick .25 question... The Control Rig. is that a script for a DCC, or a built-in rigging/skinning/control system inside unreal ?
This is a built-in Blueprints' script rigging control system. To use, you need to enable the Control Rig plugin and create "ControlRig" or "ControlRigSequence" Blueprint.
why my texture looks like pure white in material editor? \
For people who have just downloaded Unreal Engine 4.25, how does it look and are there any new useful features that you've noticed π€
@frozen pond because alpha isnt shown in the sample, its there though
looks like no, my decal is white too
need to use the alpha output :p
added texture sample again and now its works
put the alpha into opacity or mask
yeah i know that
or that
deleting node and adding it again helped
Hmm, updated my project to 4.24.3 using "Convert in place" and all is working fine, except I'm getting FPS drops from 120 to hitches (fast drops that I cant read, but it drops). What should I do?
Empty scene has the same hitches, but here I try to showcase it: https://gyazo.com/d01ef7640c0896fa257c4c22e3e2a971
It seems the Unreal Python API Documentation is gone all of the sudden... anyone knows the new location?
Hey guys, any idea when quixel bridge is going to be updated for 4.25?
Or any way to hack it so it exports?
i think you can make the plugin per-project and rebuild, but i haven't tried that out to be sure
Is there a way to make a ragdoll collide with dynamic objects, but not apply any forces to the objects it collides with?
@verbal bronze you can put the megascans plugins from a previous version to the engine into [project path]/plugins(if you don't have that you can just create that folder), and in MegascansPlugin.uplugin you change the engine version to 4.25.0
When doing UV's for UE4. And mirroring my assets. How do I make the lightmaps? Do i do a lightmap UV for the asset, and then mirror it, or do I mirror, and then UV-lightmap
I just waited 6 hours running memtest x86, modifying page-files and such.
I am still getting crashes in UE. Access Violation.
@uneven tundra Lightmaps are not specific to UE. They need dedicated UV space. Generally light-map UV's are the last thing you create.
Unreal engine does a pretty good job of creating them itself if you set the import options properly.
Hello folks, quick question: how do I find the png files of a texture that I have imported from the marketplace into my project? I'm only seeing UE4 related files :/
@plush yew Source files may not have been included with the marketplace item.
However, you can right click and export the texture in UE content browser.
Hmm how do I do that?
I've right clicked on the texture but I'm not seeing any export option
asset actions -> export? if you dont see it which MP item is this
Awesome! Thank you, I've completely missed that!
anyone know of a plugin or way that i can have my windows desktop displayed on a widget in ue
need some help with animation montages. I have everything setup properly, but one of my assets isn't playing the montage in the game and a nearly identical one is
info in #animation \
Has anyone seen a tutorial they can link that would show me how to within unreal engine require material from a person to build a vehicle. If anyone has seen that game last oasis to build a walker the person has to collect materials then place a blueprint on the ground and use the material to build there walk/vehicle. I would like to achieve something like this in my project
any way i can move the engine (built from source) to a new directory without having to recompile the engine? for example i built the engine in my C drives root and i moved it to my program files in the epic games folder. when i try to launch it from VS its making me recompile the engine
Hey, I got this message when upgrading my project from 4.23 to 4.24. I have updated the plugins accordingly to 4.24, so kinda baffled... the compile failed:
"Running D:/UE_4.24/Engine/Binaries/DotNET/UnrealBuildTool.exe Development Win64 -Project="D:/Development/A BACKUP FOLDER/05.05.2020 β Kopi/ProjectAlteration 4.24/ProjectAlteration.uproject" -TargetType=Editor -Progress -NoHotReloadFromIDE
Creating makefile for ProjectAlterationEditor (no existing makefile)
Mod Dir : D:\UE_4.24\Engine\Plugins\Marketplace\DragonIK\Source\DragonIKPlugin
D:\UE_4.24\Engine\Plugins\Marketplace\RMPP\Source\RMPP\RMPP.Build.cs: warning: Referenced directory 'D:\UE_4.24\Engine\Source\RMPP\Public' does not exist.
@progress push 5%
Parsing headers for ProjectAlterationEditor
Running UnrealHeaderTool "D:\Development\A BACKUP FOLDER\05.05.2020 - Kopi\ProjectAlteration 4.24\ProjectAlteration.uproject" "D:\Development\A BACKUP FOLDER\05.05.2020 - Kopi\ProjectAlteration 4.24\Intermediate\Build\Win64\ProjectAlterationEditor\Development\ProjectAlterationEditor.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors -installed"
Not a c++ project, no
The RMPP and DragonIK plugins are C++ though...
@ancient lotus
So I should disable the plugins in the 4.23 project and update again, and then install the plugins again after having updated the project?
/ re-add?
not sure on that one
Really baffled at how my project suddenly gets framedrops when I updated to 4.24... shouldn't be this hard to just update a project, even though it contains two plugins...
4.24.3 has some serious bugs, i really hope .3 isnt their last version of it
It is
Which version should I update to then?
All of a sudden my backup is telling me to install a plugin that I already have installed... yikes.
There's some assets for 4.24 that I wanna grab, but looks like they'll have to wait... first I gotta solve why my 4.23 backup doesnt want to open
How did you back it up?
Copied the folder and pasted into a subfolder of my dev folders
(I made two copies; one from when I updated the project aswell to failproof the backup) - both are requiring the plugin before opening
Oh wait, it works. When updating the engine set had changed to 4.21 (which I didnt have the plugin for) - changing it solved my issues. Jesus, had me sweaty there for a bit haha. Guess I'll wait for the asset creators to move to 4.25, might aswell.
I wish making bug reports wasn't a giant pain in the ass
@worn jasper They will remove the documentation completely after murdering the wiki, lol
@worn jasper They will remove the documentation completely after murdering the wiki, lol
@calm sphinx what is going on lol, is it temporarily?
was joking, probably an internal problem π
Its not letting me change the Linear Damping in my player bp, like i cant find any node that allows me to change this variable. Anyone know a solution ? This is quite a big problem for my project
See how the sky is darkish while the ground is very bright. How do I increase sky brightness but not increase the brightness on the ground
Small question here: If my camera's axis gets broken to where it's diagonal or up and down, how can i reset the roll to 0?
Just updated to 4.25 and getting this error, what should I do?
Fatal error!
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000014
0x00007ff8e3dd028c UE4Editor-OculusAudio.dll!UnknownFunction []
0x00007ff8e3dd5510 UE4Editor-OculusAudio.dll!UnknownFunction []
0x00007ff8e3dd479a UE4Editor-OculusAudio.dll!UnknownFunction []
0x00007ff90affe082 UE4Editor-AudioMixer.dll!UnknownFunction []
0x00007ff90aff9a4d UE4Editor-AudioMixer.dll!UnknownFunction []
0x00007ff90affbe49 UE4Editor-AudioMixer.dll!UnknownFunction []
0x00007ff8f1b770a3 UE4Editor-Engine.dll!UnknownFunction []
0x00007ff8f1b4954c UE4Editor-Engine.dll!UnknownFunction []
0x00007ff8f1b5f8b6 UE4Editor-Engine.dll!UnknownFunction []
0x00007ff8f1b87363 UE4Editor-Engine.dll!UnknownFunction []
0x00007ff8f1b78264 UE4Editor-Engine.dll!UnknownFunction []
0x00007ff8f2a4c673 UE4Editor-Engine.dll!UnknownFunction []
0x00007ff8f2a473a0 UE4Editor-Engine.dll!UnknownFunction []
0x00007ff8f0228132 UE4Editor-UnrealEd.dll!UnknownFunction []
0x00007ff8f022768e UE4Editor-UnrealEd.dll!UnknownFunction []
0x00007ff8f0ae0a31 UE4Editor-UnrealEd.dll!UnknownFunction []
0x00007ff666002b86 UE4Editor.exe!UnknownFunction []
0x00007ff8f0ab2530 UE4Editor-UnrealEd.dll!UnknownFunction []
0x00007ff66601b8fb UE4Editor.exe!UnknownFunction []
0x00007ff66601bb5a UE4Editor.exe!UnknownFunction []
0x00007ff66602e31d UE4Editor.exe!UnknownFunction []
0x00007ff66603145a UE4Editor.exe!UnknownFunction []
0x00007ff972ef7bd4 KERNEL32.DLL!UnknownFunction []
0x00007ff97480ce51 ntdll.dll!UnknownFunction []
Hey all, is there a megascan plugin that works with 4.25?
I had to disable the 4.24 one to launch my project
@grim ore a video on what debugging symbols are and how to download them seems to be in order. Granted, it would be a 60sec video at best π
Does anyone know if Chaos still requires a Github build for you to mess with it in 4.25?
yes, it does
Well that is a buzz kill.
have issues compiling the code?
Haven't tried... I have all the right tools in all the right places, just lack the knowledge to make it work for me.
Why are so many Chaos features on by default in the launcher build if it still requires a source build to work?
That's what I can't understand...
For example, all the Chaos asset formats are available in the content browser.
unless it's just the way the demo from the learning tab is built and they need to update it...???
that was the case with 4.23 too i think pfist
there was a hit result to chaos contact node or something too
most that I saw were off in 4.23
you could go in and enable. but you still couldn't load the demo.
@normal burrow Right but I want to understand why it's like that.
eh, think about if you tried chaos for a day
you wouldn't want the engine to not recognize the files specific to chaos when you go back to physx
they could put effort into hiding the menus sure
Why not simply disable the plugin? Other plugins handle this just fine.
but thats more effort π€·.
the c++ code in engine is spattered with #if USE_CHAOS so its not merely a plugin afaik
That's odd.
nah, you woudln't want the slowness of completely abstracted physics interface
There's been a move towards turning everything in the engine into plugins to modularize things for quite some time now.
It just seems weird that this one is different.
plz no on the physics engine
i don't need every change to velocity to do six virtual table lookups
Isnβt chaos an extra 80gb on top of all that?
@normal burrow Now that there's an alternative, do you know if the engine builds without WITH_PHYSX?
all the engine abstraction with the physics is type'defed which is why you have to compile it in the first place as a seperate engine
Zeb is the only person I know that has tried chaos π not sure on the size added
that would be the #else @steep crystal
@manic pawn oi π
zeb, share your knowledge and experience with us
wut
Probably the only one who tried chaos at this point π
I've not messed with it much more than trying to run a pile of 1000 cubes that works perfectly fine with physx and discovering chaos runs like total garbage with it
or got it to compile lol
ah gotcha
why do we have content browser things for chaos in not-chaos?
One would assume its not too hard to get working as its out of beta, but who knows eh π
Hey, is there a designated channel I can ask for assistance here?
calling it production ready with this sim performance is like a joke
did you try it outside of dev?
i could see there being extra sensitive printing going on for development but idk, pulling at perf. but that is a stretch
have only tried editor recently
looking at you unreal insight
@brave pebble If you check the channels and see one that fits your question then that would be best, if you don't know where it would fit try in here and maybe someone can help
oh yeah
now that I finally figured out how to make insights do stuff in 4.25 I can profile chaos with it
Oh insight can actually be run?
you now have to add -tracehost=127.0.0.1 because the auto connect is broken and manual connect results in corrupt analysis
that is in .25 though right zeb?
ye
is it possible to update a project with only the new engine version installed?
idk what dark magic is happening to you, insights works totally fine for me in 4.24
unmeasurably fast
Your boids are that clean
Very clean boids.
Yep
Sure can
@willow plank Only with the expressed written consent of the NFL
@warped tangle can you give me more information? Like what is written consent of nfl
Sigh..... that was a joke, just right click the asset -> asset actions -> export...
NoobsForLife
π€£
anything is better than 4.24, and it'd better be considering it's twice as big in disk size
Unreal Engine 4.25 now available!
With the release of Unreal Engine 4.25, we continue our mission to provide the most complete, flexible, powerful, and proven real-time 3D creation tool. We have further expanded the toolset to include content creation and editing for more ar...
@hoary locust really ?
I tend to agree, tho mine was stable for most part, but SO tired of lighting be so inadequate , realism shouldn't be THIS hard
I hope they streamlined some of it, atm its a nightmare too many parts
you mean its hard to setup light in ue4 ?
Hey this is a newbie question but how do I add more subdivisions in my plane? I only have 4 right now and that is not enough
i agree wit you smh
maybe
@midnight root try d5
@hexed jasper don't have it open atm, just look way down with assset highlighted and you'l see where you can add more detail
even thoo it has same issue , well its based on ue4 anyways
d5 ?
yeah it is a 3d standalon app based on ue4 core
OH that
better then twin motion
ya ive not looked into , but I tend to agree , its just another thing to learn and prob not as REFINED
In the "Details" window? I can't seem to find that. @midnight root
I mean it took how long to get this far π
sorry not loaded atm give me a second ill show you
alright π
item selected in world outliner > Brush setting > tesselation assuming thats what you're after
brush settings
its like subdivision in blender, same basic thing
btw 4.25 has modeling feature right ?
Sorry you gotta show me where brush settings is π i am familiar with blender but im learning UE
its way down under surface properties
where you can flip, pan rotate blah
tho I wish they had a better stairs builder
let me rephrase that, its way PAST surface properties, in its own SECTION named: brush settings
@hexed jasper why not add it in blender if you're familiar with that?
highlight your sphere brush or whatever, then you can see surface properties way at the top of details tab
blender is advanced modeling already containing everything plus millions , ue4 has in simplicity
share your screen and I can make this faster
if you wish
it is once you get used to it, like anything in life
no sweat I promise
Hello
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is it possible to 'Allow CPU Access' to a mesh from Blueprints ?
Hello guys ! I have downloaded the fast noise generator and i'd like to use it to create procedural Landscape at runtime but i am very new to the unreal engine and couldnt find a tutorial on the internet. Anybody knows a good guide about that ?
I believe you have to create your own procedural mesh
and use the noise generator to spawn vertices on the mesh
just out of curiosity does anyone have experience setting up the vive's front camera for use in UE4?
i see ... so i'd just take an empty level , put a cube in it and use code to turn it into a landscape .
Good evening. I have a doubt. I am unable to call a custon event from within a widget. I created the widget in gamemode and made a reference variable, but I can't call a custon event from within the widget.
well yeah, but you have to use UE4's procedural mesh actor
I'm trying to remember how to enable it
if you're using C++ it should already be enabled (it's a component) and if you're using BP's you gotta enable it
i should be fine using C++ ill try it that way π thank you
yep np π
Hey, i'm having the same problem as yesterday, when these floor tiles are further away, there appear to be cracks in between when there are actually not.. Does anyone know how i could fix this?