#ue4-general
1 messages · Page 728 of 1
Yea it's weird because it's in one project. When i use them in other projects its fine
it only happens in one project?
Yea in the story adventure template project(Marketplace)
In the default levels its fine
is the object you put the texture on the exact same as the object you tested it on in other projects?
Yes
hmmmm
@last dove I can't get the custom event node
are you trying to call a custom event that belongs to the gamemode inside the widget, or a custom event that belongs to the widget inside the gamemode? @rotund linden
also Lucas it could also be a texture LOD issue
maybe the LODs aren't loading properly with the template?
Yea that could be it
otherwise I would look into macro variation to fix it if it's a tiling issue
@last dove trying to call a custom event that belongs to the widget inside the gamemode
alright could you screenshot the gamemode blueprint code and paste it here?
Yes
Cast to it off the reference and see what happens
cast it first?
@last dove It is because I was trying to call with the referring variable. and appeared to compile again.
I just tried calling a custom event in my gamemode from a widget and it worked fine for me
yeah I'm stumped
might do some good to restart UE4 (maybe?)
I tried to delete the reference and call it directly from the Widget created in Gamemode. I was also unsuccessful.
Is there a way I can get it so when a player leaves the game their character doesn't disappear instead it get's controlled by the ai?
yes, before they leave the game have them unpossess their current character then an AI controller possesses it by checking every so often for unpossessed actors
ah dammit, the tiling problem is suddenly in other projects.. jeez
and then of course possessing it
macro variation is the way to go @devout pine
for wood though, I'd be careful about using any random macro variation texture
you could also try increasing the tile size
uh oh
: (
how can I get sharp edges between dirt and grass, my terrain landscape material sharpness is as high as it will go, increasing vertex count is not the answer im after. how can i do this with masks or height maps inside the material? i cant find the correct tutorials.
post processing settings in your materials might work
Is there a save on exit function in ue4?
If there is, can this be abused in multiplayer
this might help: https://forums.unrealengine.com/development-discussion/ios-development/47790-how-to-auto-save-upon-exit-app-can-t-find-application-will-terminate-event
For iOS developers to discuss development and ask questions.
@last dove can this be abused, like if someone dies and loses everything, can they abuse this?
can a hidden mesh be visible in reflection capture?
well why would you need to save on multiplayer?
also you shouldn't ever let the client be the one to call the save function anyways, the server needs to handle that
if the server handles all the saving and what not you shouldn't have to worry about clients abusing it
@rancid lynx this video might help, obviously you'd want the color of the post process outline to be the color of your grass or dirt https://www.youtube.com/watch?v=YVTcH6da32Y
English learners: change the video speed to be slower ⚙️ This tutorial will show you how to draw an outline around an object using a simple post process material.
This effect does not use the Sobel operator.
If you are making a toon outline, follow this tutorial but use cus...
oh. thanks. i have no idea about material pos process. ill watch and learn . tyvm
i have no idea how this will help me get crisp sharp linesbetween 2 materials. but it sure sounds like it might !
ok ty. ill see how it might apply
5 minute tutorials. !! my favorite !!
also when you painted the materials onto the landscape did you set the falloff distance to 0 so there's no decay in the material?
Ok, I found a method using a material function and player camera position that might work. If someone knows a better way please @ me. I want to use a full mesh for reflections but it's not visible on the owning client (i.e full body mesh, client is using first person camera and different meshes are visible)
@rancid lynx You can decide exactly how two textures in your landscape material will blend by using samples instead of layerblend
I was able to keep the character in but how can I start the ai
not sure if i'm supposed to cast to the ai controller
how do i control blend with samples ? inside a landscape material? those are really specific things to try and google. too much other crap comes up withoutknowing the specifc keyword
Can anyone link a youtube tutorial, or text tutorial showing, .. how I get crisp sharp blend edges, using masks or heightmaps, like this, using landscape materials? without adding additional terrain vertecies. the paint terrain tools were also set to least blend, highest sharpness. i dont know what keywords to search in google or youtube.
I don't really understand what's so crisp and sharp about those edges? Why can't you get a similar result just by painting the layers with some amount (or no amount) of falloff?
Let me know if there's a better channel to ask this question. I'd like to automatically set for users the r.TextureStreaming.PoolSize to a value that is just beneath the VRAM size for end users. How can this be achieved? On my dev machine I have just set this manually in my Engine.ini but that won't do for packaged solution for others to use on all range of machines..
Anyone know how to remove the favorites pane from the content browser? It's permanently stuck there for me rofl
I even reinstalled the engine and deleted all my intermediate/saved files
still there
@distant marsh make a backup of your proj (to make sure you don't delete anything you don't want to), and delete the "Developers" directory from under Content folder?
oh, then maybe it is being saved in the %APPDATA location
@rancid lynx With samples I mean what you get when you type "sample" in the material editor and get a node called LandscapeSample or something (the same thing you use if you're making procedural grass maps inside the landscape material). You type in the name of the layer and it will sample that to see how much of the current pixel belongs to that layer (from 0 to 1). Then you can choose to blend it with another layer (also sampled) exactly how you want to instead of letting the automatic behind-the-scenes stuff in LayerBlend do it. So you could choose to kill any value below 1 or whatever you wanted to do. But this is likely overkill for what you want to achieve
Let me know if there's a better channel to ask this question. I'd like to automatically set for users the r.TextureStreaming.PoolSize to a value that is just beneath the VRAM size for end users. How can this be achieved? On my dev machine I have just set this manually in my Engine.ini but that won't do for packaged solution for others to use on all range of machines..
@upbeat lake I think there's a built in hardware benchmark you can use
have you tried this? https://www.tomlooman.com/auto-detect-graphics-settings-ue4/
not sure if it adjusts the poolsize
if anything you can probably read the source for it to get an idea of how to do it
That's a good lead thanks.
i must be missing something, i have my exterior scene lit the way i want, but when i get in an interior, lets say a tunnel, its is not dark but very bright, any advice? how do i make interior dark and exterior bright?
@distant marsh Can't find where it gives a GPU VRAM size in code though.. 😐
Anyone know how to stop the Epic Games launcher from minimizing when the engine is opened? Its not important but it errks me a little thats all.
Me too
Cant seem to see a option in its settings to stop it from doing it
Sometimes I launched my project, then continues to explore the marketplace and poof, it gets minimized.
@upbeat lake sorry I can't find it either! Generally speaking though applying the hardware benchmark results should get you there unless your game is specially dependent on VRAM or something
How do I make it so when I press a key on my keyboard it presses a widget button?
call on click
is anyone else missing the modes option for chaos?
okay now the plugins supports 4.25
hi im curious of paragon assets is useable in mobile platform?
Hi everyone - I would like to advertise paid work in the Looking for talent Job Board, How do i get access to post there?
is htere a way to
salvage a BP object that inherited from a C++ class
and make it inherit from a default class instead
Hey everyone, I'm having a pretty big issue with the engine. I'm getting a crash whenever I compile a blueprint with this error (EXCEPTION_ACCESS_VIOLATION 0x000065f8). it's for sure an engine issue cus it doesn't happen on a different installation with the same project. Any ideas?
Interesting, EXCEPTION_ACCESS_VIOLATION is a JVM issue
You should try to upgrade your java version then
that is not a Java issue
that's a generic error message caused by accessing bad memory like a null pointer.
is there way to profile blueprints ?
I narrowed issue to single blueprint which causes issue
but I still need more data as what might be the possible cause
Unreal Insights doesn't really help
I grabbed 4.25.
The "modes" menu no longer exists. The Chaos plugins are there and enabled by default.
Though none of the actor classes seem to exist for me to make any Chaos things
and I'm completely stumped
oh no found it
It's here now
but no Fracture mode...
This is a problem I keep getting in unreal, Im thinking it might have to do with mirroring stuff. https://i.imgur.com/obaaxAm.jpg
All of that scene has the same material, but it shows up very different. How is this possible?
Looks to me like lighting
check the normal buffer to be sure
if that looks fine, its lighting
it the normals are all wrong, we can figure out why
What is the normal buffer?
hmm
That shows you the normals of the scene
I think it could have been light bleeding, i made custom box to fix it, and i think its better now.
Love the new movie render queue 
hello, sorry if this is a dumb question, I just downloaded the engine...
when i want to import, the window for the import settings seems to be out of my monitor (like part of it is out of range) anyway to fix this? maybe how to move it?
(what I meant, the left window)
Drag it
from the top part? like a normal window?
let me try
the title bar is not visible, So i don't think i can drag it...
shoot
what should I delete to force my project to rebuild
I switched to 4.25
from 4.24
i forgot which
@barren flume Intermediate?
If that doesnt work try these each: Build / Binaries / DerivedDataCache
And source too. Just try these 4 folders each
nope still won't work
Rebuild from visual basic maybe.
how would I do that
nevermind i fixed it
it was because i deleted a plugin
it supported 4.24
so i just added it again
and clicked no
whats wrong with the free of month asszts ?
am trying to downloads them and it stuck on loading your order
works fine for me
is it cuz ue4. 24 is not properly linked to launcher ?
cuz that later dont know that ue4 is installed
i don't know if you even need unreal engine installed to buy those things
you can add them later
Hi everyone, I'm trying to make a Character render in a Image. I use a SceneCapture2D and render the target I want. When I create this Widget I pause the game so the SceneCapture stops render. I see that there is a function call SetTickableWhenPaused and it works in the character but not in the scenecapture so any idea how I can capture the scene when the game is paused?
oh it fixed by downloading from browser 😮
yeah that's what i did
why my dedicated server is calculating distance fields? Arent those only for rendering? How can I disable that?
I have one question about profiling and performance optimization. I have an app with a bottleneck in the GPU. (GameThread time is mostly CPU Stall, waiting the GPU). Is it normal to have lower miliseconds on Total GPU costs than in RenderThread? Shouldn't this be the same on a GPU bounded application??? Thanks in advance.
hi could i hear your opinion?
a third-person game where your character can fight.
A third-person game where monsters fight for you, but as a running character you have to say what to do. (turn-based)
With your third-person character you help your monsters to win the battle
@plush yew Make sure the window is active/selected. Press Alt+Space, should bring up a move/resize menu. Without moving the mouse, press M for move
then use your keyboard cursor keys to move it
I'll try that
i think its fun to have monsters battling your battles
it works! thanks!
in 4.25 on win7 i get: entry point not found DXGIGetDebugInterface1 (dxgi.dll)
Windows 7........
what? .. still listed on epics page as supported
I know. I just find it weird to see
I have win10 at work, on my old home pc i'm still on 7 because i actually prefer it over 10
Makes no sense to me. Usability wise they are almost identical.
So many benefits with Windows 10 over 7.
Security, speed, hardware and software support.
Mainstream support for Windows 7 ended 5 years ago. Extended support has also now ended.
Hi, anyone knows anything changed regarding runtime virtual textures in 4.25 ?
Hey there! Is there a way to overwrite the GameUserSettings with a launch parameter for the game?
I want to be capable of creating some budgeting inis for different systems, that can be preset via launch parameter.
But when i read in the documentation
https://docs.unrealengine.com/en-US/Programming/Basics/CommandLineArguments/index.html
there are only commandlines for game (-GAMEINI= ) input (-INPUTINI= ) and such.
Is there a way to overwrite this?
Collection of arguments that can be passed to the engine's executable to configure options controlling how it runs.
@stuck prawn not sure about the level unload item, but you may be out of onedrive space , is that location of your source control perhaps
does bing give you anything
I thought you needed vs 2019 as of .24
4.24 have not this error
but UE4Editor is startable after pressing OK
perhaps it is some bad builded new plugin in 4.25
There’s several .dill error in .24. Mostly of audio engine, datasmith, and the likes. Engine runs fine with it (assuming you’re not using said feature).
So, I wouldn’t be surprised if this is the case for you.
ok, i'm not blaming, just reporting a bug
Narrowing down the cause. Don’t think it’s os related
how do i keep the number of shaders to a minimum in my project? currently if i have to rebuild it takes ages i have 90k
not much you can do besides trying to reuse the same materials as much as possible.
But in the end it starts to grow over time.
My client doesnt connect to my server, which are the logs I can enable to see more debug information on what is going on when the client tries to login in?
it bothers me somewhat that I bought a particle effect pack from the marketplace and the particles aren't done facing the +X axis direction
not mine I hope :p
have to fiddle with spawn transform a bit when spawning them in code :\
like, I can't just take a normal vector of some surface and spawn it there, I have to offset the rotations a bit first
not sure if that makes sense
Quick question guys. Whats about Chaos Destruction is it still in beta? and only avaible via Source Build?
I dont see it on the list
Hey, i am having an issue with "failed to connect to swarm" I have tried everything I can find on the web inc. legacy wiki to fix it. I have tried uninstalling my firewall, I tried forwarding the ports in the firewall for the swarm agent and coordinator. I tried removing all traces of Unreal from my computer and registry and reinstalling, I tried verifying install. I tried a build from source code, I am still getting the error? Anyone have any other ideas?
Hey guys im trying to spawn an actor from a management character class, however when im trying to use the GetWorld::SpawnActor function how can i let it know which character am i spawning (all the characters im using is a child class from the management class)
oof
@plush yew read. the. #old-rules
🤔 how long does engine compile usually take?
Anywhere from 60 secs to several days
from scratch
Depends on how unreal is feeling it is that day
Depends on hardware
Pretty good
around an hour on my i7 2600k these days I think
5m-15m on 32c/64t
hmm, then im doing something wrong
dev editor, win64
its been at it for over an hour and currently at 2324/3774
Hehe. Spoiled brat 😜
If it’s paging memory when it compiles
and double 
if you’ve not got ssd to page to. Every time a hard drive has to spin up will work against you
12t with 16gb it’s almost certainly paging though
i must be missing something, i have my exterior scene lit the way i want, but when i get in an interior, lets say a tunnel, its is not dark but very bright, any advice? how do i make interior dark and exterior bright? can someone help?
hmm
40>D:\UnrealEngine\UnrealEngine\Engine\Source\Programs\UnrealInsightsCLI\Private\UnrealInsightsCLI.cpp(9): fatal error C1083: Cannot open include file: 'TraceServices/SessionService.h': No such file or directory
it is there, functional
Computer says no... apparently
Hello, does anyone have a working tutorial on adv sessions or any multiplayer solution ? i tried this one : https://www.youtube.com/watch?v=ke3kmK6bvT0
but it does not works .
i tried somes others but it looks like i cant get it to work too
Hey all,
today we are gonna work on the integration of the Advanced Steam Session Plugin
[/Script/Engine.Gam...
i have an exterior environment set up and lit, and then i want to enter into a tunnel, an interior space, but i want that interior to be much darker and maybe not have fog. it is too bright, because of the skylight. how do i do that, any advice?
hii
hey does anyone know where are compiled shaders stored at
ive had a bsod while launching the engine for the first time and i just want to reinstall everything
hey gang! just curious if anyone else is getting a crash when going into the new landscape editor mode? 4.25
ok so - i tried in a blank project and it's fine. something in the project upgrade is causing this
how can i take contents out of a folder than manually going into them and moving them elsewhere?
how can i bulk move them?
@ocean hemlock shift-selecting or drag-selecting is not working?
It is,but what i want
i have lots of different textures in folders
In seperate folders
And i want to take these textures out of the folders
so its just textures together
no folders atall
I probably would do it through the explorer outside unreal
unless that somehows screw things up
But its way to long to do it manually
I doubt it
Ill try it
Thx
would it ruin referenced things?
that reference the texture
Shouldn't unless you wrote it in code (dunno why you would) unreal should be able to pick it up
ah. that's a good question. my guess is that you would have to run a custom script to do this. for the referencing, you can just run the fix up redirectors function on the folder to fix all that.
its being referenced in material instances
When i moved it did remove the references
hey there all, anyone knows good rifle or pistol sound effects or where to get them from? thanks
You're trying to animate the mesh in editor?
- #animation
- I'm not sure you can just do that? You'd have to save each pose and then sequence them in some way. @plush yew
Good morning. 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.
@rotund linden Why not? What's stopping you?
Also #blueprint
how do i import fbx with textures into Unreal ?
trying to call the custon event from within the widget
It has many objects and textures inside.
That's an editor utility widget @rotund linden, and I'm not sure how that affects being able to call functions on it.
Look in the top right, you'll see a blue name
That should probably be a regular User Widget
@twin orchid go to a folder in the content browser and "import", the import dialogue box has flags for creating materials and importing the textures with the asset.
Yep, i tried using options there.
Like "local" anmd such
no effect
gives me white mats
lemme show you what i am dealing here
this many textures
thats why i want it automatical
otherwise i could create a material and do it manually
After failing in unreal i imported scene in 3ds max
works fine
maybe i can somehow export it from max so i could import it in unreal with textures?
collapse?
If you're just going to ignore answers, stop asking the questions
Does anyone knows about any deep and technical deferred rendering pipeline documentation, specially focused on Unreal Engine?? I will like to know specially everything about all the different events in the profiler. Thanks!
Why does my terrain look like this from far vs close ? is it like a repeating pattern or something ?
@civic hound https://learn.unrealengine.com/course/2436630?r=False&ts=637243557564355032 (oh sorry thought you asked for a tutorial, so far as I know there's no real documentation)
Hey, I just tinkered around with EQS yesterday - and noticed it is been inside quite a while and still flagged experimental, while being in the engine quite awhile. Anyone shipped a game with it?
oh nvm it's texture scaling
updated to 4.25 ... i am having the weirdest personal bias... but it feels like it runs way way way smoother?
also damn the particles.... ❤️
@hoary locust Thanks anyway 😉
i have a lil robo asset like this, but the clossision component is starting from there, and im unable to simply move it, what do i need to do for the center point to be higher up?
the actor is a skeletal mesh, and the root bone would be where the collision is there
is this a character or an actor?
how do i check? i made the blueprint ages ago and worked on a bunch of other things in between
top right corner in the blueprint it tells you the parent
default pawn
and how is this set up? the hierarchy in the top left. Is the skeletal mesh a parent with a collider below it or are they siblings or ?
well this is inherited from something else so you cant move the collision. You need to move the skeletal mesh to where you want it, you cannot move the collision
that's honestly not even a bad thing, just didn't think of doing it in reverse
and this is because you inherited from default pawn, if you want it different you need to create a normal pawn
why do i have to stare it this for already 40min now ?
your computer is slow? your opening the entire marketplace? you have a problem with the project? your computer is on fire and you didnt notice it? you are in a time hole and time is moving slower just for your cpu?
my cpu is at 7%
what does it show is open in task manager for the editor?
7%
so 7% is open, no other programs or tasks running?
UE4Editor is taking 7% CPU, 972mb of ram, 0.1mb/s disk, 0% gpu
just the usual stuff, shader compiling trash
cool. cool. good luck with fixing it.
if this is shader compiling, why is it not using availlable hardware at all but instead making me wait for hours ??
welp.... what other tasks are running for the editor in task manager
so.. do you pay for Incredibuild?
no
then you should uninstall it
i did not install it xD
is there a renderfarm for twinmotion
well someone on your computer installed it
?
for what you need a renderfarm in a realtime program ?
to make videos Panorams ot send to customers.. ihave a very old graphic card not a RTX card
to*
3d videos take lot of time to process
Also can EGPU be connected to speed up rendering in twinmotion and unreal engine
?
ya Can a RTX 5000 card fit to Dell Precision M 6800
?
m trying to find answer to this question
mobile workstation
ah, no i dont think you can upgrade the laptop
thats is why if i could use a external GPU for rendering woul dbe cool
you can, if you can connect it to the laptop
cool thanks...
i wish there was a render farm for unreal engine or Twinmotion
just upload online and get ready results back
you can also rent a rendering server and run UE from there i believe, depending on you internet tho
ya a good idea
i dont get why people use UE as an offline renderer tho
but nor do i understand why you would use it as a game engine if its compiling nothing for hours for no reason
real trime raytracing is what i want to use ..
UE sadly only supports that on nvidia rtx cards
anyone know if the 'New: High-Quality Media Export (Beta)' caters to 360 video output?
I cant work since 1.5h because of this compiling crap, what the hell
sadly? it's not as if you'd want dedicated hardware for raytracing
welp you can do what I suggested to fix it or be stubborn, so far you are being stubborn.
it's not like I magically had you do what I needed to verify and then just made up shit on what to tell you to do after that
@twin orchid sorry for bailing on the convo. im working from home, so im not checking to often within work hour. So your generated materials are all white? I wonder if Unreal is having a hard time interpreting the materials in the FBX. just curious - have you tried "create new instanced materials" that you assign your parent material?
I just gave it a whirl to make sure it works, and even though i told it to make an instance of my material with a supplied parent, it made a new material anyway.
i don't normally make objects that require so many materials, so i just import my textures on their own
Hey does anyone know how to get a billboard png to show up while not in game mode and in the editor?
I am trying to package a project. is it a good idea to migrate useful stuff to an empty project and build from that. if so, is there a way to migrate project settings too?
Am I only one who experiences massive lag when sliding on a slider?
like the UI freezes up completely for like a few seconds
unreal has always had that issue when drag sliding on sliders that don't have clamped values
hey guys, how do i remove camera input on 1 of the 2 axis?
any ideas what the crap on top is about? i was testing my game and got a rather sudden frame drop on both clients
hello guys my friend has problem with the gitlab, I added him in the project he accepted, we use source tree as source control, when we put this link it writes that it is invalid-we tried to create new account but nothing
@grim ore you did not say anything that could potentially speed this or preventing it from happening again, you said good luck with fixing that xD
Someone know where to find good Game Studios which can handle much tasks for a existing game? Its paid
@viral fractal UNINSTALL INCREDIBUILD. I DONT KNOW IF THIS MAKES IT ANY CLEARER BEING IN ALL CAPS
i did
@plush yew Not sure if it’s related based on that little of information. Had to install this for Sourcetree to access GitHub repo. Perhaps you can find a gitlab equivalent. Take further questions to #source-control
https://github.com/Microsoft/Git-Credential-Manager-for-Windows/releases/tag/v1.14.0
Instructions are in #more-resources qBersp
Sourcetree is merely an interface, not the service
Take your issue to #source-control
Hey, does anyone knows if I can develop for Oculus Rift if I have Oculus Quest with link in Unreal Engine?
how do I create a struct in its own file? I know how to make a struct in other actors but I need a standalone struct
Anyone else been getting d3d11RHI crashes in 4.24 and 4.25?
@heady saddle right click in content browser, blueprints->struct
@vast anvil thanks but I need c++ struct
Hi
I've been around every now and then. I was wondering if someone could point me to a good basic tutorial regarding map terrain with displacement?
@heady saddle https://docs.unrealengine.com/en-US/Programming/UnrealArchitecture/Reference/Structs/index.html ? I'm actually not sure how to make a struct in an actor...
Reference to creating and implementing structs for gameplay classes.
I was thinking of using height maps for grass/rock/etc.
the same way you normally would make a struct
USTRUCT(BlueprintType)
struct FMyStruct
{
GENERATED_BODY()
};
but most tutorials I found seemed to not cover a basic way to do it? or go in depth with it?
@ancient lotus so I can just create a new file in Visual Studio and do this?
perhaps use an empty class?
@ancient lotus so I can just create a new file in Visual Studio and do this?
@heady saddle Take a look at some code from samples, but the short answer is yes
@ancient lotus tried that but it didn't really work out, it would compile but I could not access it from BP's, even with BlueprintType and Blueprintable specificers
@ionic oxide thanks, I will try that
how to declare mutlicast delegate
anyone know why my navigation is being calculated so improperly here? (be aware i am using a dynamic nav mesh but the ai cannot enter the door bc there is no nav data here to support for reasons i dont know).
was gonna put this in ai channel but i didnt know if nav discussions made since in there
@late stag
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FMyDele , FString, EventNameIThink);
UPROPERTY(BlueprintAssignable)
FMyDele EventNameIThink;
an example on using one with params
then just broadcast it
EventNameIThink.Broadcast(FString("MyMessage"));
@reef lava I would assume it has to do with either the AI agent step height or the fact the stairs are too skiunny for the ai agents radius/width
Trick is to have an invisible ramp
@heady saddle They usually call SomethingTypes.h, its just a header file with structs and enums.
https://github.com/samuelhely/EpicSurvivalGameSeries/blob/master/SurvivalGame/Source/SurvivalGame/STypes.h
but what if my player can go up with the same capsule size? does this mean agent step height is likely the culprit?
your Ai agent is not the same as your player
your player will not have a buffer around it like the ai agent does when making a nav mesh
indeed, I'll mess with the recast for a bit and see what happens.
I'm no blueprint expert but is there a way to add diagonal movement (ex. W+A) to this blueprint. This is from the FPS Assault Pack which was featured in the marketplace for free a few months ago.
@ancient lotus thx
@ionic oxide thanks for the code example. I tried just creating an empty file now and it compiles, but I cannot access the struct in Blueprints with USTRUCT(BlueprintType, Blueprintable)
You need to mark all of the struct properties as UPROPERTY(EditAnywhere)
@ionic oxide hell yeah that works. thanks, really appreciate the help!
👍
btw @ionic oxide love your profile pic, that turtle is hilarious
done 👍 ty
wow, ue4.25 is near 70gb
anyone know why this is, or a way around it?
@radiant fable It isn't. I also thought so but then when it was installed it was a similar size to previous versions. Something is bugged with the warning or something
checked installs on 2 computers https://i.imgur.com/hbic97I.jpg
hmm, perhaps updating in place over the alphas/betas caused the bloat, thanks, looking into wiping and redownloading
yeah maybe, when I installed it it said it was 80 gb or something so I cleared up space for it but it never ended up needing it, so I don't really know what's going on
pls help
So...4.25 and still no option to export your project to a fresh project with only your currently referenced objects...we're still stuck doing the export levels workaround to clean up?
I can only guess epic never imports assets theyre not sure of and never need to clean up ...thats why its on back burner on a stove in a rental storage shed that is unplugged....
Hi, I tried to set up a multi editing project, but my friend can't see my session in browser's list and so do i. How should we set up the whole project? Some good tutorials would be helpful too.
alright how the hell do I make more subdivions on a plane. I even made lots of subdivs on a plane in blender then exported that into UE4 but its still not working
If only it was as easy as blender, just a simple right mouse click then “subdivide”😔😔
that was the ticket 1cg, back down to 16gb
I have a question related to saving a project, (I keep getting an error message that I cannot find a solution to fixing) What channel should I use for that?
Did anyone has experienced not working UNDO?
@radiant fable welcome to the source build 🙂
CTRL+Z doesn't work for me in one of my projects.
Has anyone found a good article regarding writing automated tests in Unreal ?
Undo doesn't work on THIS particular project... for some reason, moving content to new project doesn't fix it.
On this blueprint, how do I it make so that the crosshair disappears when I right click to ADS then reappear when I release right click???
why on earth is yours 301gb
@brisk urchin where do you set the ADS? in the character or playercontroller?
I was debugging a bit and this ended up showing up. how would I disable this?
or turn it off
@wraith path Its in my pawn class, (BP_Rifle_Character) under Ironsights.
is the screenshot you sent a HUD?
yea
it looks like the default crosshair thats made in the game mode for the fps project?
i believe you can get the owner in the hud and get the controlled pawn from the owner which will be a controller
@ancient lotus yes 🙂
GetOwningPlayerPawn is the node you are probably looking for
then cast the result to BP_Rifle_Character
then you can access info from the pawn
if its something thats getting toggled alot like a crosshair, consider making a separate widget for it and simply hiding the widget/showing it when you aim?
You could add a boolean to the character like bAimingDownSights, set it to true when right button is pressed and to false when released
Then use an if function to check if bAimingDownSights is false before you draw the texture
Hey guys! Looking to make a game kind of like animal crossing where the world is on a cylinder or even a sphere. Wondering how you guys would go about doing this? I currently have a cylinder set up and was trying to figure out if there is a way to rotate that cylinder as the player moves, or preferably a way to keep the player constrained to the cylinder itself?
I really just need to figure out the best way to apply the rotation to the cylinder from the character posiiton
@wraith path add that within the ironsights blueprints? I'm very beginner with blueprints
@brisk urchin Sorry I didn't see the IsIronsight at the bottom of your screenshot
My Unreal Engine crashes whenever there is something building on bottom right and I press left mouse button and drag, is there anything I can do to this fix? For example in this picture when I pressed left mouse button and dragged my UE crashed
is it set to auto generate lightmap uvs? how many channels is it set to have?
hello
i'm trying to figure out fbx stuff
and how it is imported in unreal
in unreal i have 3 essential parts when import a fbx with animation
a mesh, called skeletal mesh in unreal
a skeleton
an animation of the bones of the skeleton
now, when i import i can choose what to import.
@undone sinew chances are you need this plugin enabled, its the static mesh editing tools including UV generation
so that it attaches correctly the animation to the skeleton for example
i'd like to understand for example if i can export a fbx with only 1 of these informations.
is there a way to get a render pass out of unreal that works similar to render IDs in vray? a way to get masks based on object materials?
or if each time i export an fbx from another program i export the entire mesh + skeleton + anim
Okay, to anyone who experiences problems with UNDO / REDO ... please check If you have Enabled plugin called "Quick History" (It's a plugin from Marketplace)
The plugin is disrupting Engine functions.
and form unreal i can pick what to take
@grim ore Did they disable that by default now?
can anyone help me clear these things out?
also, i rekon skeletal mesh is called that way because it's a mesh that contains bones influences information
@keen moss I'm interested in finding out the same thing. 😛
please ping me if anyone can help me out
@undone sinew nope it should have always been optional
@undone sinew i created a custom post processing material that gives everything a color based on depth, but that only works on a per object basis, what i need is something that works by material
@keen moss I couldn't figure out a way to do alpha, so I just put black and white emissive materials on stuff, but I noticed it doesn't play nice with DOF.
@undone sinew ive been trying to figure it out for a while, best ive been able to do is a solution that is object based. i wish I could figure it oit
How does that work? @keen moss
SwarmAgent question - If I have multiple machines with different core counts, the "faster" machines, finish significantly faster than the slower ones. Is there a way to load balance so that the calculation time between machines is more equal?
Landscape Question : Is it possible to expose the name of layers ? Or at least to bundle them ? So that the buyer of my assets don't have to dive into the material to change each of them and all their occurences ?
oops, wrong chan
any idea how one would go about making roads like in gta? spliney with intersections in general?
@undone sinew how does what work?
hey
am trying to load a new project but it stuck at 39 percent initialising while using 100 percent of cpu is this normal ?
oh now its 54 percent
@plush yew what cpu do you use ?
@timber river make a spline based road tool that adds static mesh components along the length, calcated with the mesh bounds. There's a few tutorials around. You can add intersections and other stuff by just spawning them, and add more roads from the intersections by adding sockets and spawning from socket locations
- I have a couple different tools but all have pros and cons
@keen moss Using the objects to do the render layers.
Does anyone know why when i am shooting on the preview client it doesnt shoot where the players facing and instead directly ahead?
@undone sinew i use custom depth pass and apply a depth to each asset
@narrow meteor set your gun offset variable to replicate and see how that goes
And check to see if the first person cam reference is set to replicate. If it shoots at world location 0,0,0 then a variable is empty when it gets run on the server
@fallen marten Both are set to replicated and it still doesnt work. for replication condition what should i set it too?
No conditions
yea
Try plug some rotation Into it manually to try force it to shoot up/down
guys is gtx960 enough for unreal ? If i buy it
Yes
@willow plank What is your budget? Cos that card is old.
Sweet 👍
The card - really depends on how hard you want to go in graphics. For my everyday fiddling around at smoko on my laptop, it's just got an r5 Radeon which is pretty shit but does what I need. For fancy stuff I use my desktop with the GTX 1050
I don't have much money
Thats highest budget i can buy
This gt960 seems good
Gtx
your gc should depend on the game your trying to make
if its like a mobile game, or something less graphically intensive eg:valorant,etc, then its fine
but your expecting some COD level stuff, then its pretty old
When I import a custom character I, make it in fuse, import to mixamo, then when I import everything does import, except the face. Anyway to fix?
Getting an error with a project that works fine in 4.24 but now crashes in 4.25
Not sure where to go with this...
can anyone help me with git lfs?? I am trying to push a few assets to github but it won't allow me since it's over 100MB, references below. Any help is much appreciated!
Are there any options other than max aspect ratio in project settings? I am trying to eliminate letterboxing on devices with wide aspect ratios
And max.aspect ratio doesnt seem to do anything
Is this question better to ask on the mobile channel?
Can someone point me to a good beginners tutorial for UE4?
I know basics of c++
but I wanna learn the UE4 c++ side of things and blueprints
@spice canopy you could try.
@charred shoal I think unreal engines own yt channel has some good info, also google Tom Looman c++ tut, or general ue4 cpp getting started tuts
the pinned messages are good too
oh yea, and those
Ue4 opens preferences window every launch how can i make it not do that?
question @royal crest do you always close the editor by crashing it?
@fierce tulip ok thanks!
is there any other way?
@normal burrow i close it like that. sometimes with crashing
isnt that a forced close?
try opening it, closing that preference window, then closing the editor, then reopening it
but yeah close it through the file menu (the editor)
@fierce tulip Do you think I should learn how to use blueprints first or c++ in ue4?
I don't think it is forced closed but i don't use it either lol
im not a blueprinter. there will def. be overlap
thanks
ok
use the best of both worlds
people like the banana tutorial
banana tutorial?
even if intention is to learn ue4 c++ i'd start with blueprints @charred shoal
got it
yeah the raywenderlich one you found, people like it
ok awesome
looks like it covers a lot
and i learn more from reading text than watching videos anyways
get a better pc
wish i could
@normal burrow Do you know if virtus learning hub videos are worth watching? I have seen their name on youtube a lot
nah i'm unfamiliar with it
they're not very good
mathew wadstein's channel is 
I've done some and on his RPG tutorial now and I like them!
he's not very knowledgable so you risk learning something wrong (speaking of virtus still)
ok ill check out matthew wadstein!
matthew's are very short and to the point, great for learning what something specific does but nothing you just watch to learn
@hoary locust any other channels I should check out for a beginner like me who has never touched ue4? I am familiar with standard C++ from college
Virtus is good at garnering interest towards development and has series for near immediate result. But his methods are more often than not bad practices.
have you seen the official learning site on unreal? their video player is atrocious but other than that they're pretty good
vector length squared 
@hoary locust i have not.
Oh god
Read pinned messages
Bunch of links in there
i think you mentioned doing that yeah 😄
No startpoint nor endpoint. Just endless learning 😜
🤔
what are your goals btw m1k3?
@normal burrow well I'm a CSC student and I've got nothing to do this summer because of COVID
so I kinda just wanna get familiar with the engine
I really like FPSs and RPGs
endless learning ✅
so I might find a tutorial on one of those genres
Cool, yeah you'll have a good time i think.
I’m happy people have the time to explore if nothing else from current events.
a very novel thing to do yeah
yeah and im honestly sick of the crap ive been doing in csc courses lmao
i just wanna learn to develop games
also for my GPU I have a nvidia 1660ti. I already have ue4 downloaded but is that a good enough graphics card?
more than enough
ok 😂
That’s another one to the #hardware list 😜
hard to find the line of where advice with computer parts becomes non-unreal related ye
just has the "ti" in it
You'll have a good time with all that though i think m1k3 like 1cg mentioned once you get rolling, mathew's videos help with specifics
what's CSC?
computer science
“Triple income”
i'm having issues with players hosting their game
I get an error message saying
"Travel Failure: InvalidURL, Reason for Failure: 'Invalid URL: /Game/Maps/LevelGrid1'. Shutting down PIE.
and
perhaps you didn't package said level?
I have to do that in client too?
I would say if your trying to load the map yeah
how would I package it
I know about that package one
for the device it will be played on
its in project settings somewhere, you can manually define additional levels
hmm
search "List of maps"
so I just copy and paste the map name there?
okay
then I can package like normal?
hm
now i get this message
TravelFailure: LoadMapFailure, Reason for Failure: 'Failed to load package '/Game/Maps/UEDPIE_0_PlayPlace''. Shutting down PIE.
okey
can someone tell me how to strech that noise texture
all i wanted to do is strech it along the tangent or something
nvm, it decided to magically work
are you running the server in editor or something mister?
can't say i have enough knowledge here to be of help. perhaps try running the server outside of the editor
i think i fixed it
i added those packages
and restarted the editor
now when i start it will load the level and freeze for a couple of seconds
then i'll lose connection
i thought the freeze thing was from the level loading in everything at once
and i wanted to try the streamed level thing
but not sure if that would be it
and when I press the compile button it does nothing
Did anyone take the Reubens course if so can you help me
aw 4.25 only can package 64bit windows
yuz. 32bit is depreciated from now on
the development module is deprecated and you can still use it
that's the message i'd get when i use it
weird
it says it will be included
yea, for the few teams that really need it still
Basically means the axe falling
Does anyone know how I can add animations to enemies made with Blender?
Do I need to rig it in blender or somthin?
Yes
Alright thank you.
Has anyone had this issue building the new 4.25.0 from source?
Also if i am never going to use Datasmith can i just not build it?
are you building for cpp17?
No idea. Using VS2017
yeah i can't get datasmith to go either on .24 anyways
its admittedly a nightmare to get it to use 2019 if 2017 is installed but there is a way, i'm not familiar with it though. just installed windows
but may want to consider 2019 was the point of all that.
I tried that for 4.24.3
was told that its better to use 2017 as it doesnt require a bunch of stuff to get working with UE4 or something
Do you use 2019?
If so would you be around later if i download that after uninstalling 2017 to help with like what dependencies i need ticked in the 2019 installer?
I found that i had to tick a butt load in 2017
-_-
Like 100gb worth
to get it to compile
I do use 2019 yeah
Cool
and 4.24 takes at least one change to get it to compile with 19 i think but i wouldn't be surprised if 25 fixes it
nice
Can you screenshot me the stuff you have ticked in your 2019 installer?
So i know if i have them ticked it SHOULD work 😂
I also read somewhere i can exclude stuff to make the engine build smaller. like if i do not intend to release on ios or android i can remove those from the engine before i compile or something. Know if this is true? I have a 1tb SSD and its pretty full of stuff i need and if i can make the engine smaller id love to know!
I only want Windows 64 and Linux64 if you know what i need to put in the commandline to get rid of everything else id really appreciate it.
anything dot net in the individual components tab
if i open the installer it'll want to update 😄
my internet can't take it rn
cool, i normally tick the main 4 and then game dev c++ and all the .net stuff since like 4.15 but over the updates ive been needing to tick more and more to get it to compile 😂
that'll just build default plugins and engine
fucking sigh, just spent like 1 hour trying to figure out why my machine cant detect my phone
if you go to build->solution it'll be massive, cause all the plugins
is that fine
it shows up in device manager as an unknown device and says "failed to send device descriptor"
turns out, it was a faulty USB cable
yeah thats what i normally do since im scared if i dont something wont work when im using it 😂
how can I fix that
@dim arch Sounds about right, had a similar problem last year
Its a warning right?
I love to fix warnings too but warnings shouldnt break the game
Yep that was what i was gonna say next
I renamed the level but didnt update the project settings maps and modes
😂
@normal burrow Does building just the engine like you said stop me from doing multiplayer dedicated servers?
don't think it would, worse case if you have a plugin on your project you didn't build: it will build when your project needs it
Oh nice
Also, i got some plugins from the marketplace that are editor plugins.....but i need to disable them when i build my project or i get errors
Is that normal?
nope that thing is still happening @normal burrow
Wierd
"TravelFailure: LoadMapFailure, Reason for Failure: 'Failed to load package '/Game/Maps/UEDPIE_0_PlayPlace''. Shutting Down PIE."
I don't know how to fix it
i don't even know where the UEDPIE_0_ came from
the level loads in though
but then it just quits and then i get that message
Hi all!
I'm beginning with Unreal Engine and following this tutorial (https://www.raywenderlich.com/454-how-to-create-a-simple-game-in-unreal-engine-4) to learn the basics, but... I have a problem with this graph:
I use the latest version of UE (Version: 4.24.3-11590370+++UE4+Release-4.24) and I'm struggling to find this kind of "double" set; anyone have an idea?
i just noticed
@royal pewter its setting a struct
i only get that message when i have listen set in options
when it's off the level loads fine
you make those by rightclicking the content browser, then create blueprint struct...make it have whatever variables you want...can be anything....
@royal pewter its setting a struct
@sly coyote Thanks, how can I find it?
like this is my costum color struct i created for my umg widget
Oooh, okay!
theyre super useful
you can make arrays of structs too
and structs of structs
just try not to bury yourself too deep cause you can easly lose track of what structs hold what info
Ok, it's easier to understand like that ^^'
this is my custom color struct, it store info on the colors defaults, sections of the body , and if i will be using a custom color on that section
this one stores a ccharacter costume
just to give you ideas of how i personally use it
Okay, thanks! I'll note that!
Hey gu ys, does anyone know how to change the game name in the top right? https://gyazo.com/b00ffb827b1612fe8450eaa37eaaf057
that's the project name
yea thats what im trying 2 change
so i was looking at this
is this a thing? that you can use a variable in a function like that, without needing to set it?
this is from ALSv4 btw
and those variables do not exist outside of this function
and neither are they local variables(at least in the drop down for local variables)
oh wow , i did not know that
static ConstructorHelpers::FClassFinder<ARanger> PlayerPawnBPClass(TEXT("/Game/Content/Assets/Ranger/Player/Ranger_BP")); That fails with the reply
Error: CDO Constructor (Level_1): Failed to find /Game/Content/Assets/Ranger/Player/Ranger_BP.Ranger_BP_C
Do any of you have any ideas?
its content/ not game/content/ i thought
now I get LogPackageName: Error: DoesPackageExist: DoesPackageExist FAILED:...
i still can't fix it
the level only loads when i have the listen option off
welp
I fixed it
it was only just this
yep it works now
Thanks anyway @normal burrow
I dont think you also need Content in the path.
I'm having a bit of a graphical issue in 4.25... Let me share a couple of videos so I can explain it better...
@ruby folio So you mean omit Content or omit /Game/Content
I have a move called Bash (based on Ori and the Blind Forest) that freezes time near an enemy or object and lets you aim for a couple of seconds. However, when I'm performing the move, there's a really weird blur-like effect in the screen.
Content and Game can be interchangeable depending on which code is calling it, your root path in the project for your "stuff" is going to be one or the other not both. if this item exists you can ask it for the path in the editor
If I don't change the time dilation, the weird effect stops happening.
and you end up with something like StaticMesh'/Game/Geometry/Meshes/1M_Cube.1M_Cube' or you can mouse over the item in the content browser and look at the path
I'm not much of a graphics person, but could it be that temporal antialiasing is going nuts when I set the time dilation to a low value?
how are you handling animation for that ?
without time dilation you have a big jump in your anim
ALevel_1::ALevel_1()
{
// set default pawn class to our Blueprinted character
static ConstructorHelpers::FClassFinder<ARanger> PlayerPawnBPClass(TEXT("/Game/Assets/Ranger/Player/Ranger_BP"));
if (PlayerPawnBPClass.Class != NULL)
{
DefaultPawnClass = PlayerPawnBPClass.Class;
}
}
@ruby folio I tried what you said and yay, it didn't give any errors, but it didn't change my default pawn either. got any more ideas?
how are you handling animation for that ?
@grim ore I have an animation blueprint that transitions from the aiming to the launch state.
without time dilation you have a big jump in your anim
@ripe saffron Yeah, I still need to make the transitions smoother. It's especially weird when I don't change the time dilation and the object I'm interacting with is moving, then the character will skip to where the object is before launching herself.
Any idea why everything gets blurry when I change the time dilation? 
I would guess this is causing motion blur ? issues when you dilate as its not a smooth transition
what happens if you disable motion blur ?
How do I do that, again?
Hey guys im having trouble spawning an actor in the game world.
AMyCharacterManagement* tmpReference = GetWorld()->SpawnActor<AMyCharacterManagement>(spawnObject, location, rotation);
That is the code im using but every time it crashes saying exception access violation
erm .... its set in camera and post process and somewhere else I think ....I would try disabling in the camera
@deep citrus
that means its using the default i think
Now I disabled it in Project Settings... Let's see...
check ammount and set it very very low
cool
Changing it in the project settings fixed it! But I do want some motion blur, so I'll play with the values a bit. Thank you, @ripe saffron! Hopefully I won't have to change those motion blur values every time I change the time dilation... 
If you fix your animation transition motion blur should be fine
Really?
But even objects that aren't being animated were getting affected by that. It's very noticeable when you move the camera.
It's like the motion blur got higher to make up for the low time dilation.
The time dilation is almost zero. I've tried setting it to zero before but that didn't let me do some things that I wanted.
yeah motion blur is a bit weird and annoying with a moving camera ...actually I have mine set very low
but big leaps in position are not helping
Thanks again! I'll do some experiments and see if I can improve this. 
@ruby folio I got a solution
header
class THIRDPERSONSHOOTER_API ADefaultGameMode : public AGameModeBase
{
GENERATED_BODY()
public:
ADefaultGameMode();
};```
then source
```ADefaultGameMode::ADefaultGameMode()
{
// set default pawn class to our Blueprinted character
static ConstructorHelpers::FClassFinder<ARanger> PlayerPawnBPClass(TEXT("/Game/Assets/Ranger/Player/Ranger_BP"));
if (PlayerPawnBPClass.Class != NULL)
{
DefaultPawnClass = PlayerPawnBPClass.Class;
}
}```
and make that your game mode
works on the game mode, does not work on the level cpp files
a way to do it without a special game mode is
but that is defiantly not as elegant
Anyway, thanks @ruby folio for pointing out I needed to omit Content a while back, don't know if I would have solved this if you didn't tell me
just realized, the level_1.cpp I think would have worked, but didn't because it wasn't set in the World Settings > Game Mode > GameMode Override
can u not split struct arrays?
Is there a way using blueprint. To create a mouse click at a chosen location?
i did not understand what u mean
For example If i wanted to use blue print code. To tell the game. Move the mouse to the screen center. And mouse left click = true.
honestly this is probably a dumb question but i've been skimming the internet all day and i feel delerious. is there a way to create like a simple ios mobile app (not for the app store necessarily unless it has to be) without a mac (therefore without xcode)
with unreal^
Just use common sense... and make a function that your mouse click event will call then you can call that function whenever... if you don't understand what i am talking about then you have to learn programming at a basic level..
The purpose is to be able to call the default on click of UMG
honestly this is probably a dumb question but i've been skimming the internet all day and i feel delerious. is there a way to create like a simple ios mobile app (not for the app store necessarily unless it has to be) without a mac (therefore without xcode)
@mint raptor welcome to the club where every developer hates apple for their dumb way of making development possible
You need a mac
Or at least a VM with macos installed on it
nw thank u haha
Latter will save you thousands of dollars wasted on a useless piece of hardware that you can only use for 2 years max
The purpose is to be able to call the default on click of UMG
@thin tendon what for
You can call setcursor position
But why u need this in UMG
tis smart business ig tho thank u at least my brain can stop dying now!
is android easier?
Yes android is easy
And only costs 20 a year for the pla store
I am not sure anymore
I'm working on creating a virtual cursor controlled by a gamepad. Everything works. But I'm looking at a simpler way to do it with less set up. If I can create a mouse click without using a mouse. It will make it way simpler.
I know this isn't really the place the ask, but does anyone know how to fix the valorant key not working?
Then make a virtual one. Why u need a real one?
Valorant key?
Ask riot games
This is the unreal engine discord channel
Im sure they have tech support too
im having trouble with simply adding textures and materials to my project. i was using unity but switched to unreal cause it seemed easier and it is because i managed to make a map and get basic textures in and i made a terrible lake but im having trouble making a river and a waterfall also. im making a survival game but its not reall like anything thats out right now and its just me on the project for now i was wondering if someone thats good at making good water effects like lakes rivers and waterfalls but also good at making it possible to upgrade tools and weapons in the game. im not exactly sure how to go about doing that kind of stuff but i would love to learn. i guess if anyone is up to help on this project ill take anyone i can get. i want to make almost everything interactive like cutting down trees and stuff like that. im not gonna explain everything here but send me a message if this sounds like a fun project to work on
It's not simpler, but you can use c++ to trigger events. From blueprints it's not gona work
Then make a virtual one. Why u need a real one?
@plush yew Thats what I'm trying to do. But I'm looking for a way to trigger the default onclick method inside widgets of like buttons etc. With out having to set up custom events on each widget. And handling it all from my cursor widget.
im having trouble with simply adding textures and materials to my project. i was using unity but switched to unreal cause it seemed easier and it is because i managed to make a map and get basic textures in and i made a terrible lake but im having trouble making a river and a waterfall also. im making a survival game but its not reall like anything thats out right now and its just me on the project for now i was wondering if someone thats good at making good water effects like lakes rivers and waterfalls but also good at making it possible to upgrade tools and weapons in the game. im not exactly sure how to go about doing that kind of stuff but i would love to learn. i guess if anyone is up to help on this project ill take anyone i can get. i want to make almost everything interactive like cutting down trees and stuff like that. im not gonna explain everything here but send me a message if this sounds like a fun project to work on
@tribal delta the kind of game that you're making is not relevant to anyone. And i am sure it's exactly like the other 1000 games as you can't tell whats unique about it in 1 sentence
Also #looking-for-talent
is it possible to get any form of SSR on mobile or is it just cubemaps or GTFO
@plush yew Thats what I'm trying to do. But I'm looking for a way to trigger the default onclick method inside widgets of like buttons etc. With out having to set up custom events on each widget. And handling it all from my cursor widget.
@thin tendon you just said you want to trigger the events for the real one. I am saying make a virtual one and use that. Or youre up for C++ hackery i guess
I would prefer not to use C++. Trying to see if a BP only method is possible
look up niresh, theres some premade images you can get for vbox
well it is aimed towards using primitive technology to make tools and weapons and leveling them up to have better tools and weapons making iron and stuff like that and id love to make it VR supported also. thats not everything in the game obviously but thats a quick explination to it.
erm what exactly would a vm with macos ential
@mint raptor becaus i am a cheap ass i torrented a cracked version of VM ware and installed a hacked version of MacOS and built my app in that.
Theres a YouTube video on this btw
hahaha aight aight sweet did it still require those $100 apple dev things
how can i make an update for my game
Yes you still have to pay for that crap
instead of making people reinstall the whole thing
ugh
I had to wait 2 months because apple forgot about me
aw:(
well it is aimed towards using primitive technology to make tools and weapons and leveling them up to have better tools and weapons making iron and stuff like that and id love to make it VR supported also. thats not everything in the game obviously but thats a quick explination to it.
@tribal delta no offense but i think no one really cares (including me) i was guiding you to the right channels to find what u need.
did u at least get an extension on the annual
@mint raptor you're talking about apple... they didn't even bother to come up with a proper company name
Guess they would bother about their customers
😅
u should email them for an extension or something
ugh there goes a kinda cool assignment idea tho i was gonna do like an AR space
cool fuck off
@tribal delta everyone here is making their own game. And most people here couldn't care less that you can't make your texture. Yet you ask us to make ur game for you. Now we're a bunch off assholes because you're looking for help and i told you where to go find it. You're a nice one.
R/inat r/gamedevclassifieds etc
Theres also a gamedev discord
You will find more luck there
i wasnt asking someone to build my fucking game for me.
should i use project launcher to create updates?
Updates?
