#ue4-general
1 messages · Page 740 of 1
till 21
@twin adder any idea how long this game will be free? 2 weeks???
@daring prairie till 21
thats odd @daring prairie that doesnt happen to me
@jagged meteor
@plush yew what is happening inside select jump velocity func?
@daring prairie hmm what @rocky radish is kinda works, try to close launcher and then right click in tray and open Unreal Engine
still marketplace is somewhat dead
is this about GTAV being free?
@jagged meteor yep
yes
true that
and next week theres another mystery game that will crash the launcher again
most of it what I love right now is server redirections so launcher starts to show different languages
gotta collect 'em all
1 million in revenue being waived retroactively. Like nah we don't need ur money we good... btw heres gtaV free + a bunch of game assets
Marketing ??
@jagged meteor
SO UE5 tech demo made me moist. Anyone else?
@cunning siren and confused af
@cunning siren same here but I want to get my hands on it
liquid looked a bit pants
right now it's kinda of hard to decide
@cunning siren i thought it was just some fake when i first saw it, but it is AWESOME
Epic servers are a total dead stick right now
actually the liquid sim, look a lot like Marvel Masters water.. but worse :/
well the liquid wasn't on the showcase list if I recall correctly
so they did kinda placeholder
Only the unrealengine.com site online
I've got redirected to other regional servers and can even boot games now
wtf guys liquid sims are hard af real time
store is still dead
@plush yew where are you getting sprint speed from?
wtf guys liquid sims are hard af real time
@jagged meteor https://www.youtube.com/watch?v=XurAmUH3kfA
Testing upcoming niagara features. This uses landmass fluidsim and niagara particles. Fluidsim is 2D. Render is raymarched.
I mean, the environment legitimately looked like real life.... I don't understand the magic behind being able to have basically infinite tris. If that's legit, it'll turn the whole industry upside down....
@rocky radish exactly
@cunning siren hard to say, lets imagine that normals and retops are not needed for UE5 now, what will become with the models file size then
@cunning siren hard to say, lets imagine that normals and retops are not needed for UE5 now, what will become with the models file size then
@twin adder 1tb a small rock
As far as the liquid goes, honestly I thought it was great. The issue is that you're used to seeing "good" liquid rendered in a game, but that looked like what it actually looks like irl to walk through that kind of liquid.
its in lament-ish terms the mesh-equivalent of virtual texturing/megatextures
@rocky radish so you need a data server full of SSD's to play the game 😄
1tb small rock. RIP my pc
How do I add a restart function to a 2D side-scroller, and how do I make an ending?
casually builds a full data server warehouse to play next gen games
@swift sedge if you don't want to save anything, I would just reload level
@rocky radish oh god yes, imagine whole cities of warehouses where you can see game names on each
oh yes
and for a even more expensive alternative, playstation ssd's
I just can see as the guys from the film industry will now build servers from PS5's to get UE5 working top notch
if I recall correctly there was something similar with guys from astronomy thing and bunch of PS3 working together in a cluster
anyone else got this message when trying to open Epic games store
My friend messaged me and said something with Epic wasnt working for him
apparently its not working for me either
its because gta v is free
and their servers cant handle the ammount of people that want to get it
until when im interested
even though its not ue related
@dark rune till 21
ah still got time
got time for people to calm down a little and for them to fix servers
its been a hour and its still the same
they were rerouting their servers causing the launcher to just change the language
lol
in-depth ue5 tech analysis
https://youtu.be/iIDzZJpDlpA
We've experienced Epic's stunning Unreal Engine 5 demo running on PlayStation 5 and we've offered up our first impressions of the new technology. In this follow-up video, Alex Battaglia goes deeper, examining how the key Nanite and Lumen technology work, our understandings imp...
@plush yew its your sprint speed that is the problem. The value is either 0 which makes your jump max jump velocity go to 0 as well OR your spacebar doesnt work
yeah i noticed that
changed it from eng to german, sth else, sth else then cycled back to eng
I hope they consider making the backend for dev facing stuff and the consumer facing stuff seperate in the future
the idea that game promotions can take down the UE marketplace interface is kinda bad :/
Hi everyone! How would I go about creating turn in place animations. I would like it so if I move the mouse or right thumb stick that when it turns the camera the character plays some moving in place animations
gta 5 is free on epic games ?
@shut gulch I hope they just make it 2 programs
1 for basically Steam Rival with Free Games
other 1 for marketplace, ue4 ue5 everything ue
and optimize them because holy it lags
gta 5 is free on epic games ?
@fierce forge yes
so is no one able to get into epic or is it just limiting people
i feel sorry for anyone trying to play their games
@clever arch I feel like you can apply the translation to the object directly but I'm pretty new
Like have the thumbstick apply the translation
@rocky radish I just want to download my assets D:
@tidal hawk you can still do that
first thing im doing next morning is getting gta v then probably that mocap online zombie pack
does the website still work i want to buy an asset pack
the shutter speed is 400, the jump speed is 400, even if the gearbox does not work @jagged meteor
No, because its not letting me get in xD
@tidal hawk go to the hidden icons>epic games launcher (right click)>Unreal Engine
@wheat hare yeh I thought that but it doesn’t seem that simple 🤔 I can see it firing mouse coordinates if I attach a print string but that’s as far as I can get
Use unrealengine.com for marketplace
@rocky radish For you that may work, for me it doesnt
@tidal hawk 😞
@plush yew gtg for real this time, but if you still struggle tomorrow I can assist then. All I can say is that I replicated your blueprint and everything works if sprint speed is a 3 digit number
@clever arch Do you mean literally just playing the animation where the character would shuffle his feet to turn around?
Like this: https://youtu.be/Osapl2IYoxA?t=10
This will be a series off 2 Videos.
Please do The Character Creation Before:
https://www.youtube.com/watch?v=ajSY7FnRKPc
In this small video I am going to show you how you can add animatiosn from mixamo create a blendspace and how to bring that all to work.
Download
https:/...
@jagged meteor what is the problem ?
@outer void Yes. It’s ironic as I’ve created loads of animations for gun reloading firing running climbing etc but this one I can’t solve. I will check that tutorial out again. I tried it before but didn’t work so I must be doing something wrong!
That's odd
@plush yew That's a bit of a vague question. Can't you just turn off gravity if the characters enters a volume and then switch to a swimming animation?
Question guys, which would be the most appropriate channel to ask a question relating to The Engine (Namely the Localization Dashboard and a Bug/problem with it)?
Was thinking engine-source (but since it's not directly working with said source I don't think it should)
probably here
What about making an "isSwimming" boolean to check and replace the jumping code with moving the character's location up code
cryengine
Okay so TL;DR I started work with a company and I basically had to take over the project from the previous lead (who just ghosted and straight up dropped off the face the earth) so there are couple of settings and things that I might not know 100% if they are active or not so apologies form the get-go.
Basically and too the point. I have the default Game Target for the Localization with the path and everything to collect the text to be localized. The problem arises from the fact that everytime I close the project, and re-open it. It re-creates the default "Game" Target again, and if I don't delete it before closing again, when I re-open it next time i throws everything out for a loop since there is a conflicting "Target"
And I have no idea what's causing this (if anything), I've worked with UE for a bit and never had this happen before (but since first time working on 4.24, I'm not sure if it might be something specifically with this engine version since I haven't been able to find any information of this happening to anyone else.
i remember seeing something like a function or custom event that keeps looping/firing until its told to stop, anyone know what this node is called
soooo... should i be skepticle of this UE5 tech demo at real time on a ps5? Cause it looks like it was written by god.... but we all know god isnt real... right?
Sure, Epic shoots in their own foot by doing a No Mans Sky move..
WELL
hi , i need a company to put games on epic games store ?
the tech will be pretty expensive
Obviously this isnt just out of the box stuff...
you cant just put everything on the epic games store @fierce forge
@lilac wedge I don't remember a function like that (Apart from the event tick function, but that's not toggeable apart from having a variable and checking inside of it every tick if to do or not, which is a pretty bad idea) What you can do is this though. You can set a timer that executes a custom event (whatever you want it too) (every X seconds specified). And when you done you take the timer reference and invalidate to cancel it IIRC)
the particles arent just gonna talk to each other and work in the environment and such... there is going to be a steep curve im sure, but hundreds of billions of tris?
hey i have a question,
how hard would it be to make procedural animations in UE4?
for say like large machines and all that what not
So many tris you could just color them and they become the texture
@half panther epicgames said epic store will be opened for all developers , i think from indie to company
@fierce forge yep. but your products will need a certain quality
@clear isle Hey i think thats what i was looking for, but found a node 'set actor tick enabled' which turns event tick on and off which is kinda perfect for my situation 🙂
@lilac wedge id have to open up the engine, i dont use BPs often but is there a do until type node or even a while node that you change the condition on?
@half panther steam is the biggest , and you just need to pay 100$ and you can put a simple game .
@past pilot there is a while loop node
100? wasnt it more?
Epic store isn’t steam
@abstract relic It will be soon!
just use the while node then and change the condition when you want it to stop
@half panther no , i already bought one license and i know
There is a "while and do while node". It all depends on what you are looping and how intensive it is also.
I certainly hope they keep quality control
@fierce forge oh, well then
is there a way to rent dedicated servers for your game or should i just buy servers
if i make my game online
And depending what shenanigans you are doing it might give you infinite loop errors (I.E. changing the stop value inside the same loop)
i always try to keep out of tick where i can and do 10th of a second "ticks" instead of per physics frame ticks
@clear isle the while node gets stuck in a infinite loop as the condition is changed outside the loop and cannot be changed within it :/
@past pilot Yeh i hate using event tick iswell but cant really find an alternative :/
Just use an event to change the condition can you not?
@fierce forge https://www.epicgames.com/store/about
you can request to publish it in the form on the bottom
The option I gave it just a way of doing it that gives you more control over how many times you want it firing
i can't access this
yep, servers are down
i know about this from about a year ago
what do you want to know then?
i know there was ann event based loop termination type node i used a long time ago....
@clear isle I kinda need it to fire every tick as it is an actor attached to the player, so any less then event tick will look bad and laggy
@lilac wedge Sometimes you just cant get around tick
^
@half panther if is available because i sawed this :
If that's the case then you'll just have to use even tick inside the actor and use the "Set Actor Tick Enabled"
@past pilot It just makes me really uncomfortable using event tick for some reason haha
As long as you don't put anything intensive inside it, it won't be a problem (I.E. very stupidly update 1,000 entry row Data Table or something like that)
There’s now a channel for that @fierce forge #epic-online-services
And just make sure that you don't have anything else running inside the on event tick becuase since you will toggle it on or off, it will cause problems if you have anything else running inside it that should not be toggled.
can you use a for loop with break
set some high number and on complete run it back to exec
use an event to break
don't forget that they also gave you 1 million dollars yesterday @fierce forge
in not-taken money
They raised the royalty limit to a mil
they changed the payment rules for using UE4 (and UE5)
they didnt give a million they just raised the amount you can make pre royalty
note that it's not per quarter anymore though
they did mention giving money back retroactively though 🙂
WHO CAN HELP ME PLEASE
(by a million)
er a million minus 3000
The jump don’t work
did you bind the button?
are you running BPs?
did you try watching graph execution to see where it failing?
did you program it to jump? 😛
spacebar jump always.
a video with a dude mashing a spacebar isnt gonna get much useful help
Super helpful when they wait 0.005 seconds and repeat their question in all caps.
If you wait for UE5 it will just work for you though... lol
Well, to be fair, ciro asked earlier too
Still pretty funny
@plush yew go ahead and DM if you want and i can try to help you
smash smash
HULK SMASH.... SPACEBAR
Even looking at the screenshots, I can't tell why the character won't jump lol
did you edit your blueprints @plush yew
So how many other people make a pretty good start on a project, really like where it is going, look at source control and upload it, find out you need to reformat your computer, download your last branch and find out you were stupid and set up your source control wrong and are missing all of your content (but you have your source at least) lol
I started cloning drives before formatting 30 years ago and never looked back
as a result of something similar
i had the project on a seperate drive, drive died... said screw this and started using drop box back in the day. Lost the password to my dropbox and email after a reformat not thinking and said screw that and started running a script to zip and send it to a second computer on the network. That computer had the drive fail and lost it again after a reformat so said screw that... now i started using source control... ooops.... one day i will figure this shit out lol
my launcher is stuck
Yes, they are looking into it apparently
just dont use the launcher 🙂
ok nice thanks a lot
if you let it 404 you can still use the library tab
if you let it 404 you can still use the library tab
@past pilot 500 error sorry , there're nothing but the back home button
everyones feeding their gta online gambling addiction i suppose
i get 404 on the main tab but can use the rest
kill it reopen it
cause i got main tab back now
I only have one Directional Light in my scene, every side the sun does not facwe is very dark. Can I somehow change this, that the shadow is not that strong?
do you have a skylight?
skylight, reflection and Gi i think
I love me some skylights
you probably have some of those else the shadow parts would be pitch black
GI bounce i think is a thing, and reflection spheres and shit i think, i suck at lighting though
is something going on with the epic games launcher?
Yeah, GTA5 is free and there is a sale, so it's getting hammered lol
ohhh, good to know.. I try to boot up launcher to access my unreal projects..
@serene birch Yes I have a Skylight. Where can I set GI?
free for week or ? can I get tomorrow ?
try boosting the skylight power first I guess
that yeah, it's called "Intensity"
Guys do you have any idea how to put images on a mesh?
you might want to do some getting started tutorials :)
Introductory information for developers starting out creating games with Unreal Engine.
@fierce tulip I use this engine for quiet some years, I normally never do lightning, so I am pretty good with blueprints and cpp, but i suck at lightning
oh i was talking to redraco
I know the basics but I was having a hard time puting images on my mesh 😅
What kind of an image
Just a random image Im going to edit on photoshop like ads etc.
Then I want to put it here
I have tried Dragging an image but it was tiled 😭
I have two projects, but in one project everything is darker than in hte other one, does anyone have an idea why?
guys what's up with UE5? Is it just marketing hype or a big step up?
Also will PCs have similar performance to PS5 / hardware
You need to disable auto exposure Markus
@nimble comet https://docs.unrealengine.com/en-US/Engine/Rendering/Materials/IntroductionToMaterials/index.html and the courses on the right
@nimble comet You'll need to use UV texture coordinates to scale the texture inside the material
But yeah, you might need to familiarize yourself with materials inside UE4 first with that link. It'll make everything else a lot easier too
Question with the save system if i for example add a new variable to save can i still load the old save from before the new variable
The role of UV Channels for rendering Static Meshes, and how you can work with them in the Unreal Editor.
Someone
Launcher is ded...great!
Question with the save system if i for example add a new variable to save can i still load the old save from before the new variable
Example i make a build where it only saves and loads your location but then i make a new build where i add coins saving and loading can i still load the old save
Hey slackers, i have a question, im somewhat new-ish to unreal, and i had to send my whole project folder to someone for some reviews and inputs. i took the whole project folder, zipped into rar parts and sent over wetransfer, now he downloaded everything and and opened it. but most of the materials and textures aren't showing up, its mostly all grey ,any idea why?
Hey idk where to post this but is it possible to make a .io game with Unreal? i have tried to google it but i cant seem to find a real answer :/
@next badger yeah u right i got this https://gyazo.com/066c6390517a59048687f64a759ee6e7
.io is a domain not a game type?
.io games are like... simple multiplayer browser-based games
Or something like that 😄
@thick herald sorry my bad i just mean a domain where alot of people play like the famous slither.io or Agar.io game 🙂
How's everyone doing? I'm a complete beginner so you'll have o forgive me... I have visual studio installed but I can't seem to be able to generate the visual studio project... What am I doing wrong?
is there a stream today?
it just started. Its on soft object references
Thank for helping me @outer void
Last time I did that, compiling didn't work anymore
with all this UE5 excitement, are we getting 4.25.1 any time soon ?
anybody else or just me?
@obtuse sun Did it work?
Blame GTA V
oh really
can we please separate UE4 from the game library
for that matter, do I have to use the launcher to download plugins. I don't use binary engines and yet I need to install one in order to download assets
@fierce tulip i just reload and got a 403 error lol
@obtuse sun Did it work?
@outer void I had to load it through the actor itself but hey, its working ? xd
lol. Whatever works xD
How can i save the player location with the world origin shifting system
lol. Whatever works xD
@outer void I'm sorry... I only got access to that one script not he whole project :/ I though perhaps by building the damn thing I would get access to that option BUT NooO
Did it actually create the project solution at all?
Like, is there a .sln file in your project directory
I mean in the project folder itself
Has there been a fix for unreal launcher not loading?
Not yet
Do you mean this?
Is marketplace down?
wow that's weird then .. Maybe cuz U didn't have the visual studio attached when I first created it
Nioe
This is the unreal's first person
Doesn't matter, same thing
Right click in the editor, "New C++ class" and choose "None"
It'll make a project solution for you
Also check this
@young kernel
question, is Epic launcher down?
@plain mural try reloading that fixed it for me
kk, will try
any animators around?
i restarted it then went and got GTA V for free through it just because lol
@outer void or... x)
I'm attempting to do it again ahah
I'm creating a c++ project
And if that doesn't work , I'll attempt your way. Thank you helping me man, I know you must be busy
I'm going to probably hate this, because I only intended on changing a few blueprints by adding c++
This will give me EVERYTHING in code won't it?
You didn't need to create a new project
so this was a UE3 tech demohttps://t.co/pam5pZm9e5?amp=1
Check out the future of video game graphics and tech on Epic's Unreal Engine 3 with The Samaritan Demo from GDC 2011. IGN's YouTube is just a taste of our co...
but no UE3 game ever looked as good as that correct?
does that mean this UE5 tech demo is kinda unrealistic for future games?
You had an issue with ability and budget. You could make a game that good in ue3 but no one was going to spend the money to do it
The ue5 tech demo shows technologies that are supposed to be automatic
meaning no or even less cost to make that quality.
There is a hard divide most times between an engines capability and how it is used
ahh thats right, the new engine comes with Nanite and Lumen by default
Also this new demo is 1440p upscaled to 4k at 30fps. A lot of companies are going to target 4k native 60fps so they wont look that good
And unless they want a 300gb+ download they wont have everything streaming 8k textures with z-brush models
Not sure where this question belongs but I have an issue with shadows. I want to be able to see my own ThirdPerson Mannequin mesh but I'm unable to after setting "Owner No See" to true. What to do?
you can set shadows to show even though the model is hidden.
this should be default in the 1st person template
How do you do that?
Thanks! Figured it out. Ty @past pilot ❤️
Didn't notice the Hidden Shadows option!
So what does this new engine actually offer then, if the size issue still remain?
What size issue?
How can i save the player location with the world origin shifting system
WHY Won't my visual studio show the thing now?
Isnt the point to give devs more time to create more maps, since they can just bring em straight from modelling without any baking?
@clear cave i think this
Yep thank you 😄
@hasty osprey You can still take full advantage of that while scaling back the resolution of textures and still making lower poly models
I'm still getting a 500 error and I've even rebooted my computer
you dont need a million tri rock with 8k you can do a 2k with 15k tris and the system will still just work
the launcher is brokey right now, please visit it later
ahh ok, thanks @past pilot
I was trying to get to the epic stream today that is the only way I know how to get there, doesn't show up on youtube and I don't know the twitch link if that is where they're streaming from...
thanks
How can i save the player location with the world origin shifting system
Can I use bind action to run a function with parameters
The biggest things i can see from ue5 for time savings is the lack of a need for LOD generation and the time saved baking lighting and normal maps. Im sure studios will still rather spend that time if it means meeting a certain performance/spec budget for their specific title
Hot tip: If you get the 500 error in the launcher and can't get back to your library, open Settings and check Hide Game Library, then click Back. You'll land in the Unreal Engine tab and get right back to business.
Warning: HotReload failed, recompile failed
Warning: RebindPackages failed because compilation failed.
lol, bouwmeester is not getting any response. You might want to try asking on answerhub too if nobody here knows the answer to your question.
Oh My Days... First script I attempt to add AND I GET A COMPILER ERROR? The script has NOTHING in it
fix what you broke in your code @obtuse sun
@obtuse sun check the include path for the .cpp and compile in visual studio not the editor
compile it in VS and see what error it throws
lol, bouwmeester is not getting any response. You might want to try asking on answerhub too if nobody here knows the answer to your question.
@outer void
Already did that via forums but takes so long for a response
or just browse to "C:\Program Files\Epic Games\UE_4.25\Engine\Binaries\Win64\UE4Editor.exe" to avoid the launcher at all
Can I use bind action to run a function with parameters??
who the bleep installs ue4 on their C drive :p
my c is big and fast 😄
i did... cause its my raid 0 SSD array also
@fierce tulip Most people, I would venture.
recently got a NVMe 1tb drive though so might move it there since it still faster than my Raid 0 array
Ok so following the Console Log it says that it couldn't find the directory .. Should I just pull the explorer out and create the sum b?
@plush yew Yes after each 500 error, I did watched for a while, was funny
which is better, blend 3 states in one animation or have each state have its own animation?
Just need to toss this overclocked 6700k cause its too fucking slow compiling shaders and get a 3900x or 3950x...
@urban gyro i would assume it would depend on the states
well, linked states of course 😄
@past pilot 4670k here bud, enjoy it
lol whats wrong with installing ue on C?
i think blend would likely look better?
dunno thats why im asking lol
@obtuse sun check the include path for the .cpp and compile in visual studio not the editor
@ancient lotus Where's the path and how can I change it... Sorry for the stupid question
@obtuse sun You looked at https://docs.unrealengine.com/en-US/Programming/Development/VisualStudioSetup/index.html and https://docs.unrealengine.com/en-US/Programming/Development/ManagingGameCode/CppClassWizard/index.html yet?
Tips, tricks, and techniques for setting up Visual Studio to work with Unreal Engine 4.
An overview of the C++ Class Wizard in UE4.
@distant totem people dont do it cause if they have to reinstall they have to redownload and compile the engine
If its on a different drive you can reinstall windows and open UE4 like nothing happened
@obtuse sun You looked at https://docs.unrealengine.com/en-US/Programming/Development/VisualStudioSetup/index.html and https://docs.unrealengine.com/en-US/Programming/Development/ManagingGameCode/CppClassWizard/index.html yet?
@outer void I did (: Couldn't find a fix so looked for this discord in hopes of one you great people could help 👼
Tips, tricks, and techniques for setting up Visual Studio to work with Unreal Engine 4.
An overview of the C++ Class Wizard in UE4.
No backup, no merci... so C: is fine for me 😄 with backup and version control
@hoary goblet you use binary version then?
yea, it becomes a bigger problem when you use the source version
to cross compile for linux
Just saves time and headache to have it on another drive. Dont have to recompile, remember and install plugins and shit like that
reset settings
blah blah
i plan to run ue as a daemon, for this i will need the source verson
gui less i mean
Can anyone explain to me how I can update a plugin myself? I have the zip file for it and I need to update it to 4.25
paste it into the plugin directory and let the editor try to recompile it i think
if it is compitable it should work
It said I have to do it manually
is it in your projects plugin folder?
Yes
is your project bp or source
then i think you MIGHT be boned... might have to take it out, open project generate source files and put it back in and try compiling from vs
Ok , so many questions... This time I built the project before attempting to add a new actor component and that did the trick... WEIRD
Not sure what I did wrong before but I got it working this time
ok, yea it should just try to recompile if it isnt too old and contain depreciated code
Btw. anybody know which Linux Distribution Epic uses for their Fortnite servers? Found CentOS and Ubuntu hints, but nothing officially
?
does distro really matter?
eh
support wise maybe
Thought most distros used the same standard kernel and most was package and ui differences
anyone getting this message when load marketplace?
An error occurred while trying to process the response from server. Please retry later or contact an admin for help.
Servers are overloaded right now i think
which sucks because i need a plugin
true
need to buy it
its saying to try to rebuild it from source manually still, how do I rebuild it?
oof
might be able to write my own in the time it takes for servers to calm down
@neat forge someone might know better but i would try creating a source class and get it ready for VS and try a manual compile with VS
@past pilot nah Distros also differs by lib versions, system structure etc. e.g. Debian is always behind the rest...
@past pilot did you change the engine version in the .uplugin file?
(open in text editor)
not me with the issue its @neat forge
Everyone is a total noob with one system in UE4 or another lol
👍
I am a pro at taking the default UE4 lighting and somehow incrementally making it look worse and worse
wait till that sweet juicy GI comes in
You made my spit coffee all over my desk
my specialty is making a messy folder structure in the project, no matter how neat and thought out I make it, in the end it's one giant mess...and thhen the redirectors come circling like vultures
Its true though... then i watch youtube videos to figure out what the hell i did.... and then it gets exponentially worse lol
i tell it to fix up redirectors almost every time i move something lol
The best is moving something, the engine freezing then loading in with a bunch of missing asset errors
can't 4get the classics of course
which sub-thread should i go to for optimization questions with sprites and unreal?
With the new Lumen system in UE5 im tempted to just stop trying till next year lol
paper2d isn't quite right, i'm not sure design is either
graphics perhaps
maybe graphics?
ooo ty
@digital badger https://twitter.com/Luos_83/status/1260933898067775493
When you dont understand gamedev but have an opinion. you get articles like this. https://t.co/pTqcqXrpz2
144
922
doh
didnt copy the url
there
Im a sucker for a good UV map
the divide between gamer/dev and writer... "i played x game and it looked just fine, this new stuff looks fine too. So they are the same"
That's the proper link
And yeah I agree luos
What an eye-rolling article
you should read the comments on the tweet. it got slightly viral and I had to mute it :p
Some journalists( Jason schrier for example) understand the game developer position, for a lack of a better phrase
But PC-Gamer screwed up lol
I mean what do they expect from "something" that would bring the gamedev forward? UE4 lic change + UE5 announcement was like XMAS for me
the comments sound very knee jerk, i haven't had time to read the update notes for ue5 yet tho so i can't say junk about what's practical
They miss that even if the looks were identical, the effort required to produce it will be a lot less making more time for gameplay or for an idie to put out a better product
Exactly @past pilot
oo i see
I wanted to see the character wireframe in the demo
if there are odds of it not improving gameplay vs it will, my money is on "it will"
The only thing im weary of and likely because ive seen it too many times... was that REALLY a live playing on a ps5?
it felt like a demo >.>
because I'm seeing polycounts for characters progressing from 30k to 60k to 205k triangles
like a vid demo
its live
@_@
knowing epic itll be released at some point during ue5's lifecycle
so we can all play with it
quadrification of essentially flat surfaces that don't really need the polycount
They should compile it for PC and let us load it right now.
It would put a lot of people at ease of it being real
It'll be released like "A Boy and his Kite" was
Cant hurt anything to send out a binary build for people to actually play with
I think it depends heavily on the 5gb/s SSD that the PS5 has though
I got that on my NVME
The demo implies that assets are streamed.
gimme
that, and it was probably patched to work fine in that one situation, without having to take care of random hardware users have.
so it is probably far from working-on-pc-ready
@plush yew You'll have to look at the rest of the log to see if it identifies the offending asset and debug from there
Consoles allow for a standard experience, which is why it was probably used. Since every PS5 is built the same, unlike PCs which vary largely in specifications.
if it can run on an integrated Navi i want to see what it can do on a 2070 super
I worry that Nanite will have a spec boundary( e.g can only run on games which are hosted on an SSD which is at a certain speed)
If that is the case, this advancement is useless for PC games
Im sure it would be scaled
As most PC users don't have great SSDs
it's not useless, your toaster is useless
So you would have to worry about LODs
games will keep moving forward
scaled, and you could still have loading-parts (like opening a door) to load in more for those who have slower ssd's
I think the streaming is less about LOD and more about open world large amounts of textures
The CPU is likely going to be the one hammered calculating the variable LODs
I suggested previously that assets could be loaded into RAM for PCs which are too slow. As ram speeds are like 12 times faster than the PS5 demo and most gaming PCs have 16gb+
Wonder if games can dynamically set a ram disk type deal...
This might only work on smaller levels though
Still have the issue of 8gb builds still being rampant though
@digital badger well the ones that cares for such games would simply get a SSD, or get new PC, it's always a matter of knowing your audience. But yes i think you won't be able to work around LODs.
i mean i have 32gb in my system with 32gb sitting on the desk beside it (took the 32 out for overclock)
SSDs are so cheap now
Even a good 500gb NVMe
hey guys wassup today
I need help
me too lol i cant get marketplace to populate keeps saying cant connect or somethign
I'm always wary of new technology, @past pilot and @hoary goblet. New solutions need to be scaled to a large consumer base, which sometimes limits the advancements in game dev. We are reaching a new generation though, so perhaps I shouldn't be so "set in stone". I just can't see studios telling people "To play our game, get a SSD or go away" lmao
Though, checking amazon, a 6gb/s SSD on SATA is only £60 which is like 70 dollars
i can... Microsoft said get a new CPU or go away...
Hello everyone i just joined this server. I am interested in game developing. I dont know if this is the right channel to ask about this but i was wondering what is a good place for me as a beginner to start
@digital badger Yes that's why LODs will stay for a while... but good to be able to have none 😄
@past pilot Which game was that for? I don't remember unfortunately
@gleaming crest i started getting familiar with UMG stuff by binging the WTF Is.... series on youtube, as well as Epic's youtube channel giving overviews and highlights
that's on the technical end of it though, not so much building out the steps that bring you to that point
i half remember that ue4 had smaa built in some time ago, but can't seem to find it anymore. was it ever built in?
i've been really careful about curating info from trusted sources, so i don't pick up errant workflows
@digital badger the whole operating system lol
If PC memory gets better because of PS5, then I'm sad I spent so much on ram and SSDs, lol
if you're interested in the out-of-engine game development i'd recommend a ton of competative analysis (looking at successful stuff similar to your idea) and collecting elements they use. IE: collect phases, animated elements and where --- gameplay stuff is way out of my realm tho
@fierce epoch I found out there are beginner videos on the unrealengine site, there is a Unreal Online Learning section
unless the new stuff will still let me use that stuff, lol
is this a good place to start?
absolutely!
if it helps, i had to binge and rewatch a ton of these things before they 'stuck'
@jolly steppe I remember when I spent 150 dollars on 16gb of DDR4, now it costs 80 dollars in my region. Which is annoying....
gotcha
sorry, they refused to support new cpus on win 7 im backwards
@plush yew So did we find out if PCs will get better tech for memory?
cus unreal is great, but it's also very ENG-heavy for workflow; from an prod art perspective that was a hard thing to wrap around
@digital badger ooof, that sucks, : (
feels like maya and after effects had a baby, that you can create games on
can't wait for UE5
Games in 5 years are going to look amazing
Games do have min requirements though phasing out older hardware
What would be good skills to have learned before UE5 comes out? Blueprints or C++?
"This is why PS5 is better than X Series. XBots are crying now"
@novel summit Remember that Nanite is not confirmed for Skeletal Meshes
comments like that are hilarious to read
my question is what will this do for vr, if you don't have to worry about polygons
@lusty pumice both
gonna push that baby to the limits
why not photorealistic FPS
is anyone else having probs with marketplace? is it just down for maint
you're rich, lol
I got Index Knuckles, and Vive headset
@honest vale thats gonna take more than 6 months right?
oooo dats still a good setup
Yeah I love it. I have no plans on going to an Index headset.
I just hadn't had a vr before so why not go all out and not have to upgrade any time soon
@lusty pumice learning programming in general is a lifelong task anyway 😛
so its not good to know level design together with programming/blueprints?
yea I figured but I wanna make a game
so bad
in ue5 😄
hey guys? anyone have any experience with DLC in unreal?
I wanna make a game too but blueprints is my bottleneck 😂
anyway, anyone know how to randomly rotate actors with constraints, trying to make concert lights
I can't get the thing that I wanna do working and I tried for months....... and it's a simple thing..... I don't think I'm qualified to make a game, lmao
what the thing?
grapple, lol
oooooof
like grappling onto objects and pulling enemies towards you
in a 2D game
sidescrolling style
@jolly steppe https://www.youtube.com/watch?v=lL1Azu_syWA
How to create a Grappling Hook in Unreal Engine 4.10 with blueprints.
Project Download: https://drive.google.com/open?id=0B0n17i20IvVTWjQ3bzI3eVpDaEU
Leave a comment on what you would like to see a tutorial about.
o
xD
so many in 3d
I tried taking stuff I learned from vids and converting it to 2D but something just isn't working right, lol
I don't think I'll continue it, don't worry
I'm going back to the drawing board 😂
I really wish someone makes dead island 2
it's really hard to achieve those zombie physics in unreal
Hi how can I have to-scale 3D models of the Earth in Unreal Engine?
No I just want to use unreal engine as a way to 3d visual trajectory data of a satelitte. I just need to know how I can get a to-scale earth
*visualize
No playable characters
Well the player will be the camera so I can zoom in and out
Hey, im importing this from blender and this comes up when trying to put in a animation... help?
@ember shadow May you post the blender hierarchy?
Sure! Just had to restart my pc give me a sec
That's fine 🙂
How dare you make Maestro wait!
This works in 4.22 with minimal adjustment
is that a second armature underneath the pose?
And has a TON of UI stuff that is gonna transform my games lol
oh god label the bonesss
unless I'm being stupid - I'm no expert on blender
OR you need to parent all your bones to a root bone
YES THAT'S IT @ember shadow
ok I have a question to whomever can answer... Would it be possible to take the Chaos Destruction Demo built on a Github Source Build of 4.23 and then with a fully enabled Chaos project built in 4.25 which is just install from the Epic Launcher get it to load by migrating the project or something in that way? Is something like that able to be done? or because the way they've built/created the Chaos Destruction Demo?
Like my spine bone in the metarig example
sorry about that had to do something quick
so i just parent all my bones to the root bone?
do you need to adhere to the hierarchy or just all bones to the root
i havent rigged shit in years
@mighty copper pretty sure you have to build whatever version of the engine you want to run it in.
ahhh it works!
When two of my enemy pawns spawn in the same location, one of them flies far away. Is there a way to decrase it so that they are only nudged?
So is it impossible to have a to-scale Earth on unreal engine?
Any news on if Unreal Engine 4 projects will be upgradable to Unreal Engine 5? Team is trying to decide whether to start in Unity or Unreal 4
We have an abundance of plugins for each
@plush yew UE4 projects can be transferred to UE5
And ue5 will have the same licensing structure as ue4
@digital badger what's world comp?
System for managing large worlds including origin shifting technology.
World composition is like level streaming essentially
@trim tapir I'm sure there are a lot of different solutions. I'm assuming you mean in the are spawned on the same location, the physics freaks out and yeets one of them?
yea
But I'm not sure how you could have earth work as the earth is a globe and UE4 levels are flat
@outer void
So what I have is a "freeze" gun that prevents enemies from moving
and when it shoots the spawn new enemies have a hard time spawning in and jump around
My initial solution would be to just disable collision and then move the actor's transform manually until it's no longer colliding and then reactivating collision
But I'm sure there are more elegant solutions that I'm not thinking of
ok I will look more into it
maybie theres a way to increase mass or something so that it doesnt fly as far
That seems like a very hacky solution that might not work in all instances, but heck, give it a shot. That's the fun of game dev.
haha yea
Anyone know of any good animation pack including FP walking and running, and defaul stuff like that?
By FP, do you mean arms only?
Hi, is there some website where I can get like photorealistic demos and such stuff? I would love to see some kind of storm or tornado as photorealistic demo to play with
How do I add collision for procedural mesh?
Also something like rainforest with rain, apartments, nature, maybe town
@outer void I changed the spawn settings from "try to adjust location, but still spawn" to "always spawn" and I think it worked for the most part
Neat
although i think I still get some flying around
its less common i think tho
Im thinking about spawning enemies in a random location in a radius
Its the same if its only arms or the whole model, but just that they look decent from a fp perspective aswell
Have you looked at this?
This is just very basic, though. But good enough for prototyping. Maybe someone else has a better resource.
Splat I think making the spawn more random work
@outer void yea I did, but thats mostly with weapons, I need more of just arms swaying and such
Nice. Random might still get you a yeeting enemy from time to time. The only way to really guarantee is to check a location for collision first and then spawn if it's all clear.
I'm sorry, I'm retarded... but where's the fleeping Compile Button ?
Does anyone here own this pack?
There's no video of it, only a pdf of the animation animation names so I'm kind of hesitant to buy a animation pack based on only pictures and names.
I kind of don't like UE4.25 UI for panting/sculpting (Etc..
That one?
any way to revert it to how it was?
That one?
@outer void ❤️ It's different NOW 😮
What do you mean?
Inside of assets the Compile button has an image of sprockets whilst on the main screen the Compile Button just looks like a cube of cubes ahah
lol
Are you able to use level streaming and world comp at the same time
@hot thistle Read / watch some reviews on Filmstorms other content, some have said its just mixamo. not sure if it is, on that specific pack.
After checking to verify it was this seller. - I do know for 100% fact i bought an animation pack from filmstorm on gumroad and it was just mixamo animations on the ue4 skeleton. I requested a refund and never got one. gumroad sided with seller, even after providing proof of copied animations from mixamo. So i legit paid for mixamo animations from filmstorm. I don't care what anyone says or what filmstorm says, they 100% sold me a mixamo pack as if it was their own and continued to lied about it being mixamo even though the animations were identical after downloading them and comparing. This happened over a year ago, so things could have always changed. just always do your research before buying something and see if someone has had experience with them. if you doubt something, just pass on it. I have bought allot of content that seemed to be good, yet taken off this marketplace or that marketplace, because it was found to have stolen content, if it worries you or you cant afford to lose the investment in the cost of assets don't buy it.
Hello
hey everyone. i remember there was some kind of exe that would allow me to open up ue4 without internet access. it had the ue4 logo but instead of it being black it was blue. anyone able to point out it's location to me?
It sounds like the file in your project folder
Yeah, it sounds like you are referring to the uproject file in the project directory?
You don't need an internet connection to launch it
Hi all, I started learning Unreal a couple of days ago so I very new to this. My file is named texture.1001.BaseColor.tga but in content browser it imports as texture_1001_BaseColor.tga. I right-clicked on the BaseColor and converted it to Virtual Texture but it doesn't work. In Project Settings, I turned on Virtual Textures under Rendering options as well. Also restarted Unreal Engine.
Nothing seems to work.
Please help!
@fallen marten @outer void yup, thanks you two!
@elder viper soo.... what are you trying to actually do?
I have two UDIM textures and want to apply them onto my mesh. right now it seems like only the 1001 texture is being applied onto the mesh
The mesh has two UDIMs and I exported two base color maps from substance. texture.1001.BaseColor.tga & texture.1002.BaseColor.tga but they are imported into the content browser as texture_1001_BaseColor.tga & texture_1002_BaseColor.tga. I right clicked on the 1001 and converted it to Virtual Texture. There is a small VT on the bottom right corner of the thumbnail. Then I drag it into the material editor and connect it to the Base Color input of the material and click apply. The mesh is only taking in the 1001 and applying it on both 1001 and 1002 UDIMs
@plush yew oh damn, thanks for checking that out, definetly won't be buying this then!
did you import both of the files @elder viper or just the first one and let the engine do the rest?
@grim ore I have imported both into the content browser
the material I created was a normal physical material . right click > create material
you should not be doing that, you import just the first and the engine finds the rest and makes 1 asset for you that has them all
no need to convert to VT, it's all automatic if your naming is correct
I tried renaming it with dots but it says name not allowed
delete the assets from the projects content browser, make sure the files are named correctly on your disk, go to the import options in UE4 in the folder you want them int (right click, import/add is at the top), select just the first one (the 1001 file) and import just that
you might also want to make sure the udim coordinate numbers are at the end before the .file extension
@grim ore okay. will do. On my disk, they are named as water2_1001_BaseColor.tif & water2_1002_BaseColor.tif
they need to have the dots on disk like the docs state
BaseName.####.[Support Image Format] is what it is expecting
and uh.. I dont know if tif is supported
png or tga would be better
okay. will rename them with dots. Also when I import with dots they get replaced by underscores. I'll try again with tga's
@grim ore thanks! Will try now and report back
its fine if it renames it, the key is the import file(s) have to be correct, and you import just the first one (1001) and it will scan for the rest
is this the Unreal reveal everyone's talking about? what a time to be alive! 🧐🤯 #UE5 #UnrealEngine5 #gamedev #videoediting https://t.co/AUZG3DGj0A
323
@grim ore it worked!! thankyou!! 🙂
Hopefully substance will update their Unreal exporter soon haha
hmm they must have been down for maintenance or something cause after short nap seems like marketplace is working again
Hey guys... I seem to keep finding myself running into situations where I have the desire to create a "component of components" or a set of components that I want to be able to attach to an actor (or even another component) as a pre-defined group. I'm guessing this is anti-pattern, but I'm not quite sure what the correct way to do this is. Is my best bet just creating an actor with those components and using the ChildActorComponent to attach it, or is there another pattern/alternative/best practice I might be overlooking here?
My fellow amazing people ... When I do AActor * blabla ... the " * " is just expressing that that's a pointer right?
yes
Thank you 🙂
So, let me see If I get this right, When I do :
TakeDamage(AActor* DamagedActor, bla bla bla
What I'm saying is : Go to the Func Take Damage and receive the pointer of class AActor called DamagedActor
right?
https://gyazo.com/933cf51b1a6c6a3bd873623c3b341414 can someone help me ? it only rotate at the world origin
trying to package my project but this happened: UATHelper: Packaging (Windows (32-bit)): LogInit: Display: LogProperty: Error: UStructProperty::Serialize Loading: Property 'StructProperty /Game/BP/Tiles/PlayerTiles/Turrets/Cannon_BP.Cannon_BP_C:ExecuteUbergraph_Cannon_BP.CallFunc_GetDataTableRowFromName_OutRow'. Unknown structure.
Canon bp has an error
got a ton of unknown structure errors
there should be no errors
i can play it fine in the eidotr
editor*
im using a data table for all of my turret blueprint properties
its more than just the one
Blueprint where that array is being called . Pic?
Data table
@honest mango Doesn't "Get socket rotation" return world space?
Build powerful visual scripts without code.
ill try refreshing nodes
look like it worked for the cannon
ill just have to do it for the other turrets
Did you change the struct without recompiling the BP's that ref them?
Anyone watched today's stream?
I did
Was it about "Inside Unreal: Demystifying Soft Object References — Science & Technology" ?
I'm looking in the Twitch and it's not there
about 10 minutes of UE5 questions then yep about soft objects. Was basically the same as his other video/tweet he put out about it
Christian's great. We've had him a few times at the Portland meetup.
I have 0 experience with working with montages, why does the character wait like that after clicking left-click. I can't seem to figure it out, the animation sequence itself does not have that wait https://gyazo.com/08428f9f00d61162e29bb01b4b249c54
well we cant hear you left clicking, is it a delay before the attack?
lemme just put the input action in a blueprintue
plus we dont know how you are calling the montage or what the montage is made of so you could show that ? also #animation might have more actual help if this is not a simple issue
am i the only one thinking that if the devs has put an amazing detailed graphic into the game is because they wanted to see that at least 1 person stop playing and just apreciate the amazing efoort they've put in the map-creating process?
https://blueprintue.com/blueprint/doidikv_/ @grim ore #animation is my next stop if i cant figure it out here, #ue4-general is faster so i start here usually
the isattacking boolean is controlling the montage
in the animBP, its basically the same usage as the "using anim montage" documentation usage
and that's why in unreal engine i use quixel megascan to get the assets, but i can't figure out what is wrong with them
th easset's are nothing like the preview in bridge
like the geometry isn't right
let me do some screen
@tiny sonnet well the anim montage stuff on the docs use the BP nodes, not playing them in the anim bp directly.
i dont understand?
so debug you anim bp, does the node to fire off your play attack montage fire off immediately after you press the button? put a breakpoint on that node
from wut i see, it holds the first frame of the montage for a second, before playing the rest
so the montage fires immediately? what does your montage look like then
@tiny sonnet you are using ALS...it may have so many reasons to fail
@grim ore yes, it fires immediately
@pure pollen you do realise that the displacement is disabled right?
i see you guys are chatting and i'm sorry for bothering you, but i may need some help here... i'm not really skilled with ue4
and also that the material that comes with bridge is not really perfect
@pure pollen you need to change all maps except diffuse to linear color afaik
@pure pollen the biggest thing is the environment between quixel/bridge and UE4 are not the same
It's not drag and drop/plug and play @pure pollen
i see
That's like expecting a game to look like the cinematic trailer you saw on youtube lol
also i'd highly recommend you modifying the master material because the default one isnt the best at what it does
any suggestion on how to get a better looking assets? (still with quixel)
@pure pollen use pom where it's possible
LOLOL
pom?
Parallax Occlusion Mapping
does Unreal have a POM material preset?
It was a joke. As mentioned, modify the master material, play with params, lighting makes a huge difference (don't trust what you see in the material viewport, as that won't necessarily look like the same thing it'll look like in your level)
@elder viper afaik, not in default assets...some are in content examples iirc
@warped tangle you can set material preview to look like your game lighting setup
@next badger ah okay
I bought a Material Pack off the marketplace and it has some cool materials. It came as a project. How do I get those materials into my own project?
Daniellll said that the displacement is disabled... how do i enable it?
Daniellll said that the displacement is disabled... how do i enable it?
@pure pollen in the plugin there's an option
@grim ore i figured it out, thx
@elder viper in hte launcher you will have that pack...there will be an option either add to project or make new one
but as i said before MODIFY THE MASTER MATERIAL, because the default displacement is not good
ah okay
is epic games back up?
@rocky radish which master material should i use?
@rocky radish Quixel's master material is horrible
@rocky radish Quixel's master material is horrible
@next badger wich is what i said, just didnt want to over-exagerate
@rocky radish is there a Master Material tutorial you recommend?
@rocky radish is there a Master Material tutorial you recommend?
@elder viper idk, i never really watched many tutorials on master materials tbh
aha okay
@rocky radish which master material should i use?
@pure pollen get the one that comes after you enabled displacement and modify it. heavily.
please forgive me for my noobness here. When you say master material, youre refering to the default Material that can be created in the content browser?
@rocky radish yes...i need to soften the statement...it's good for archiviz, movies and tech demos, but not games
@pure pollen in the plugin there's an option
@rocky radish wait what plug in?
@rocky radish yes...i need to soften the statement...it's good for archiviz, movies and tech demos, but not games
@next badger exactly, but it's also really bad for displacement because all it does is increase the entire mesh size and it still looks flat
@rocky radish wait what plug in?
@pure pollen the one that you can download from bridge
got it
wdym with shaking
shaking?
@rocky radish please forgive me for my noobness here. When you say master material, youre refering to the default Material that can be created in the content browser?
or is there some other Master Material that I can create?
@rocky radish please forgive me for my noobness here. When you say master material, youre refering to the default Material that can be created in the content browser?
or is there some other Master Material that I can create?
@elder viper the material that is used for a base for the instance material
ah okay
@rocky radish got it! I didnt think of looking at that. I am just exploring the default material
@elder viper in your ue4 projec, if you look up there's a megascan button, press it, there you can override the master material
Any suggestions on how to make my sheathed sword simulate physics? I've looked into physical constraints, but unable to make the sword simulate using that for some reason... is there any other approaches, other than animating or rotating the sword based on movement?
@pure pollen I am not using Megascans. Havent been able to get the hang of it. I am waiting for the Substance plugin for 4.25 :p
@mint umbra are you using socket or physics constraint?
@elder viper i see, sorry then
launcher still ded
When I packaged my game and ran it, I got a fatal error when I opened a level from the main menu. The main menu is fine, but as soon as I load the level, it crashes. The game plays fine in the editor.
@plush yew I don't see an issue with that
they added the collection of the ue5 demo in megascans!!!!!
Some jittering/aliasing is common
Is there a simple way I can hide the head of a skeletal mesh?
set the scale to 0, or export it, remove it, reimport it
@next badger I tried physic constraint in the past; currently not using anything as Im just about to start, but knowing that I wasnt able to make the physics constraints work before... yeah... the mesh is attached to a socket.
I have a third person mesh, but only use the arms really, but now the head is clipping a bit
@plush yew Is it from one specific camera view, like are you fighting to see the jittering or is it more egregious than that in other places
Yeah, the bottom of the capsule/feet are clipping through the floor
@plush yew hit G
make sure you're clicked into the viewport, move the camera around a bit, then hit G again
it should hide the capsule, gizmos, camera mesh, etc
so i did this and saved, but it didn't update?
G enables game mode/view
there is no shaking in viewport, all you see is widgets zfighting
Yep
@hot thistle You need true person view, i.e split the mesh up in parts, spawn all the parts and make them combine animations using Master Pose, and then hide the head tag for owner
Really? Just for something as simple as this?
(If its for multiplayer)
@plush yew that's what zfighting is
its single player for now
Wont need it if you wont have anyone seeing your head's missing
huh?
What about head shadows? @hot thistle
triangle draw order may be random
The problem is that the engine doesn't know which one to draw on top
Won't bother with that for now
😉
@plush yew how about no
not at all true
How long have you used UE4? Is this your first launch? Has this problem just now started happening?
@plush yew the capsule? yes
I can scale the head to 0, but how can I ''save'' it so all animations ect get that scale?
Lol you see UE5 release demo and think "meh, time to switch to Unity"
wait what
they let devs keep more money, and that upsets you?
Oh, I misunderstood, you are a Unity Dev looking to switch to UE, my bad
@plush yew try that:
Any1 know what would cause a fatal error in a packaged game, but no no crashes in the editor window?
"Show" button?
wdym? dont think so
oh did you not have AA or something?
@warped tangle it seems like TAA causes that flicker
Ah, I haven't used TAA in forever, it's shit
I get some errors in output log when I play it normally. Do those need to be fixed for a package?
@next badger So ehh... https://gyazo.com/4dea7cfb6f59e258a95a432c5e23ea9b do you see what am I doing wrong here? It's not simulating as I was expecting
@plush yew ue4 has TAA on High and FXAA on low as aa, nad FXAA does not flicker for me
I should elaborate....TAA is garbage for VR
what about msaa(yes, i am aware its more expensive to run it)
MSAA is forward shading only
@plush yew I have a 3rd party plugin. Would that cause the poblems im describing
UE4 got a few effects that count on temporal AA smoothing things over after
@trim tapir start with the errors, but understand that package-failing errors may not necessarily stop you from playing in editor.
@mint umbra constraints are based on simulated physics...sword need to have simulation of weight etc, and constraint need to have axis of freedom to swing
so it gets rather entrenched in
@serene birch some day we will be able to replace TAA...some day....
@warped tangle When I stop the editor game at the spot where it crashes in the package, no errors are made in the output log. Only stuff after it make output log errors
@trim tapir third party plugins can indeed cause packaging failures, check your log for errors, trace those errors down and fix them.
My level does a lot of heavy work on load
dont see any package errors
like it generates some procedural terrain
but no errors
So there are no package errors, but it fails to package
it does package
but when I play my level in the editor it says fatal error
i can even go to the main menu without problems
oh, so this isn't a packaging error, this is a runtime crash
yes
it doesnt make much sense cause any errors should have been pointed out by the output log
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000020
0x00007ff6c76827af TurnBasedPC-Win64-Shipping.exe!UnknownFunction []
0x00007ff6c76841fa TurnBasedPC-Win64-Shipping.exe!UnknownFunction []
0x00007ff6c7676bdf TurnBasedPC-Win64-Shipping.exe!UnknownFunction []
0x00007ff6c76647a6 TurnBasedPC-Win64-Shipping.exe!UnknownFunction []
0x00007ff6c768451b TurnBasedPC-Win64-Shipping.exe!UnknownFunction []
0x00007ff6c7676bdf TurnBasedPC-Win64-Shipping.exe!UnknownFunction []
0x00007ff6c7676ade TurnBasedPC-Win64-Shipping.exe!UnknownFunction []
0x00007ff6c7559289 TurnBasedPC-Win64-Shipping.exe!UnknownFunction []
0x00007ff6c76769b5 TurnBasedPC-Win64-Shipping.exe!UnknownFunction []
0x00007ff6c8249cd4 TurnBasedPC-Win64-Shipping.exe!UnknownFunction []
0x00007ff6c823333f TurnBasedPC-Win64-Shipping.exe!UnknownFunction []
0x00007ff6c8237b84 TurnBasedPC-Win64-Shipping.exe!UnknownFunction []
0x00007ff6c88a17bc TurnBasedPC-Win64-Shipping.exe!UnknownFunction []
0x00007ff6c848a4c1 TurnBasedPC-Win64-Shipping.exe!UnknownFunction []
0x00007ff6c88849de TurnBasedPC-Win64-Shipping.exe!UnknownFunction []
0x00007ff6c8847a6a TurnBasedPC-Win64-Shipping.exe!UnknownFunction []
0x00007ff6c883a01c TurnBasedPC-Win64-Shipping.exe!UnknownFunction []
0x00007ff6c884e0f7 TurnBasedPC-Win64-Shipping.exe!UnknownFunction []
0x00007ff6c8471852 TurnBasedPC-Win64-Shipping.exe!UnknownFunction []
0x00007ff6c71a026a TurnBasedPC-Win64-Shipping.exe!UnknownFunction []
0x00007ff6c71a639c TurnBasedPC-Win64-Shipping.exe!UnknownFunction []
0x00007ff6c71a63fa TurnBasedPC-Win64-Shipping.exe!UnknownFunction []
0x00007ff6c71af909 TurnBasedPC-Win64-Shipping.exe!UnknownFunction []
0x00007ff6c905c752 TurnBasedPC-Win64-Shipping.exe!UnknownFunction []
0x00007fffa2c17bd4 KERNEL32.DLL!UnknownFunction []
0x00007fffa3ccce51 ntdll.dll!UnknownFunction []
for some reason this gets copied to my clipboard
when the fatal error message occurs
where do i go for that?
i found a log
idk what anything in it really means
Hey looking for some advice here, been working with modeling/rendering for over a decade, but fairly new to UE so bear with me - I'd like to control a bunch of different blueprints with a single variable contained in it's own blueprint (or possibly the level BP?), and still can't figure out the most efficient way to do that. I've looked up casting, BP interface, BP function library, event dispatch, and there hasn't been a simple answer. It would go like this - changing a single variable would simultaneously control the volume of a sound object, speed of an animation, hue of a texture, etc. I have all the receiving blueprints set up, I just can't figure out the best method for BP communication. Anyone willing to help?
i already fixed those packaging errors
my game has a runtime error if the packaged game is run
@plush yew
i was setting up my spawn for my charcacter but then when i tried i got a infinite loot error what are somethings to do to fix that error
@plush yew is seems like this is happening with other projects using a perlin noise plugin
ill test it on projects not using the plugin to see if it is something wrong with mky PC
What platform are you building for and why are you trying to package a shipping build?
PC. I was reading up on solutions and someone recommended a shipping build
use a switch ig
Is plugin from marketplace or internet random?
i found it on the internet
This is the place to show, share, and link to your stuff!
i think this is the one
What engine?
My people ❤️ what's the UPROPERTY for a var that can be accessed anywhere but cannot be changed once defined in constructor?
@trim tapir what should i search for the switch (the exact name)?
switch on bool
@hollow ore ue4?
wait i think its just "switch"
wait lolol
its select
is that for me?> xd
@obtuse sun no such thing
4.22 4.25 4.17 what?
@obtuse sun Closest thing would be UPROPERTY(BlueprintReadOnly, VisibleAnywhere)
@hollow ore 4.23.1
@obtuse sun no such thing
@worn granite WHAT? There's like UProperties for everything xd
That is probably why it is crashing.
Yeah but it won't prevent C++ from changing it
You could even technically write BP that would change it
just would require a bit of tricky custom C++ bpfl
@trim tapir i cant find a switch on bool?
You also might want to do some kind of const field. That's going to be very tricky if it is even supported, and the const won't even survive
Looks like last update was a really long time ago. @trim tapir
4.19 maybe. Hard to tell
ok ill try it
Going backwards is hard. U be better off finding an alternative
ye
this is like the only free perlin noise plugin I have found
ig ill just have to buy one from the marketplace
its only $5
@obtuse sun Closest thing would be
UPROPERTY(BlueprintReadOnly, VisibleAnywhere)
@worn granite I have to do this assignment and in there it tell me to have a var that : " Can be accessed anywhere, cannot be changed once defined in constructor."
I've just realized that a constructor is the first func called in a class so If I define my var inside of BeginPlay() , that should do it right?
That seems like a very general C++ thing to ask for
how does it interact with UE4? where should be accessible
Also... #cpp
my bad
@trim tapir good call. Make sure it supports 4.23.
Github stuff is good but it almost never works out of the box. Always seems broken in some way
I'll see if the plugin is causing the crash. If it is, I'll buy a plugin off the marketplace
My project performance immediately starts tanking on start, dropping from 120fps to 30fps within 20 seconds. I'm sure I'm doing something silly, but I'm trying to figure out how to use the profiling tools to find it instead of just guessing. I'm using the "session frontend" and I'm seeing weird things as the highest time "event name".. things like "FAssetDataGatherer" and "ScreenSaverInhibitor" and I can't find it now, but something about android device scanner. Am I looking at the right stuff at all?
or just any suggestions as to something to google for finding performance bottlenecks (presumably a resource leak of some sort)
is this normal?
Can you just delete folders in the UE4VaultCache to make extra room on a hard drive? I know it is still on the launcher
@rocky radish UE2 + Windows 10 are ridiculous. Unfortunately. If you have any ideas how to make it not lock up when you click on a static mesh or anything for that matter, do let me know. On my Windows 7 PC, no issues!
I am getting charged $20.70 monthly from Epic Games and I can't figure out what it is. I checked my transaction history with epic and it shows nothing. I started getting charged last month and noticed it today after it was charged again. Anyone have a clue what this might be?
might want to take it up with the EGS team
EGS?
good luck!
never tried it, but first guess is to get a dxd9 dll thingy perhaps? that might make it work.
my thought is that the dx9 etc on win10 work differently.
else no clue
oh god yea
sounds awesome though, i kinda miss that version of the engine hehe.
i got that.
would be fun to go back and make an old ut99 map.
NO LUOS NOT MORE THINGS ON YOUR TODO LIST