#ue4-general

1 messages Β· Page 803 of 1

brisk urchin
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@glad orchid would switching my LightSource(Directional Light), Skylight and Atmos Fog to static help get rid of this issue?

glad orchid
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@karmic nymph your missing a function

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need to see what "stop sprint" does

karmic nymph
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start sprint will increase the characters speed from 500 to 70

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i brb

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stop sprint resets it

glad orchid
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yes

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but i need to see it

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you have a few different things going on there that can be an issue

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first of which is your branch

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for input "at all"

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so without seeing your normal movement input "not just the moveright"

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and the stop sprinting function I can't totally see the issue

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honestly why not just feed your max movement speed on the movement component with the sprint input

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and then back it back out on release?

karmic nymph
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ill be right back

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gimme like 25 minutes

hearty walrus
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Using the third person template, how do I lock vertical camera movement to a certain area of degrees?

glad orchid
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vertical as in z axis or looking down?

hearty walrus
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so Y rotation can only be within 2 numbers, so the player can't go too high or too low

glad orchid
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on the mouse input function to rotate the camera get the axis you want to limit and place a branch to kill loc/rot adjustment

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you can also clamp the output value of the axis

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which would likely be best

frank grove
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unreal engine course is a good way to know the basics of this engine?

hearty walrus
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also, is there a way to only move the camera if a mousebutton is held, otherwise allowing the player to move the mouse freely?

glad orchid
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clamp float in range <-

frank grove
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kinda asked a question in the middle of the conversation sorry

glad orchid
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yes @hearty walrus

plush yew
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Hi guys, don't mean to crash your convo. I was wondering if there are any official certs or schools where one could learn Unreal to a comprehensive degree?

glad orchid
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setup another input for that button if there isn't one alredy

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feed in a bool on press setting to true

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branch on true for the mouse rot/ function

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clear the bool on release

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@plush yew UE academy

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it was up and they took it down for maintenance

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but its in the UE4 launcher

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"learn unreal"

plush yew
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I mean more like for credentials.

glad orchid
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it give you credentials

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and even allows you to share on your linkedin

plush yew
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I've been working with the engine for a while and have 10+ yrs C++ dev experience.

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But no creds for Unreal.

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Hmm, interesting.

glad orchid
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same here bud

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but i do have a degree in CIS

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and a few projects on steam

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but yes ... completing the courses will build your portfolio

frank grove
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I think there is one unreal engine academy in london

plush yew
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That's cool. I'll check it out.

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Thanks.

glad orchid
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no worries πŸ˜‰

plush yew
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I'm in London btw as well.

frank grove
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thats great

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so its easier for you

glad orchid
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you should be watching the live event right now

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there is tons of useful stuff coming out of the ue next gen streams

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subscribe to ue4 info from the launcher if you haven't already

frank grove
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I want to learn unreal,so Im gonna start by the unreal online learning

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see if I can get something from it

plush yew
frank grove
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I see

plush yew
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Must have had some technical issue since I can now.

glad orchid
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@plush yew they were undergoing a redesign

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for about a month

plush yew
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Ah, makes sense then.

glad orchid
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but its a great resource

plush yew
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Where the certificates at though?

radiant jasper
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youtube is great as well

glad orchid
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once you complete the courses

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they honor you with badges

plush yew
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Does it give you something like a signed pdf you can show off?

glad orchid
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that count as linkedin certificates

frank grove
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oh

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now thats interesting

radiant jasper
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he has some good tutorials

frank grove
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@radiant jasper thanks,gonna check out

glad orchid
frank grove
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I have to learn unity too

plush yew
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I'm very good at the engine and I rush through a months worth of sprints in my company within days. But because my company isn't delivering as fast as I'd like, I have nothing to show for. I do game systems and advanced shading.

radiant jasper
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and if u have any questions or issues, answerhub is great too

plush yew
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So I'm all about them certs. πŸ‘€

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@glad orchid would you have any pdf to attach to your stuff on LinkedIn or similar?

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Any proof I mean.

glad orchid
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I have a total of 12

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yup

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1 sec

plush yew
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I mean this

glad orchid
plush yew
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Hahaha @frank grove

frank grove
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gonna delete this before I get banned

true sun
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πŸ”¨ πŸ”¨

plush yew
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@glad orchid You might have just unlocked a treasure throve of resources for me. I thought the online learning system was abandoned and didn't double-check.

brisk urchin
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@glad orchid I replaced the ceiling completely with a thicker static mesh and rebuilt the scene and it still gave the same light bleed issues. 😦

glad orchid
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rebuilt the scene?

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you baking lighting?

radiant jasper
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also @frank grove make sure u download the source version

glad orchid
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you using lightmaps?

plush yew
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@glad orchid But just to be 100% here, there's nothing like signed or a cert number that Epic could confirm?

brisk urchin
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@glad orchid Yea, the build button that builds the whole scene including lighting

karmic nymph
frank grove
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alright

karmic nymph
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here is the start sprint function

radiant jasper
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i made the mistake of downloading the epic launcher version first lol

karmic nymph
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and the stop sprint

plush yew
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Yikes, uno be getting those tags πŸ‘€

true sun
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@plush yew Look for a 'Unreal Engine Kickstart for Developers'. It's a series of courses that goes through world building, animation, rendering, programming etc.

glad orchid
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@brisk urchin i need to see your skylight and your sun

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sounds like your baking lighting

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which is going to be lightmass settings

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dynamic lights don't "build"

plush yew
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@true sun thanks, will look over. Love high-level stuff.

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But not like I love certs, lol.

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Uno, either way, thanks. Your directions are highly appreciated.

glad orchid
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@plush yew the epic learning portal is assigned credentials that you can't ever get taken away

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its no different than the unreal academy stuff

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the portal holds your "proof"

true sun
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Hahaha, I am just trying to find the best courses and stuff on how to understand the engine. I think especially on the programming part there's a lack of in-depth tutorials, but it might be just me

glad orchid
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directly from Unreal is about as legit as it gets

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nobody will every question this

plush yew
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Is this publicly visible?

glad orchid
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vs your "certs" is only as accredited as far as the "issuer"

brisk urchin
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@glad orchid here's both

glad orchid
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anyone can slap a piece of crap credential key out

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it doesn't mean anything

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but I've had more freelance work and job offers due to offical unreal badges than anything

plush yew
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You can confirm the keys on Udemy. LinkedIn, not so much. I've taken some university courses that confirm their keys, too. :p

glad orchid
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confirmation isn't the problem

plush yew
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But yeah, if this is public on Unreal's domain, then that's confirmation enough.

true sun
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are those badges really taken that serious?

glad orchid
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its how "respected" those orginizations are

plush yew
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That's a considerable part of validity.

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Agreed.

glad orchid
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unreal > any other accredited source for unreal material

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same as ford > any other mechanic shop

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etc

true sun
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Yeah, but anyone can click through the videos and they even present the right answers to the quizes. I can have al lbadges within an hour, doesn't prove anything to me

glad orchid
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@true sun what?

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they don't give the right answers

tender pecan
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anyone from cgmasteracademy or animschool?

glad orchid
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they say your wrong and give you 70%, 80% etc

true sun
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I had that when watching comprehending projects and file structure. I got shown that some answer was incorrect before going to the next question.

glad orchid
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you have to retake it at that point or go back and redo the material (which you can skip) if you know the right one

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but its no different than the texas class I took which literally held my hand through a project gave me the example and handed me a cert on the way out the door

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cheating "yourself" means nothing and most companies know when they get someone like that

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its your responsibly to value yourself at that point.

plush yew
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Yeah that aspect of online courses is really bringing the whole online competency thing down.

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Everyone basically says "you can just click through and get the cert".

glad orchid
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Thats why paper doesn't matter anymore

plush yew
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Crap for those who really took the time to learn everything and more from a course.

glad orchid
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I've been working at my company for 12 years

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I can spot a guy like that within the first week

true sun
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What do you suggest on learning to program games within Unreal? I followed the C++ Battery Collector series and it was quite nice. I was wondering if there's some more great series to learn more about programming within Unreal.

glad orchid
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no matter how much "paper" he brings to the table

plush yew
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The real Q

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how can you spot him in the interview

glad orchid
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easily

plush yew
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could really use that knowledge for my own comp, since I'm on the board

glad orchid
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you don't ask non technical questions πŸ˜‰

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and usually you have them bring you through a very simple "workflow" example

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that only skill shows through

plush yew
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Our HR focuses on cultural match a lot and only have 10-30% Qs re: workflow.

glad orchid
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most interviews are supposed to be 50% personality hr related and then 50% technically related with an experienced vetting collegue

plush yew
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Corp culture. It does good things, but we get fake applicants all the time and they are the most eager to "work".

glad orchid
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but i agree

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red/yellow tape is getting in the way of finding qualified applicants now days

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and usually for a little less pay they will go for the least qualified and "train/increased long term value" with slow raises

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sad but true

plush yew
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Interesting. There are multiple approaches here.

brisk urchin
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@glad orchid you see my screenshots? πŸ™‚

plush yew
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If you get someone with a growth mindset, they're gonna be worth more than many technically better applicants in a year.

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Imo. But it has to be real.

glad orchid
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@brisk urchin yeah your 100% dynamic

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no need to build to see lighting changes

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should just happen

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grab a square mesh

plush yew
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Online certs would seem to be a good measure of how interested someone is in some material. The click-through argument is valid, sadly.

glad orchid
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drag it over your house

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see if it blocks the light bleed

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just as a test

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should just see it block it

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without building

brisk urchin
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@glad orchid thats what I did, I grabbed a box and added the material then it looked the same

glad orchid
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honestly @plush yew anyone worth their salt will hire someone with a project released

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gamejams etc

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something they can see run

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if your relying on certs alone

plush yew
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@true sun, for starting with C++ in Unreal, I would personally recommend looking at JetBrains Rider for Unreal. It will teach you write good engine-compliant code. It's now in beta I think, and you can get 10 months free license. It's a 1 month trial but people at my comp got 9 more months after that for free.

glad orchid
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even physical locations can't get beyond the ???? that stick in hiring managers heads

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and paper like i said is not valuable

brisk urchin
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no indoor lighting here at all

glad orchid
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we've contracted 3 people in the last year with zero certs

brisk urchin
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seems to be coming from the outside still

glad orchid
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but they had projects and real world applications and skill

plush yew
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Yeah it goes both ways. I wouldn't want to join a team without a project released either.

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Kinda hard to show off C++ skill though, isn't it?

glad orchid
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hahah

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@brisk urchin ok lol

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thats not light bleed

plush yew
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I mean there's jams, sure. But how do you show off real skill in Unreal? What's the high bar? Selling plugins?

glad orchid
#

what your still seeing there is a result of no AO on dynamic lights

true sun
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@plush yew I have Resharper for vs2019 installed already, but i'll check it. Thanks for recommendation

glad orchid
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so the only way your going to fix that is by using DFAO

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or swaping to stationary and baking

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on your skylight and sun

plush yew
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@true sun you'll love Rider.

glad orchid
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so @brisk urchin go find distance field meshes

plush yew
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But it's not going to be a leap like from vanilla VS.

glad orchid
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in project settings

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and enable it

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let go fully dynamic first

brisk urchin
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@glad orchid and also set light source and skylight to static?

glad orchid
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as its much easer than baking

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no

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leave them movable

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we will go the modern way first

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lightmasses are a pain

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and if you can avoid it then i'd say avoid it

plush yew
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I'm going to leave you to debug lighting. Thanks for the useful info. Still interested in hearing from uno what's a good way to show off C++ skills in UE aside from jams.

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But yeah, thanks for the resources.

brisk urchin
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I have Ambient Occlusion off, will that affect Generate Mesh Distance Fields?

glad orchid
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@plush yew c++ and UE c++ are two different things

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so it depends on your goal

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as an application dev my c++ skills did almost nothing for my UE4 skills

plush yew
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How so? UE takes hold of the language but I can't see how you're unable to do anything you'd do with C++ with... well.. C++.

glad orchid
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blueprints, modeling, animation, class understanding, c#, build.cs, plugin management

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c++ is like nothing

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especially with the nativize bool

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its the least sought after role in my opinion

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valuable when needed but usually contracted in a jam

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@plush yew because even if your on a c++ project

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say you make your classes from scratch

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at some point you need to make headers, expose them

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and talk to the ue4 library

plush yew
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Sure.

glad orchid
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animinstances, behavior trees, widgets etc

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nothing in ue4 can work without exposing it at some point

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but everything can be blueprints and nativized

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and the c++ guy is literally contracted to say "expand this class and expose to blueprint" thank you have a nice day! πŸ˜„

plush yew
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I wouldn't say it's not a very sought after role though. Lots of recruiters are reaching out with decent pay positions in tooling for UE and such. But just not positions I'm looking for, hence the interest in certs.

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Or "portfolio".

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Hmm, we do most of our gameplay programming in C++. We only expose stuff to BP for audio and UI peeps basically.

glad orchid
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I'd argue that if you want to work in a game engine that solely relies on a "language" then unity might be your direction

plush yew
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We even control materials and shaders through C++.

glad orchid
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and c#

plush yew
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Nah, I'm just using C++ as shorthand for syntactical language vs visual programming.

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It is, in the context of UE, after all.

glad orchid
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shaders in UE4 is c++ but you can build shaders without c++

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and logic is c++

plush yew
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Sure. Just really not as flexible with nodes.

glad orchid
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but i doubt you animate your character in c++

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i doubt you forgo behavior tress and code your ai completely in c++

plush yew
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Our AI is actually completely in C++, haha.

glad orchid
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i doubt you write your blendspace

plush yew
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We're doing a lot of calculations since we're building a tycoon. So we have our own ticking mechanism and everything. Doing some AI async and similar.

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Eh, it doesn't matter what we do though. Different projects, different approaches.

glad orchid
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so you just say tough luck and keep everything c++ and only expose audio ... man that workflow πŸ˜‰

plush yew
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But I'd say the role is quite sought-after in the industry, esp tooling.

glad orchid
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i bet your artist love you

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🀣

plush yew
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Alright, thanks for your help bro.

glad orchid
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i mean that in a joking way.... it sounds rough but believe me

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I didn't mean it that way

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I have a couple of buddies that share the same workflow

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They are hard core c++ guys

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I just enjoy not needing to dive off into a base c++ class or inherit without worrying with headers later for artist etc when something like turning on a light in blueprint is lighting fast

plush yew
#

Does someone now how to make this:

I need a object, and if you hit that object you will respawn ad you're starter location. I'm a bit new to unreal engine, and i can't find a video of it

?

glad orchid
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ticks.... sure

plush yew
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I'll check out the academy + online resources now that they're up. Maybe it will change my mind :p. No promises though, we're quite agile on our feet, and some AI decisions in a behaviour tree... IDK... I guess it could be done.

glad orchid
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timers, threaded calls

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of course

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async

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etc

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behavior tree is just a lovely tool to call c++ classes man

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make a c++ decorator for the behavior

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done

plush yew
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To my mind rn that is overhead.

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But live and learn, perhaps.

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Thanks for the resources.

glad orchid
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my first AI was query

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slow as dog mess

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now its all event driven decorator blackboard and c++ decorators

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100+ on screen at .6ms

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@brisk urchin

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hows it going bud?

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you get the distance field meshes enabled yet?

true sun
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Uhm, where was that button to swap default IDE? I can't find it rn >.<

glad orchid
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IDE?

true sun
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found it, was in project settings instead of general

glad orchid
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like you wanted vs light or something?

true sun
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I thought I could select Rider there, I want to test that IDE, but it doesn't appear to be there

glad orchid
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i find vs 2017 opens a little quicker

true sun
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I am using 2019 atm

glad orchid
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how is it?

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you use intelli?

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that thing bogs me down

true sun
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I like it, but i instaleld Resharper tho

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no, that works so crappy

glad orchid
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🀣

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ikr

true sun
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Poseidon suggested Rider earlier tonight, so i was kinda curious how that is

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By the way @glad orchid, does vs 2017 intelli work better than in 2019?

glad orchid
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haha

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no

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I mean it functions

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but its still slow crap

brisk urchin
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@glad orchid Hey, i'm still at it. I believe my World Settings were messed up.

glad orchid
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world settings?

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thats only for lightmass

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if you have stationary lights

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and bake out

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@brisk urchin

brisk urchin
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Let me post an update pic

glad orchid
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thats why i was saying if your 100% dynamic we need to go to distance fields

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These are for stationary or "lightmass" settings

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baking

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but they don't do anything with movable directional lights for your sun or movable skylights

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they only affect stationary lights and static

brisk urchin
glad orchid
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yeah you changed the light type

brisk urchin
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@glad orchid

glad orchid
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thats not movable

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unless you turned on distance fields

brisk urchin
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When I move the camera it the lighting changes

glad orchid
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with DFAO

brisk urchin
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the first pic looks good then when i move the camera slightly down its bleeds a bit

glad orchid
#

more than likely you just swapped to stationary sky lighting

karmic nymph
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@glad orchid u said a function was missing from my bp; what do I need to add?

glad orchid
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ok first off

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your branch on input sprint

plush yew
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Rider is good for learning C++ for unreal, because it will point out things like garbage collection issues, show what blueprints inherit from your C++ class in your project, and similar.

glad orchid
#

you have a condition

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that is saying the character must be moving from what I'm gathering

karmic nymph
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yeah

glad orchid
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yeah

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you can literally get actor velocity for that

karmic nymph
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basically it makes it so the character can only start sprinting forward

glad orchid
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but i understand

karmic nymph
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isnt getting the actor velocity what im doing?

glad orchid
#

Where is your input action moveforward

fluid lance
#

I've made a spline procedural tool to speed up level design but the problem now is preshadows...Any idea on how to get around this?! 😐

karmic nymph
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it is located in my player controle

glad orchid
#

no there is a literal get actor velocity

karmic nymph
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does not exist

plush yew
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maybe a plugin?

karmic nymph
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could be

glad orchid
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faster wont rely on capsule component tick

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should give the same result

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I need to see your normal forward input logic

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the problem is your saying once you sprint it kills normal input?

karmic nymph
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once i start sprinting

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the additional speed will be retained as long as i hold shift

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therfore if i start sprinting and change directions (say, moving left or right), the character will still be moving at a sprint speed

glad orchid
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yes ... thats right

karmic nymph
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im trying to make it so that upon pressing a new movement input the sprint will stop

glad orchid
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the input was fired already

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its not checking the input "pressed" as a hold event

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like a tick

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you need to setup a timerhandle

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and check against your forward vector

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and branch out of sprint based on it

karmic nymph
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also ty for the get velocity trick

glad orchid
#

so basically

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on sprint pressed -> set timer handle promote to var ->

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run function on handle looped for say every .5 secs

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check the forward vector to see if they strafe

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if so call custom even to end sprint clear sprint bool

karmic nymph
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so i set up the timer event like this?

glad orchid
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promote the timer handle to a var

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change to timer by function

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not event

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create a new event called "checksprint"

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and type that name in the function name for the timer by function

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Of course you need to call your functions to set the movement speed

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and check the forward vector movement to determine if to clear the timer handle

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and stop sprint

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but when you press sprint its only fires once

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its not constantly calling to do the vector calc

dapper bridge
#

@glad orchid dumb question, but how'd you get your connections to do sharp turns like that?

karmic nymph
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im more confused now lmao

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ahh why is ue4 so hard

glad orchid
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ok lets start from square 1

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if i press shift "bound to sprint input"

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and i print off it

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you get 1 hello

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thats it

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so you can't set a condition that only gets checked once

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you need to setup a timer

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to constantly check the condition

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so on press start a timer

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that calls the event "function" to check the condition

karmic nymph
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ok so the timer will just constantly loop while the action binding is being pressed

glad orchid
#

correct

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and clear the timer on release

karmic nymph
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to check whether the conditions are still being met

glad orchid
#

correct

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be sure to clear the timer handle

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either via the way i showed or by simply calling clear timer function by name

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you don't want that timer eating your cpu and checking the condition infinitely

karmic nymph
#

ok

glad orchid
#

@karmic nymph if you need I can remote connect with you if you can't get it

karmic nymph
#

that would actually be really nice ty

glad orchid
#

do you have teamviewer or something?

karmic nymph
#

couldnt i just screenshare via discord?

glad orchid
#

that would work

karmic nymph
#

ty for going through the trouble to help me tho

glad orchid
#

i'd just have to talk you through vs do it real fast πŸ˜‰

karmic nymph
#

i appreciate it

ember star
#

I want to test Alt+Key combinations in game, but they're getting intercepted by the editor

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Can i do anything about that?

rocky field
slate oasis
#

Hey guys, does anyone know what is used in the beginning of the unreal Livestream, where they block out their example levels with...I would like to use it for my own, but I don't know what it is

#

Looks like this

exotic thicket
#

I didn't watch it but that looks like the BSP brushes

slate oasis
#

BSP Brushes...I will take a look. Thank you very much for you time.

sweet relic
#

Ya those are geometry brushes with a custom material from what it looked like

slate oasis
#

Thanks again. Much appreciated

restive zinc
lofty fractal
#

Unreal learner here: Is it possible to import a .uasset file into c++? I'm attempting to import the StartContent/Props/SM_Rock.uasset into my Character.cpp code and dynamically create it with something like GetWorld()->SpawnActor<AActor>(dropLocation, FRotator::ZeroRotator);

grim ore
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well the SM_Rock is not a class right?

lofty fractal
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@grim ore yes SM_Rock is not a class. While I'm an experienced c++ dev, unreal is new to me and I'm trying to understand how to connect the 2.
I previously read the spawn actor doc but I didn't see the answer to my question there.

you would want to spawn in the static mesh actor
So that's GetWorld()->SpawnActor<AStaticMeshActor>(dropLocation, FRotator::ZeroRotator);
and assign the static mesh to it (this rock)
This I'm not sure how to do

radiant jasper
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anyone have tips on ways to compile quicker?

plush yew
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is there any easy way to revert a project back to an older version that has HTML5 support

radiant jasper
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shit takes hrs

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@plush yew I dont believe so bc it would most likely fuck up stuff in the project that utilizes code that didn't exist in prior versions

plush yew
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yeah, im expecting it to fuck up stuff, but im just curious if its even possible so i could just slowly rebuild anything that needs to be

radiant jasper
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u could def take the levels probably, or whatever maps ur using

plush yew
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i tried making a copy of project, and right clicking on my uproject file and changing the version but when i try to open i just get this

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Not sure what "rebuild from source manually" means

radiant jasper
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u r using source right?

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like not the launcher version

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when u open the older version of unreal, it should give u the option to convert it

plush yew
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oh, maybe it means rebuilding from the actual visual studio solution

radiant jasper
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yeah thats why i was asking if u have source or launcher

plush yew
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ah ok

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yeah i open from VS

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yup so im just gonna build it and see how many errors i get LOL

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probably a shit ton

radiant jasper
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yeah do that

grim ore
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@lofty fractal you would use the Spawn Actor to spawn in a static mesh actor. This would be an actor that would them in the world and you would then set the static mesh component on it to the static mesh that you want it to be using. You could always create the code in blueprints then look at the C++ that the blueprint is node out of.

plush yew
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Weird, it builds, but it opens in the same newer version.

grim ore
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and as for the code to do it, its a function on the staticmeshactor after you have spawn it, call it like any other function or method. The docs have all of them listed or use intellisense

radiant jasper
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well u have to build the older version that u want

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obv its gonna open whatever version ur trying to build

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altho tbh, I think you'd be better off finding a plug in

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not sure why u really wanna use an older version so badly

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"As of Unreal Engine 4.24, support for the HTML5 platform has been migrated out of the engine to a public Platform Extension that can be maintained and improved by community members. Documentation for the HTML5 Platform Extension is hosted alongside the GitHub repository ."

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just install that extension @plush yew

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heres the link, keep in mind u must be signed in to access

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BRUH i just found out 4.25.2 fixes the issue where xcode 12 wasn't working with unreal

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AND I FUCKING FACTORY RESET MY IPAD SO I COULD GET IT BACK TO IOS 13.6

dapper bridge
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Can anyone help me change a material parameter in game? Ive tried creating dynamic material instance, but its not changing the material color.

icy mulch
radiant jasper
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ur graphics card is too shit for unreal to work

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upgrade ur pc

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or use source, it prob wont block u, but it will most likely freeze if u do anything slightly gpu intensive

icy mulch
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My graphics card is rtx 2060 which works for unreal engine

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I was able to run everything fine when I first got it now it crashes with display driver failed etc

supple totem
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reboot pc?

radiant jasper
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hmm yeah check for new drivers

icy mulch
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I factory reseted twice it worked once before

radiant jasper
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check for new drivers

sterile stream
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anyone care to help with landscape painting and layers

icy mulch
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And my pc is i7 processor

radiant jasper
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again, check for new drivers

icy mulch
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Okay

radiant jasper
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with geforce experience

icy mulch
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Oh okay I was using device manger

radiant jasper
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I believe the newest version should be 451.67

icy mulch
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Yeah i updated but it still crashes when ever I added a object

grim ore
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there should be a log when it crashes that can help

icy mulch
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How do I get the logs

unique lodge
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Im being screwed by this engine and my friends told me abt this server

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so here i am

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Unable to patch action graph - unexpected executable in compile action (C:\Program Files (x86)\Windows Kits\10\bin\10.0.19041.0\x64\rc.exe) i cant compile whats this mean

grim ore
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ith error DXGI_ERROR_DEVICE_REMOVED DXGI_ERROR_DEVICE_REMOVED is th issue @icy mulch you have some other serious issue. Driver, hardware, power, some other failing. Something is wrong with your pc/software at this point and is crashing UE

icy mulch
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Yeah I I think so

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I normally get 3d3 device is missing

unique lodge
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Ignored like that huh'

grim ore
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did you google the error? it looks like a VS error

unique lodge
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yea i did, no result, also its when i compile in unreal not vs code

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it's an sdk file btw

grim ore
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well the compile is using the C++ compiler

unique lodge
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hmm

grim ore
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and this is in VS Code not VS proper?

unique lodge
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Vs code yea

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whats the difference?\

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whichs better

grim ore
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need extra work to make Code work with the UE4 codebase, Visual Studio 2019 is the normal version used

unique lodge
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So its better to use vs proper

grim ore
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it is yes

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VS 2019 Community is the easiest to start with

unique lodge
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Alright I'll try

icy mulch
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Yeah I can play in the editor but when I move my mouse to the resize area it crashes my hole pc and I have to restart

plush yew
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@unique lodge don't forget to check Unreal Engine 4 Documentation > Programming Guide > Development Setup > Setting Up Visual Studio for Unreal Engine vs 2017 is recommended if you compile from source or anything. i use a dedicated server and find 2017 is a bit better because it has official epic support. when i tried vs 2019 to compile the engine and then compile my game, the dedicated server threw an error because of compatibility issues. once i reverted to 2017 it worked.

sly fox
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Anyone else having trouble with trying to do VR stuff? When I try to run the VR BP, it I get head rotation and stuff, but my controllers don't show up. When testing, it seems the controllers are being detected because it correctly recognizes them as oculus controllers, but I don't get a visual representation of the controllers in game, nor does it seem like the motion of the controllers is in any way being tracked. I was trying to reduce the amount of blueprint to debug exactly what is wrong, but when I'm doing that, I don't know if it's not working cause I'm dumb or if it's actually my original problem.

unique lodge
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ok thanks!

plush yew
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no problemo

grim ore
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@sly fox are you testing using the VR template or something else?

sly fox
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The VR template.

grim ore
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if you open up the MotionControllerPawn in there does it show it set up to use the 2 motion controllers?

sly fox
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On a side note, why does that particular template take so long to load

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Ya, it is

grim ore
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its probably compiling shaders for the lower quality due to it using mobile settings

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ok on the mobile controller is a setting in the details panel for the mesh it can use. It should be on default but if you click on that does it show your VR platform that you are using?

sly fox
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Ya

grim ore
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for example showing SteamVR if using vives or Oculus if using rifts

sly fox
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It says SteamVR actually cause I'm using Virtual Desktop

grim ore
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that could be causing an issue

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but force it to steamVR for both controllers and see if they show up in the viewport there in the blueprint

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and if they do try again and see if they show up. Which map are you testing in also? I usually test in the one with the blocks on the table

storm terrace
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how do I deal with that

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It should be DGameInstance not PuzzlePlatformsGameInstance I changed the name

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It's a C++ class

green sky
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Hello all you wonderful people πŸ™‚

grim ore
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#cpp might have the correct way to fix that @storm terrace

storm terrace
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supposed you are right

exotic plover
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Hey can anyone here help me with something?? i am looking to understand more about how materials can interact with actors, like a boat moving on top of water and that water happens to be a material. Can anyone help?

storm terrace
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thought this was more of an engine issue though

grim ore
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but off the top of my head if you did a change like that make sure you deleted your intermediate folder, regenerated the solution, and opened it back up again to compile

storm terrace
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tried that

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still not working

green sky
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Can anyone here recommend a way to get nice tire skid marks in ue4?

plush yew
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@green sky there's some free stuff on the marketplace

green sky
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??

plush yew
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use decals

green sky
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i tried but they dont seem consistent when turning 90 degrees

plush yew
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you're using the wrong decal then. get one with the right image of a skid mark you want.

grim ore
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@exotic plover generally the material is on a mesh so you would be more having the mesh interact with the other actors. Now what do you mean by interacting with the water is the question. showing waves or something? You can use a render target with where the boat is in the world and apply that to the water material and have it change to show waves for example.

green sky
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No i actually have the decal it just doesnt look right if the car skids side ways the decals rotation isnt consistent

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and using ribbon has many side effects to it

plush yew
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you don't want to use decals to spraypaint skid marks onto a floor.. i thought you meant you're making a map that has skid marks on it, which is why someone would use decals . unreal tournament editor uses that in the UT levels.

exotic plover
green sky
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i made the logic for spawn the decals for skid marks but like i said it looks weird

plush yew
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are the decals stretched along the movement axis?

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restrict stretching of the decal along movement axis, spawn it multiple times. you could also consider spawning a tire tread after the tire is fully on the ground. and just spawn it along the length of the tread, make sure it isn't stretched .do it separately for each wheel maybe. do not attach wheels.

exotic plover
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@grim ore It's a system for boats and it's all neatly in C++ i'd like to utilise it and learn from it but the issue i am having is setting it up. The readme file doesn't work for me, i can't seem to set the shperes up on this.

plush yew
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that way it is broken up along the movement axis. then spawn some dust or something to cover up the jagged edges where it's attached to each other. similar to how splines have tangent points at junctions.

#

so anyone get the latest 4.25.2 update? good stuff

grim ore
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@exotic plover that slooks based on the description that it adjusts the material to simulate waves (possbibly using tesselation) and then adjusts the height of the boat that is on it in the world to make it go up and down. Pretty complex stuff

green sky
exotic plover
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@green sky I have that project but it's not in C++ entirely

green sky
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It shoudlnt be hard to port over to c++ even though it is partially c++ already

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Well the heavy stuff atleast

exotic plover
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Lets say i wanted to make a car/vehicle that drove on top of a material what would i have to understand about the interact going on there?

grim ore
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look at the content examples for render textures

green sky
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Why use a vehicle when you should be using forces instead

exotic plover
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I think sea of thieves and this buoyancy system both use a vehicle bases class system

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Using classes derived from the vehicle classes in the engine

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I will look at ocean project more thanks anyways @green sky @grim ore

green sky
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Good luck, πŸ™‚

grim ore
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@green sky have you checked out the vehicle game example project on the learn tab? it has tire tracks when driving

void kraken
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Is there s issue with world offset particles in UE4.25?

pallid swallow
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Hey I'm new and I come from dreams ps4 so I have 2 questions

  1. Can someone I know make custom blueprints to better suit my game
  2. Can I make a full single player game with levels not open world using only blueprints or do I need to learn coding
grim ore
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yes and yes?

plush yew
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@pallid swallow yes check out the ue docs, the youtube channel and the ue academy for more info on getting started

pallid swallow
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Thank you both

marble hazel
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Whenever I import an asset it always shows up as completely black once I build the lighting does anyone know why?

glad orchid
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@marble hazel lightmap

opaque crystal
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Visual Studio 2017 crashes whenever I open ANY ue4 project

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well instead of crashing it'll hang on initializing project

glad orchid
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Do you absolutely need static lighting?

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@marble hazel

opaque crystal
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i literally could not find anything online, every link is purple. not sure how to debug visual studio hanging when i load an ue4 project, im so pissed

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$15 bounty on this lmao

glad orchid
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If you change to dynamic β€œmovable” lights you won’t have those issues

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@opaque crystal

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Force check for updates in vs

opaque crystal
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i have. ive actually deleted and reinstalled vs about 4 times now

glad orchid
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2017 has to update for ue4.25

opaque crystal
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ah how do i do that, through the vs installer?

glad orchid
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Or go grab 2019

marble hazel
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I'm not sure I'm pretty new to this stuff. I imporrted some pre made assets and they always show up as very dark whenever I build lighting

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How do I change the lightmap

opaque crystal
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i had other issues with 2019... it wouldn't load the project type. im "sticking" to 2017 if this works, otherwise ill try 2019 yet again

glad orchid
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In the asset editor

marble hazel
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I looked up a video on a fix with people with the same problem with changing the resolution but that did not do anything

glad orchid
#

You can also change the lightmass build settings

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But

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Most games don’t build lighting anymore

marble hazel
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So I make the game without building lighting once?

glad orchid
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Unless your aiming mobile or VR

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You use movable lights

opaque crystal
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15.9.25 is my current vs 2017 version

glad orchid
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Not static

opaque crystal
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i can load non ue4 projects fine but even the fps c++ template will cause visual studio to hang after opening it. Ue4 editor side is completely fine though

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im actually so mad rn ive spent 2 days trying to figure this out

glad orchid
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Yeah because vs has to update

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It’s not ue4

opaque crystal
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i can't find any indication of vs having to update

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you mean vs2017 should be updated, or do you mean switch from vs 2017 -> vs 2019

glad orchid
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Ue4.24 will run in 2017 no issues

opaque crystal
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ue 4.25 won't at all?

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i had other issues with 2019 but i'll delete 2017 and try 2019, and come back if i have any

glad orchid
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Not without making sure you update the prerequisites

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C++, .net etc

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Add remove features in vs

opaque crystal
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sounds like visual studio 2019 should make that a bit easier?

glad orchid
#

No

#

It’s the same

#

Still have to make sure you install prerequisites

#

But yeah

#

I think 2019 comes with most under the unreal engine check box

opaque crystal
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yeah ive had that enabled when ive been installing vs

glad orchid
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Yeah but there are other needed things

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C++ prerequisites

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.net framework

opaque crystal
#

is there a list of them? I have the workloads set up in the visual studio installer

glad orchid
#

C# tools

opaque crystal
#

apparently the unreal engine should run the pre-req installer

glad orchid
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No

opaque crystal
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"When you install Unreal Engine from the Epic Launcher, or if you clone it from GitHub, the Unreal Engine pre-requisite installer runs automatically."

glad orchid
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Because unreal engine blueprints binary version doesn’t require the same prerequisites

opaque crystal
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is there anywhere i can read about this

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like ive followed everything i could online

glad orchid
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GitHub

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Source install guide

opaque crystal
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ight i installed it through epic but ill see if it's relevant

glad orchid
#

But if your running from launcher then you’ll need to just follow the prerequisites vs section

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Ignore the clone repository and building part

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Also

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If your running launcher binary then you really don’t need vs unless your just wanting to use that ide

opaque crystal
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id like to use vs but at this point im alright with using anything that will work

glad orchid
#

As long as you have c++ redistribution and a c++ ide your good

#

But yeah

#

Try 2019

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Uninstall 2017

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@marble hazel if you use dynamic lighting it won’t ever ask you to build lighting

opaque crystal
#

im convinced something is deeply fucked up due to uninstalling vs not actually uninstalling whatever packages it auto installs

glad orchid
#

Fortnight is 100 % dynamic lighting

opaque crystal
#

because microsoft is dumb

glad orchid
#

Days gone

#

Assassins creed etc

#

Lightmass is an awesome tool and can achieve some amazing results

#

But DFAO and dynamic lighting has come along way

#

SSAO, SSR etc

unique lodge
#

Ahaha i hate my life :)

glad orchid
#

Your UVs will have to be perfect

#

Lightmass tweaking for each scene

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Then baking for production can take swarm half a day

unique lodge
#

I transferred my text editor from vs code to vs 2017 and in return I get the same damn error, Unable to patch action graph - unexpected executable in compile action (C:\Program Files (x86)\Windows Kits\10\bin\10.0.19041.0\x64\rc.exe)

opaque crystal
#

random thought, how do you guys test how well something runs on a shit pc if you don't have access to one? is there a way to "throttle"? i know i can set my max processor speed on windows at least

glad orchid
#

@opaque crystal

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I asked the same question

unique lodge
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yea @opaque crystal a virtual machine

glad orchid
#

Currently I card swap 1050 to 2080

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And no @unique lodge

opaque crystal
#

hahaha i only have a 1050

glad orchid
#

You can’t virtual machine

unique lodge
#

why not?

opaque crystal
#

might as well remote access my pc

glad orchid
#

Because GPUs aren’t virtual

unique lodge
#

Dont pass in ur gpu

glad orchid
#

You can’t profile

marble hazel
#

Is there a tutorial for dynamic lighting I can follow this is really just a simple asset that isnt working right

glad orchid
#

And that’s the point of a graphics engine

unique lodge
#

or instead of card swapping just put both cards in and pass in the 1050

marble hazel
#

It is interesting though I am going to check it out

glad orchid
#

To profile cpu and gpu

opaque crystal
#

if vs 2019 doesnt work im literally reformatting my ssd

#

scorched earth

unique lodge
#

Ok but what do i do? when i try to delete rc.exe it just says the whole file is bad

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and when i remove the whole file it says that it needs it

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so what do i do?

glad orchid
#

@unique lodge

unique lodge
#

YOOOOOO

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THANK U SO MUCH

opaque crystal
#

uno the hero. about to try vs2019

#

ok her'

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ok here's a question. I had to change the source code target from 2017 to 2019, but to do that i had to open an unreal project first. Is there a way I can change those global editor preferences without opening an actual ue4 project?

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Here's what I get when trying to open a ue4 project in vs2019

plush yew
#

@opaque crystal i believe vs2017 is the latest version supported by tghe latest version of the engine 4.25.2 from Unreal Engine 4 Documentation > Programming Guide > Development Setup > Setting Up Visual Studio for Unreal Engine

opaque crystal
#

this is on visual studio 2019

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(i switched within the hour)

plush yew
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yes, which is not officialy supported.

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2017 is the latest supported version.

opaque crystal
#

lol well 2017 literally hangs loading any ue4 solution

balmy tide
opaque crystal
#

also that's wrong

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As of version 4.22, Unreal Engine does not support VS 2015. Unreal Engine still uses VS 2017 by default, but also supports VS 2019.

balmy tide
#

the hovering over event is not detected until I click again on the screen

plush yew
#

read the documentation

opaque crystal
#

read the line below that table

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either way that doesnt solve the issues with my vs2017

plush yew
#

safer bet sticking with 2017 until 2019 is official IMO. but yeah i guess like just try to do a flush. hold on a sec i'll get some info on it

opaque crystal
#

yeah its all good

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i would switch to any version that i could get to work

balmy tide
#

any thing about my problem anyone? why do I need to click onto screen before hovering over is detected?

dapper bridge
#

Use a Set game mode to Game and UI Mode @balmy tide

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This should eliminate the need to click to activate hover

balmy tide
#

ok let me try

#

thanks a lot, it works

dapper bridge
#

Awesome! Anytime dude

plush yew
#

So, I'm going to switch from Unity to Unreal Engine, any tip can u give me?

#

πŸ™

opaque crystal
#

I had so many issues installing ue4 that I just wiped my OS/main drive clean. Would you recommend vs 2017 or vs 2019 now that I'm starting from scratch?

sly lily
#

i have a general question about saving, anyone on that can maybe help?

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see, i have enemies that are spawned into the game, i have a save and load system for the player but have not set one up for enemies. what i would like to do is, save save locations of enemies that have spawned in to respawn when the game laods instead of starting over again

#

ide just like to know where to start

exotic thicket
#

You'd probably have to save a list of all the alive enemies and then spawn them when loading

glad loom
#

Hello, is there a way to check who spawned an actor? I want a spawned actor by someone else to cast back to it's spawner actor

autumn elbow
#

@glad loom add a variable to the spawned

valid adder
#

Good Morining Guys, i just need u're help! Why does it say that i dont got enough Gpu volume if i try to render a sequenz in 1920 ... what can i do ? i wanna render a video in the new canyon , is it maybe possible to combine multiple geometrys in unreal?

pseudo pulsar
#

Have you guys ever imported a mesh, and it's SUPER bright compared to your other stuff? (It isn't an issue out-side of Unreal.)

jade wadi
#

Help! I try to render and it keeps Saying me this... Using an rtx 2080 super

plush yew
#

@pseudo pulsar change ur material

#

Make specular 0

#

or just go unlit

#

@jade wadi something wrong with your scene setup maybe

valid adder
#

@plush yew what could it be?

plush yew
#

@valid adder sorry i dont understand your question and I dont use those software

pseudo pulsar
#

@plush yew No that's not the issue it's an instance of the same material everything else is using. It's extra strange cuz the texture looks correct, but even when changing the material to something unlit I get the same issue.

plush yew
#

ok double click the texture file

#

let me see ur conversion

plush yew
#

can you send me the texture and model file

#

through PM

pseudo pulsar
#

Okiedokie. Thanks for helping!

valid adder
#

is it possible to combine multiple Geometrys ?

plush yew
#

@valid adder yes?

valid adder
#

can this help to make my scene easier to render?

plush yew
#

im not sure about rendering but its possible to combine geometry

#

your problem is you dont have enough memory

valid adder
#

yeah

plush yew
#

on the GPU side, maybe it has something to do with how your scene are setup

valid adder
#

but how can i improve

plush yew
#

Whats ur graphic card

runic fern
#

hello Guys ..
what is the settings or what is type of animation they using in games like this ?

#

i've tried to make my character moving like this but the result was too bad

plush yew
#

@jade wadi Hey, I see that you are having problems with your memory. Are you by any chance using 4.25? There have been some weird memory issues there where even deleting small portions of landscapes can cause issues. A reinstall of the engine has fixed it for some but not all. However -this is only assuming that you meet the requirements of the engine (and scene) you are making. πŸ˜„

#

@pseudo pulsar Try setting specular to 0, default in Unreal Engine is 0.5. Specular can give a white/bright sheen.

autumn elbow
#

@runic fern link to the vid?

runic fern
#

its a game in Epic Store @autumn elbow

#

like human fall flat and stick fight the Animation of character

autumn elbow
#

It's physics based

#

Look up physics based animation

runic fern
#

i did all this settings but still not like this games

#

maybe something with bones idk

autumn elbow
#

Check out the vid.. maybe you'll get some ideas

restive yarrow
idle garden
#

I'm having frequently crashes in ue4 so I went to see what is happening in logs

#

<ErrorMessage>Assertion failed: GD3D11RHI-&gt;GetQueryData(Query-&gt;Resource, &amp;Query-&gt;Result, sizeof(Query-&gt;Result), Query-&gt;QueryType, true, false) [File:/Build/++UE4+Licensee/Sync/Engine/Source/Runtime/Windows/D3D11RHI/Private/D3D11Query.cpp] [Line: 45]</ErrorMessage>

<Thread>
<CallStack>ntdll 0x0000000005410000 + 9ae14 KERNELBASE 0x0000000002fa0000 + 226ee UE4Editor-Core 0x00000000c2050000 + 56ea9d UE4Editor-RenderCore 0x00000000e9b30000 + 143d92 VCRUNTIME140 0x00000000ecde0000 + e360 ntdll 0x0000000005410000 + a00ef ntdll 0x0000000005410000 + 4b474 ntdll 0x0000000005410000 + 4b1c5 KERNELBASE 0x0000000002fa0000 + 23e49 UE4Editor-Core 0x00000000c2050000 + 56e9e6 UE4Editor-Core 0x00000000c2050000 + 571dc8 UE4Editor-Core 0x00000000c2050000 + 2fe53d UE4Editor-Core 0x00000000c2050000 + 2897b5 UE4Editor-Core 0x00000000c2050000 + 28baf0 UE4Editor-D3D11RHI 0x00000000b7fd0000 + 4027e UE4Editor-D3D11RHI 0x00000000b7fd0000 + 4f7ef UE4Editor-RHI 0x00000000e3ac0000 + 5088e UE4Editor-RenderCore 0x00000000e9b30000 + 4673d UE4Editor-RenderCore 0x00000000e9b30000 + 63946 UE4Editor-RenderCore 0x00000000e9b30000 + 6f842 UE4Editor-Core 0x00000000c2050000 + a87d8 UE4Editor-Core 0x00000000c2050000 + a8aa3 UE4Editor-RenderCore 0x00000000e9b30000 + 8f892 UE4Editor-RenderCore 0x00000000e9b30000 + 953d4 UE4Editor-Core 0x00000000c2050000 + 59025b UE4Editor-Core 0x00000000c2050000 + 587c30 KERNEL32 0x0000000003b20000 + 16fd4 ntdll 0x0000000005410000 + 4cec1</CallStack>
<IsCrashed>true</IsCrashed>
<Registers />
<ThreadID>7908</ThreadID>
<ThreadName>RenderThread 1</ThreadName>
</Thread>```
#

Anyone can give me a little help?

restive yarrow
#

@idle garden version?

idle garden
#

4.25

restive yarrow
#

same here, ive been experiencing crashes too

#

when i merge many actors

#

when does your crash take place?

idle garden
#

When i adding a simple "print string" node, or when I drag and drop assets to the level, etc ..

#

This is getting really boring.. I already tried to create a new project and the crashes dont stop

restive yarrow
#

this happens in every project or a specific one?

idle garden
#

This is getting really boring.. I already tried to create a new project and the crashes dont stop
every project I think

#

I have my drivers updated too

restive yarrow
#

did you try re installing the engine?

idle garden
#

I did the "Verify"

restive yarrow
#

what does that do

idle garden
#

To check if there is any missing or corrupted file

old steeple
#

Hi

plush yew
#

@idle garden 4.25 problem

old steeple
#

where can i seek some help?

#

im stuck on a likely minor thing

idle garden
#

I will try to re-install the engine

plush yew
#

While loading ue4...
@restive yarrow This is normal. Shader compiler in background most likely.

restive yarrow
#

@plush yew Yeah when the editor loaded it was compiling shaders

plush yew
restive yarrow
#

you got a threadripper?

old steeple
#

im trying to add footsteps to my character; but im kinda stuck

plush yew
#

@restive yarrow Aye, the 3960X. Great CPU.

restive yarrow
#

how do you have 48 cores?

plush yew
#

24 physical, 48 logical.

restive yarrow
#

what ram you got?

#

and gpu and its vram?

plush yew
#

Currently I am stuck with 32gb. It's far from ideal but one of my sticks broke. I usually have 64gb. Ideally 128gb.


2080 TI / 11GB Vram.

restive yarrow
#

Thats a strong build

plush yew
#

I often work with very heavy textures and assets. We use Unreal Engine for "non entertainment" games - serious games/applied games.

idle garden
#

Amazing

restive yarrow
#

for example like?

plush yew
#

One of our upcoming projects we are trying to get funding for atm is a rehabilitation platform using VR. We are partnered with a rather acknowledged research hospital - they do the medical side and we do the game theory/design and development.

#

We also do quick prototypes for various things (1-2months dev cycle things). "Work for hire".

lucid socket
#

Threadrippers are very nice CPUs

plush yew
#

I don't know how much time it saves me @lucid socket , but it is hours per month for sure. That is a lot of money.

kindred orbit
#

Wazzup

lucid socket
#

@plush yew We have distributed thread ripper servers

plush yew
#

Nice

lucid socket
#

Yeah, UE4 compile times are ~4 mins and shaders compile fast and then distributed DDC takes care of the rest

plush yew
#

Main issue with this rig now, until I get my new ram sticks - is using 32GB of ram, it's a nightmare.

lucid socket
#

Yeah, we had to upgrade most of our machines to 64gb min and for cook servers they go up to 128gb

#

We've been considering to upgrade all developers to 128gb

kindred orbit
#

Damn

#

Me over here with 8gb

idle garden
#

@kindred orbit same

#

Thinking about improve to 16~32GB

kindred orbit
#

And I'm using ddr3 πŸ˜‚

plush yew
#

In all fairness, most 2K textures and even 4K probably does OK on 32gb for the average indie dev. Larger projects though and you'll suffer.

kindred orbit
#

@plush yew what bout 8gb

plush yew
#

Without having much experience at 8GB, I would imagine it being painful to touch anything more than low poly? I wouldn't use UE4 on less than 16gb personally.

small pewter
#

Anyone had trouble with the 4.25 when trying to import animations from mixamo ?

kindred orbit
#

@plush yew So would you recommend going to 32 or is 16 just right? I'm on a tight budget

plush yew
#

Hi. Can somebody tell how fix a bug with preview window position (pie mode)? Window always shifts down at every new PIE instance :
I've 2 monitors: 1st UHD, 2nd FHD..

#

This bugged engine thinking that center of windows is 0,0 and not calculate window width*height params :\

#

fk ue, die!

#

with you next updates

#

view port resolution not actual yet

#

omg wtf

#

4.25 - update of bugs? ..

#

The frequency of crushes increased in 2, 3 times

carmine nimbus
#

Guys I can't find the answer to a question, what's the difference between scaling X,Y,Z and using the brush settings X,Y,Z

#

Can't find it on the internet :C

small pewter
#

@carmine nimbus The brush settings appear only with brushes, the xyz for the brush gives you the exact size of the brush, anf the transform gives you a ratio (like 2x bigger than it's original size)

carmine nimbus
#

Hmmm, so that means that if I can, better to use the brushes right?

small pewter
#

yeah

carmine nimbus
#

Thanks!!

plush yew
#

hi guys i have quick question, does cast shadow on static object consume memory when i have moveable directional light?

hollow yarrow
#

yeah it will do

frank oar
#

Hi, in your collective experience...
for best performance, should I have an ingame mesh (sign) rotating using a tick event, using a timeline or create it as an animation and have it playing as a loop infintely ?

hollow yarrow
#

I also have a question, when i spawn my ai using the blueprints it spawns but doesnt move. If i drag the ai straight into the level it does... Does anyone know why this is?

exotic thicket
#

they don't get spawned and possessed with ai controllers by default

#

you can set auto possess by AI to spawned, or use the spawn ai node which will possess it as well

plush yew
#

thank you

hollow yarrow
#

cool, ive sorted it. I was spawning actor from class instead of ai from class lmao. Thanks @exotic thicket

#

no problem @plush yew

plush yew
#

i hate working with decals in ue4

#

cause you got those gray circles everyhwere which represent decals

#

and it just fills up the screen

#

any alternative?

sleek solar
#

gray circles?

plush yew
#

the gray circles which represent decals in ue4

sleek solar
#

the actor's icon?

#

you can hide those

plush yew
#

just the icon?

#

but then i cant select the decal

#

i want the decals to be build in into the texture i wanna change

hollow yarrow
#

add it into a material maybe?

plush yew
#

i dont know how to add so many things onto one uv tile

hollow yarrow
#

Another quick question... Im wanting to spawn the ai at a few random locations around my level. How would i go about doing this?

#

im not really sure either sorry, im quite new to ue4 @plush yew

hearty walrus
#

Using the third person template, how do I limit how high/low the camera can go?

#

sorry for asking the question again, I had a lot of connection issues and couldn't get anything to work

sleek solar
#

Zee you could get navmesh data from inside the gamemode class, find random points on navmesh and spawn AI there, or you could make actor which would spawn AI around it and place those actors where you like

#

Hawkdesign you want to limit the rotation pitch?

hearty walrus
#

what's pitch, again?

#

it's vertical, right

hollow yarrow
#

I want to have 3 set locations where they could randomly spawn at... would your second point work? @sleek solar

#

if so how would i go about it?

sleek solar
#

create loop for amount of NPCs you need to spawn, get location on navmesh near the actor, if location is valid, spawn AI there

hollow yarrow
#

cool, thanks xD

sleek solar
#

Hawkdesign you can limit control rotation from camera manager class which you can set in player controller, so limiting pitch would limit the Z of camera if it's on a spring

#

or you could setup dynamic spring arm distance using some curves maybe or just with math

hearty walrus
#

@sleek solar how do I do this with the third person template?

#

also, I've got a boolean set up that only allows camera movement if a button is held down - how do I rotate the camera when the boolean is true, and stop the camera and unlock the mouse when it's false?

open compass
#

would someone be able to tell me if i should use a projectile based shooting system or hitscan, i wanted to add some bullet effects for like smoke trails.

#

can i use either and get same results, or does one have more flexibility

small pewter
#

Anyone please know why When I try to import animations fro Mixamo it doesn't work anymore ?

hollow yarrow
#

@open compass I personally use a projectile based shooting system, never tried hitscan

#

@small pewter It works for me, been importing mixamo anims all morning

small pewter
#

@hollow yarrow You're in the 4.25 ?

hollow yarrow
#

yeah @small pewter

small pewter
#

Could you help me fix the problem tho ?

hollow yarrow
#

i dont know what the problem could be tbh

#

what do you mean by it not working...?

exotic thicket
#

@open compass both projectile and hitscan can be used. It's more about what style of gameplay you want. With projectiles you can easily spawn effects with the projectile itself, with hitscan you'd spawn a separate emitter

small pewter
#

I imported the animations (drag & drop) I uncheck the mesh and the skeletal because I already have one in the Engine, then it imports the file, but it doesn't apply it to the mesh @hollow yarrow

hearty walrus
#

I've clamped the Z rotation, but it results in REALLY fast flickering, seemingly from the minimum to the maximum in a single frame

small pewter
#

@hollow yarrow I did

hollow yarrow
#

you have to select the skeletal mesh that you want to use the animations on @small pewter

small pewter
#

I did

hollow yarrow
#

im honestly not sure then

small pewter
#

Can you go vocal so I can stream my screen so you can see by yourself ?

hollow yarrow
#

@exotic thicket do you know why my bullet projectile isnt firing straight? Like its goes of towards the right and not straight out of the weapon

#

take a screen video @small pewter

exotic thicket
#

Without knowing how you've set up the firing hard to say

#

Most likely you have an offset in your calculation somewhere

small pewter
#

@hollow yarrow Nope because Discord can't take a more than 8mb files

#

so you could come vocal (but you don't have to talk) just watch my screen

hollow yarrow
#

ive uploaded videos many times before, it should work

#

i dont think ill be able to fix the issue though im not sure what could be wrong @small pewter

#

@exotic thicket i dont have any offset at all, its strange

#

all i have done is spawn the projectile from the endofgun @exotic thicket

exotic thicket
#

If it spawns in the right place then it's possible that your crosshair is offset, or it's being launched into the incorrect direction for some reason

hollow yarrow
#

no crosshairs in the game yet, literally just spawning the projectile

#

i have no clie

small pewter
#

check that

exotic thicket
#

@hollow yarrow it would be helpful if you can show what your projectile logic looks like

hollow yarrow
#

1 second

hearty walrus
#

okay I've changed focus, and looking at mouse control

#

how do I allow the player to use the mouse if a boolean is true?

hollow yarrow
#

try not unticking anything, just download the animations without skin and that should work @small pewter

small pewter
#

@hollow yarrow I did download without skin

#

How do you make appear the skeleton slection tho ?

hollow yarrow
#

just choose the skeleton you want and try that, dont untick anything

#

@exotic thicket

small pewter
exotic thicket
#

@hollow yarrow and the projectile just moves forwards when spawned?

hollow yarrow
#

it moves at an angle @exotic thicket

#

like goes off towards the right

#

i have no clue then sorry @small pewter maybe try redownloading the anims

exotic thicket
#

unless your "end of gun" object is exactly in the middle and pointing forwards, then the projectile would move at an offset or angle

#

you would need to calculate the target direction for it and rotate it accordingly based on your camera position

hollow yarrow
#

cool, ill check that. Thanks @exotic thicket

static sparrow
#

UE's documentation is really starting to piss me off

small pewter
#

@hollow yarrow I redownloaded the animations, same problem

static sparrow
#

Their C++ API docs are practically useless

hollow yarrow
#

@small pewter i really couldnt tell you then sorry. Let me try downloading some

small pewter
#

Thanks

open compass
#

@hollow yarrow alrighty cheers, do u have any good tutorials u could direct me to for the projectile based system?

frank oar
#

Hi, in your collective experience...
for best performance, should I have an in-game mesh (sign) rotating using a tick event, using a timeline or create it as an animation and have it playing as a loop infintely ?

hearty walrus
#

How do I see the Delta Rotations?

#

I only see this

#

and following this

fossil basin
#

what do i put as an object wildcard

vernal thicket
#

Anyone able to help me with a bit of research for my game?

#

Just need some typical replies

thick herald
#

Yes. No. Maybe. Sometimes. Not really.

mortal compass
#

@small pewter i don't know if your problem has been solved yet, but i was having the same problem myself. when you open the animation, you have to tick "force root lock" in order for your guy to appear.

#

at least that's what i did, and it worked

small pewter
#

@mortal compass When you already imported the animation or on the import optionel panel you have to tick it ?

mortal compass
#

after you import the animation

fossil basin
thick herald
#

The wild card is looking for a reference to the "Main Menu 1". Create a variable, name it. In the type search for "Main Menu 1"

idle compass
#

hi guys, can unreal engine imported an fbx file from c4d that I animated with deformer and then baked it using the bake function ? because the animation doesn't seem to play in ue4

small pewter
#

@mortal compass I can't import animations I keep getting errors

mortal compass
#

hmm... try importing the mesh again? then when you import the animation, be sure to select the mesh's skeleton

small pewter
#

Damn

mortal compass
#

oh my!

small pewter
#

I regened the skeleton

#

and it fucks thing even more

#

@mortal compass Could you vocal so I can stream ?

mortal compass
#

hmm. i honestly don't know what to say from here, I'm very new to unreal engine myself. force root lock is right here if you get your mesh back to normal. this is in my run animation.

mellow turret
#

I can't interact with the scene outside PIE, also Idk what are those lines that form a rectangle in the middle of my view

devout whale
#

Hey, im new to ue4, anyone know how to make a kill cam? Or can find me a tutorial on it. Couldn't find anything on YouTube about it

plush yew
#

@plush yew So would you recommend going to 32 or is 16 just right? I'm on a tight budget
@kindred orbit Sorry for delayed response. It really depends on what you are doing. But 32gb will certainly offer you a larger degree of freedom. Budget considerations though are always hard to balance. My priority list if (GPU)->CPU->Memory/NVME Drives.

I say (GPU) since you don't need a massive 2080 TI, as long as you maintain decent viewport framerates, there isn't anything to gain after that - while as a CPU will help with bake, compile times etc.

#

@devout whale https://www.youtube.com/watch?v=NFvGj_zTYBk I cannot vouch for the tutorial itself, but I found this as first Google result ^^

Project Files : https://www.patreon.com/CodeLikeMe/posts?tag=source code
Support my work on Patreon : https://www.patreon.com/CodeLikeMe
Today, I am going to implement the a kill cam effect for the combat system in unreal engine 4. When an enemy is killed, the ragdoll is act...

β–Ά Play video
devout whale
#

Ok thanks. Hopefully it helps πŸ™

plush yew
#

Best of luck πŸ˜„

hollow yarrow
#

@small pewter its doing the exact same thing for me now, all the things im downloading are transparent and look like 1 opacity but its not

small pewter
#

@hollow yarrow Welcome to the cursed people group πŸ˜„

hollow yarrow
#

lmao

small pewter
#

Worst and worst

hollow yarrow
#

i cant even see anything on mine

mint raptor
#

What's the best tool to edit/work with splines in Unreal? The default spline editing system is a bit painful.

#

I'm thinking it would be nice to go into 2D and just start clicking to add points, highlight multiple points to drag them, etc... just a nice spline editing system.

analog vessel
#

Hi guys! Does anyone know how many renderers have support for unreal engine? I know Vray and Octane have support, but are there more?

slender sierra
#

hi guys how do i import an ik rig from blender to ue4, i always get an error when i do so

soft fiber
#

@slender sierra Did you apply your rotation, trans, and scale?

slender sierra
#

i dont think so

soft fiber
#

CNTR A

slender sierra
#

whats that?

#

lol

#

control + a

#

?

soft fiber
#

Your model needs to be at 0,0,0 with a rotation of 0,0,0 and a scale of 1

#

Yes, control a in Blender, then chose all transforms

slender sierra
#

alright

#

this what i have

#

rn

soft fiber
#

The select all your vertices and go to model, clean, remove closest

#

Yes, that looks right.