#ue4-general

1 messages · Page 869 of 1

median hound
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will it be easy to rotate my head based on where my camera is pointing

grim ore
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the actual head of a character? yes assuming the skeleton is set up correctly

warm hornet
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Anyone know how to convert images to the .hdr format? Even if an image is already HDR it seems Unreal doesn't recognize them as cubemaps. Frustrating.

open wadi
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By some act of god, does anyone in here work with the Blueprints Websocket series of nodes?

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I've confirmed with my API that this is not setting the Cookie header whatsoever

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Despite similar code working just fine with VaRest

exotic thicket
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You don't use Set-Cookie to send cookies in a request

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it's just Cookie for that

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Set-Cookie is used by the web server to send you cookies in the response

regal mulch
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Hey everyone, please make sure to report unsolicited DMs to us Moderators.
Sending unsolicited DMs is forbidden as per Rule #1.
We don't want any of you getting annoyed by someone who just spams you with random crap.
Cheers

open wadi
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Hi @exotic thicket - I tried Cookie too, no dice.

exotic thicket
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Use wireshark or something to dump the request and see what it's actually sending

open wadi
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Right, well I can see on my API endpoint what headers it's passing and it's not passing the cookie whatsoever. Looks to me like that prebuilt "headers" array in the "Connect to websocket server" node isn't working properly

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I can't define any custom header.

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But, if I break it out like this, works fine.

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For that plugin.

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Little annoying, that first method is cleaner in terms of Blueprint code.

exotic thicket
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Odd

open wadi
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Based on those docs, am I missing something?

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Doesn't look like it.

exotic thicket
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The author would probably be able to answer that I'd imagine

open wadi
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Yeah, I'll throw it in his question box.

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Thanks brother.

limber lynx
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Hi, is it possible to decloth / change paragon characters with my own clothes?

ornate forge
cyan cargo
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So close to full release 👀

honest rune
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ahhh I was just about to ask if there was word on a release date for 4.26 lol
I want to add support for TEnumAsInt32<T> to the engine but I'd rather wait for the final release

grim ore
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well with p6 today its atleast 2 weeks till final assuming no p7

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assuming vacation next month its between 2-4 weeks away I would guess

honest rune
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nice. p6 should be fine then for me to start

oak drift
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Do someone make voice chat with advanced sessions work like it should and can give a hand? PM Me pls

frozen pond
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i clicked something and now my level editor is working upside down, any idea how to fix that/

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nvm fixed

shut glen
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i have thos weird glitch were when i reset the player it doesnt move the mesh

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only the capsule collision

shell surge
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Hello, can anyone help me fix this ? It's caused by the directonal light, but no idea how to fix it.

abstract prism
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first of all get OBS, its free, so you dont have to use your phone to record second i dont see the issue here

shell surge
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The sun is behind the object, but the object also gets iluminated on that side

abstract prism
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you posted this issue 8 hours ago correct???

shell surge
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yes and im still stuck on it

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cant find a solution

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hoping someone can suggest something new

abstract prism
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if no one has gotten to you then i dont think anyone knows how to fix it, your just gonna have to deal with it

shell surge
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I tried so many things that at this point my only hope is someone else can help

abstract prism
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again you might have to deal with it

worn granite
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It could, of course, be that people haven't seen it because who opens this channel and scrolls 8 hours back?

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I surely don't treat discord in this fashion, it's not a ticketing software.

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@shell surge Not sure what's happening, what are your lightmaps like?

shell surge
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where do I check that

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but I doubt that this is the issue

warm kraken
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yeah not to sure of the details of your project, but I would look into this stuff, change your light to dynamic and see if the issue is there or bake it and see what happens. also turn off other lights and pinpoint the issue, also check you light maps for stretched uvs, is there a bad reflection sphere in there? Best bet is to remove all lighting stuff and reset your post process volume to find the issue. Thats my two cents.

worn mirage
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I've loaded an Unreal demo project. I haven't changed anything, but it seems to lose the shader cache at the drop of a hat. If I open the unchanged project it has to compile all 10K. If I attempt to package the game... it recompiles all 10k. Is this normal?

shell surge
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@warm kraken It is caused by the directional light. IF i disabled it, the problem is not there. If I use other lights (like point light), also no problem

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i tried changing dynamic and static, no difference

warm kraken
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is it dynamic?

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did you deleate the light and make a new one??

shell surge
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yes, but makes no difference when changing and baking

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yes, I get that issue again

warm kraken
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is it attached to a sky light?

shell surge
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this is what I have

warm kraken
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try disconnect your dir light from the sky atmosphere, and hiding your atmosphere.

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also turn off your height fog, if you have bake lighting in the scene and you bake with that on it will mess up your lights

shell surge
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im not baking lighting

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disabling the directional light fixes the problem

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but the thing is I need that directional light

warm kraken
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did you disconnect it from the sky atmospere?

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you can still leave on the dir light it just won't affect your sky

shell surge
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they are not connected

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i also moved it away, but it's the same

warm kraken
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hmm sorry without actually seeing your project I am all out of things to check.

shell surge
warm kraken
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maybe that car shader has a fresnel setting that is set to high?

shell surge
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it doesn't have

warm kraken
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Yeah sorry, like I said without diving into your file I am not exactly sure wha is going on with it.

shell surge
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you don't really need my file to see that, you just need the automotive beach scene and materials from the marketplace

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then turn on double normal clear coat

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And apply clear coat material to an object

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that you will get that

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than*

warm kraken
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I downloaded the pack I will chek it when I get some free time, probably won't be till Thursday thought.

shell surge
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ah ok

harsh tiger
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could someone please explain why my rotation values freak out after entering the Z value?

grim ore
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that is floating point precision

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oh, replied too soon

harsh tiger
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so 90 -90 90 is impossible or something?

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seems like a bug or something

grim ore
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chances are that is a rotational fix due to gimbal lock

harsh tiger
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restarting the editor didn't fix it. do you happen to know of a work around?

grim ore
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is the rotation it switches to not the desired rotation (ignore the numbers)

harsh tiger
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correct

grim ore
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might be a bug i get 90,90,90 here on a cube

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is this just a vector in a blueprint?

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or... a transform I guess

harsh tiger
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transform in the blueprint defaults

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i've been using the same master actor for months and not had this issue

grim ore
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well im having it in .25.4, just tabbing to the Z changes the transform values

harsh tiger
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i'm in 4.23.1

grim ore
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I cant event adjust it in the defaults

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it just... goes crazy lol

harsh tiger
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do you happen to have any ideas for a fix?

grim ore
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I assume its trying to do some check for gimbal lock but the rotator type isnt having an issue just the transform

wary wave
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I assume it's the same rotation (mathematically), just the values are awkward

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it'll be because in the background it's converting to-and-from quaternions

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if it's not the correct rotation, it's a bug

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I've seen dumb things like that before in the past, it tends to take some diddling to make it go away, but at a minimum you can try restarting the editor

grim ore
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yeah its not a restart fix thing 😦

harsh tiger
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it's definitely not the correct rotation. i wonder if just bring this mesh back into blender and changing the rotation there will help. it's just this one case that it's broken with

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same here, restarting doesnt fix it

grim ore
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yeah its not correct,

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on construct map that transform rotation to a cube, set the X to any value then drag the Y and it freaks out

harsh tiger
grim ore
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hell just adjusting the Y with the X and Z at 0 causes it to freak out

harsh tiger
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mines doing that too mathew, very strange

inner cloak
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@grim ore Sorry to ask again, but can you remind me the link to get the SDK or such .. i had to install on my wife PC too for and forgot the link

grim ore
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yep going from 80 to 110 on just the Y flips the X and Z and it starts rotating backwards... wt hell

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@inner cloak for what?

inner cloak
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for building UE4

harsh tiger
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i'll bring the model back into blender and rotate it 90 then i can leave it on 0 in ue4

inner cloak
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with VS 2017

grim ore
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and on that page we get Visual Studio: Visual Studio 2017 v15.6.3 toolchain (14.13.26128) and Windows 10 SDK (10.0.12699.0)

inner cloak
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Thanks, that is was i was looking for

wary wave
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all three Euler Angles are the same rotation

grim ore
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I gotcha but try using a transform and putting in the info and having it do it

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it might be an editor issue and doing it in code works fine

wary wave
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I'm not on a machine with UE4 on it right now

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but the rotations it's showing are the same

grim ore
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yep but the editor doesnt allow you to just adjust the one value smoothly

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literally using the editor to go from 90 to 91 flips the direction the rotation is being applied

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so 80-90 might be clockwise then 91-100 is now counterclockwise back the direction it was just going

harsh tiger
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thank you, i ended up just taking the model back into blended and rotated it 90 on the z and now it's fine in game 👍

wary wave
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yes, because you can't have two axes line up using an Euler angle, so it will flip one

grim ore
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yep but do the same thing on a transform on a root actor and it works fine

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its just the raw transform variable that seems to be doing it

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0,100,0 on an actor root and 0,100,0 on a transform variable-> applied to an object ended up being different.. its just weird

wary wave
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the latter has to be relative to something, and that's when you would get gimbal lock

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so, it's awkward, but I don't think the behaviour is unexpected

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diddling the model to have a different rotation solves the problem though 😄

dire vale
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hola a todos yo tengo un canal de tutoriales de ue4 que acabo de empezar asique si alguien quiere un tutorial de cualquier cosa aviseme aca o por los comentarios muchas gracias. https://www.youtube.com/channel/UCzPYfrkJq0nZT8isjJ2zjbg/featured?view_as=subscriber
Hello everyone, I have a channel of tutorials for ue4 in Spanish that I have just started, so if someone wants a tutorial on anything, let me know here or for the comments, thank you very much.

merry gazelle
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I have a general question for devs. Why are modern games still capped at small player counts online?

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Is it a bandwhidth bottleneck?

dense gate
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Exponential growth of bandwidth required

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1 new player joins in, you have to send their actions to all other players and also send the actions of every player to that new player

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Depends on the type of game, those actions can be humongous in bandwidth cost, like RTS games

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Also higher player count games don't really work apart from some genres/specific cases

open wadi
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I'm attempting to use the "make json" node from VaRest. I've used it in the past without issue - as you can see, my second node, I managed to add two input pins - "Email" and "Password". Now, for some reason, I cannot add input pins to a new Make Json node, either the one I created previously (that has Email and Password) or the new one. I see no option to do so anywhere.

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I'm at the latest version. Am I losing my mind? What the hell is going on here?

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Why can suddenly I no longer create input pins on Make Json nodes?

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I can't drag off a string to make json, nothing is working. Is this a glitch? Perhaps the 4.25.4 subversion broke something with VaRest?

vestal copper
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hey uh, im still pretty green when it comes to ue4 and the sort of assistance i need is a bit more general than what i can find in tutorials. is anyone willing to help coach me along a little bit?

merry gazelle
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Exponential growth of bandwidth required
@dense gate

Some people were asking about is regarding Starcitizen

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Apparently they were proimising an MMO but its struggling with 50 player servers

dense gate
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For an MMO with humongous graphic fidelity, there also comes the problem of loading those assets

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But with good optimization the server doesn't give a damn

thick herald
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That's okay though, most of the ships are still jpgs

dense gate
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Even then, if 1 piece of gear out of 5 is 20 MB of high fidelity mesh and textures, times 50, that stacks up fast

thick herald
dense gate
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Yeah

merry gazelle
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I will move my questions over to #lounge

unborn hinge
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Hello guys, I just started this animation stuff and came up with a bunch of question that I couldn't solve. Would you guys be able to fix this? So here my question goes..

thick herald
open wadi
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ll

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lol*

unborn hinge
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Oh thanks

midnight root
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sunsky <directionalLight > ctrl-L not working, known issue in 4.26 preview 6 ?

vestal copper
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i feel like i could get a hold of things if i just knew how to start

open wadi
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Iowa: Start buying courses and have a project to build.

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Google is your friend.

thick herald
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Don't buy courses. The official learning hub is a great place to start. Loads of tuts on YouTube once you get a feel of things and know what to search for.

median hound
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why the fuck when i export animations and mesh from blender the animations are so small in ue4 and the mesh is normal

thick herald
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Blend and scale is.. odd.

abstract prism
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mhmmm

median hound
dense gate
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I think Blender units get converted to Unreal units on import, meaning that the default grid you see will be 10cm x 10cm when in Unreal

median hound
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i dont get how im suppose to push back the slider because of the single root bone thing

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oh ill just remove the handle bone

plush yew
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pls help im trying to retarget mixamo anim to als v4 and this happend there is some issue with the hand

leaden dust
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@tame zephyr Inheritance, probably. Hopefully someone more knowledgeable answers

glacial arch
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Hey guys, I'm doing a SweepMultiByChannel test as a way to test for my player pawn's foothold, detecting the ground and all that.

I'm having a few issues with the collision profile I'm using, mainly the problem is that I want to test every possible blocking hit and determine which one would take priority, because sometimes when my player walks up to an leaning wall it messes with the way the character is standing when in reality the ground next to it should be recognized as the standing surface

wanton lotus
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@tame zephyr Components would hold functionality that can be used by multiple actor classes not relying on inheritance. Functionality in the actor's BP would only be specific to that actor class. For instance: An interaction component can be used for many things, such as characters and basic actors (chest, door, torch, fireplace, etc.), but, using the torch example, this actor would have more specific needs such as turning the particle component on and off.

abstract prism
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allright so i got a minor issue

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when i go to press play it spawns me as a test model wherever my camera is in the editor when i got a custom model all hooked up set at a spawn and i want it to make me control that instead of spawning in a test dummy

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before i added in the custom model its still the same issue though

grave pollen
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i know nothing about nothing as im new to this engine and programming in general but isnt there some kind of varest subsystem node

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oops

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^droptone*

worn anvil
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i have a question about the 5% royalty. Is that per quarter so like if someone makes over a million in 3 months 5% gets charged on the amount that went over or is it per year? I’m asking because then if its per year then basically you can get away with making 4 million without royalty then?

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actually nvm i have found the answer

autumn yew
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@worn anvil I believe it is total earning after you reach 1,000,000 earnings

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In other words, no time frame involved, just after a 1,000,000 its %5 of everything.

worn anvil
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I just read the entire form, its per quarter based on year so u can make 500k in one quarter and 600k the other but only pay royalty on the 2nd quarter on the 100k which is $5000. Not bad at all.

abstract prism
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wow so that aint that bad

worn anvil
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Yea it wouldn’t make sense to owe 5% on everything over without a timeframe because you wouldn’t be able to track then

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5% is also on everything over quarterly that exceeds a total of 1 million that year so its definitely not bad.

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I come from Unity with the flat fee which is nice but i mean 1 million no fee is living good so you can’t complain 😂

abstract prism
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whats steams royalty charge

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cause i might release my games on steam instead of epic games

dense gate
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Steam takes 30%, on top of those 5% you give to Epic

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For Epic store, you only give the 12% store fee with no engine royalty

abstract prism
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actually that 5% only applys if i publish it on epic store if i remember correctly

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nvm you right

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still im not in this entirely for the money all be it i wouldnt mind being rich as hell

dense gate
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It's better to release on as many places as possible obviously

abstract prism
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it increases the risk of piracy which while im not all too worried about\

dense gate
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Piracy is a tricky subject, but that belongs in #lounge more

abstract prism
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lounge is really more for relaxing is it not

grim beacon
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Enabling chaos and building source gives this error, has anyone experienced this before?

dense gate
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You have bUseChaos = true right

grim beacon
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Yes

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UE4Editor.target.cs

added this
BuildEnvironment = TargetBuildEnvironment.Unique;
bCompileChaos = true;
bUseChaos = true;

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before adding this it worked fine

dense gate
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I myself don't have the first line

grim beacon
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Thanks

abstract prism
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is it just me or are you one of the only people who is strict about channels

dense gate
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It just makes it neater tbh

abstract prism
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yeah by putting it all over the place

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but ok

dense gate
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And some people mute certain channels, particularly active ones

grim beacon
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I think it's better the way it is with different sections for everything, otherwise it becomes too crowded

abstract prism
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anyways i just imported almost 31 mb of animations

grim beacon
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I didn't see unreal-source

abstract prism
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its engine scource

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not unreal scource

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you can also click the blue text with #engine-source and it will take you directly to the channel

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anyways so im working on my game and to be fair id probably have most of the character functions done by now if i hadnt been taking 3 hour long breaks

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working on the animation blueprint for it now

median hound
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Anyone know why my gun shooting animation is just moving the whole gun in ue4?

flat pewter
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hey, quick question! I'm doing a hook that should be sort of realistic for a multiplayer game. Should I handle all the math by myself or use a physics constraint actor

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which one would you go for and why?

glad thicket
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I'd use a physics constraint actor until I found any reason to believe it was no longer fit for what I want. Generally, using a pre-existing solution will be better and quicker to implement. Then if you find that you want to make the hook do something that you can't make the physics system do, then consider making your own

abstract prism
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yeah for some reason when i press play it isnt letting me control my player

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.

neon magnet
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Guys is there any way to completely disable the default launch of VR (e.g. Steam VR) when starting a new project in UE4? So far I have to disable it in plugins for every new project, but no solution seems to exist to disable it from the start. The Oculus one is easy to disable but SteamVR seems impossible.

gloomy gull
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Good free assets this month

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I’ve seen better, but these are still crazy good assets

viral sleet
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can the newest android studio work for unreal?

void barn
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i have this issue where
my chara when collide with other chara
the other chara fly skyrocket high to mars
is that collision problem
i set their capsule and mesh collsion to ignore
but still like that
any idea how to fix this

gloomy gull
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@void barn there are known physics bugs in ue4 I believe

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Make sure they are marked to ignore on the pawn collision channel

void barn
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@gloomy gull

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so query only ?

gloomy gull
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I dunno what results ur looking for @void barn

plush yew
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How would I go about making persistent world systems? Like stuff I want the game to remember no matter what level I'm in? Long term Unity dev here with a fair bit of experience.

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This is single player stuff

sleek solar
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you could start by checking GameInstance class

plush yew
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Okay, thanks!

plush yew
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ive been trying to search for tutorials for microtransactions for pc

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can anyone recommend any?

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all ive been seeing are resources for ios and android

honest vale
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tutorial?

plush yew
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well, not tutorial exactly

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documentation will do

wary wave
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I'm not sure what you're expecting to find

honest vale
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usually you need to program one yourself

wary wave
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MTX is a function of your platform, so how they're implemented depends on what you're releasing on

honest vale
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on mobile phones I think it usually involves having a system for managing the items on the store (whichever one, google play, amazon w/e), then link them to your game's "domain" items and then a system for displaying those in game

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and then integrations to the store payment systems

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it's a load of work

plush yew
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lmao i thought it was integrated already to ue4

honest vale
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why

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I don't think there is one

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I might be wrong, haven't really looked into that side of things 😄

wary wave
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There isn't one integrated into UE4 because there's nothing to integrate with

plush yew
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There isn't one integrated into UE4 because there's nothing to integrate with
@wary wave wdym

wary wave
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Steam SDK etc will have ways of doing it

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because MTX is something your platform handles

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Android, iOS, Steam, Windows Store, etc

plush yew
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ahh ok ok

wary wave
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UE4 isn't an accounts / entitlements / payment system

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it's a game engine, so obviously it doesn't and shouldn't do these things

honest vale
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I suggest you search for if there are any libraries or plugins for the engine that could handle store interactions somehow

knotty tree
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Is the epic marketplace super unresponsive for anyone else? cant click anything, and search is broken

wary wave
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I would look towards the platform SDKs & integrations for where you plan to release your game

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since I assume it's intended to be on certain stores

plush yew
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I suggest you search for if there are any libraries or plugins for the engine that could handle store interactions somehow
@honest vale i saw this sdk called xsolla i'll go give it a try

shell surge
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hi, anyone here used automotive materials with clear coat ?

gaunt tide
#

Does too many variables on a widget cause other parts of the widget to not work? Because currently I have a Multiplayer Vertical Box that displays things for setting up multiplayer and a Quit Game vertical box for selecting yes or no to quit the game but the problem persists in that if I have so MP Vert Box functioning, the QuitGame Vert Box doesnt work. I have deleted and redone them and if I redo one the other stops working.

wicked fjord
honest vale
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probably not

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it's not meant for humans

viral sleet
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having a hard time with this android studio

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do i need codeworks.. the doc i read dont say i need it

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🙏 ok hopefully i just got it finally

willow marsh
wary wave
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I found blueprint nativisation to be wholly unreliable, so I wouldn't recommend using it at all

honest vale
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agreed

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at most enable it on a per blueprint basis and cook the whole project before and after to check if it actually works

wary wave
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it's hard to even know if it's worked, it can introduce really esoteric bugs

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I've seen it silently drop entire components from actors, and the resulting bugs are really hard to pin down

glacial pecan
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I've discovered that box collision volumes behave ENTIRELY differently when you nativize blueprints

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it's sadly super unreliable, and some people say it's only about a 30% performance boost anyway

wary wave
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I maintain that if your code ran badly as a blueprint, the problem isn't likely that it was a blueprint and entirely in how you wrote it anyway

obsidian nimbus
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i used it a few times but only on an actor that kept track of other actors and doin a whole bunch of math on it

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character movement component and stuff is allready nativized 😛

viral sleet
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doh this 10gb ram is a big difference from 16gb

supple osprey
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How is it possible?

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it must be 8-16-32 or 64 and more, na?

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16 is a minimum i think

viral sleet
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10gb? how is it possible?

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umm an 8 and 2

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only 2666 mhz tho thats probably my biggest issue

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just trying to do a test run right fast and its taking forever... i guess ishould rad the docs to see how to minify it

meager frigate
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how do you group functions like this? I cant figure how to add a "folder" like this grabbing. It would just be convenient.

cold dove
#

Greetings!
I've not seen any channels for optimization issues - where I can cast questions about the theme?

wanton lotus
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@meager frigate every function, variable, etc. has a category in its details. You can edit that to group them together.

meager frigate
#

nice! thank you

wanton lotus
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@cold dove you don't know specifically what needs to be optimized? For instance, if you have performance issues and your game is heavy physics based, maybe it is a #legacy-physics issue. If you have performance issues due to draw calls, maybe head to #graphics for some ideas.

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Otherwise you can just ask straight out in this channel. Someone might have a link to a tutorial about debugging and optimization in general.

cold dove
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@wanton lotus It's VR game for oculus on Windows. To be specific, FEngineLoop_Tick_SlateInput draw lagspikes for 10-15ms and make framedrops by cpu overload.

As I know all input go through winapi, then slate, then InputEngine itself. But I dunno why for certain it can take so long to process inputs to the engine.

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And I dunno where to search "deep in that engine" lag issues xD

hushed cedar
#

Does anyone know why Unreal makes an alert sound at the end of every operation like shader compiling, changing param values or adding nodes to a material and other things?

wanton lotus
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@cold dove ah, VR. That is a whole different animal compared to most projects. #virtual-reality channel will definitely have more people experienced with VR. Personally, I have no VR experience.

cold dove
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Gotcha, will try. Thanks!

hushed cedar
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the alert sound is too frequent, it's giving me a headache🤦‍♂️

plush yew
wanton lotus
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@hushed cedar Edit > Editor Preferences > Miscellaneous tab > Enable Editor Sounds

wicked fjord
#

guys, how many animated actors (in this case, humanoid with pathfinding, collision, and attached mesh such as sword) can you spawn in a scene?
the target hardware is intel 5th i5, 8GB, and RX580.

river apex
wicked fjord
#

call that function on start, set the time to 10 seconds or more

#

set looping to true

#

it's basically like setInterval(time, ...) in JS

wanton lotus
#

@plush yew reach out to the creator of that asset. They have a support email listed for their products.

hushed cedar
#

@wanton lotus that's not it

wanton lotus
#

@hushed cedar not sure what else could help. Do you have something like "live coding" enabled? I assume you tried restarting the editor with no luck?

hushed cedar
#

i also looked in the engine sound files, it's none of those

#

what ever it is, it started with this engine version

wanton lotus
#

@wicked fjord Kinda hard to determine the max limit on that since level of detail from one character to another could be insanely different. You may have to run the tests yourself with the assets you are planning to use.

wicked fjord
#

hmm yeah. I read on the forum that unreal doesn't fit for game with big battles like total war

vestal goblet
#

Hey, does anyone know where i can find the "ArchVisDemo" kit used in the udemy course "how to develop your first two games"?

wicked fjord
#

maybe I should run benchmark before entering knees deep

wanton lotus
#

@wicked fjord Yes, always benchmark if you believe that performance may be an issue for the scope of your project.

vestal goblet
#

There doesn't appear to be a link on the course and i couldn't find it in the marketplace

#

Nevermind, i found em. Just unfamiliar with the website

hushed cedar
#

@wanton lotus i checked for everything i could think of in the settings, didn't find anything and i don't have live coding on

#

it's a windows alert sound that plays when unreal engine finishes compiling shader and such things

plush yew
#

i need a plugin for baking light in a specific region

vernal scarab
#

Hi, what's the best channel to ask about localization and the Localization Dashboard?

plush yew
#

what is localization

vernal scarab
#

game translation to a different languages

mental cradle
#

hey everyone

#

i'm stuck, i tried blender to make a spring like character

#

but i can't figure out how to make it act like a spring

#

here it is

#

it's the fist time i make a skeletal mesh by myself and i don' know anything on how it works

digital anchor
#

so you want to animate your character?

mental cradle
#

yep, like the 2 legs are acting like spring and make the character jump you see

#

so actually i can move the bones and it works pretty well

digital anchor
#

yeah that would be done in blender, just create some animations then export to ue4, then you can match the spring animation with the jump etc

mental cradle
#

mmh okay i'll try in blender

#

thanks 😉

left epoch
#

anyone has an idea why unreal is only spawning a single shadercompiler,which makes the shader compilation super slow on even simple shaders

#

it should spawn like 12 cause of having 12 threads

solemn wraith
#

does anyone know in which file is an Error class (e.g Engine.xxx)

grim beacon
#

Does the preview version have chaos?

#

I downloaded it to check out but there is no fracture tab

crisp thicket
#

how do I unselect a brush?

#

im done using the sculpt tools and I want to select things

#

oh lol nvm

serene birch
#

supposedly chaos was sent back to "beta/not enabled by default" status for 4.26

crisp thicket
#

i heard chaos is messed up

serene birch
#

constraints aren't working well enough or so

vestal goblet
#

So after about an hour of actually using the editor, i can't seem to find an easy way to change between repositioning and resizing geometry pieces without selecting something else first, is there an easy way to switch between modes?

grim beacon
#

@serene birch So we can't use it any more in 4.26?

#

I have the plugins etc enable

#

enabled*

serene birch
#

you can do like before 4.26: build your own version with it enabled

grim beacon
#

I'm still trying to, it gives a shader related error when i enable chaos in the build.cs file

opaque vector
#

Quick Tip: CTRL+P will bring up a quick search feature for ever single asset

solid glade
#

Hello

Does anyone have knowledge in modding / patching?

I just succeeded to do a patch for my "game". So I know how to do the _p.pak approach, ie adding a patched pak file that overrides the original files in a game.

Now, if we see this as modding - can you prevent the usage of a _p.pak file?

wooden forge
#

i have this vehicle, when it touches the ground it gets crazy and jumps all around, i checked the collision boxes and this one wheel collision is red, what's the problem?

solid glade
#

Hello

Does anyone have knowledge in modding / patching?

I just succeeded to do a patch for my "game". So I know how to do the _p.pak approach, ie adding a patched pak file that overrides the original files in a game.

Now, if we see this as modding - can you prevent the usage of a _p.pak file?

Reason why I ask is that I mimicked a folder structure of a game that I want to mod
Everything seems right. The folder structure inside the PAK is identical, the filenames etc.

yet, there is no modification/overriding going on

mint umbra
solid glade
#

How can I prevent the shadows from looking as blocky as shown in the image?:
@mint umbra

can you take a closeup screenshot?

#

I can see the trees are planes, could that be the case, that the blocky shadows are simply a shadow of the plane trees?

mint umbra
solid glade
#

yes, the billboard resolution gets lower by the distance
that is probably the reason, but unfortunately I dont have the answer how to solve this

someone else knows?

serene birch
#

I'm not too sure how they work like that even 😄 but yeah something of the kind

#

I think you need to make sure the alpha threshold is set correctly for shadows

#

for translucency that value has no real meaning, but shadows always act as "masked" elements right? and so the shadow shader wants that threshold value

#

(someone that knows how this works in UE4 can correct me if I'm wrong)

#

and then you can use the "Clip Value" from masked opacity for shadows

mint umbra
#

Oh, thanks a lot, I'll give that a go 🙂

serene birch
#

though I repeat (cause I ramble a lot and it might not be clear), in this case though, I'm saying the billboard is already setup that way and using an incorrect clip value 😉

river kite
#

Does collapsing nodes into the "collapsed composite node" have any performance impact?

hasty wharf
#

Having an odd issue where it only happens if i start the game in main menu then goto the level. After clicking start in the main menu it takes me to level and i open the Door . The door opens but i cannot close it. if i start the game in the level map it works fine. very odd. I also tried starting the game in level map, then hitting the in game menu and clicking on go to main menu. then i click start game and it works fine. so only seems to happen when i start game in main menu

#

so i noticed this bp will light up and wrok when i start map level. but if i start map main menu then click on level it wont light up

gloomy gull
#

@void barn what is being activated on collided?

#

Is there some sort of function that's getting called?

#

It could be happening because you disabled collision, the meshes will then overlap which could potentially cause issues

north badger
gloomy gull
#

@north badger Well, you didn't place any keyframes

regal granite
#

Hola people!
actually I want to change the lightmap co. index , but i am not able to change it when i have my LODs on. Is there a way to change the LM co. index while still keeping the LODs on?

winged crypt
#

Why does my level's nav mesh data sometimes get lost? I won't even notice because I don't do anything that seems to cause it, and I have to rebuild paths to get it back

glossy lynx
#

I'm trying to use two landscape blueprint at the same. It seems my pawn is deleted everytime it tries to go close to it.
I'm using first landscape as land and second landscape as water btw.

grim ore
#

is one of those lower than the other? you might be hitting the kill Z distance

next badger
grim ore
#

save the current level -> fixed

#

its a weird bug for sure lol

next badger
#

@grim ore great, an if i have no opened level?

grim ore
#

you have to have something open no?

next badger
#

it's a widget issue

#

i've tried to save, close, open...only restart helps

grim ore
#

is it up as a bug on the website?

next badger
#

iirc it was

#

but i have no clue how it's called

placid orbit
#

Hi all, stupid question here, is there any way to add the source code version of the engine to the launcher? I'm trying to install a plugin from the marketplace and can't seem to do it since I use the source version of the engine...

wicked fjord
#

WHEN this issue will be fixed...jss
@next badger restart the IDE

#

i mean the editor

#

or you could fix yourself in the source code lol

next badger
#

@wicked fjord really? i can fix it myself, please point me at code i need to fix

wicked fjord
#

idk. finding that would be like looking for a needle in a desert

next badger
#

@wicked fjord then your advise makes 0 sense

glossy lynx
#

is one of those lower than the other? you might be hitting the kill Z distance
there is Z distance thing in landscape?

grim ore
#

there is a kill z distance in world settings for the level @glossy lynx

scarlet birch
#

Is there a semi-decent set of tutorials, learning projects or courses somewhere that uses Unreal Engine to teach basic programing logic i.e. if statement, while loop, for loop, for each, pseudo code, inheritance, recursion, arrays etc... Basically an intro to programing logic using Unreal Engine?

grim ore
#

@placid orbit none that I have heard of, for plugins from the marketplace you can install to the same major version of a launcher engine install then copy it over to your source version

glossy lynx
#

thanks it worked for me

lucid grove
#

Heya, can someone point me in right direction? I did basic leveldesign and now trying to make everything less bright i guess? More like grim or "dark" fantasy.

#

My current image looks like this

#

Yesterday i found some demo that have almost like i want lightning (its also UE4).

#

I want to learn how to achieve look a like effect, but dont know from where to start

covert hedge
#

post process volume?

lucid grove
#

I tried lots of settings - but it looked like total catastrophe

arctic horizon
#

Make sure exposure doesn't have the default range. Open up your (unbound) postprocess volume and change min/max exposure values to something like 0.9 and 1.1.
Beyond that it's a matter of color grading and lighting.

covert hedge
#

maybe some LUT tables aswell? FeelsDankMan

lucid grove
#

LUT tables, never heard about them. Can you give me short description of it?

covert hedge
lucid grove
#

Hmm, looks interesting

#

Thank you!

#

Beyond that, how this.. i dont know... discipline called? Color Grading art? Lightning Art?

grim ore
#

color grading

#

adjusting the overall look by adjusting the colors

lucid grove
#

Aha, so basicly i can for example make my picture almost like in example with it right? Plus some fog.

grim ore
#

well we cant guarantee it but yes that is a good start

#

you could remove all the green for example and make it more look like mud

lucid grove
#

Yeah that what i was looking for. So Color Grading artists making this post-process right? Like this location will be vibrant, this one dark and grim

grim ore
#

yeah that sounds about right. you could make the same scene look like it was day, or night, or underwater by adjusting the color grading

#

its not just the look up tables there, there are a ton of color grading options in the post process volume itself

pallid talon
#

Question, when games create open worlds, and they have custom shaped roads and sidewalks (like parking lots), what is the best methods of creating this in UE4? Modular parts in 3rd party 3d software? Or create the entire road layout in 3rd party 3d and bring in one huge road?

grim ore
#

every game is going to be different but if it's one mesh it can't be culled for performance reasons. I would assume most of them would try and make things modular if possible

pallid talon
#

Thanks @grim ore .

plush yew
#

I’m using the ShooterGame template in the launcher and I want there to be one bot that has a specific weapon, is there anyway to do that?

#

But i want the bot to be very rare(0.1 chance it will spawn)

median hound
#

give him the weapon g

covert hedge
#

^ eShrug

median hound
#

go inside his body give him a weapon and put some blocks in the guy

plush yew
#

How

#

And how do I make him spawn 0.1 times

grim ore
#

how do you make the bots spawn now?

plush yew
#

I’m using the shootergame template in the learn tab

#

I just started

median hound
#

random integer?

grim ore
#

welp you need to look thru the code and figure out how it works, find the part that handles spawning in the bots. then set up another bot and have it spawned in 0.1 percent of the time

median hound
#

cant you just do a randominteger of 10 if it eq

plush yew
#

Ok

median hound
#

i made a quiet easy spawner before cause other tuts were complicated

#

open up the enemy

plush yew
#

Hey guys, when my enemy is triggering the applydamage the first time it doesnt trigger the receiver, although the second time it does the same attack it does. any idea what this could be ?

grim ore
#

so when apply damage is called on something the first time its not being called?

plush yew
#

indeed

#

here is the demonstration. i got lucky the random generator picked both of the problems 2x after eachother lol

#

it is calling the apply damage

#

but its not sending it to the receive damage for some reason

#

the first time only

grim ore
#

so how do you know that?

plush yew
#

breakpoint

grim ore
#

on the apply in the sender or on the receive damage in the receiver?

plush yew
#

both.

#

and the sender is breaking the first time cast

#

but the receiver isnt

grim ore
#

and you are sure its sending it to the correct object ?

plush yew
#

why would it else work the second time

#

its still sending the same object

#

thats what iam trying to figure out

grim ore
#

well if the same code is being called twice but the same code is not being received twice, the only thing I see difference is the receiver is not getting it which makes me think the calling code is not talking to the receiver the first time but something else

#

so when it breaks the first time on the apply damage did you check all of the wires to make sure its the correct object being talked to?

plush yew
#

the projectile he throws is hooked up the samish

#

sameish

#

and is working perfectly

#

let me send a blueprint

grim ore
#

well that wont help much you have to debug it and see what its showing that first time it fails

plush yew
#

but just to get clear right

#

how can the exact same code not work the first time the movement is cast and does work the second time, thats beyong my understanding, since iam pretty new.

grim ore
#

because the code is being called on something else

#

or the something else is not ready to receive the code

eager tangle
#

Hi. Anyone know why lightmass crashes when buildning light?, i have lightmass importance volume to

grim ore
#

your damaged target is not a static variable I would assume, which means technically it could vary and it could be different between each time that code is called

median hound
round elk
#

Hey guys, joined a couple of minutes ago! Wanted to say Hi!!

#

Have a few doubts...anyone here?

median hound
#

sometimes

#

ue4 needs more hype unity is a piece of shit and it gets so much love

round elk
#

ue4 needs more hype unity is a piece of shit and it gets so much love
@median hound True that. I'm just a month into Unreal and I can feel the vastness already!

plush yew
#

@grim ore the damaged target is an actor what u mean by static variable, or is the damage target the thing he collides with

grim ore
#

assuming you are using one of the apply damage nodes, the damaged actor variable that it takes is not going to be fixed (always the same thing). I assume its going to try and apply the damage to whatever it hit. that means its variable and not static (fixed). If this is the case then the same code could fail if the target you are trying to apply damage to is not correct.

plush yew
#

But than the projectile that targets the same actor should have the same problem ?

grim ore
#

which is why I asked if when that first time it is called and it fails, what is the actual damaged actor it's trying to apply damage to

plush yew
#

iam just trying to get a understaning of it, iam not trying to throw the things u say in the bin 😛

grim ore
#

you have the breakpoint, just run it again and when it breaks look at what the damaged actor input pin is

#

and then do it again when it breaks again for the 2nd time when it works (assuming it fails the first time)

plush yew
grim ore
#

and what does the tooltip show when you mouse over the input for the Damaged Actor

plush yew
#

same

#

ah i see i didnt hoover first time ill remake the first 1

#

ow wait, its None

#

actually

grim ore
#

yup

round elk
#

some help maybe?

plush yew
#

can i come in your private matthew?

eager tangle
#

@median hound thanks

grim ore
#

I dont have private enabled

plush yew
#

allright

#

so what could be the reason its not called? would instead of making the variable casting him before it solve it ?

#

because i think the projectile has that

grim ore
#

@round elk do you have the old modes panel turned back on in the options?

#

@plush yew where do you set the "reaperman" variable at?

plush yew
#

on a other switch

round elk
#

@round elk do you have the old modes panel turned back on in the options?
@grim ore I dont think so...how do I do that?

grim ore
#

then it sounds like its not being called correctly or early enough to make that a valid target

plush yew
#

oke let me try something you been awesome so far thanks!!

grim ore
#

but the fact you have the old modes panel makes me think it got turned back on

plush yew
#

I cast reaper before the damage

#

and that fixxed it

round elk
#

but the fact you have the old modes panel makes me think it got turned back on
@grim ore Legacy Editor mode is on

plush yew
#

Thanks alot for your help mathew

grim ore
#

yup so turn it off

#

or use the legacy mode 😉

round elk
#

I wanna use the legacy mode

plush yew
#

Learned another thing because of that. ill always check the breakpoint value next time haha 😄

grim ore
#

Legacy mode is the old way, it doesnt use the top toolbar. all of the options are instead in the modes panel on the left

round elk
#

Also this, Toolbar isn't active

#

I mean, I cant press it

grim ore
#

yes you are in legacy mode

#

its one or the other, toolbar (non legacy) or modes panel (legacy)

#

the options in the toolbar are in the modes panel, you just have to pick which one you want to use

round elk
grim ore
#

yes because that is all in the toolbar now

#

if you mean that disappears, the place actors panel, then you can turn that back on. the other panels are in the modes toolbar

round elk
#

and how do I enable the place actors panel?

#

yea I found the other modes in toolbar

grim ore
#

go down to the window -> layout section at the bottom and reset it back to defaults

round elk
#

It workedd @grim ore

#

phewww

#

you the mannn!

frozen pond
#

hi, so i wanted to create ragdoll effect on enemies but after they get "simulate physic on" node they fly into air and doing brakedance on floor, any idea how to fix that?

grim ore
#

are you just turning on simulate physics on the skeletal mesh and is this part of a character? Is it colliding with its surrounding capsule. Did you set up the physics asset on it so it physics well?

frozen pond
#

i disabled collision on capsule component but no change, physic asset is default one so not too perfect

#

yeah physic asset was problem

#

i removed few capsules on it and now its fall fine

#

thanks !

true sail
#

How do I add a variable to an actor then be able to change that variable for each instance of the actor using the properties panel?

grim ore
#

click the instance editable option on the variable (or the eyeball in the panel)

true sail
#

I'm sorry @grim ore but I can't find what you're talking about

grim ore
#

open the actor blueprint, on the left in the my blueprint panel should be the variables. there is an eye to the right of the variable name. alternately click on the variable on that list, then in the details panel for it click on Instance Editable

#

this is assuming you have the variable already, If not add it first lol

true sail
#

ohh im stupid thanks lol

faint roost
#

Hey everyone! I was just wondering if anyone here had a favorite combat AI tutorial that they've used and found helpful; or maybe tutorial series, resources, anything like that.

I'm a pretty quick learner and most of UE has been pretty straightforward to me, but AI isn't something I've tackled yet, so any recommendations would be really appreciated!

grim ore
#

there is the action RPG example project on the learn tab that has ai combat you can look at

faint roost
#

!

I never knew that tab was there before 😅 That sounds like a great place to start for this; thank you

solid glade
#

Does anyone have knowledge in modding / patching?

I just succeeded to do a patch for my "game". So I know how to do the _p.pak approach, ie adding a patched pak file that overrides the original files in a game.
The next thing I tried out was to use UnrealPak.exe to create a _p file. This one had no patching-effect.

Any suggestions on what could be the reason why the UnrealPak-approach didnt work as the regular patching approach?

shut glen
#

Blueprint Runtime Error: "Accessed None trying to read property DeathCounterRefrence". Blueprint: BEAN_BP Function: Execute Ubergraph BEAN BP Graph: EventGraph Node: Add Death what does this mean?

covert hedge
#

that the reference on the death counter is probably invalid

shut glen
#

how<

#

?

#

its not valid

#

it is valid

exotic thicket
#

FBX works, either direct FBX export, or one of the Blender UE4 plugins such as the official one from Epic

#

Google has plenty of information on this topic

drowsy isle
#

Hi! I was following along a fairly recent tutorial on Bridge+Megascans for landscape materials.
Everything was straightforward... except the displacement part didn't work for me.
Seems ok in the material preview, but not on the landscape (looks flat).
Tried latest Bridge with new projects in both UE 4.24 & 4.25.4
Only visible change is that the Megascans' MS_DefaultMaterial_Displacement seems to have a new set of material parameters.
Any clue what could be wrong/missing?

dense gate
#

I think there was a checkbox on the landscape that allows for displacement

#

Though this tanks performance, unless you really need the detail, I'd recommend against using it

drowsy isle
#

Can't find any checkbox on Landscape...
First, make it look good. Then optimize.
Who knows? By the time I'm finished, hardware might handle it well. 😉

dense gate
#

Will somebody think of the children with a Vega 8

elfin grove
nocturne creek
#

Hey I've run in to this issue multiple times and no one in the team understands whats happening

#

If I press Yes, it says its unable to build

dense gate
#

It seems like you've upgraded your engine

#

In your project folder, right click .uproject and generate VS project files

#

That should generate a (new) .sln file, open it, right click the game project and build

nocturne creek
dense gate
#

Open the .sln file

#

It might take a minute

nocturne creek
#

i tried opening it from there but it wouldnt work

dense gate
#

You have Visual Studio installed, right?

nocturne creek
#

yes

restive eagle
#

delete intermediate/saved

#

and generate new sln file

nocturne creek
#

to create a new intermediate and saved right?

restive eagle
#

when you generate new solution it will add these folders again

nocturne creek
#

yep

#

same ssue

#

*issue

restive eagle
#

do you get this error when building or when opening visual studio?

#

i think you are trying to build the engine and not the project

nocturne creek
#

Building

restive eagle
#

so yeah just take a look at the answer

nocturne creek
#

i cannot find that option

restive eagle
#

when you were building did you right click on UE4 or GAME2020 inside your visual studio?

nocturne creek
#

game2020

restive eagle
#

hmm that should be fine then, dunno rlly. try googling that error because there are more suggestions on what to do. either your project source is messed up for the engine itself

nocturne creek
#

I'm sorry

#

I retried and it came up with errors saying something about the vehicle pack i have in there

restive eagle
#

try using a backup if you have one before updating to a newer version and see if that one has any issues

lucid grove
#

heya

#

Can anyone suggest regarding shadows on foliage (grass) and performance?

#

Seems like when i set "cast shadow" on grass, which have high intensity in scene - its really blow up fps

#

So i wonder: is there a way to make it looks like it have static shadow, without shadows

tired lynx
#

hi all!

#

i am wondering how i might be able to save a project file of mine as a default or template project for whenever unreal starts up

median hound
#

how do i keep it to keep updating

plush yew
#

i got the same problem as sooopnano @plush yew and i tried different tutorials. its just not updating for me either 😄

#

My character health bar is

#

just my enemy health bar refuses

pallid talon
#

Does anyone know of a good method to convert Mesh to a Landscape object without having to use a heightmap?

plush yew
#

this is for the enemy character.

#

it is reading the health if i print it on the top function

#

and its updating it aswell. it is just not reflecting on the progress bar

#

Does anyone know of a good method to convert Mesh to a Landscape object without having to use a heightmap?
@pallid talon sorry i dont, but i didnt want your question to be lost so i quoted 🙂

dense gate
#

Using dynamic textures I think you can paint whatever landscape you're copying I believe, at least export them to heightmaps

pallid talon
#

@plush yew Appreciate your response.

inland lion
#

I was wondering if anyone knew how to fix this issue?

#

I always see this when I select any object.

#

Sometimes I see a lot of these dots, sometimes not that much.

#

@plush yew, I can tell you, it's not a particle system.
I really have no clue what causes those dots.
Maybe it has to do with my GPU? It's pretty... outdated.
But it still runs Unreal fine other than those dots.

#

Nope, my laptop has never overheated before.

#

And it also doesn't when Unreal runs.

dense gate
#

What GPU is it

inland lion
#

Let me check.

#

i3 4005U 1.7 GHz
Again, pretty outdated 😅

dense gate
#

Ouch

#

That's Intel HD 4400 or 4600 IIRC

#

Isn't that thing unsupported for like 5 years now

#

Check what RHI you use

#

Project settings -> Windows -> Default RHI

#

Set it to DirectX 11 if it isn't

inland lion
#

I believe so, I have that laptop for at least 5 years.

#

I'm currently on mobile, I'll check it out tomorrow since it's kinda late.
Thanks mehtehtrollface, I'll let you know if it has done something or not.

dense gate
inland lion
#

Also, these dots don't seem to be visible when I'm playtesting.

dense gate
#

It's tough to debug, particularly on a CPU whose equivalent in desktop is over 10 years old

#

(In terms of performance)

inland lion
#

Yeah, I understand that.
I should get a new computer instad 😂
I'm more of a console gamer, so that's why it's so outdated.
But I'll eventually have to buy a better one for highschool.

#

I know 😅

dense gate
#

I found a decent PC second hand, though I was looking for a server

#

So far it's cost me a total of like 300$, 6 cores x 3.4 GHz, 18 GB RAM, 250 SSD, 2 TB HDD, Radeon HD 6790

inland lion
#

Oh wow. That's pretty cheap for it's specs.

dense gate
#

That's a server though, I pretty much use it to host some of my web servers, databases and some other game servers

#

Solid machine

inland lion
#

Nice

#

Did you find it online?

dense gate
#

If you're smart with second hand, you can find good deals

#

Equivalent of Craigslist, but locally

inland lion
#

That's true, but I'm always worried about it being slow.

dense gate
#

The SSD/HDD are brand new though, I don't trust used drives

inland lion
#

Ah, okay.

dense gate
#

So you can drop the bill down to 200$ if I used the old parts

#

Again, depends on your use case

#

I tend to look for deals for a week straight and stop at what I need

inland lion
#

Sounds great, I'll take a look online.
Thanks for the idea!

dense gate
#

Just one big tip

#

Ask for the power supply if it isn't listed

#

A faulty power supply can kill the entire machine

inland lion
#

Ah, I'll do that!

dense gate
#

Old server parts can be good if you want more expansion slots

#

But if you're looking for just a good enough PC, look at what gets you best punch for the cost

inland lion
#

Alright!
Thanks again for the help!
I may take a look on ebay tomorrow, or some other second hand sites for some computers!

median hound
#

whats the major cause of health bars being at 0

dense gate
#

Is your sunlight set to movable?

lucid stratus
#

I need a tutorial on how to have it so I press a button while near a box, that box teleports above my head, then as i walk it says there, then i press the button again, it teleports back to the floor; practically picking up and putting down.

open wadi
#

I'm writing a widget to a grid panel > When I write a new widget to a grid panel index already in use, it leaves the old widget there, so the two overlap. What is the proper method to clear out an existing grid panel index?

dense gate
#

Clear children doesn't work?

open wadi
#

Mehtehtrollface: Thank you. Can I clear children to an individual index, or will that wipe the entire grid panel?

dense gate
#

The entire panel

open wadi
#

Right.

#

The issue is, my grid panel is fairly large with potentially hundreds of rows, and if I say, insert a new item into index 0 (at the top), I'd prefer it just pushes down all pre-existing items.

#

Instead of having to wipe the entire thing and rewrite the entire grid with all items every time I have a new entry.

#

Is this possible?

dense gate
#

Not that I know of, depends on how often you need to do that

open wadi
#

Fairly often, I'm using it for a community component where users can post and comment back and forth.

#

Which is working fine via my API and WebSockets, but I'd rather not redraw the whole darn thing every time.

#

Oh well.

#

If that's all we can do, that's all we can do.

#

I appreciate the advice.

dense gate
#

My point was more that it's not an action you expect to perform every tick/half a second at most

open wadi
#

Right right, no certainly not every tick.

dense gate
#

Then it should be performant enough

open wadi
#

Very good, ok.

dense gate
#

Also implement paging so you don't overwhelm that list

#

You don't need to load absolutely every comment

open wadi
#

Right.

#

Well the kicker too is - say a user is writing a comment to a post via an editable text box. Then a new post comes in via the WebSocket connection and is pushed to all clients - by default, one would want to 1. Insert the item into the WallElements array (which keeps tracks of all posts / comments, 2. Clear children from the grid panel, then 3. Rewrite all the items to the grid panel

#

Which is fine, of course, very doable.

#

But then, that comment they were writing gets hosed.

#

Not quite sure how to handle that, any thoughts?

#

Perhaps I could detect if they're editing a text box and if so, not redraw the grid panel?

#

Trying to think about how Facebook handles it...

dense gate
#

I'd say that depends on the size of your user base

#

How many people can access that at once, how many instances do you need of it

open wadi
#

Initially, 50-100

#

Users.

dense gate
#

MMOs don't do the X is typing thing because it's tough on network bandwidth

open wadi
#

Not a ton.

#

Right.

dense gate
#

Though

#

Maybe using the websocket send just a new comment (or however you do it) and keep a buffer on the player's end

open wadi
#

Well with a WebSocket connection, "X is typing" would be pretty easy to implement, I'm just trying to think of what FB does when a new post enters the feed. I can tell they sort all posts by updated_at desc, so the last-edited posts end up at the top. Therefore, new post, slammed to the top of the feed.

#

But if a user is writing a post of their own, or writing a comment to a post, obviously their interface to do so doesn't vanish beneath them when a new post or comment comes in

dense gate
#

That buffer gets filled initially with the first request to load all items, so later on you can simply do a LIFO stack in a way

open wadi
#

This is more about, say a user is writing a comment and a new post comes in: By default, the grid panel (including the comment they were editing) would just vanish when the "clear children" operation executed

dense gate
#

And using that stack, generate your grid panel, with not much network bandwidth hogging

open wadi
#

The network isn't a big issue right now, it's more about the UI

dense gate
#

Generally I haven't noticed a lack of performance even on my old laptop when doing something like clearing a grid and refilling it

#

Though depends on the complexity of your widgets

open wadi
#

Right, so this isn't about performance, what I'm saying is this: I have a grid panel of posts and comments of posts. A user is happily typing a comment to a post within an editable text box (within the grid panel). Then all of a sudden, a new post comes in via the WebSocket connection.

#

By default, this would cause the grid panel to clear children, thus, presumably, completely destroying the editable text box they were writing their comment in.

dense gate
#

Ah

#

Maybe keep a persistent text box

#

The standard "Write a comment..."

#

And keep it in a vertical box with it and the grid panel

open wadi
#

Interesting, ok, and somehow set the ZOrder so it's persistent and overlapping? And that editable text box would somehow detect which post it was commenting on (I track the API-based post_id in each widget written to the grid box), so even if the grid panel "clear children" executed, and then afterwards a user hit enter to post the comment, it would know which post to assign the comment to?

#

I see, never mind.

#

So you're saying keep the "write a comment" totally separate from the grid panel itself.

#

The kicker would be keeping track of which post the user was commenting on. I suppose if they click comment, it generates a widget with an editable text box, and passes the post_id in question to an "available on spawn" variable to the comment widget?

dense gate
#

Something like that

open wadi
#

That way when the API "create new comment" call is executed, my API knows which post the comment was attached to.

#

Yeah, that seems reasonable.

dense gate
#

Tbh I haven't worked much of UMG with this particular use case

open wadi
#

Great brainstorming with you trollface, much appreciated.

dense gate
#

For me it's just getting an array of shop items and generating the widget

open wadi
#

No that seems like a logical path. The key will be to just keep that leave a comment box isolated and ensure whenever generated the relevant post_id is passed to it for the API call.

dense gate
#

You can do a lot with keeping things clientside

open wadi
#

Sure.

dense gate
#

Keeping a buffer for many things makes your app feel more responsive when done right

open wadi
#

What would be an example of a buffer in my described use-case?

#

I realize you haven't done something like this, just off the top of your head.

dense gate
#

Pretty much

#

Buffers for me are more gameplay related

#

As far as I've gotten over the weeks, seems like your project is more of an educational hub

open wadi
#

More or less at this stage, yes.

#

The gaming elements are to come, have to get the foundation first.

#

Interesting stuff, good advice.

#

Ok, I'm off to tackle this comment shit.

dense gate
#

I tend to keep as many things that you feel the latency on the clientside, and then running a check on the server if whatever the client sent as a buffer is good

#

I think you should check out some tutorials on blogs and chat programs because it's more related to those than UE4

open wadi
#

Well, right, but my issues are related to building this out in UE4, lol.

#

I can already do it in Ruby / Node / 3 or 4 different CMSs for the Web UI

#

Anyway, thank you.

dense gate
#

Even then, it'll point you in a direction so you know how it's done

open wadi
#

Oh I see what you mean

dense gate
#

It's not as much as implementing as it is getting the concept

open wadi
#

Yes yes, thank you.

#

And I can basically reverse engineer a lot of FB

#

It's not rocket science, what they're doing.

#

Once I got over long polling and moved on to WebSockets, it's just me writing my API to push the data properly and using UMG to parse it properly.

#

Anyway, be back in a bit to give this a whirl.

dense gate
#

A lot of development is finding an idea and adapting it to your tool set

median hound
#

how should i go about for looping particle system

#

when i set visibility it works for a couple times then fades away

spark cobalt
#

Hey everyone! I am trying to come up with ideas for a game but I am getting stuck. I have a cool VR submarine with 2 arms on the outside that you can control with the position of your hands inside the sub. I'm trying to come up with some ideas for tools that I can mount on these arms that will let me make & solve cool puzzles/challenges. The left arm is a hand that can grab and manipulate objects. The right arm is has a laser cutter. But thats where I ran out of ideas 😅 Does anyone have any ideas for other cool tools I could put on these arms?

median hound
#

a gun for suicide

dense gate
median hound
#

when you kill yourself have your player drop to the ground fading black

#

with a heartbeat sound

spark cobalt
#

Ah yes, to solve the ultimate puzzle: how to live in a meaningless world

dense gate
#

Wires and stuff

#

Cutting wires and making them to fix things

#

Screwdrivers to open panels

pale otter
#

I keep getting crashes after importing assets and project is not opening do you have any idea

wanton lotus
#

@spark cobalt Just gotta think of all the tasks a submarine like that would be doing. Seems like the main focus with those 2 tools would be to cut and remove debris to get to a job site to do maintenance/repairs on something. You can also include collecting samples for scientists. Tools for collecting samples can vary from nets and jars to scans or taking photographs.

spark cobalt
#

I like the idea of a scanner a lot! And the grabber arm can probably put things into “storage” somewhere out of sight

nocturne creek
#

so i imported a blueprint class of the vehicle template in to the project, but the playerstart is what i see when i click "Play". How do I make it so that I go to the car camera view

plush yew
#

does anyone know how to make a leveling up system in a shooter game(then you can view your level in the lobby)?

plush yew
#

can someone help me with save game object pls

crystal swallow
#

Help I can’t select anything

#

Mouse click tries to rotate the camera instead

dense gate
#

Press alt

crystal swallow
#

Alt rotates the camera without moving forward or backward

tawdry marlin
#

Hey, I'm new to Unreal, I just baked the level and lighting and for some reason this happens. How can I fix this? (top is before, bottom is after baking)

next nebula
#

hey before I do anything I just want to confirm if theres an actual help channel or Im just blind lol

restive eagle
#

almost every channel is a help channel

rotund scroll
#

you're in it

restive eagle
#

just pick the right one

next nebula
#

ahahaha ok thanks

dawn bloom
#

how would I bake this color in?

#

if I deselect it, the color goes away

midnight jetty
#

hi im new. is there a reason i cannot find the BSP extrude tool in the geometry editor tab?

crystal swallow
#

Go to Modes>Brush Editing?

midnight jetty
crystal swallow
#

Try going to Editor Preferences, search Enable Legacy Editor Mode UI and make it false

#

It will show a Modes dropdown on the Level Editor toolbar, make it Brush Editing and there should be extrude on the toolbar

dawn bloom
#

Bump on my question

#

the color doesn't stay when I start the game

midnight jetty
#

@crystal swallow that worked, thank you! i just wish i got to stay in legacy mode QQ lol

fiery lynx
#

how to make sonic in unreal engine

vernal matrix
#

Does anyone have experience with using camera based movement? I am making a game were you play as dinos, and since it has a lot of swimming i set up camera based movement, issue is it will make the character glide kind of when turning or they can turn really fast, how do i fix this

earnest violet
#

Just tried to package my game into android but it failed saying "Cook failed". Anyone know why plz? 🙂

vernal matrix
#

could be a million things read the error logs

dawn bloom
#

I did "propagates instance vertex colors to source meshes"

#

and that didn't do anything

median hound
hardy jewel
#

why do some of my objects move and then do the blueprint content

#

it happens when I trigger whatever they do

silent remnant
#

hey guys and gals. I am having a super hard time trying to follow devsquad's UE4 tutorials cuz 1, its an older version, two, he goes way to fkn fast, and three, he messes up himself alot so i really am not learning crap from him. could someone suggest a video tutorial series that takes its time and describes things in depth for UE4? links would be much appreciated. youtube preferably

#

no one?

viral sleet
#

is there any other unreal engine discords? seems this is is a bit quiet and never get an answer X_X

#

cant seem to find any docs or answer that is helpful to my issue

silent remnant
#

@viral sleet did you look it up on the UE4 documentation?

viral sleet
#

Yes ive been through that cant seem tk find my issue

#

That is the first place i go before asking for help 🙂

noble magnet
#

I've found video tutorials on how to apply wet look from rain and got it working. But I cant seem to find one on how to make my player look dynamically wet. Anyone have any good links?

exotic thicket
#

iirc there's a tutorial for dynamic snow that can be applied to appear on materials

#

you could probably use a similar method to apply a "wet" effect instead of snow, you can probably find it if you look up "ue4 dynamic snow" on google

cursive salmon
#

Hi, do You know how used the parsing system to a opération for find the résult ? j'ai by example in my text box "2+2*5" how make out this opération to find the résult pls ?

plush yew
#

anyone here know how to use 4.26 preview 6 water system on a skeleton mesh?

loud knoll
#

I am going to guess they didn't include a make water on skeleton mesh button in 26?

plush yew
#

i dunno

#

atleast they fixed the blueprints abit

#

as of now no errors so thats fine

#

but i dont even know how to use it on my player meshes lol

loud knoll
#

sure sure don't tempt me with 26.6 evil ricki bobby

plush yew
#

wym lol

#

with the errors?

loud knoll
#

it is work in progress so if you get anything to work you are doing good

plush yew
#

well so far its working fine

#

when i was on preview 4 it was a mesh

#

mess*

#

lmfao woops

loud knoll
#

I am just hoping the bugs I am reporting in 4.25.4 get fixed in .26

plush yew
#

yeah

#

im also hoping for some documents on how to use the water system

loud knoll
#

epic put one out already

plush yew
#

oh where

loud knoll
#

think on the youtube channel

#

from a twitch stream

plush yew
#

oh lol

#

thanks

#

wait i cant find the vid

viral sleet
#

i cant seem to get unreal to reconize my device....

loud knoll
plush yew
#

oh lol

silent remnant
#

there needs to be a payed team to just sit and answer peoples questions lol. seems like lots of messages are falling into the abyss unsolved

plush yew
#

yeh

silent remnant
#

makes me wish i knew more so i could help others, but im on the same boat lmao

plush yew
#

this sucks i still cant seem to get water working lol

#

same

silent remnant
#

i guess good things take time

plush yew
#

yeah

#

i wish epic knew what they was doing

silent remnant
#

i wish epic had official discord

plush yew
#

why ship us a broken system but have a working one in the video

#

i wish also

#

but this is the only discord

#

using discord instead of the forums would be so much better

silent remnant
#

im not even to understanding water lol

#

is it a brush under landscape?

plush yew
#

i dunno tbh lol

#

as i cant get it working

loud knoll
#

we have been doing it for weeks for free in the voice chat channels

plush yew
#

i mean they fixed all the errors but just it still broken so imma wait

silent remnant
#

i think i remember that it has to be set up the same way as the other textures

plush yew
#

yeh they had support in vc

loud knoll
#

I will join voce

#

maybe I can help

silent remnant
plush yew
#

?

silent remnant
#

check this guy out, he seems to know about landscapes

plush yew
#

i know but thats not really the same for water

#

😛

#

i already know that

silent remnant
#

maybe he has other videos on water

plush yew
#

i think he did

#

vexar wanna vc?

viral sleet
#

dag nabit

loud knoll
#

he has no GPU so I don't think water works with just the CPU

#

he also hasn't slept and seems to be not focused on actually doing game development or getting help

viral sleet
#

wow so i have a phone 2 years old... it dont support open gl es 3.1

#

so i have to downgrade my unreal engine to be able to test or buy a new phone?

#

just cant win with unreal 🤣

proven mauve
#

Any way I can open rider from terminal?

#

rider project.sln something like that.

#

like code . or whatever.

#

rider.bat worked, but said my license was expired xD

viral sleet
#

proably better to go with unity?

#

seems its much easier to learn?

#

unreal has gotten way bigger and more advanced in the last few years i feel completely lost in it now compared to when i toyed with it before

proven mauve
#

@viral sleet why not try out Godot?

#

Its a really nice engine with good ability to get started, and plenty of room to grow.

#

If you feel overwhelmed in UE4, I don't think Unity is going to feel easier neccesarily.

viral sleet
#

i used unreal and made simple games before but allot has changed since then, it didnt seem so overwhelming when i was a bit younger but also havent really touched a pc in years sincei left the us

proven mauve
#

I really do encourage you to try Godot then (hopefully I'm allowed to say that 😁).

It has a really gentle learning curve. Especially if you want to toy with 2D.

#

Ue4 is not really good for small-time hobbiests. It CAN be used for indie games etc, but it takes some dedication.

#

As far as just... having fun, I would suggest trying out an engine with more instant-gratification.

viral sleet
#

i want to actually create something to put available for public but seems like not much of an active community for unreal

#

ive toyed and played with engines before but want to try to be a little more serious with it this time, ive made mods for games built small games but never released them

#

figured once i get a little bit accomplished and can show off some work might be able to get others to join in on building a program

proven mauve
#

You should join a game jam @viral sleet

#

Mark your calander for the new GGJ or Ludum Dare

#

Or even one of the UE4 specific ones.

loud knoll
#

@viral sleet I would focus on learning the engine and making something that works at all then worry about getting a test project to work on your phone then work on getting your project to work on your phone. My phone is S6 and I can connect it to the engine so it is something you are doing not the phone.

#

@viral sleet do something small and learn the basics make pong or even a race track for the car templates

viral sleet
#

na got the phone working apparently on my model i have to also enable tethering

#

but it doesnt support es 3.1 it is es 3.0 i guess

#

so it buggered me out not even able to try and roll my ball around with my thumb stick

#

would have to download an entire different unreal engine just to get it to work with my phone

loud knoll
#

well that is good

#

good job

viral sleet
#

just bummed me out as slow as network here is in the phillipines and 30gb download

#

for one setting, couldnt find any plugin or something to make it work with the new version of unreal

midnight jetty
#

I am watching Ben Tristam’s tutorials on blueprinting. I paid like 11 dollars for it on udemy. Is anyone familiar with these courses? I’m learning a lot, but I’m a halfway through the crystal cave course, and I’m wondering what I’m going to do when I finish all the tutorials. I’m sure I will still be retarded with making something from scratch, so i have no idea what my next step from there would be

regal mulch
#

Has anyone done some Voice to Text stuff in the past and has a favorite library?

clever axle
#

Hey I have a dumb question: how can I get back to my games library in the EGS?

#

left side I only have Unreal Engine and Friends

#

Isn't there supposed to be "Library" and "Shop" too or something?

regal mulch
#

Wasn't there a setting that disables it

#

Check your egs settings

clever axle
#

@regal mulch "hide game library"

#

oh man.

#

thanks

snow cosmos
left epoch
#

wtf happened,i can't get more than 1 proccess of the shadercomipler.exe to show up

#

anyone experienced that

#

i should have like 9

#

or 11

#

the compilation became super slow

spare sun
#

check the NumUnusedShaderCompilingThreads in BaseEngine.ini

#

also check the amount of cores windows shows up on ur cpu atm

left epoch
#

NumUnusedShaderCompilingThreads=1

#

ok so i might of figrued out the issue

#

.... i just uninstalled increbuild

#

and i got all my shadercompilers back

loud knoll
#

you just need to change the settings on incredibuild - it willl suck up every core and reserve them

#

its main job is to find cores and keep them in the farm to send code too

dense tangle
#

Gentlemen, for instance, I want to create a zone of a "radioactivity". It is invisible for player or doesn't match exactly with level visual effects. It doesn't have a regular shape. I want to affect player attributes (f.e. "Radioactivity" attribute, from 0 to x, where x - is an extreme hp loss over time) smoothly as player approaches deeper inside. How could I level design it and use it in my logic? What kind of volumes or brushes I could use? Has anyone solved a similar problem?

dense tangle
#

I was considering about some sort of a custom "logic brush", that I could paint the level static mesh actors with and query the values later in logic. I can't find an out of the box solution for it. Maybe I could implement a brush, which would "paint" a data to a texture via custom render target? Then I could query a value with matching an appropriate uv coordinate. Something close to https://www.youtube.com/watch?v=QL51f8qdsm8. But this solution looks like not a very easy task. Anyone?

How to create and export a very basic heat map using render targets in order to spy on your play testers movements!

▶ Play video
grave nebula
#

@dense tangle You need to elaborate the task a bit. It is vague so far to give meaningful answer. Typical solution is a trigger collider and on being overlap firing.

obsidian nimbus
#

thats flipped normals

#

set material to double sided

#

or make it solid

#

this is called backface culling

#

google unreal double sided material

#

and any of those terms u havent heared of

fluid viper
#

anyone get browser to remote-control-api to work? Hitting a lot of CORS issues

#

so basically ajax-ing a PUT request into UE and get some data back

elfin grove
#

They just added camera shake for different places, or is there any specific?

plush yew
#

I definitely noticed the camera shake. I don't remember that in old cod and I don't recall it being in any shooters I've played recently.