#ue4-general

1 messages ยท Page 961 of 1

ocean pumice
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yeah that makes sense

grim ore
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so if your velocity is > than the number in your anim bp for the blend space it determines if it should be idle or run or walk

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and for that it determines which animation to play based on what you set up in the blend space

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then when your running animation is playing it triggers the anim notify in the anim bp and from there you could find the surface you are on or just pass that notify back into the character and have it do it

ocean pumice
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ok tahanks a lot i understand better

plush yew
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light map res in the right side panel when the object is double clicked

jagged halo
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isn't there a way to tell UE to compute itself the lightmap resolution, taking the X/Y scale into account?

unreal venture
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its failing due its looking to a NVIDIA folder in the sdk that actually dont exist, it would not have sense to me re install android studio... can you give me the docs about this the official one coz there is alot of trash around internet ๐Ÿ˜ฆ im using 4.25 Unreal

unreal venture
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ty

plush yew
plush yew
unreal venture
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i used same steps...

If you do not use the default SDK path, it is possible for SetupAndroid.bat to fail during a later step, as it will be unable to locate needed files.
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this is a none sense, i used default ... android its so pain, i even remove all stuff for this and now prolly cant go back to unity and unity probably brokes thanks to this so now im on middle of a migration from unity to unreal its unbelieveble... maby people must test this more before make a release of this kind ... now i would have to focus on fix this on my own and waste time doing things that should be out of box to me...

grim ore
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if you had unity installed it could have set up the android stuff which is conflicting with this

unreal venture
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i have remove everything man

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not unity but all android stuff

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so you mean i cant work with unity and unreal in same machine? thats odd

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i dont even open unity but im sure now im dead

grim ore
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I never said that, I said it could have

unreal venture
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why is looking to a NVIDIA folder that i dont have...

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its weird

grim ore
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something in your settings/environment setup is pointing android to an NVIDIA folder

unreal venture
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i will install the NDK using android studio

worldly cipher
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is anybody here experienced in shader building?

unreal venture
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then will try to manually link it

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actually i dont see that

worldly cipher
grim ore
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I dunno i just suggested what I would do to try and figure out the broken step. beyond that it works here no issues

worldly cipher
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wait

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mathew??

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thats so odd i just watched a few of your tutorials trying to find the answer to my problem lmao

unreal venture
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who made this bat stuff did you know? let him know that its bad, and its not work out of box, maby he must effort more next time before a release lol

grim ore
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the .bat file works fine for most people under the normal setup

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its your machine with the issue, not the file

unreal venture
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i have a normal setup, i did all the default steps

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why my machine would have a issue ?

grim ore
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we dont know, we dont know what you installed over the lifetime of using it

unreal venture
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rofl

worldly cipher
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whats the issue exactly summed up?

unreal venture
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its point to a NVIDIA path that i dont know where is getting that from

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and it dont exist that folder

worldly cipher
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ยฏ_(ใƒ„)_/ยฏ

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idk

grim ore
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like I said, works fine here

unreal venture
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show me your bat file can you ?

grim ore
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its a batch file, you could run the lines below where it works and before it breaks to find where it is breaking

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its the same file you have, you can see the path

unreal venture
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C:\Users\darth\AppData\Local\Android\Sdk
\NVIDIA

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why i dont have this folder? why it point to it

grim ore
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look at the error again

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its not saying that

unreal venture
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\NVIDIA was unexpected at this time.```
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wtf that suppouse to mean lol

grim ore
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that is 2 separate lines

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the first line there comes from the batch file at echo Android Studio SDK Path: %STUDIO_SDK_PATH%

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the error comes after that, its not related to that

unreal venture
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i believe all this stuff should come embedded for the god sake

grim ore
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it would just do the same stuff and still fail

unreal venture
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then people should stop programming this stuff lol

grim ore
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and licenses prevent stuff like this from being embedded

unreal venture
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nah...

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it can be embedded in the installer of unreal itself

grim ore
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if it was in the installer, it would do the same thing and fail the same way

plush yew
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when you import inputs. is there no way to keep the ones you currently have instead of over-writing them completely?

unreal venture
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one of the things its make me see that there is no real organization beyond this its , why the command file and sh file are included , when i used to get a window version, can be possible that doing click on those files make something broke?

grim ore
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@plush yew if you are importing it should add them unless they already exist then it should add a new key for it

unreal venture
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coz those should not be there from the beginning , they are wrong

grim ore
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why should they not be there?

plush yew
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its been erasing the ones i have and importing the new ones.

unreal venture
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coz they are for linux

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and other one for macbook

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why i need a file thats not for my OS in there

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wasting disk space

grim ore
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yeah I guess that could be an issue, nuke the extras folder if not needed then

unreal venture
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actually i dont know what to do at this moment

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i feel to bad about this ๐Ÿ˜ฆ

plush yew
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see it just deletes the ones i had and imports the other ones. (luckily i have them backed up) but thats just weird

grim ore
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is it because your exported out the input from another project?

plush yew
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it is from another one. but their different

unreal venture
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i believe its about android the problem, android sdks and stuff are so painfull, i have problems with unity alot too... i guess i would try to download the ndk with android studio, hope it would be same , i dont really understand why this bat file its in there anyways, since its should come from android since NDK means Native Development Kit (NATIVE OF ANDROID I BELIEVE)...

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so what the bat does actually its set all "auto" for us

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and link the paths to the engine after install this Mysterious NDK

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in this Mysterious way...

grim ore
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@plush yew yeah the issue is the exported ones are set up to replace. IF you open the .ini file you can see how its set up. here is one set to update and the other that is set to override

unreal venture
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i just wonder if it has to be like that?

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its like a github pull or something?

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so weird stufff

grim ore
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so if you update yours to update, the + infront of the mappsigs, it should update

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@unreal venture the .bat file is to make sure you have the appropriate files installed for that version of the engine, the engine is versioned against specific files when testing. The android studio install is to make sure the installers they need to use to download the specific android files are available

void helm
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Hello guys

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Just joined

plush yew
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Hello

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Welcome ๐Ÿ™‚

unreal venture
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but matheww, you are agree that this is bad? coz there is no real help to me now

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\NVIDIA was unexpected at this time.```
grim ore
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previous versions of UE4 used to have you install the files using the NDK installer but people dont know how to follow instructions so they made a batch file to automate it

unreal venture
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thats what the bat says, who ever have this bug any one there ? thanks

grim ore
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I am not saying this is bad, I could fix this issue if I had it

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and if you arent finding this error on the internet, then its not a widespread or common issue

unreal venture
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im just installing this since its the only ndk i can see on android studio

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seems its 22 version

grim ore
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there is a section of the batch file that is failing, you can run it by hand to find the error then fix it

unreal venture
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i just hope this work...

grim ore
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ndk\21.1.6352462

unreal venture
grim ore
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thats the one they version against 4.26.1

unreal venture
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hmmm

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so this ndk would not work you say?

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but its the official last one ?

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what version of unreal can work with this NDK version im downloading you know?

grim ore
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None out of the box that I know of

unreal venture
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๐Ÿ˜ฉ

stiff bane
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hey, what i do

grim ore
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do you have your project open more than once?

unreal venture
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i just cancel

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i will download the ndk\21.1.6352462 manually then

grim ore
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might have to just cancel and close it down then, make sure the project is not in a protected folder

stiff bane
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hmm okay ill see

grim ore
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@unreal venture im not saying that version would not work, its possible it works 100%, its just not the version that epic has tested against for that version of the engine.

unreal venture
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oh, ok

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coz they are often updating i understand

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ndkVersion "21.4.7075529" but this one jumps

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there is no version of that engine wants

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its like dissapear from their database

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NDK de Android, revisiรณn 20b
  android {
      ndkVersion "20.1.5948944"
  }
grim ore
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well this is the exact line that the batch file uses to install

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call "%SDKMANAGER%" "platform-tools" "platforms;android-28" "build-tools;28.0.3" "cmake;3.10.2.4988404" "ndk;21.1.6352462"

unreal venture
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Versiรณn mรกs reciente de asistencia a largo plazo (r21e)

  android {
      ndkVersion "21.4.7075529"
  }
grim ore
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so you could technically call it by hand if you want

unreal venture
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see , there is a big jump there ...

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hmmm

grim ore
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go to where your studio is installed and run the sdkmanager.bat file with those parameters

unreal venture
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android studio installed the 30

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no 28's available

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right

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i will try that thanks

grim ore
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I certainly have 28 in my studio, and you can see its partially installed by the batch file

unreal venture
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ok that have sense

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i hope to finish with this proyect soon as possible so i can get rid of it, i will not come back to do anything for android... ever again lol

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actually i have cmake v 3.20 already due other stuff... i just noticed now...

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this is so hard to keep all as they want us have it...

plush yew
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i added the + , in front of all of them, now it doesnt import at all.

unreal venture
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it just keep sending me to the website after put the ndk folder correctly ๐Ÿ˜ฆ

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oh i noticed the CMAKe stuff its on android too so maby its other CMAKE stuff not related of what i already had...

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i have set all the 3 paths

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still poiting to website when try to build apk

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๐Ÿ˜‚

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is 4.25 unreal engine the most stable version right?

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whats the last version of unreal? i saw there is a mobile asset that require 4.8 , but im not sure if download that one or not, i have 4.25 and 4.26

upbeat tendon
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4.25 is more stable than .26?

vivid ermine
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Can anyone help please. Why do my trees look so aweful they look cartoonish? They are from the spruce forest pack

unreal venture
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actually i have doubts of unreal , seems its uses old stuff for android, i dont even can make this to build an apk, im since 4 damn hours trying to fix this problem , nothing as worked so far, and now i cant go back, i believe im not the only one , something is wrong and is not my pc , i cant believe that i have to re install everything from beginning its a none sense to me be reinstalling the whole stuff i have all the updated stuff but its seems the engine dont reconize ndk or sdk or jdk... coz its take me to the website...

grim ore
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@unreal venture if it points to the website when you build then the project is not set up to use android

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its saying "hey your not set up to use android"

unreal venture
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hmmm you mean when you start a new proyect right?

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and should pickup if its mobile?

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how can we switch an existing proyect for be android published can we?

grim ore
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no thats just a preset, if you try and package then the project is not set up for android correctly

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which is usually the SDK/NDK not being found on project launch

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also assuming you installed the android files during the engine setup

unreal venture
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would be pretty nice that you guys made some popup here saying whats going on , due the website link its like cheat lol

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the website link reference dosnt even related to android...

grim ore
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the website can be updated, an in engine link cannot

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regardless this is all nit picking and doesnt solve the problem

unreal venture
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so

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my sdk or ndk is not compatible

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coz i have them

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i have all now

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but none are the versions you ask for coz , there is no source of that

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you can look at android page i didnt found the ndk you guys want me to install

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there is no exist such version anymore in official page so far i see

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i show you up there the jump

frank oar
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Hey guys,
Just starting a new third person project and I have purchased character from the market place.

I deleted its skeleton and replaced it with the base mannequin reference...

it all works well but the character is smaller, and has ended up floating as a result.

If I actually just pull the mesh down in the BP the character ends up clipping through the floor when it crouches.

I just was wonder if there is a better way to do this or should I just adjust all the animations manually to work with it ?

grim ore
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and your NDK roots are set up properly in your system environment variables?

unreal venture
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well

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didnt knew that

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one question

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should i point to the ndk folder

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or to the ndk/numversion/

grim ore
unreal venture
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right

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as i have it

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not there but in engine i have it like that

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so im going to check that

grim ore
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the engine uses the environment paths to see if android is set up when launching the project

unreal venture
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you have two

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NDKROOT

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NDK_ROOT

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should i set both?

grim ore
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this is exactly what I have following the instructions

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your setup file never finishes so it never sets them for you

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you can of course run it by hand which I pointed out above but I dont think you did that

unreal venture
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im doing all by hand

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coz i dont have other way bro lol

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im using updated stuff not those versions coz i actually want to have something working asap

grim ore
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sure you have other ways

unreal venture
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and i search , didnt find your sdk version

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neither ndk

grim ore
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yep you keep geting stuck on doing it your way

unreal venture
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u.u

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your bat automatization make me do it

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i dont have another alt

grim ore
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C:\Users\isanc\AppData\Local\Android\Sdk\tools\bin\sdkmanager.bat "platform-tools" "platforms;android-28" "build-tools;28.0.3" "cmake;3.10.2.4988404" "ndk;21.1.6352462"

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this is what I suggested before, run the actual command from your android install just like the bat file would and see what happens

upbeat tendon
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this is baffling, in PIE i don't seem to see an instance of a player controller executing,

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i mean on the client

dense knoll
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UE4 keeps crashing

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For wathever reason

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when launching it as a packaged game

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Assertion failed: World [File:D:/Build/++Portal+Promotion/Sync/LocalBuilds/PluginTemp/HostProject/Plugins/SaveExtension/Source/SaveExtension/Private/SaveManager.cpp] [Line: 251]

UE4Editor_Core!AssertFailedImplV() [D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Private\Misc\AssertionMacros.cpp:100]
UE4Editor_Core!FDebug::CheckVerifyFailedImpl() [D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Private\Misc\AssertionMacros.cpp:450]
UE4Editor_SaveExtension!USaveManager::UpdateLevelStreamings() [D:\Build++Portal+Promotion\Sync\LocalBuilds\PluginTemp\HostProject\Plugins\SaveExtension\Source\SaveExtension\Private\SaveManager.cpp:251]
UE4Editor_SaveExtension!TBaseUObjectMethodDelegateInstance<0,USaveManager,void __cdecl(UWorld *)>::ExecuteIfSafe() [D:\RocketSync\4.25.0-13144385+++UE4+Release-4.25\Working\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:716]
UE4Editor_Engine!TBaseMulticastDelegate<void,UWorld *>::Broadcast() [D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateSignatureImpl.inl:1013]
UE4Editor_Engine!UEngine::LoadMap() [D:\Build++UE4\Sync\Engine\Source\Runtime\Engine\Private\UnrealEngine.cpp:12673]
UE4Editor_Engine!UEngine::Browse() [D:\Build++UE4\Sync\Engine\Source\Runtime\Engine\Private\UnrealEngine.cpp:12101]
UE4Editor_Engine!UGameInstance::StartGameInstance() [D:\Build++UE4\Sync\Engine\Source\Runtime\Engine\Private\GameInstance.cpp:579]
UE4Editor!FEngineLoop::Init() [D:\Build++UE4\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:4031]
UE4Editor!GuardedMain() [D:\Build++UE4\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:155]
UE4Editor!GuardedMainWrapper() [D:\Build++UE4\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:137]
UE4Editor!WinMain() [D:\Build++UE4\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:268]
UE4Editor!__scrt_common_main_seh() [d:\agent_work\5\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll

unreal venture
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you didnt put that way before...

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i understand now what you mean

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but before you just post me what its on BAT

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i told you i dont know BAT programming

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anyways...

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since its android, it must work on updated versions

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of things...

grim ore
unreal venture
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yeah that thing... what is CALL ?

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i didnt know what to do with that thing sorry

grim ore
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call, use, tell it to do something

unreal venture
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now its too late

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i will try in last option

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if this not work

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i will delete unreal too

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lol

grim ore
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even if that works the environment variables still need to be set

unreal venture
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i have another jdk

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number 13

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the one android studio give me

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JAVA home is set

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SDK is set

grim ore
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@dense knoll well its not for whatever reason, it tells you the reasons. One of your plugins is having an issue

unreal venture
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NDK is set now in enviroments

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doing another try

dense knoll
unreal venture
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for build for IOS. its this hard? just wondering...

dense knoll
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When i installed it

grim ore
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its harder for ios

vagrant cliff
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Has anyone seen this before, I pulled a project and opened it, and the UI is oddly grayed out?

unreal venture
copper flicker
#

so does anyone know why Unreal version 24.3 would have different error messages and different expectations from my build.. after reinstalling it? I use 24.3 now, I used 24.3 a month ago.. I had no errors last month. I have errors now. It's supposed to be the exact same 24.3 code.. ??..

unreal venture
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YEAHHHHHHHHHH!

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thank you man you are the boss

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if was not for you i dont know what was going to be of me ๐Ÿ™‚

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that last NDK enviroment variable did the job

grim ore
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@dense knoll well that folder is different so I doubt it replaced any engine files

unreal venture
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now i have different versions but well lets see what happend ๐Ÿ˜„

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thank you @grim ore you should get a better salary from now on ๐Ÿ™‚

grim ore
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@copper flicker would have to see the error messages to figure it out, but no if nothing changed at all it should be the same.

copper flicker
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for example, this will stop a build from happening now.

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the No Rain needs an actual input

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with an empty sound

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a month ago, using the same 4.24.3............. this was working just fine, no errors

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it's nuts wtf...?

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do they update the engine somehow and not tell anybody?

grim ore
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they do, but it shouldnt be an in place update like that it would be a new .revision

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I've never seen that happen

copper flicker
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it's not, I was using the same .3 revision, I used it a long time

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also.. I have this error now

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Failed to Create Player: A local player already exists for controller ID 0,

grim ore
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is the project folder the same as before?

copper flicker
#

I'm creating the player manually, after I kill all player starting PIEs

grim ore
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as in the same folder, not a new pull from source or backup

copper flicker
dense knoll
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Aparently the Plugin litrally has a exact replica of the Save Object

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So now i have to recreate that in the engines save object

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Thanks

copper flicker
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yes, the project is identical, it's just Unreal that's different

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same folder, I make local backups

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maybe I deleted some temp files when backing up

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๐Ÿ˜„

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so maybe this forced Unreal to rebuild some local stuff

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other than that.. nope, same structure

grim ore
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that is my thought and you had uncompiled updates

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you could have made a change, the change was no good but it used an older version of it

copper flicker
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hmmm... yeah, maybe, but I'm trying to figure out now how this happened

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if only I could tell what that yellow message means

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which Spawn Actor??

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one of many.

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nobody is supposed to craete a player 0 other than the one I've already created anyway

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I'm creating the player with Spawn Actor

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and then Posses

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s

grim ore
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then perhaps your game mode is doing it

copper flicker
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I spawn the player in the game mdoe

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like so...

grim ore
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if you unhook the possess does it give the error

copper flicker
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good thinking. and yes. sadly

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all works fine, it seems... I create my player and posses it

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dunno why the error

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so this is how I kill all PIEs

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this happens first.

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and then I spawn the player like so

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oh man.. this is a ton of spahetti haha

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dunno if I should spam this chat with so much pasta

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eh, I'll try to figure it out

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maybe there's some loop thing trying to make another player O o

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as always, thanks MW!

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โ˜• ๐Ÿ˜Œ

grim ore
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yeah you might need to use the blueprint find and look for other nodes

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or just print string out every time it tries to possess or spawn a player lol

copper flicker
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I tried that

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hmmm... I only have one possess node

unreal venture
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packing failed

remote bramble
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i followed a tutorial on how to switch between first and third person, but now in third person the character runs in circles

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these are all the blueprints that might have something to do with the issue

grim ore
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did you change anything on the character, movement component, or cameras?

plush yew
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Anyone else getting these nonsense LogLinker warnings?

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Fresh install of the editor, fresh empty project. And it's asking for top down template files?

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I actually tried migrating that file from the top down template, which silenced the warning.

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And then deleted the asset from within the project, and the warning resurfaced.

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Lol, what.

grim ore
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I think some of the templates are just not clean is all

plush yew
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This was a blank project.

grim ore
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I've had that happen to the third person as well

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well blank is a template still lol

plush yew
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Lol, crap.

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Is there another way to initialize a blank project? ๐Ÿ˜„

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This is nagging me like a hang nail.

unreal venture
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when its says android - 19

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its mean

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this right?

remote bramble
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orient rotation to movement

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but if i uncheck it it breaks in a different way

plush yew
#

@grim ore I wanted to ask you something about multiplayer and save editing if you don't mind, last we spoke you said people can edit their saves which is obviously inviting cheating which is granted, but how far can editting such saves go, for example infinite HP/MP beyond max possibilities, or can they bypass stat allocation limits, or twist game mechanical functions like 100% chance to cause status effect, auto aim or such? or is it just cheating speed past game completion and material/gear unlock o.o

grim ore
#

@remote bramble thats on by default. You might need to show the issue. I dont have an issue with your setup

unreal venture
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@plush yew you cant save in clients machine anything in a multiplayer game dude

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you cant trust on that

plush yew
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o.o;

remote bramble
#

i'd have to record then. the best explanation of the issue is that the character just runs in small circles

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not in place or anything

plush yew
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so they could do all of the above if client saves are possible?

grim ore
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@remote bramble when you do what? hold forward or hold left or etc?

remote bramble
#

hold w

unreal venture
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@hidden pagoda yes

grim ore
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@plush yew client saves would just let them change whatever is in the save

unreal venture
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you should use a dedicated server and database

plush yew
#

o.o

grim ore
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@remote bramble ok so it doesnt do that with the default movement code, your movement code above is weird

plush yew
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so if their stats only have 500 points possible they can twist that to like 1000 because its on a client save? ._.;

unreal venture
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they can bro

plush yew
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;O;

unreal venture
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dont save anything on clients data info should go in server

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and server should never communicate directly with them

grim ore
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@remote bramble this is the default movement code, its relative to the control rotation not the camera (which might be your issue)

unreal venture
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you need to understand the concept of authoritative server

plush yew
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o.o

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people ruining nice things i guess

unreal venture
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is not that hard

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try to understand SERVER

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and why Server must not trust on clients

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server is the one who holds data for you

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and keep things safe from cheat

plush yew
#

people say servers take $1000's to setup and maintain and if thats true it just complicates the process even further.. x,.,x

unreal venture
#

then made an api that communicate with it

remote bramble
grim ore
#

@unreal venture no r19 doesnt refer to that in the way they are using it, android NDK/SDK are backwards compilable basically. You can have 30 installed and target 28 for example as the minimum version. I just compiled a new project using the correct settings and no issue. Your project might still be set to use your manual setup and be pointing/using the wrong settings

unreal venture
#

so players can trought this api save stuff after validation checks , but like logins only

#

players clients never should send info to server neither

grim ore
#

@remote bramble turning it when they are in first person, or turning when in third?

plush yew
#

authortitive servers, api, validation checks for save stuff am i missing anything else to research?

unreal venture
grim ore
#

@unreal venture did you change any of the settings for that project? forcing it to your manual install diretory? stuff like that

unreal venture
#

@plush yew do custom events from client to server, with out send inputs from client , just call the event, then do server logic, you can use a txt file if want to save data from server but keep it away from clients

remote bramble
unreal venture
plush yew
#

Fatal error: [File:Unknown] [Line: 855]
Rendering thread exception:
Fatal error!

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000038

0x00007ff70a2722f8 TheIsleClient-Win64-Shipping.exe!UnknownFunction []
0x00007ff70a25c6e1 TheIsleClient-Win64-Shipping.exe!UnknownFunction []
0x00007ff70a25bdab TheIsleClient-Win64-Shipping.exe!UnknownFunction []
0x00007ff70997d841 TheIsleClient-Win64-Shipping.exe!UnknownFunction []
0x00007ff709cbb770 TheIsleClient-Win64-Shipping.exe!UnknownFunction []
0x00007ff709caacd9 TheIsleClient-Win64-Shipping.exe!UnknownFunction []
0x00007ff709280943 TheIsleClient-Win64-Shipping.exe!UnknownFunction []
0x00007ff70a274c12 TheIsleClient-Win64-Shipping.exe!UnknownFunction []
0x00007ff70a2756b3 TheIsleClient-Win64-Shipping.exe!UnknownFunction []
0x00007ff7093cad67 TheIsleClient-Win64-Shipping.exe!UnknownFunction []
0x00007ff7093c86f1 TheIsleClient-Win64-Shipping.exe!UnknownFunction []
0x00007ffd62fa7034Fatal error: [File:Unknown] [Line: 855]
Rendering thread exception:
Fatal error!

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000038

0x00007ff70a2722f8 TheIsleClient-Win64-Shipping.exe!UnknownFunction []
0x00007ff70a25c6e1 TheIsleClient-Win64-Shipping.exe!UnknownFunction []
0x00007ff70a25bdab TheIsleClient-Win64-Shipping.exe!UnknownFunction []
0x00007ff70997d841 TheIsleClient-Win64-Shipping.exe!UnknownFunction []
0x00007ff709cbb770 TheIsleClient-Win64-Shipping.exe!UnknownFunction []
0x00007ff709caacd9 TheIsleClient-Win64-Shipping.exe!UnknownFunction []
0x00007ff709280943 TheIsleClient-Win64-Shipping.exe!UnknownFunction []
0x00007ff70a274c12 TheIsleClient-Win64-Shipping.exe!UnknownFunction []
0x00007ff70a2756b3 TheIsleClient-Win64-Shipping.exe!UnknownFunction []
0x00007ff7093cad67 TheIsleClient-Win64-Shipping.exe!UnknownFunction []
0x00007ff7093c86f1 TheIsleClient-Win64-Shipping.exe!UnknownFunction []
0x00007ffd62fa7034 KERNEL32.DLL!UnknownFunction []
0x00007ffd630e2651 ntdll.dll!UnknownFunction []

#

oops lol

#

i was trying to copy somthin

#

okie i guess that makes sense ill look into it in a bit

#

still working on my creator system xD

#

Helo everyone I have a question I'm making a tree with several million polys in blender it uses simple deformation (not skeletal deformation!) for its animations will this be supported by nanite in ue5?

plush yew
#

o.o

#

so i wont be broke before i even start lol?

#

I think much of the cost comes down to how much computation your server is doing.

unreal venture
#

once you understand the concept of replication in unreal

plush yew
#

so if i have level destruction itll probably cause large costs i presume?

unreal venture
#

multiplayer becomes much more easier to handle

#

even via blueprints

plush yew
#

hmm

grim ore
#

@plush yew no one knows for sure until the preview comes out

plush yew
#

If you're planning on doing multiplayer, I'd say start your project with that in mind.

#

Features aren't complete until they are cooked/packaged and tested on multiple clients.

unreal venture
#

@plush yew what kind of level destruction you mean

plush yew
#

yeah it seems like i might have to definitely recode my UI systems perhaps

#

well

#

ok

#

i want builds to come tumbling down

#

weapons to shatter

#

and if possible destruction for clothing that i cant seem to find a single proof of concept for

#

but didnt they say somthing about skeletal derformation not being supported?

grim ore
#

@unreal venture you said earlier you changed the folder.... and the log is showing your r22 install not the r21 so either change the project settings back to defaults or uninstall the old one and point the variables back to the correct one

plush yew
#

wel buildings, trees, platforms etc

#

Hopefully if you're running a dedicated server, you have revenue streams from the players on those servers.

grim ore
#

@plush yew yep but that doesnt mean other types will be, we dont know yet

plush yew
#

ok thanks

#

well i planned on no dlc or subs just a simple $60 to play and enjoy all content and future updates and downloadable content packs

unreal venture
plush yew
#

id hope

#

its procedural lol

#

preview is only weeks away! ue5 is upon us!

#

Well as long as your marketing strategy ensures a steady stream of new players, you'll have the cash flow to pay for the servers.

unreal venture
#

if you barely grasp the replication concept then i believe you should start simple

plush yew
#

o.o

unreal venture
#

make just one house, try to this get destroyed in server and replicates

#

then spawn another one

#

etc

plush yew
#

ah

#

like um

unreal venture
#

server must handle those calculations

plush yew
#

testing the water right?

#

see how far this can be splurred out on a typical basis

unreal venture
#

sorry my english m8 im spanish

plush yew
#

this is an extremly high poly (like 1000000 polys) animated tree im making in blender but i dont know what what i have to animate it with

#

its ok i understand you :3

unreal venture
#

i dont know what you mean with water... but thats how i would do about house destroying

plush yew
#

like um

#

seeing how far the server can handle house exploding lol

grim ore
#

if you get bored check out the server stack they created for Camelot Unchained

plush yew
#

server stack?

grim ore
#

how they handle that stuff in their game, massive multiplayer and pvp and destruction and stuff server side

unreal venture
#

server dosnt have to render

#

but hold data

#

and share it

#

Events

grim ore
#

pretty much systems like you want are...... very complex

plush yew
#

oh so i can hold the data on server and leave the heavy weight to client rendering and such?

#

yeah i know matheww xD

#

ive noticed

unreal venture
#

if you are one man army i believe you should stop dreaming lol

#

honestly dont want to harm you but i want to make your life easier

#

stay away from that proyect lol

plush yew
#

i know i know my scope was a bit insane so i downsized it drastically x-x

#

i want to eventually build up towards said scope with content updates over time though!

plush yew
#

i spoke a few months ago about some stuff and learned about vertical scopes :3

unreal venture
#

remember , dont trust on clients

plush yew
#

so i wanna make a stuffed vertical scope sandwich

#

than just load it over time

#

i know i know people ruin nice things

#

IMO there's nothing wrong with an ambitious project, but to ground yourself in reality, you have to test and measure important aspects of your project.

#

apparently i cant even deticate 30% of my game revenue towards giving back to the player in cash rewards for seasonal leaderboard scorings because cheating so it feels really bad lol :3

unreal venture
#

you need json, and database, there is a nice asset in unreal i have bought and succed

#

to retrieve data from azure sql

#

you need something similar

plush yew
#

o.o

unreal venture
#

make structs, json structs

#

make an api

plush yew
#

if you dont mind ill probably save this conversation for reference

unreal venture
#

then use game server to connect database ONLY, and send replications handle data and logic server side, then clients just see via API whats going on

#

but they cant cheat or change core

#

due they talk to api

#

not server

#

so no input its send from client to server

#

so you are good to go from that

#

and never , ever send data from client to server.

#

directly

plush yew
#

Oh i see o.o

unreal venture
#

what you actually need its a login where you validate that user can see stuff

#

via api

#

using tokens

#

so you know they are authenticated and that they are ok to do something thats all what your game server need to know about users

plush yew
#

Yeah alot of setup because people wanna be naughty xD

unreal venture
#

but you do it via api due you cant trust on clients

#

it is yeah but not only due that , its how things are done at this age i believe

plush yew
#

It makes sense tbh though I'd have to look into all of this so I dont screw it up

unreal venture
#

there are P2p games and such but are very bad , at least you need a very fast game you should not need to use anything similar

#

and yeah , people used to broke things of this kind , and you would end up before start with it

plush yew
#

well i plan on having parkour and wall running sliding enemy mounting via state machines etc

#

so i kind of wonder which server based method would be best for this since server based most definitely comes with delays :3

unreal venture
#

but there is no shoots between that right?

plush yew
#

no shoots?

unreal venture
#

unreal replication works like a charm for that case

plush yew
#

unreal replication than?

unreal venture
#

i dont even know if unreal support p2p i just was saying lol

plush yew
#

i looked for that

#

mathew says it doesnt ;O;

unreal venture
#

see

#

its has a good reason to not do so

#

people can ddos players

plush yew
#

practically lol

#

YUP

unreal venture
#

due its p2p

plush yew
#

yup yup

#

okie ill save all of this so i can look into each one later

remote bramble
unreal venture
#

i have to change this right?

#

i believe

#

i will try

plush yew
#

since im almost done with my creator system just need to make hair lol so definitely need to setup multiplayer before i start coding anything else Zzz

#

thanksies โค๏ธ

unreal venture
#

if you read unreal docs. you need to start multiplayer

#

before its too late....

plush yew
#

Literally xD

unreal venture
#

actually you must start multiplayer from the beginning

prime willow
#

I heard or you end up jerryrigging everything hoping it works

#

ive only setup a UI system so it shouldnt be so bad

#

the start menu main menu and enter game world

grim ore
#

@remote bramble just keep both and disconnect the white wire going from your inputs to the code so it doesnt do anything. Or just remove those input nodes for now. Or you could turn on the experimental mode to disable nodes but thats harder

#

@unreal venture the Android SDK section below that on the left, I am guessing you changed it

unreal venture
#

this win me , i have fail master ๐Ÿ˜ฆ

#

hmmm

#

so here maby if i chage this to a upper version hmmm

grim ore
#

thouse top 3 should all be blank

dry latch
#

Hello guys! I have new animations that are working great within the anim BP but in game, when I am idle, the hand wont grab the gun. It does grab it when I move tho. timestamp 0:35. Anyone have an idea ?

unreal venture
#

:V

#

but that would lead me to website again brah

grim ore
#

this is what I have, no website

#

you are just trying to bandaid stuff over and over

unreal venture
#

right

#

i should use 22

#

coz you have 21 but i have 22

grim ore
#

you can type in latest instead

unreal venture
#

im so newb at unreal, sorry

#

with empty paths

dark depot
#

the top 3 need to be filled if shipping to android btw or it wont build

unreal venture
dark depot
#

did you install your sdk from the one that is included with ue4 or somewhere else. either way it needs them but the first thing to make sure is that its the version ue supports

grim ore
#

go into your platforms folder for your 22 version and see if you installed anyhing

#

and no they havent, they ran into an issue and are just trying to bandaid thru it

tiny sonnet
#

can someone answer this question?

unreal venture
#

try the cmd of matthew not work...

#

anyways , should not be this updated? it cant be updated with out a new engine right?

#

coz android start to piss off with outdate things..

#

like the NDK that unreal support as you say, can you provide a link? due i didnt find it

#

and the bat dosnt work to me

grim ore
#

it doesnt need to be updated no, if it works it works

unreal venture
#

but the link of NDK of unreal

#

why you guys dont provide it ?

#

coz should be that way i believe

grim ore
#

because google doesnt provide it?

unreal venture
#

since they cut them off from their list

dark depot
#

it all installs with android studio

unreal venture
#

well actually it dosnt

grim ore
#

@tiny sonnet what are you trying to do exactly?

unreal venture
#

or what is wrong with me

grim ore
#

so what is in that folder ?

unreal venture
#

thats what i have

#

what more i need?

grim ore
#

what about the folder I asked about earlier?

unreal venture
#

which one?

grim ore
#

the ndk folder is your installed NDK versions, the platforms folder under it is your supported platforms

dark depot
#

its marked right there as installed NDK its like 3 down

grim ore
unreal venture
#

sec

grim ore
#

your getting your android versions and your ndk versions mixed up they are not the same

unreal venture
#

wtf

#

i dont even have that platforms folder :S

grim ore
#

welp theres your problem

unreal venture
#

isnt

#

the problem is the NDK

#

your 21 version

#

that exact version is not there

#

maby i can find another 21

#

but the exact versions you guys want me to have it dont exist on their list

dark depot
#

i mean you showed us you dont have 22 installed

#

on the android studio image it literally shows its not installled

grim ore
#

ugh

dark depot
#

you have 27+

unreal venture
grim ore
#

NDK VERSION IS NOT THE SAME AS THE ANDROID PLATFORM VERSION

unreal venture
#

its the only NDK i see :S

grim ore
#

....

#

STOP

unreal venture
#

so SDK 22 ?

grim ore
#

the api level/platform that you see there is NOT the same as the NDK version

unreal venture
#

UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)): BUILD FAILED
PackagingResults: Error: The NDK API requested 'android-22' not installed in C:/Users/darth/AppData/Local/Android/Sdk/ndk/22.0.7026061/platforms
PackagingResults: Error: Unknown Error

grim ore
#

you really really need to start over and follow thru with the steps

unreal venture
#

the error explicit says NDK

#

lol

#

you mean, uninstall unreal too?

grim ore
#

yes the NDK API (the software that is being ran) is asking for your ANDROID 22 platform that you told it to look for

tiny sonnet
#

instead of the other way around

#

but scroll box forces it to go up

unreal venture
#

then i should install this only

grim ore
#

sure install that and see if platforms shows up, why not

unreal venture
#

ok

#

ty

remote bramble
#

@grim ore i tried something similar to the default 3rd person character blueprint and it works. thank you

plush yew
#

Hello everyone, i do have some issues with my multi directional crouch blendspace not activating when i press the assigned button. Must be a rookie mistake on my end. Could someone help me understand this?

marsh sparrow
#

hi should I worry about these? ```3:06 PM Project 'GitDependencies' load finished with warnings: [MSB3644] The reference assemblies for .NETFramework,Version=v4.5 were not found. To resolve this, install the Developer Pack (SDK/Targeting Pack) for this framework version or retarget your application. You can download .NET Framework Developer Packs at https://aka.ms/msbuild/developerpacks at (1180:5)

3:06 PM Project 'MemoryProfiler2' load finished with warnings: [MSB3644] The reference assemblies for .NETFramework,Version=v4.5 were not found. To resolve this, install the Developer Pack (SDK/Targeting Pack) for this framework version or retarget your application. You can download .NET Framework Developer Packs at https://aka.ms/msbuild/developerpacks at (1180:5)

3:06 PM Project 'nDisplayLauncher' load finished with warnings: [MSB3644] The reference assemblies for .NETFramework,Version=v4.5 were not found. To resolve this, install the Developer Pack (SDK/Targeting Pack) for this framework version or retarget your application. You can download .NET Framework Developer Packs at https://aka.ms/msbuild/developerpacks at (1180:5)

3:06 PM Project 'nDisplayListener' load finished with warnings: [MSB3644] The reference assemblies for .NETFramework,Version=v4.5 were not found. To resolve this, install the Developer Pack (SDK/Targeting Pack) for this framework version or retarget your application. You can download .NET Framework Developer Packs at https://aka.ms/msbuild/developerpacks at (1180:5)

#

trying to compile the engine source

plush yew
#

The targeting packs are really small. Since the engine uses multiple versions, I just installed all the targeting packs.

#

Visual Studio Installer -> Modify -> Individual Components

honest vale
#

what's the time unit in sequencer?

#

seconds?

#

milliseconds?

dark depot
#

depends on what you set it to

grim ore
#

@tiny sonnet so i dont know if this is smart but there is no order that I can find besides the child order and I dont think you can set it so I came up with this. It basically gets the children and stores them for later use, removes them from the parent, adds the new one, then puts the other children back in. This results in each new child going on top then the older ones below it this is an example

remote bramble
#

does the default third person character not have a crouch animation

grim ore
#

it does not

remote bramble
#

ok thanks

grim ore
#

there is an anim starter pack you can download that should have one

dark depot
# unreal venture then i should install this only

i realized the issues btw mathew is right of course the sdk doesnt do anything with ndk i thought android studio matched ndk on sdk install when in the simplified view but it seems it doesnt, in the sdk window hit show package details in the bottom right and it should list each NDK version just get latest one

unreal venture
#

ok, its just fail after get the 22 plataform im getting all the others plataforms above >22

#

just in case :S

#

latest one its the one i have?

#

but i didnt figure out about this , what nub im

#

should i download the 21?

grim ore
#

you can download whatever you want, who knows if it will work if its not the one that epic tested against. any of them should work

unreal venture
#

i know, im one of the testers of that SHould work hehe

#

actually dosnt seems to , so i think i will migrate back everything now using this show packages ๐Ÿ˜„

tiny sonnet
#

very convuluted for something that seems so simple, but if it works, its works lmao

unreal venture
#

i will delete android studio

#

and will start again

grim ore
#

the editor wants the platform toosl, it wants full android 28 for the platform. it wants the build tools (version 28). it wants cmake 3.10, it wants ndk 21. If you install something similar to that fully and let the editor find the files it should build

#

if your going to uninstall and start over, make sure the setupandroid file fails and tells you why

#

uninstall, reboot, make sure the file fails (it should tell you it wants android studio 3.5.3), then install that version of the studio like the docs say, then restart, then run the bat file

unreal venture
#

ok m8, i believe i know now where i have fail

#

ok

#

step ok, i will install android studio now , i will try the CUSTOM install and will check the stuff be same that in docs

plush yew
#

anyone wanna name a sick car for me to model i cant come up with any ideas atm lol

marsh sparrow
#

1987 e30 325i

#

go

#

1990 e30 m3.. go

plush yew
#

im on it

grim ore
#

well you shouldnt need a custom install of studio, studio just installs the instrallers

remote bramble
#

@grim ore the character doesnt rotate with the first person camera

#

i shouldnt be able to do this

grim ore
#

that would depend on where you put the camera in your hierarchy, like is it on the mesh or on the capsule or etc?

remote bramble
#

the first person camera is a child of the mesh

honest vale
#

oh right, it's frames

dark depot
#

yep

#

the show time as button lets you change it to fps and other things

marsh sparrow
#

downloaded ue4 source.. just tried to compile.. got all this stuff.. any clue?

remote bramble
cunning lintel
#

Not sure where to post this but

celest vapor
#

I'm using level streaming and instances, Does anyone know how I could save the generated tiles without seeding it?

unreal venture
#

๐Ÿ˜ฉ

#

so i actually dont know whats the current version in android ndk

#

i have made a reinstall but this time i was not able to choose the custom install , then bat did same thing after install android studio even i restart my pc after all steps...

#

this become to be a very painfull thing to me , why they made this harder way ... ๐Ÿ˜ฆ

prime willow
#

ok really jank idea

#

nevermind ill google it first o.o

unreal venture
#

this is the r21e "21.4.7075529"

#

but the r21b what should be?

#

nvm im seeing your enviroment variables

#

21.1.6352462

#

im changing my current ndk to that version

#

this enviroments variables NDKROOT NDK_ROOT are created by unreal? or its standard?

#

coz i wonder, why android studio itself dosnt set it up in the enviroment variables if its ...

frozen pond
#

small showcase, created helping lines for less messy workflow

#

this lanes only render in editor

grim ore
#

@unreal venture the bat file creates those at the end

unreal venture
#

so its an unreal thing?

#

what more the bat does that i need to do coz he is not really helping me

grim ore
#

no its an android thing, you just arent using an installer to install them so it doesnt create them

unreal venture
#

hmmm

#

but

#

i used android studio

#

its an installer isnt?

grim ore
#

yep doesnt mean it does this part

unreal venture
#

why

#

thats what i means...

grim ore
#

and it might do it I dont know, I dont use android studio to install my stuff

unreal venture
#

why i would not do that if its of android studio

#

lol

grim ore
#

android studio has the files that epic needs to make sure the correct android stuff is installed.

unreal venture
#

this is insane

grim ore
#

epic uses android studio to do that work for them

unreal venture
#

are you agree with that? coz its giving me nuts!

grim ore
#

i dont think its insane, its nothing more than normal

unreal venture
#

sure

#

due you dont experience the problems i do lol

grim ore
#

google doesnt make it any easier

unreal venture
#

im not googling at all

grim ore
#

I experience problems all the time but I also know how to fix them

#

google makes android

#

google the company does not make this any easier

#

epic cant go "here is a file, install it and be done" because google doesnt not supply one

unreal venture
#

thats what i mean dude!

#

fking google of shit!

#

i hate them!

grim ore
#

then dont use android

unreal venture
#

lol

#

i have to survive

prime willow
#

xD

unreal venture
#

i didnt choose it

#

its the customer lol

prime willow
#

wise words from a unreal engine droid

grim ore
#

then you should have made sure you could support it as a developer before agreeing to suport it for your client

unreal venture
#

what i choose was unreal

#

between unreal and unity

#

i choose unreal

#

even if i give nuts lol

prime willow
#

i hope i can support my game if its deticated server based

unreal venture
#

yeah, maby i had test this before hands in unreal since didnt have troubles into unity...

#

well i did , same reason google crap

#

now coming trough same bs in unreal

#

that google guys should stop creating things honestly ...

prime willow
#

but moneh tho D;

grim ore
#

the majority of people do not have the issue, something specific to your setup/workflow is causing the issue. They cannot anticipate your issues, its normal software dev

unreal venture
#

thanks for your opinion, i dont share the same tought but its ok

prime willow
#

matheww lays down the law XD

#

robots are programmed for opinions

unreal venture
#

he is a robot?

#

damn i tought he was a real person

prime willow
#

definitely

#

nope

unreal venture
#

jesus

prime willow
#

not possible he knows too much D:

unreal venture
#

what demonic stuff is this

prime willow
#

unreal magicks >O>

unreal venture
#

now im 100% agree all this is insane

#

im speaking with a damn robot, jesus

#

thanks for let me know that

prime willow
#

practically x3

unreal venture
#

๐Ÿ˜ซ

prime willow
#

๐Ÿ‘€

deft raven
#

Anyone know the best way to make dirty road in unreal engine? Like in rdr2?

unreal venture
#

anyways im better then this, i will not sleep till fix the bug

trim silo
#

guys i have something weird happening, so im trying to play the game in editor = it works, standalone it doesn't work it crashes, but when i cook the game it cooks fine and works the version is 4.24 any ideas?

grim ore
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you shouldnt be banging your head doing it over and over. try and do it the correct way and figure out why its failing. Based on the other crashes I wouldnt be surprised if you have some other version of java or the sdk/ndk installed somewhere that is interfering

trim silo
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does someone recognise these errors?

grim ore
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that says editor subsystem, are you using any plugins or anything that might be editor only?

unreal venture
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nice

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probably its due v22 is not supported by unreal

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due its point to a plataforms folder that dosnt exist

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so i believe this is the bug

trim silo
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substance plugin for UE is enabled

unreal venture
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i will restart pc , this time should work

trim silo
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other than that nothing else

grim ore
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yep Its weird, I cant really say what is causing it. reading thru it something is weird its trying to call blueprint editor code at runtime

trim silo
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hmmmmm

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I'm upgrading from 4.22 i went to 4.23 it is all working fine

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in editor, standalone and cooked

boreal grotto
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So i am not really seeing a channel to ask qeustions so
is it normal that it auto loads this? when i make a new level i get this alreadr layd down etc even when i make a clean one?

trim silo
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but now in 4.24 it breaks in standalone

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im wondering if it's safe to move ahead to 4.25 or should i try to fix this issue first

grim ore
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@boreal grotto get what auto loaded? what is this

boreal grotto
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the ui etc the gun it always loads also in a empty level

grim ore
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its your default pawn more than likely

boreal grotto
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can i remove it some how or wil it do that auto when i do something?

grim ore
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you can sure, look up maps and modes

boreal grotto
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do i need to make the map maps first?

trim silo
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Yes

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you can't load a map you don't have lol

grim ore
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to stop the default pawn from spawning?

boreal grotto
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its just an unitled to look around

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but i wil make a maps folder

unreal venture
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now

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the error its different

UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)): ERROR: cmd.exe failed with args /c "D:\Unreal Projects\U425\AbrahamTest\Intermediate\Android\armv7\gradle\rungradle.bat" :app:assembleDebug
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)):        (see C:\Users\darth\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+Program+Files+Epic+Games+UE_4.25\Log.txt for full exception trace)
PackagingResults: Error: cmd.exe failed with args /c "D:\Unreal Projects\U425\AbrahamTest\Intermediate\Android\armv7\gradle\rungradle.bat" :app:assembleDebug
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)): AutomationTool exiting with ExitCode=1 (Error_Unknown)
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)): BUILD FAILED
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cmd.exe failed with args /c

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jdk

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jdk versioning its failing

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๐Ÿ˜ฆ

grim ore
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did you accept the SDK once you reinstalled

unreal venture
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i cant remember XD

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but yeah should

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i believe it dosnt even show up that thing last time

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i deleted it but its was like i didnt for some reason since when i reinstall it

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there was less steps

grim ore
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theres a few reasons this could happen and ways to fix it

unreal venture
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and didnt show up for choose standard or custom

grim ore
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just have to try and fix it

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agreeing to the SDK in the project settings, not android studio

unreal venture
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i just google it... ironically i just did

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and i think its about the jdk

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coz they provide a v 13

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but unreal dosnt want that but jdk 8, im not sure its what people say that work for them so i will try

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oh well i will check that

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yep i believe its ok

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its green

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so thats not the problem

#

the other guy was lieng right?

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you are not a robot

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you cant be...

grim ore
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it could still be since this is the same project you created before right?

unreal venture
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hmmm

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it is

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but then?

grim ore
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it might still be trying to use the other version. just make a new project and try to package it

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to test

unreal venture
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ok

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i will use a empty new proyect and will try

plush yew
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What am I missing with this simple thing? I want to have a debug line X amount in front of my actor but this line ends up at the worlds end basically..

grim ore
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thats not the way vectors work is what you are missing

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forward vector would be like 1,0,0 indicating its in the X direction

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so you get the forward vector, multiply it by a value to make it longer

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then add that new vector to your starting position

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now you have an end point in that direction X units out

plush yew
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Ahhh, I understand! Thank you thank you!!!

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Wow, that changes things

marsh sparrow
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so for all those.. that care. the Setup.bat in the UnrealEngine source and windows hates long path names on disk.. and failed to download all the stuff needed, which caused me issue. I think.. waiting on engine compile now.. 2 characters 2 much I guess.

jagged halo
#

is there a way to remove specific dynamic lights from a capture component 2d?

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I tried using Hide Actor Components, but unless I did it wrong lights are still taken into account

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I also tried to see if I could override the render method from the capture component, but it doesn't seem overridable

unreal venture
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didnt work for me the new empty proyect does the same error

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ERROR: cmd.exe failed with args

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so i will try to change the jdk

analog osprey
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So I noticed something weird in engine today.
It is treating my floats weird.
For example I have a float that is 152.4 and it becomes 152.399994 in by blueprint read for it.
Any ideas why the heck its doing this?

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lol its just weird to me I never noticed it until I Tried to convert meters to 5 feet and it just wants to deny me that millionth of a meter

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as someone with OCD for that kind of stuff its making me question everything glorySufferBW

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Glad to know thats "normal" though lmfao. I couldn't figure out how I would be messing up a simple UPROPERTY float

trim silo
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upgraded from 4.24 version to 4.25 and now getting this error in SLN file

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error : Unrecognized type 'UINT16' - type must be a UCLASS, USTRUCT or UENUM

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seems to be this line anyone knows the solution i don't want to break anything

unreal venture
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finally

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. it was jdk, you need jdk 8 , NDK 21, and SDK stuff of docs...

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otherwise dosnt work xD

plush yew
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how many polys should my character have?

unreal venture
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whats your game gendre/

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if its rts must be low poly as much you can

analog osprey
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By that I mean go to file > Refresh Visual studio

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in UE

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Usually if I upgrade or update something and something breaks for no reason the project needs to be refreshed

trim silo
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i did but it tells me to rebuild from the source

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so i opened sln file

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and rebuilt in visual studio

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i got this error saying UINT16 is wrong and it must be UCLASS, USTRUCT or UENUM

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but i'm not sure how to replace it safely

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just raplce UINT16 with UCLASS and that's it?

grim ore
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Nah I bet itโ€™s an uint32 now

trim silo
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so just tupe UINT32 instead?

grim ore
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Or int32

analog osprey
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Yeah I just tested on my end it doesnt like UINT

grim ore
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Or just int lol

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Dunno why uint16 was allowed

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Well I mean I know why just not why itโ€™s not now

trim silo
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ยฏ_(ใƒ„)_/ยฏ

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just one of those things lol

analog osprey
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I got it to work with uint16 but not UINT16

trim silo
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so just change capitalisation?

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weird

analog osprey
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yeah

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Im guessing they for some reason changed definition of it

trim silo
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ok let's see gonna compile now

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moving the project from 4.22 to 4.26 is a real mission

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ll

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lol

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BUT I NEED THOSE VOLUMETRIC CLOUDS

analog osprey
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ahaha yeah I never update unless I have to once I start something serious

prime willow
analog osprey
trim silo
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seems like it's gonna work

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but we will see stuck at 4555%

analog osprey
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fingers crossed

trim silo
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atm

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i wonder

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since going from 4.22 to 4.23 and then to 4.24 was quite simple

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4.24 to 4.25 had this issue

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i wonder if 4.25 to 4.26 is gonna be easier or is it even bigger

analog osprey
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4.25 changed a lot of things

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i think 25->26 should be easier

trim silo
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yeah i just pray it's gonna work fine

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it's gonna open so many cool possibilities for my project

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people will be amazed

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ok project opened! Now just gotta wait for 25k shaders! Thanks a lot for helping out, it's good when someone actually was able to help this time haha

analog osprey
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NP. I hate when it breaks for no reason lol

trim silo
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haha i just call it unreal bull when it happens

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it's a love/hate relationship with the engine

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most of the time i love it

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but then it breaks

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and i hate it

stiff verge
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i'm looking at ways to create text in unreal. I found 2d text render and 3d text... but is there a way to update this text In game using blueprint?

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all the tutorials on updatable text I find are using widgets

grim ore
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Yes they can both be updated in blueprints. Just set the text

stiff verge
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thanks.. it seems there's no tutorial on this I guess

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i'd want to update 3d text this way

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it might be too heavy

grim ore
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No real need for one. You get the 3D text then set the text property on it.

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basically changing a variable on it.

stiff verge
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ok I guess the tutorial I,m looking for is how to set that variable

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in a widget, the text field becomes a function. you can then create a variable

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on 3d text.. it's a field.. idk how to access it or set it elsewhere

grim ore
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In a widget thatโ€™s binding which is not good

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Get the 3D text then drag off it and set the text property

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How you get it is up to you I donโ€™t know the relationship between the 3D text and the blueprint you are doing this in. This is basic simple direct communication

plush yew
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why is it making these lines when i make a landscape

stiff verge
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so I can drag the 3d text actor in my level blueprint.. from there I should be able to set the text property?

grim ore
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Black lines are from unbuilt static lighting and It needing to be being built. See the red message in your screen. @plush yew

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You could do that but level blueprints are a dead end for coding purposes. @stiff verge

stiff verge
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ah. good to know

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for my current need it might be good enough however

grim ore
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If you only need to do it once then yes the level blueprint works butโ€ฆ.

feral moon
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Ehi Everyone, I'm having a problem with unreal engine...So, I have some tanks, to simulate water inside the tanks I duplicated them and made smaller the duplicate. I gave a glass shader to the big/external one, and a liquid shader to the smaller/internal one...However, when I move the camera I get this buggy effect where sometimes I see both, sometimes I only see the glass shader, any idea what the problem could be? I put a video to show what the problem is

grim ore
stiff verge
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i can't find the node that let me set a property value

shut stump
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Hi

grim ore
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It should be just be set text when you drag off the 3-D text

shut stump
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How come when I enter enclosed space (house made of brushes) when I get in it's dark but it becomes lit up, is this some kind of auto-lighting feature in the editor to help with seeing dark places and how can I make it not do that?

stiff verge
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ah yes exactly

shut stump
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I only use one directional light now, I haven't dug into lighting yet in deep so I guess I'm asking a bit too early

stiff verge
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so any properties can be recalled this way? now that unlocks a lot stuff for me.. thanks

knotty heron
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@shut stump Its in the post processing volume some weird getting used to the dark effect

plush yew
autumn grail
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How do you make destructible objects until the Chaos release comes?

vocal flume
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is there a node in the material editor that'll let me use a lower resolution version of a texture sample? like if i have a 2048 texture, can i use a node that can generate the 1024 version and 512 version during run time to use in Quality switch?

autumn grail
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The 4.26 Chaos is not ready for active development

vocal flume
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im trying to save file size by cutting down number of textures

grim ore
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@autumn grail apex is the current destruction system

autumn grail
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Thanks

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It's a plugin?

grim ore
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@vocal flume mip levels are probably what you want to try and use.

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@autumn grail built in yes.

autumn grail
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Tanks a lot

vocal flume
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@grim ore can you help me out with the node name? im trying to search but all im getting is how to scale textures with texture co ordinates

grim ore
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On the texture sampler change the mip level

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I have never done this but what youโ€™re asking for is basically what maps do and you might be able to utilize that

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So you might not actually have to do that

bronze nest
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Hey guys. I have an issue when I want to use Git.
I started with the starter Content. And even that I removed everything and changed the references it always recreates the folder with the initial starter content. Anyone had this issue?

grim ore
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Did you use a pre made template?

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I know some of them and some downloadable projects have settings in them to auto include the starter content.

shut stump
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Yeah, it was the auto-exposure, thoguht it was some helper feature, it's still useful otherwise.

broken heath
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Whats a good polycount for a tree , for medium setting pc?

midnight wren
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would it be possible to use a device to create a map, then plug in a usb and transport the map files to another device to put in that project?

vocal flume
fierce tulip
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@vocal flume but... why

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its already creating mips under the hood

vocal flume
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mine is a very simple game. its a cube that will be at the same distance from the camera..

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so there's not going to be any switching

fierce tulip
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then use quality settings for your game so it uses the right mip for the right occasion

vocal flume
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the quality switch node that im using in the screenshot.. is that not the same as what you're saying?

fierce tulip
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global quality settings, not a material node hehe. that can be confusing yea

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the thing on pc that does > settings > graphics > graphics settings

humble yacht
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Can you use TSoftObjectPtr or TSoftClassPtr for UserWidgets (load synchronous) ? If so how ?

fierce tulip
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(which you can also configure on cook per platform)

vocal flume
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just to clear things up.. if i use one 2048 texture.. and set the Settings--> Engine Scalability Settings --> Auto in the editor.. it'll automatically reduce texture size based on the device its running?

fierce tulip
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for testing yes, but for cooking the came you'll need to set stuff up for that yourself. (which is out of my knowhow)

fierce tulip
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@midnight wren besides #rules which you should read.
If you migrate the map to a folder called "content" thats on your usb, it should migrate all the right content which you can then get into another project

timber birch
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Small update, regarding the Black Screen and Menus with UE4. it is caused by Nvidia, reverting back to (in my case studio) driver version 460.89 seems to solve the problem. ๐Ÿ™‚

shut stump
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Hmm, seems like light (basic sky + directional light) can seep trough the cracks of the brush joints, I have a house and I see edges with light seepage, and there's also a line 10 units wide which is quite an error, I guess I have to make joints a bit more solid

timber birch
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@shut stump Single planes?

shut stump
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Okay so I enlarged the brushes and it fixed top-bottom corner leaking, but that weird line still exits ...

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Each edge/corner is covered by 10 units, 4 walls floor and ceiling are one whole brushes, line still exists, any ideas, there's a stairs inside tho, but the stairs don't touch the walls.
EDIT: The line vanished as I did more changes and added another window ...

dry basin
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Hi, does anyone know how to set/get a socket onto a procedural mesh?

prime willow
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ok

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um

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can you use any bone for psyiques

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like jiggle psyiques

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or should i add extra bicep thigh and pectoral bones for jiggle psyiques o.o

past pilot
#

Anyone know why CameraShake is missing? Ive looked at about 10 tutorials so far and all of them have a CameraShake Class. I do not.

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this is what is in the tutorial

digital anchor
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Iirc it was renamed

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To base

past pilot
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i picked base and it has one single option in it

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Maybe i need MatineeCameraShake

marsh sparrow
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well.. same errors

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sucks

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Anyone ever get stuff like this trying to build UE from source

grim ore
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Which branch did you pull?

marsh sparrow
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release

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2/2/2021 Tag is 4.26.1

grim ore
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Well tag and branch are different