#ue4-general
1 messages ยท Page 961 of 1
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
and for that it determines which animation to play based on what you set up in the blend space
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
ok tahanks a lot i understand better
light map res in the right side panel when the object is double clicked
it helps, but there's still a little artifact - I think it's caused by the neighbour meshes having different scales:
isn't there a way to tell UE to compute itself the lightmap resolution, taking the X/Y scale into account?
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 ๐ฆ im using 4.25 Unreal
ty
im not to sure but you could always do some research
also might have been how the mesh was made as well of why that might be happening
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.
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...
if you had unity installed it could have set up the android stuff which is conflicting with this
i have remove everything man
not unity but all android stuff
so you mean i cant work with unity and unreal in same machine? thats odd
i dont even open unity but im sure now im dead
I never said that, I said it could have
something in your settings/environment setup is pointing android to an NVIDIA folder
i will install the NDK using android studio
is anybody here experienced in shader building?
https://gyazo.com/ae27d64c240b59d8bbc1db2027a00016
https://gyazo.com/7ddde6fe7559a38a8a208bb3da2a7d60
Ive been trying to fake a sphere inside of a sphere with materials but i couldnt find a way to make the uvs follow the sphere
I dunno i just suggested what I would do to try and figure out the broken step. beyond that it works here no issues
wait
mathew??
thats so odd i just watched a few of your tutorials trying to find the answer to my problem lmao
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
the .bat file works fine for most people under the normal setup
its your machine with the issue, not the file
i have a normal setup, i did all the default steps
why my machine would have a issue ?
we dont know, we dont know what you installed over the lifetime of using it
rofl
whats the issue exactly summed up?
its point to a NVIDIA path that i dont know where is getting that from
and it dont exist that folder
like I said, works fine here
show me your bat file can you ?
its a batch file, you could run the lines below where it works and before it breaks to find where it is breaking
its the same file you have, you can see the path
C:\Users\darth\AppData\Local\Android\Sdk
\NVIDIA
why i dont have this folder? why it point to it
that is 2 separate lines
the first line there comes from the batch file at echo Android Studio SDK Path: %STUDIO_SDK_PATH%
the error comes after that, its not related to that
i believe all this stuff should come embedded for the god sake
it would just do the same stuff and still fail
then people should stop programming this stuff lol
and licenses prevent stuff like this from being embedded
if it was in the installer, it would do the same thing and fail the same way
when you import inputs. is there no way to keep the ones you currently have instead of over-writing them completely?
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?
@plush yew if you are importing it should add them unless they already exist then it should add a new key for it
coz those should not be there from the beginning , they are wrong
why should they not be there?
its been erasing the ones i have and importing the new ones.
coz they are for linux
and other one for macbook
why i need a file thats not for my OS in there
wasting disk space
yeah I guess that could be an issue, nuke the extras folder if not needed then
see it just deletes the ones i had and imports the other ones. (luckily i have them backed up) but thats just weird
is it because your exported out the input from another project?
it is from another one. but their different
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)...
so what the bat does actually its set all "auto" for us
and link the paths to the engine after install this Mysterious NDK
in this Mysterious way...
@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
i just wonder if it has to be like that?
its like a github pull or something?
so weird stufff
so if you update yours to update, the + infront of the mappsigs, it should update
@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
but matheww, you are agree that this is bad? coz there is no real help to me now
\NVIDIA was unexpected at this time.```
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
thats what the bat says, who ever have this bug any one there ? thanks
I am not saying this is bad, I could fix this issue if I had it
and if you arent finding this error on the internet, then its not a widespread or common issue
im just installing this since its the only ndk i can see on android studio
seems its 22 version
there is a section of the batch file that is failing, you can run it by hand to find the error then fix it
i just hope this work...
ndk\21.1.6352462
im not bat expert bro so i cant
thats the one they version against 4.26.1
hmmm
so this ndk would not work you say?
but its the official last one ?
what version of unreal can work with this NDK version im downloading you know?
None out of the box that I know of
๐ฉ
hey, what i do
do you have your project open more than once?
no
might have to just cancel and close it down then, make sure the project is not in a protected folder
hmm okay ill see
@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.
oh, ok
coz they are often updating i understand
ndkVersion "21.4.7075529" but this one jumps
there is no version of that engine wants
its like dissapear from their database
NDK de Android, revisiรณn 20b
android {
ndkVersion "20.1.5948944"
}
well this is the exact line that the batch file uses to install
call "%SDKMANAGER%" "platform-tools" "platforms;android-28" "build-tools;28.0.3" "cmake;3.10.2.4988404" "ndk;21.1.6352462"
Versiรณn mรกs reciente de asistencia a largo plazo (r21e)
android {
ndkVersion "21.4.7075529"
}
so you could technically call it by hand if you want
go to where your studio is installed and run the sdkmanager.bat file with those parameters
android studio installed the 30
no 28's available
right
i will try that thanks
I certainly have 28 in my studio, and you can see its partially installed by the batch file
ok that have sense
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
actually i have cmake v 3.20 already due other stuff... i just noticed now...
this is so hard to keep all as they want us have it...
i added the + , in front of all of them, now it doesnt import at all.
it just keep sending me to the website after put the ndk folder correctly ๐ฆ
oh i noticed the CMAKe stuff its on android too so maby its other CMAKE stuff not related of what i already had...
i have set all the 3 paths
still poiting to website when try to build apk
๐
is 4.25 unreal engine the most stable version right?
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
4.25 is more stable than .26?
Can anyone help please. Why do my trees look so aweful they look cartoonish? They are from the spruce forest pack
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...
@unreal venture if it points to the website when you build then the project is not set up to use android
its saying "hey your not set up to use android"
hmmm you mean when you start a new proyect right?
and should pickup if its mobile?
how can we switch an existing proyect for be android published can we?
no thats just a preset, if you try and package then the project is not set up for android correctly
which is usually the SDK/NDK not being found on project launch
also assuming you installed the android files during the engine setup
would be pretty nice that you guys made some popup here saying whats going on , due the website link its like cheat lol
the website link reference dosnt even related to android...
the website can be updated, an in engine link cannot
regardless this is all nit picking and doesnt solve the problem
so
my sdk or ndk is not compatible
coz i have them
i have all now
but none are the versions you ask for coz , there is no source of that
you can look at android page i didnt found the ndk you guys want me to install
there is no exist such version anymore in official page so far i see
i show you up there the jump
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 ?
and your NDK roots are set up properly in your system environment variables?
well
didnt knew that
one question
should i point to the ndk folder
or to the ndk/numversion/
right
as i have it
not there but in engine i have it like that
so im going to check that
the engine uses the environment paths to see if android is set up when launching the project
this is exactly what I have following the instructions
your setup file never finishes so it never sets them for you
you can of course run it by hand which I pointed out above but I dont think you did that
im doing all by hand
coz i dont have other way bro lol
im using updated stuff not those versions coz i actually want to have something working asap
sure you have other ways
yep you keep geting stuck on doing it your way
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"
this is what I suggested before, run the actual command from your android install just like the bat file would and see what happens
this is baffling, in PIE i don't seem to see an instance of a player controller executing,
i mean on the client
UE4 keeps crashing
For wathever reason
when launching it as a packaged game
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
you didnt put that way before...
i understand now what you mean
but before you just post me what its on BAT
i told you i dont know BAT programming
anyways...
since its android, it must work on updated versions
of things...
call, use, tell it to do something
now its too late
i will try in last option
if this not work
i will delete unreal too
lol
even if that works the environment variables still need to be set
i have another jdk
number 13
the one android studio give me
JAVA home is set
SDK is set
@dense knoll well its not for whatever reason, it tells you the reasons. One of your plugins is having an issue
And that plugin aparently replaced the engines save system
for build for IOS. its this hard? just wondering...
When i installed it
its harder for ios
Has anyone seen this before, I pulled a project and opened it, and the UI is oddly grayed out?
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.. ??..
YEAHHHHHHHHHH!
thank you man you are the boss
if was not for you i dont know what was going to be of me ๐
that last NDK enviroment variable did the job
@dense knoll well that folder is different so I doubt it replaced any engine files
now i have different versions but well lets see what happend ๐
thank you @grim ore you should get a better salary from now on ๐
@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.
for example, this will stop a build from happening now.
the No Rain needs an actual input
with an empty sound
a month ago, using the same 4.24.3............. this was working just fine, no errors
it's nuts wtf...?
do they update the engine somehow and not tell anybody?
they do, but it shouldnt be an in place update like that it would be a new .revision
I've never seen that happen
it's not, I was using the same .3 revision, I used it a long time
also.. I have this error now
Failed to Create Player: A local player already exists for controller ID 0,
is the project folder the same as before?
I'm creating the player manually, after I kill all player starting PIEs
as in the same folder, not a new pull from source or backup
Aparently the Plugin litrally has a exact replica of the Save Object
So now i have to recreate that in the engines save object
Thanks
yes, the project is identical, it's just Unreal that's different
same folder, I make local backups
maybe I deleted some temp files when backing up
๐
so maybe this forced Unreal to rebuild some local stuff
other than that.. nope, same structure
that is my thought and you had uncompiled updates
you could have made a change, the change was no good but it used an older version of it
hmmm... yeah, maybe, but I'm trying to figure out now how this happened
if only I could tell what that yellow message means
which Spawn Actor??
one of many.
nobody is supposed to craete a player 0 other than the one I've already created anyway
I'm creating the player with Spawn Actor
and then Posses
s
then perhaps your game mode is doing it
if you unhook the possess does it give the error
good thinking. and yes. sadly
all works fine, it seems... I create my player and posses it
dunno why the error
so this is how I kill all PIEs
this happens first.
and then I spawn the player like so
oh man.. this is a ton of spahetti haha
dunno if I should spam this chat with so much pasta
eh, I'll try to figure it out
maybe there's some loop thing trying to make another player O o
as always, thanks MW!
โ ๐
yeah you might need to use the blueprint find and look for other nodes
or just print string out every time it tries to possess or spawn a player lol
packing failed
i followed a tutorial on how to switch between first and third person, but now in third person the character runs in circles
these are all the blueprints that might have something to do with the issue
did you change anything on the character, movement component, or cameras?
Anyone else getting these nonsense LogLinker warnings?
Fresh install of the editor, fresh empty project. And it's asking for top down template files?
I actually tried migrating that file from the top down template, which silenced the warning.
And then deleted the asset from within the project, and the warning resurfaced.
Lol, what.
I think some of the templates are just not clean is all
This was a blank project.
Lol, crap.
Is there another way to initialize a blank project? ๐
This is nagging me like a hang nail.
i have this
orient rotation to movement
but if i uncheck it it breaks in a different way
@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
@remote bramble thats on by default. You might need to show the issue. I dont have an issue with your setup
@plush yew you cant save in clients machine anything in a multiplayer game dude
you cant trust on that
o.o;
i'd have to record then. the best explanation of the issue is that the character just runs in small circles
not in place or anything
so they could do all of the above if client saves are possible?
@remote bramble when you do what? hold forward or hold left or etc?
hold w
@hidden pagoda yes
@plush yew client saves would just let them change whatever is in the save
you should use a dedicated server and database
o.o
@remote bramble ok so it doesnt do that with the default movement code, your movement code above is weird
so if their stats only have 500 points possible they can twist that to like 1000 because its on a client save? ._.;
they can bro
;O;
dont save anything on clients data info should go in server
and server should never communicate directly with them
@remote bramble this is the default movement code, its relative to the control rotation not the camera (which might be your issue)
you need to understand the concept of authoritative server
is not that hard
try to understand SERVER
and why Server must not trust on clients
server is the one who holds data for you
and keep things safe from cheat
people say servers take $1000's to setup and maintain and if thats true it just complicates the process even further.. x,.,x
then made an api that communicate with it
wont this turn the character when i turn the camera? because i dont want that
@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
so players can trought this api save stuff after validation checks , but like logins only
players clients never should send info to server neither
@remote bramble turning it when they are in first person, or turning when in third?
authortitive servers, api, validation checks for save stuff am i missing anything else to research?
ok im blind i barely understand what you say, What should i do , any hint?
@unreal venture did you change any of the settings for that project? forcing it to your manual install diretory? stuff like that
@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
i dont want the character to turn at the same time with the camera in third person. i had it set up so it would turn towards the direction i was looking in third person when walking forward
i dont think so, its my first project that i want to do for android
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?
I'm most familiar with web software, so I can't speak to the demands of running a dedicated UE server, but infrastructure is remarkably cost effective. Static content, API calls and even a fair bit of bandwidth borders on free.
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.
once you understand the concept of replication in unreal
so if i have level destruction itll probably cause large costs i presume?
You just have to measure it, see what your hardware requirements are.
hmm
@plush yew no one knows for sure until the preview comes out
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.
@plush yew what kind of level destruction you mean
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?
@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
wel buildings, trees, platforms etc
Hopefully if you're running a dedicated server, you have revenue streams from the players on those servers.
@plush yew yep but that doesnt mean other types will be, we dont know yet
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
but its procedurally?
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.
if you barely grasp the replication concept then i believe you should start simple
o.o
make just one house, try to this get destroyed in server and replicates
then spawn another one
etc
server must handle those calculations
sorry my english m8 im spanish
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
i dont know what you mean with water... but thats how i would do about house destroying
if you get bored check out the server stack they created for Camelot Unchained
server stack?
how they handle that stuff in their game, massive multiplayer and pvp and destruction and stuff server side
pretty much systems like you want are...... very complex
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
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
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!
exactly
i spoke a few months ago about some stuff and learned about vertical scopes :3
remember , dont trust on clients
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
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
o.o
if you dont mind ill probably save this conversation for reference
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
Oh i see o.o
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
Yeah alot of setup because people wanna be naughty xD
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
It makes sense tbh though I'd have to look into all of this so I dont screw it up
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
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
but there is no shoots between that right?
no shoots?
unreal replication works like a charm for that case
unreal replication than?
i dont even know if unreal support p2p i just was saying lol
due its p2p
i want to try replacing my blueprints with that but i want to keep a backup how do i do that?
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 โค๏ธ
Literally xD
actually you must start multiplayer from the beginning
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
@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
this win me , i have fail master ๐ฆ
hmmm
so here maby if i chage this to a upper version hmmm
thouse top 3 should all be blank
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 ?
you can type in latest instead
the top 3 need to be filled if shipping to android btw or it wont build
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
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
can someone answer this question?
i speak about this, the ue4 support versions i cant find it , the bat dosnt work, i try to install with android studio the one its has due the bat was not leading to anything
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
it doesnt need to be updated no, if it works it works
but the link of NDK of unreal
why you guys dont provide it ?
coz should be that way i believe
because google doesnt provide it?
since they cut them off from their list
it all installs with android studio
well actually it dosnt
@tiny sonnet what are you trying to do exactly?
so what is in that folder ?
what about the folder I asked about earlier?
which one?
the ndk folder is your installed NDK versions, the platforms folder under it is your supported platforms
its marked right there as installed NDK its like 3 down
sec
your getting your android versions and your ndk versions mixed up they are not the same
welp theres your problem
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
i mean you showed us you dont have 22 installed
on the android studio image it literally shows its not installled
ugh
you have 27+
NDK VERSION IS NOT THE SAME AS THE ANDROID PLATFORM VERSION
its the only NDK i see :S
so SDK 22 ?
do you mean me or him im talking about https://media.discordapp.net/attachments/225448446956404738/821095369119236146/unknown.png?width=1201&height=675
the api level/platform that you see there is NOT the same as the NDK version
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
you really really need to start over and follow thru with the steps
yes the NDK API (the software that is being ran) is asking for your ANDROID 22 platform that you told it to look for
im trying to make it so the things display starting from the bottom and going up
instead of the other way around
but scroll box forces it to go up
sure install that and see if platforms shows up, why not
@grim ore i tried something similar to the default 3rd person character blueprint and it works. thank you
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?
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
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
depends on what you set it to
@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
does the default third person character not have a crouch animation
it does not
ok thanks
there is an anim starter pack you can download that should have one
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
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?
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
ok ill try this, thank you
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 ๐
very convuluted for something that seems so simple, but if it works, its works lmao
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
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
anyone wanna name a sick car for me to model i cant come up with any ideas atm lol
im on it
well you shouldnt need a custom install of studio, studio just installs the instrallers
@grim ore the character doesnt rotate with the first person camera
i shouldnt be able to do this
that would depend on where you put the camera in your hierarchy, like is it on the mesh or on the capsule or etc?
the first person camera is a child of the mesh
the units? I must be blind, I can't find it in the UI ๐
oh right, it's frames
downloaded ue4 source.. just tried to compile.. got all this stuff.. any clue?
i did it this is the second thing i did without tutorial in ue
I'm using level streaming and instances, Does anyone know how I could save the generated tiles without seeding it?
๐ฉ
https://developer.android.com/ndk/downloads/revision_history there is no r21b here...
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 ... ๐ฆ
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 ...
small showcase, created helping lines for less messy workflow
this lanes only render in editor
@unreal venture the bat file creates those at the end
so its an unreal thing?
what more the bat does that i need to do coz he is not really helping me
no its an android thing, you just arent using an installer to install them so it doesnt create them
yep doesnt mean it does this part
and it might do it I dont know, I dont use android studio to install my stuff
android studio has the files that epic needs to make sure the correct android stuff is installed.
this is insane
epic uses android studio to do that work for them
are you agree with that? coz its giving me nuts!
i dont think its insane, its nothing more than normal
google doesnt make it any easier
im not googling at all
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
then dont use android
xD
wise words from a unreal engine droid
then you should have made sure you could support it as a developer before agreeing to suport it for your client
what i choose was unreal
between unreal and unity
i choose unreal
even if i give nuts lol
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 ...
but moneh tho D;
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
thanks for your opinion, i dont share the same tought but its ok
jesus
not possible he knows too much D:
what demonic stuff is this
unreal magicks >O>
now im 100% agree all this is insane
im speaking with a damn robot, jesus
thanks for let me know that
practically x3
๐ซ
๐
Anyone know the best way to make dirty road in unreal engine? Like in rdr2?
anyways im better then this, i will not sleep till fix the bug
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?
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
that says editor subsystem, are you using any plugins or anything that might be editor only?
nice
probably its due v22 is not supported by unreal
due its point to a plataforms folder that dosnt exist
so i believe this is the bug
substance plugin for UE is enabled
i will restart pc , this time should work
other than that nothing else
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
hmmmmm
I'm upgrading from 4.22 i went to 4.23 it is all working fine
in editor, standalone and cooked
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?
but now in 4.24 it breaks in standalone
im wondering if it's safe to move ahead to 4.25 or should i try to fix this issue first
@boreal grotto get what auto loaded? what is this
the ui etc the gun it always loads also in a empty level
its your default pawn more than likely
can i remove it some how or wil it do that auto when i do something?
you can sure, look up maps and modes
do i need to make the map maps first?
to stop the default pawn from spawning?
now
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
cmd.exe failed with args /c
jdk
jdk versioning its failing
๐ฆ
did you accept the SDK once you reinstalled
i cant remember XD
but yeah should
i believe it dosnt even show up that thing last time
i deleted it but its was like i didnt for some reason since when i reinstall it
there was less steps
theres a few reasons this could happen and ways to fix it
and didnt show up for choose standard or custom
just have to try and fix it
agreeing to the SDK in the project settings, not android studio
i just google it... ironically i just did
and i think its about the jdk
coz they provide a v 13
but unreal dosnt want that but jdk 8, im not sure its what people say that work for them so i will try
oh well i will check that
yep i believe its ok
its green
so thats not the problem
the other guy was lieng right?
you are not a robot
you cant be...
it could still be since this is the same project you created before right?
it might still be trying to use the other version. just make a new project and try to package it
to test
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..
thats not the way vectors work is what you are missing
forward vector would be like 1,0,0 indicating its in the X direction
so you get the forward vector, multiply it by a value to make it longer
then add that new vector to your starting position
now you have an end point in that direction X units out
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.
is there a way to remove specific dynamic lights from a capture component 2d?
I tried using Hide Actor Components, but unless I did it wrong lights are still taken into account
I also tried to see if I could override the render method from the capture component, but it doesn't seem overridable
didnt work for me the new empty proyect does the same error
ERROR: cmd.exe failed with args
so i will try to change the jdk
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?
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
as someone with OCD for that kind of stuff its making me question everything 
Glad to know thats "normal" though lmfao. I couldn't figure out how I would be messing up a simple UPROPERTY float
upgraded from 4.24 version to 4.25 and now getting this error in SLN file
error : Unrecognized type 'UINT16' - type must be a UCLASS, USTRUCT or UENUM
seems to be this line anyone knows the solution i don't want to break anything
finally
. it was jdk, you need jdk 8 , NDK 21, and SDK stuff of docs...
otherwise dosnt work xD
how many polys should my character have?
Try a rebuild
By that I mean go to file > Refresh Visual studio
in UE
Usually if I upgrade or update something and something breaks for no reason the project needs to be refreshed
i did but it tells me to rebuild from the source
so i opened sln file
and rebuilt in visual studio
i got this error saying UINT16 is wrong and it must be UCLASS, USTRUCT or UENUM
but i'm not sure how to replace it safely
just raplce UINT16 with UCLASS and that's it?
Nah I bet itโs an uint32 now
so just tupe UINT32 instead?
Or int32
Yeah I just tested on my end it doesnt like UINT
Or just int lol
Dunno why uint16 was allowed
Well I mean I know why just not why itโs not now
I got it to work with uint16 but not UINT16
yeah
https://docs.unrealengine.com/en-US/API/Runtime/Core/GenericPlatform/FGenericPlatformTypes/uint16/index.html when i googled around about it
16-bit unsigned integer
Im guessing they for some reason changed definition of it
ok let's see gonna compile now
moving the project from 4.22 to 4.26 is a real mission
ll
lol
BUT I NEED THOSE VOLUMETRIC CLOUDS
ahaha yeah I never update unless I have to once I start something serious
Apparently theres some further discussion on it here @trim silo
https://answers.unrealengine.com/questions/98206/missing-support-for-uint32-int64-uint64.html
fingers crossed
atm
i wonder
since going from 4.22 to 4.23 and then to 4.24 was quite simple
4.24 to 4.25 had this issue
i wonder if 4.25 to 4.26 is gonna be easier or is it even bigger
yeah i just pray it's gonna work fine
it's gonna open so many cool possibilities for my project
people will be amazed
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
NP. I hate when it breaks for no reason lol
haha i just call it unreal bull when it happens
it's a love/hate relationship with the engine
most of the time i love it
but then it breaks
and i hate it
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?
all the tutorials on updatable text I find are using widgets
Yes they can both be updated in blueprints. Just set the text
thanks.. it seems there's no tutorial on this I guess
i'd want to update 3d text this way
it might be too heavy
No real need for one. You get the 3D text then set the text property on it.
basically changing a variable on it.
ok I guess the tutorial I,m looking for is how to set that variable
in a widget, the text field becomes a function. you can then create a variable
on 3d text.. it's a field.. idk how to access it or set it elsewhere
In a widget thatโs binding which is not good
Get the 3D text then drag off it and set the text property
How you get it is up to you I donโt know the relationship between the 3D text and the blueprint you are doing this in. This is basic simple direct communication
why is it making these lines when i make a landscape
so I can drag the 3d text actor in my level blueprint.. from there I should be able to set the text property?
Black lines are from unbuilt static lighting and It needing to be being built. See the red message in your screen. @plush yew
You could do that but level blueprints are a dead end for coding purposes. @stiff verge
how do i do that
If you only need to do it once then yes the level blueprint works butโฆ.
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
The build button on your toolbar. You might want to check out the docs on landscapes.
i can't find the node that let me set a property value
Hi
It should be just be set text when you drag off the 3-D text
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?
ah yes exactly
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
so any properties can be recalled this way? now that unlocks a lot stuff for me.. thanks
@shut stump Its in the post processing volume some weird getting used to the dark effect
โauto exposureโ is on by default.
How do you make destructible objects until the Chaos release comes?
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?
The 4.26 Chaos is not ready for active development
im trying to save file size by cutting down number of textures
@autumn grail apex is the current destruction system
@vocal flume mip levels are probably what you want to try and use.
@autumn grail built in yes.
Tanks a lot
@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
On the texture sampler change the mip level
I have never done this but what youโre asking for is basically what maps do and you might be able to utilize that
So you might not actually have to do that
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?
Did you use a pre made template?
I know some of them and some downloadable projects have settings in them to auto include the starter content.
Yeah, it was the auto-exposure, thoguht it was some helper feature, it's still useful otherwise.
Whats a good polycount for a tree , for medium setting pc?
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?
Think I didnt explain my question correctly. Currently, I'm using 3 texture samples. These are 3 different files. I'm looking for a way to import just one high res texture sample and generate lower res ones from that high res sample for the quality switch
mine is a very simple game. its a cube that will be at the same distance from the camera..
so there's not going to be any switching
then use quality settings for your game so it uses the right mip for the right occasion
the quality switch node that im using in the screenshot.. is that not the same as what you're saying?
global quality settings, not a material node hehe. that can be confusing yea
the thing on pc that does > settings > graphics > graphics settings
Can you use TSoftObjectPtr or TSoftClassPtr for UserWidgets (load synchronous) ? If so how ?
(which you can also configure on cook per platform)
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?
for testing yes, but for cooking the came you'll need to set stuff up for that yourself. (which is out of my knowhow)
um can someone help
@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
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. ๐
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
@shut stump Single planes?
Okay so I enlarged the brushes and it fixed top-bottom corner leaking, but that weird line still exits ...
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 ...
Hi, does anyone know how to set/get a socket onto a procedural mesh?
thanks!
ok
um
can you use any bone for psyiques
like jiggle psyiques
or should i add extra bicep thigh and pectoral bones for jiggle psyiques o.o
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.
this is what is in the tutorial
well.. same errors
sucks
Anyone ever get stuff like this trying to build UE from source
Which branch did you pull?
Well tag and branch are different