#ue4-general
1 messages · Page 965 of 1
It's RT, do you have an RT capable card?
No
Then that shouldn't be the issue
It may have to do with the DBuffer settings you have
That's the only thing that comes to mind
Go to project settings or engine settings, don't remember which and change the dbuffer
Not that
ok
I don't have access to my computer right now, but basically it tells you what's stored in the DBuffer
Have you tried changing the RHI to Vulkan or DX12?
I don't think going back to DX11 will fix anything
Going to DX11 softlocks the project from starting
I'm sorry, but I'm not sure what's wrong
That sounds strange
At least in editor
As if your gpu drivers were corrupted or something
When running the project packaged it doesent crash
Hey Ya Mates and hi around again, was here a while ago. Iam Usually using UE4 just for testing here and there was a bit into blueprinting simple things etc. But more as a 3DArtist or Design usage in general. But yea things have changed and i was learning a bit python and licked the blood. SO i programmed here and there and now i want to come back to game engines and have a little idea. But dont know where to start off. Should i use C++ or should i start to learn entire new environment ( unity ) for the babysteps? Project Idea is more like a screensaver then a game, so just simple white spheres as little workers building an random generated little house and chop trees etc. on a maybe random generated little square map. So should i stick on blueprints? could u point me good c++ tutorials to get in + and could u maybe point out where u would start maybe ? 🙂 thank u folks
Is there a way I can make shaders that I can put in my world with GLSL?
How do you make UE4 use Vulkan as the Default RHI without the engine taking forever to load? (And never load)
hey guys,
is it possible to output multiple outputs in the custom node (material)
and is there other way to define a function in hlsl other than inside a struct
@obtuse egret click the button + on the outputs
you set them like an out param
and you can add a file to the custom node with your function
I'm new to coding shaders can u explain a bit more
np
anyone know when UE5 might come out?
Probably full release might be near the end of 2021
early release date?
Maybe a early bata release sometime soon 🤔
Wonder if covid has pushed EOY beta release or not :)
Have you guys tried using Landmass blueprint brushes with levels & world composition? Whenever I create adjacent levels, my blueprint brushes just disappear =\
Whats EOY haven't heard of that before ?
End Of a Year
Oh thanks thanks 😅
for source builds of the engine, where do i check to see what version of the engine they were built from? i think i have like 4 different ones spanning 4.22 to 4.25 and i kinda wanna get rid of the ones i dont use
Wondering how to get cockpit to render without and affect from Volometric fog
howdo you freeze a level while its loading?
So that when the player isnt loaded it doesent cause a mission failure
while its loading
does anyone know how to make your character not rotate when using WASD keys for moving? I want him to just run backwards and sideways, not turn around. I have the camera parented to the character's head and I'm in Third Person Template doing an FPS.
If I am using Unreal 4.25.4 source and am going to 4.26.1 source
should I convert straight to it, or upgrade 4.25.4 source, to 4.26.1 regular, then 4.26.1 source
is the latter just a wasted extra step?

Is there a limit on how big a nav mesh should be? As I need a companion to follow me wherever I go so all my maps going to have to have a full nav mesh on them
Anyone else have issues with dropdowns in the blueprint editor rendering names over each other so you can't see anything? I can mouse over it multiple times to clean it up enough to read it eventually, but it makes some things absolutely unusable. It also eventually results in things that pop out (like selecting a variable type) not remain on screen long enough to actually select it so I have to restart...
Here's an example... In another 30 minutes or so (not sure if it's time or occurrences) the little pop out to choose, Object Ref, Class Ref, etc will flash for a split second and go away making it impossible to select anything. Restart is the only way to fix that part. The render issue is always there.
Is there a way to get Curve data at a specific frame ?
@sinful osprey Do you have Enable Window Animations turned on in the Editor Settings?
Not sure... I'll try toggling whatever I have set and see if that helps.
It was off, I turned it on but I'm having the second part of that issue at the moment so can't test. For reference to the second part, any right click menu immediately disappears on me so I can't select anything. I have to restart UE4. 10-15 minutes since last restart of UE4 on this one...
These issues happen most often when I'm making good progress on a project so I guess that's the good news 🙂
Hi all!
How are you doing ?
I am facing the Low FPS issue in Unreal.
I have followed the following steps already :
Updated Game Ready Drivers
Updated Studio Drivers
Added Unreal Engine in Nvidia Control Panel Settings
Added Unreal Engine in Windows Graphics Settings
Restarted the laptop after these steps
My Laptop is plugged in.
Configuration of my laptop are :
Intel i7 10th Generation
500 GB Nvme SSD
32 GB Ram
RTX 2070 Super 8 GB MaxQ Design
Seemed to make it worse 😦 It's spawning 2 menus now... or maybe it's flashing one in two different places... that's unusable, at least the other had a workaround
@rapid frigate define low FPS and what situation. Also did you confirm in task manager it is using the dedicated gpu.
@sinful osprey don’t have animated menus on. It’s bugged. Other than that the video issue is newer driver related and multiple monitors cause more weird ness
Ah, I do have 3 monitors although I'm only using the main 1 for UE4 right now. Thanks for the heads up
By low FPS is 8 FPS
Even on blank projects
Yes I check the task manager it's not utilising the Nvidia GPU :(
Then you need to fix that on your laptop.
But even then the intel gpu should be more than 8fps
I mentioned all the steps that i mentioned in the message
Also in newer versions of 10 the gpu assigning for apps is handled in windows not the nvidia control panel.
I set it to use GPU explicitly
So your windows settings. Not nvidia. Windows. Is set to use the nvidia gpu for the ue4editor.exe
hello
curious if anyone is working on a horror game with lovecraftian or occult elements that I could help on???
Yes
And task manager is showing assigned to the igpu?
No but it's not utilising Nvidea GPU
So it is showing assigned to the nvidia gpu? If so you can open the console in ue4 and type t.maxfps 200 and make sure it’s not locked low
If it still doesn’t go up try 5 for maxfps and see if it goes down. If it does then ue4 is at least respecting the option and you can swap it back to 200
Okay I will try it as soon as I sit on my desk, I just woke up
any suggestions for version control? I've heard good things about plastic, but I'm not sure what is best.
@grim ore How taxing would groom hair systems be with a typical 3 - 6 pvp setting
if the game was suppose to launch on typical next gen consoles
that wouldnt break the bank right..
Hey everyone... so I installed the Discord Game Sdk to my project but now if I package without editor it's telling me that it's missing the discord sdk binary... I know I can just paste it in there but isn't there a way to include dependencies ?
Nope it's not making any change
I restarted the editor but still no change
@sinful osprey I have the blinking menu too, approximately after 20 - 25 minutes using it. Did you solved it?
And I'm using just one screen. It seems related with the HDPI option but I don't want to disable because makes the application very blurry. I'm using just one monitor.
hey. looking for recommendations for running a cloud dev environment, ue4/win. the game is really low end so the minumum gpu acceleration is fine. What is the most affortable option (developing a free game as a hobby - "glitch arena," 2 years in and early access on steam). Thanks for your 2c
Hello everyone i want to make an procedural terrain and there a plugin out there called voxel plugin but i can't buy it so i need to make procedural terrain by my self does any here have messed around with like procedural terrain ? Thx
@plush yew they have a free version of voxel plugin maybe check that out
but i need the pro one mate
ahh didnt know what all they started to limit
im not sure if the free one can procedural terrain
Hi, I am trying to import a tiled terrain from worldmachine, i've done it for a few years and it has always worked, i am trying a new terrain, but ue4.26 locks up when importing with a material and layers selected, without seems to work fine
is this a known bug?
just checked, it imports the first tile and then gets stuck
Guys does anyone know how to make hit events from line trace in als character
The line trace goes through it
Can anyone help me , to make this kind of range indicator for my game i want to make this kind of indicators for my character
@worn wasp checkout the shooter demo
Which one
I am kinda new
And is there anyway to make impuls opposite to the line trace rotation?
impulse*
That is a "decal."
I'm sure there are a few tutorials on something similar if you search for that term.
Documentation for the C++ example game project ShooterGame
I use blueprints :(
If your line trace is going through a character, then it means the character is not blocking on the channel you're tracing on
so you need to either trace on a different channel, or adjust the collision settings on the character
(this is assuming you've verified your trace is actually going into the right place by enabling the debug visualization for it, that should always be the first thing to check)
Good morning everyone.
I have a question about payment with paypal, maybe someone had a similar problem:
A mate bought a plugin over MY epic account with HIS paypal account so that I can use it.
Now he was about to buy the same plugin on HIS epic account, also with HIS paypal account.
But during the payment progress, the Epic account gives an error, that the paypal account is used with another account already.
We already wrote the Epic support with the answer, they cannot give out that information because of privacy.
Anyone had a similar problem and could solve it?
Thanks a lot!
Maybe you can ask them to just remove the paypal account that's associated with your account?
No idea tbh. Seems like a pretty crappy system if they can't do that
@exotic thicket I gonna try that.
can u recommend me any tutorials on that topic plz
also i need to scale that when character uses any abilties
IMHO it is good to mix both
Yeah, but I don't even know a single line of code in c++
there are lots of good c++ primers, c++ in UE4 is mostly assisted
Hi, im making sort of a racing game, and i want my game to support physical steering wheels input like the logitech G29 racing wheel. does anyone know a good resource (tutorial, documentation, or even plugins) to help me set up the support for that input? anything helps.
Afaik inputs like that generally appear as regular joystick/gamepad inputs
So using the normal axis based methods should work, you'll get analog inputs on those from controllers
I need multiple countdowns I'm my character (for abilities). Are timelines the most efficient?
i would use set Timer by function name or set Timer by event delegate instead that calls a function or event that resets the ability
https://docs.unrealengine.com/en-US/BlueprintAPI/Utilities/Time/SetTimerbyFunctionName/index.html this node is what im refering to
Set Timer by Function Name
Ok thanks, I tend to use those most 👍
I'll try to start learning c++ as soon as my exams are over thanks for the advice :)
why is profiling so hard haha. Theres a million "wait for events" but how do I work out what its waiting for
Help! Apparently UE Editor is running somewhere in the background for reasons unknown, and I can't end its task because it keeps telling that it is in use (EVEN THOUGH UE4 IS NOT RUNNING!) Can't uninstall it either. HELP??
If I convert a group of actors to a static mesh does that mean that I am safe to delete the original actors from the content browser?
What would be best approach to have player share ingame photo to Social Media from inside my game.
You should delete the original actors from the scene first, and replace them with the static mesh.
@proud narwhal then, assuming the actors aren't referenced anywhere else, you can safely delete.
Quick #UE4 Tip number 136.
Easily add shore wetness to landscape with Water plugin.
https://t.co/826ECS5VFa
#unrealtips #UETips #unrealdev #indiegamedev #gamedev #indiedev #screenshotsaturday #UnrealEngine
@gleaming narwhal https://www.unrealengine.com/en-US/download/creators Hello! Blocking in Russia while pressing the download button. Writes: Доступ к информационному ресурсу ограничен на основании Федерального закона от 27 июля 2006 г. № 149-ФЗ «Об информации, информационных технологиях и о защите информации». Google En: Access to the information resource is limited on the basis of the Federal Law of July 27, 2006 No. 149-FZ "On Information, Information Technologies and Information Protection".
My link working just great from Saint-Petersburg
Tomsk
PM me i will help you with files and stuff
anyone know of a work around for https://answers.unrealengine.com/questions/1007789/view.html ?
Hi, why the creator did that?
What do I miss because I suppose the Append+BreakOut is unnecessary.
I saw that here and there and I was always puzzled.
anyone know how bugs are reported?
A small question about visual and Height Fog - do you use it in an open world with dynamic lighting? I mean constantly, not situationally (for example, for the effect of rain with fog or weather).
The fog itself creates very beautiful sun rays, however, which logically also creates a fairly noticeable fog effect in the player's field of view.
no EGS launcher, I do not want to visually scan my whole library of not installed UE4 Marketplace stuff to find the one that has an update waiting XD
hi there does anyone know if there is a setting to start your application on top? Right now when it starts up you have to click on the screen to get the sound to play. (i have a simulation that auto restarts every 8 hours or so...but when it restarts there is no sound unless you actually click the application)
Why is ue4 not loading any maps?
Only the startup map and main menu are working
ANd the other maps are in asset manager
Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/CoreUObject/Private/UObject/Obj.cpp] [Line: 113] Using incorrect object initializer.
UE4Editor_CoreUObject
UE4Editor_MyProject!ABatteryMan::ABatteryMan() [C:\Users\Iulian\Desktop\MyProject\Source\MyProject\BatteryMan.cpp:24]
my unreal editor keeps crashing and i have no clue
SOmething on your map is broken
Or your code is broken
but i can't open the editor to fix it
Try temporarly removing the file from the content folder
dont delete it
just drag it out
bUseControllerRotationPitch = false;
bUseControllerRotationYaw = false;
bUseControllerRotationRoll = false;
GetCharacterMovement()->bOrientRotationToMovement = true;
GetCharacterMovement()->RotationRate = FRotator(0.0f, 540.0f, 0.0f);
GetCharacterMovement()->JumpZVelocity = 600;
GetCharacterMovement()->AirControl = 0.2f;
CameraBoom->CreateDefaultSubobject<USpringArmComponent>(TEXT("CameraBoom"));
CameraBoom->SetupAttachment(RootComponent);
CameraBoom->TargetArmLength = 300;
CameraBoom->bUsePawnControlRotation = true;
FollowCamera->CreateDefaultSubobject<UCameraComponent>(TEXT("FollowCamera"));
FollowCamera->SetupAttachment(CameraBoom, USpringArmComponent::SocketName);
FollowCamera->bUsePawnControlRotation = false;```
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Camera")
USpringArmComponent* CameraBoom;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Camera")
UCameraComponent* FollowCamera;```
go into your engine install and go to Obj.cpp
go to line113
UObject* UObject::CreateEditorOnlyDefaultSubobjectImpl(FName SubobjectName, UClass* ReturnType, bool bTransient)
{
FObjectInitializer* CurrentInitializer = FUObjectThreadContext::Get().TopInitializer();
return CurrentInitializer->CreateEditorOnlyDefaultSubobject(this, SubobjectName, ReturnType, bTransient);
nice rat ?
i can't find the file
i looked in engine source
THat line is calling the error
C:\Program Files\Epic Games\UE_4.25\Engine\Source\Runtime\CoreUObject\Private\UObject\Obj.cpp
Hmm
ah yes ghosts are calling me
how do i create several skeletal mesh components that are combined and physics bodies? i can create 2, like torso and head. but combining them and adding physics is confusing.
indeed you are
Try using joints/sockets
How To Set Up and Use Sockets
its a skeletal mesh
Skeletal meshes can simulate physics
the info is already present i just need to add several skeletal mesh components and attach them to the same physics body and skeleton
I’ve upgraded my project from 4.22 to 4.26 recently and for some reason I’ve lost quite a lot of FPS without changing anything in the scene really, I’ve read on the internet that apparently 4.26 has changed the way shadows work or something like this and that apparently there is a way to go back to legacy shading model somehow. Anyone knows how to do this?
head arms torso, for example.
Create Sockets in the torso
then attach the head and arms to thosesockets repectivly
why does pause at end not work with level sequencer (im using a camera)
wdym
so i should just disregard that all the skeletal meshes are on the same skeleton?
redo it all but different?
One sec, ima show
so in the world i select the level sequence and check pause at end but it doesn't work it keeps resetting im using a camera
ait
have the sequence pause before the actual end
how do i do that
count how long the sequence is
and have a script that pauses it right before the end
but that also didn't work
does it help explaining that the effect i want is a procedurally put together ragdoll. generated when i hit a bone name?
wdym
wdym
first question put into the real context
lemmi make a quick model and import one sec
alright 🙂
yes so how do i add several and connect them to their respective joint on the same skeleton
MEsh editor?
i tried attach component to component but the joints never match
its not a mesh problem its a flow problem
all these have the same skeleton asset
ill just put them all into an array and try spawning them until i get the flow right
what do you mean
all the physics assets share the same skeletal mesh?
yes
you should prob re import the mesh as different skeletal components
seems backwards
What are you trying to do?
hello. i noticed a weird bug yesterday when i exported textures from Substance Painter. The content browser in Unreal made the folder disappear. The one that had the textures in it. And i could not find them again until i restarted the editor. Anyone had this before?
cut torso, add torso arms head and combine into a ragdoll
i want to add any body parts and combine them
and simulate physics on the "combined" segment
You need to look into set master pose component, tons of tutorials for that
i tried it but maybe i did it wrong
i mean the character is already constructed with master pose component
i just want to add more 😄
Did you use Global Illumination? Ray Tracing?
Make sure you only set the body to have physics asset, everything else should be a slave of the body with no physic asset
ill try it. it gets so annoyingly complex when i try just 2 parts. i need to add all first.
thx anyway 🙂
Skeletal mesh physics asset overlaps. Any way to get the overlapped primitive/bone?
nvm, had to break the sweep result in the overlap node and use hit bone name
I have a stupid question if anyone can help? Can we use any emissive materials in UMG?
Annoyingly no
Is forward rendering on?
Do I need to have an active controller to send variables to a character's animation BP?
I have a setup where I have a character type that is possessible by both player or AI. When the player dies, I unpossess but I assume it is automatically repossessed by AI controller, I set a variable in the anim BP and play a 'death' animation (before destroying actor a few seconds later). When the AI dies, I unpossess but also null out the default AI controller class; when I try and play the 'death' animation, nothing happens.
Thanks! It seems like something most people would want to make great looking UI stuff. I wonder why they haven't made it possible?
i think its due to the fact that the ui is rendered in a separate pass and not in the normal pipeline. If you want a glowing effect you can create it as the way your image looks and show it like that. thats generally whats done normally, its all 2d for the most part anyways.
One other thing, I know this will sound crazy. But you know how you can export renders with transparency from Unreal. Do you know if anyone has been able to make a real-time app/game that has transparency so that it could be used as an overlay for a broadcast etc? I've only ever seen green screen type stuff and it obviously limits your colour usage!
Hey @grim ore ! Sadly I'm trying to make everything real-time 3d animated with perspective so 2d stuff is out for me!
YOu could have a 3D rendered hud
thats Thats rendered in 3D space instead of inside of a widget
or UMG
yeah I'm making life hard for myself
My goal is to have a full screen screen capture with a 3d overlay
I have tried a plane in 3d space with a media texture applied for the screen cap. my problem then is the camera positioning and lens settings.
and lighting etc.
using the UI elements makes it clean and precise but I then can't have 3d models in front without some sort of green screen or masking!
I'm trying to profile my vr game but I'm running into some issues identifying why I'm getting this small spike. The profiling is full of CPU stalls etc but I'm looking for the cause of these stalls
you could have the 3d models rendered infront of the playerr
Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/CoreUObject/Private/UObject/Obj.cpp] [Line: 113] Using incorrect object initializer.
UE4Editor_CoreUObject
UE4Editor_MyProject!ABatteryMan::ABatteryMan() [C:\Users\Iulian\Desktop\MyProject\Source\MyProject\BatteryMan.cpp:24]
same error
wtf
even with the CPP file not in the dirrectory?
let me check
Sorry but I'm not sure how to use the knowledge in that documentation to really figure out what's going on here. I can show you multiple examples of these spikes but I just can't seem to get to the root of the reason for the spike
Hey @dense knoll sorry to keep bothering you (I can see you're busy)! So do you think using a plane in 3d space with a media player texture is the better option? I have it working with a UMG widget but the webcam is laggy as hell (I assume because it's applied to a 3d model that is then being rendered to a second material with transparency to cut out it. I did try a plane previously but I don't know how to position a camera to make sure the pixels from the screencap perfectly align so there's no loss of quality!
well the engine is crashing due to their custom code in their project
its nothing to do with the engine being bad
Eitheir seems fine, I have no expiriance with using Media Player textures, i usually render things that aare 3d in 3D space
If it seems a bit laggy try increasing the quality?
i don't think its bad
ahh ok no worries dude! Cheers!
{
// Set this character to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
GetCapsuleComponent()->InitCapsuleSize(42.0f, 96.0f);
bUseControllerRotationPitch = false;
bUseControllerRotationYaw = false;
bUseControllerRotationRoll = false;
GetCharacterMovement()->bOrientRotationToMovement = true;
GetCharacterMovement()->RotationRate = FRotator(0.0f, 540.0f, 0.0f);
GetCharacterMovement()->JumpZVelocity = 600;
GetCharacterMovement()->AirControl = 0.2f;
CameraBoom->CreateDefaultSubobject<USpringArmComponent>(TEXT("CameraBoom"));
CameraBoom->SetupAttachment(RootComponent);
CameraBoom->TargetArmLength = 300;
CameraBoom->bUsePawnControlRotation = true;
FollowCamera->CreateDefaultSubobject<UCameraComponent>(TEXT("FollowCamera"));
FollowCamera->SetupAttachment(CameraBoom, USpringArmComponent::SocketName);
FollowCamera->bUsePawnControlRotation = false;
}```
Something in there has a issue
CameraBoom->SetupAttachment(RootComponent);
\
this line
error is from that line
well it tells you which line as well, which line is 24?
the compiler didn't trow me any error
doesnt mean there is not an issue, the crash tells you there is an issue
UE4 has an issue with that line tho
yea but its not very helpfull
deleted the line still crashing
the error change?
is nothing jumping out for anyone here? Losing my mind 😦
UE4Editor_MyProject!ABatteryMan::ABatteryMan() [C:\Users\Iulian\Desktop\MyProject\Source\MyProject\BatteryMan.cpp:25]
CameraBoom->TargetArmLength = 300;
SOmething may be too intensive for yor system to handel
Yeah I figure something like that is happening but I gotta figure out what it is
figured profiling like this would be the way to go
whats rendering at that point during the spike
try just removing the camera boom code
yes the issue is probably on the create default sub object line
I've tried to find any consistency in it but it seems to happen at random pretty much
thanks
Hey guys. Anyone knows about a tutorial or resources that help me with UE basic concepts? Like game instance / Mode / Stage / Player State and stuff like that?
Nvm thats for enviroments
bruh use ``` to put code nicely on discord 
You saw nothing 👀
Trying to make a sphere shaped projectile shield, however I still want people inside of it to be able to shoot at each other. What would be the best way to accomplish this?
You call THAT Spagete code
let me sohw you spagete
or failer replication
IDK how past me even managed this
and this is with a P51
with only gun
imagine a 22
Damn boy.
Evrything
What means P51?
i do everything in the least conventional way possible
Welp.
This is hardly thing that I have ever seen.
Make a mesh thats hollow
yeah that just dawned on me. Instead of using a sphere collision, i'll just make a hollow mesh with collision for the shield. Thanks
np
Anyone have any idea why my animation is disappearing when switching to additive animation mode when using
the FKcontrol rig in sequencer?
Is there anyone here that is using Sketch that could do me a service ? :p I don't have any macOS
I did a datasmith import that has nested quite a lot of objects, is there a quick way for me to un-nest them? heres an example
Is there a way to define "New Mesh" somehow? I want to derive it from bone name, is that possible?
nope
or is there a way to know, from a bone name, which meshes are attached. And any meshes to connected bones?
like if i get upperarm_l collision, can i know which names and meshes are connected out to the hand?
I'm using a media texture and the quality is awful! Does anyone have any tips? I have tried adjusting the emissive value but it always looks blurry/blown out!
ideally it would just display as you would see it on a monitor with no in-game lighting applied to it.
hey i just needs someones feedback does there look like there is something off about the water?
tiles a bit but other than that i cant see antthing twrong with it
Texture could just be low res
it's fine when used an a UI texture
ok thank you
go into the texture settings and turn off mipmaping
by that go into the texture files settings
not the engines texture settings
ok thx
No not you
o
lmao
I'll have a look, cheers
yeah mipmap generation is off
cheers for the help
Gotta go walk the wife and doggo lol
I'll tackle this again tomorrow
👍
I call that an accomplishment.
Heya,
A small question about visual and Height Fog - do you use it in an open world with dynamic lighting? I mean constantly, not situationally (for example, for the effect of rain with fog or weather).
The fog itself creates very beautiful sun rays, however, which logically also creates a fairly noticeable fog effect in the player's field of view.
Hey there
I Wanna make a game like YuGiOh capsule monster coliseum (for PS2)
But I don't know how to spawn in a monster on the playing field
So I basically wanna have a grid , and on each tile I wanna be able to spawn a monster in game
Does anybody know how to do that?
I know how to do it in preset locations, but as I said, I need to be able to place them in game, wherever I want
Thanks for the help 🙂
you would use the spawn actor node and spawn them into the world
Thank you, I'm just looking for it
Would you mind helping me in a voice channel?
I'm really new to this and never used blueprints at all
I dont use voice sorry. there are plenty of documentation and tutorials out there, if you are new start learning
how can I debug the ai perception thing? I have it in my ai controller and I saw somewhere that you can see it
That's okay, thanks anyway 🙂
yea
saw
that
I want to debug in the blueprint or in the scene not while playing. Cause I am developing in vr and its kinda difficult to press buttons while wearing it.
for example the sight one
when I change sight radius it changes and I can see it
dont know if its possible
i dont think you can debug while not playing since its a live system
oh ok then thx
loading times
all I could think of is to put a debug sphere or a collision sphere or something to approximate your sight radius and have it update on construct to match the sight radius value so you can see it in the editor
On forums people mentioned that you could use the legacy shader over the new shader model , in 4.26 but noone says how, anyone knows?
what is the legacy shader?
i dunno that's the problem lol
basically my issue is
i upgraded project from 4.22 to 4.26
and lost about 30 fps
i'm trying to figure out why
ok... but your saying that people say you can use the legacy shader, what is that?
Ha, im waiting for solution since 4.26 came out
@ebon linden so the for each loop doesnt print anything? if so then you have nothing in the array. Did you try debugging it by stopping it at that point to see what is in the overlapping actors return?
i'm not entirely sure, in some threads on forums and on some random websites people say that 4.26 changed how it handles shading and stuff and that there is a way to change it to legacy which i assume is something that was used in versions prior 4.26?
so someone randomly said something about something randomly being randomly possible and... your asking if its possible?
Yes
but there is no actual info of this being a thing anywhere
I can confird that there is some perfomance drop in projects when moving from 4.25 to 4.26
basically that's why im asking here becasue people here know more about unreal probably than some randoms on internet
i mean technically the engine does get updated after each version, its possible the renderer was updated for sure.
but like was mentioned you need to profile to find out why
There is not much info, but what i was seeing was about shading model as well
I'm going to try and profile first i was just looking for some things that could be just toggled on and off or something
im not seeing any release notes major changes for shaders 😦
Has anyone noticed worse performance with the 4.26 version. I have like 10 fps less in the same map, compared to 4.25 version.
opengl was removed is about the only major change I can see
RESOLVED : I had activated dx12 and with a 1080gtx in VR I loose 15fps.
so this persons problem had nothing to do with the update
perhaps ray tracing was enabled for your project. what is your GPU?
i checked for ray tracing it's also gtx 1080 8gb
I have 3070 and latest CPU, had fps lost from 120 to 80-90
ray tracing is disabled
so.. both of you are using RT capable cards
unless maybe im checking in wrong place
Yes we are
About shading model:
- new shader model for the engine with included emissive lighting.
nope thats the right spot, I would check to see if its running in 11 or 12 tho (mouse over your project name in the top right of the main window)
also there are multiple threads talking about performance loss in 4.26
@lucid grove where does that come from, its not the notes
Yeah, its from same forum branch
ok so your running under 12, try switching back to 11 and see if it happens
ok i just checked and old proj was in DX11 let's see if this helps
so someone randomly says thats the issue but the release notes dont show it. I guess its possible
tag me please also
11 and 12 will run differently for fps due to how it handles the CPU and GPU workloads
12 seems to be more CPU intenstive
As i remember CPU was something about 4ms
checking now
Ang GPU at 11
yes then restartr
ok
then check in the top right again
switched to DX11 but still no increase in performance
when built is the performance different? have you tested with a packaged cooked project and not just in editor?
its possible to animate this property ? its from UMG Text
i'm gonna build and test but in general on older versions if i had stable 60fps built version was even better
while now i have 30 fps in editor
you might need overlap world dynamic checked on the enemy
Is overlap body index bugged in 4.25 forward?
@glacial dawn What plugins are you using? I'm looking at a project with none turned on and don't see the menu render issue. HDPI off didn't change anything on the other one. I'm looking into what plugin it might be now
UE4 translucency broke, Turning off DBuffer fixed the effects but everything else is still borknes
Other Body Index returns me 0 for head bone and returns its name as "root". Then it seems the upper body returns 1 and lower body 2, and getting the bone names results in those two reversed. And some overlaps return -1.
hey there... looking for a "mentor" to blast my little questions to about c++ / blueprint simple tasks ( german / english )
also about performance im not sure if it matters but even unlit mode shows around 30 fps
Global Illumination tanks engine performance (on my pc at least)
it could be set to enabled by default in 4,26?
I can say the default .26 and .25 performance for me in the default third person scene is near identical so its not a problem out of the box
its weird tho since its showing me 4 lights in scene in .25 and 1 light in scene in .26
cooking almost finished will test in a sec
im actually getting better performance in .26 since its instancing more meshes
ue4 translucency broke, turning off DBuffer helps but it still doesent fix certain materials and the clouds
so whatever is causing it is project specific(ish)
that or PC specific
@glacial dawn I seem to have "fixed" it for now by turning off PSD2UMG and Logic Driver Pro plugins. Strangely, turning on all the same plugins in a different project didn't result in that issue so maybe it's a weird race condition with plugins. I'm not using either of those for this project anyway so I'll keep an eye on it.
well as i've said the project was stable 60 and then upgraded to 4.26 and it lost about 30 fps
yep could be pc specific, maybe offloading more stuff to more cores now or the drivers are crazy now etc.
so to me it looks like there is something going on with engine
I know that .26 seems to have some weird issue with newerd nvidia drivers
I know you say it was this and now its this, and I can say that for me I am not seeing that
if there was a test case multiple people could compare with it would be easier, one of the epic learn projects that could be "I get this in .25 and this .26" for same-same comparision
well i guess it's also different depending on the project
i have a lot of stuff going on
fog/lights stuff like this
but what is weird as i've said it's the fact there is almost 30 fps loss while same project was stable 60 before
so my bet is something changed about rendering lighting or shadows or something
yep thats the problem. IT could also be a bad plugin if using them or an older setting that reset itself
most people seem to say occlusion is acting weird on smaller object in open world, as well as shadow casting
or again it could be the way that nvidia handles something in the driver now that epic did a work around for and now its broke again
hmm no all plugins i use are newest versions
going to try boy and his kite in .25 and .26, see if anything weird pops up.
might be a good idea
but yeah it's really weird and im a bit stuck on what should i do because technically engine upgrade shouldn't force me to reduce quality of things and make the game worse
the literal only way to know the exact issue is to profile on the project
yeah i will profile afterr it finishes cooking
it was running fantastic too
Yeah, that fps loss sounds too bad. Do you think a project setting or world setting in .26 version might be different?
when doing stat scenerendering what bar has the biggest bar lol
but yeah honestly we are just throwing out ideas when only profiling tells the story
would you be able to help me on some profiling in few mins and maybe try to catch the culprit
also just tested cooked build
still performance is the same
ok so in GPU Visualizer
there is this
cooked build is poor performance or normal?
this is for .26, but what does it look like in .25?
yes but is the gpu visualizer showing the same large chunk there?
says that standard deferred simple lights could be particle lighting
and with this my friend we found the issue
so it turns out
i have blueprint with torches
i just disabled all of them and fps is back
i have 20 in my level
using particle lighting?
yes! It seems that this particle is using light
now the question is
should it be this taxing?
is the emitter set to run on the CPU or GPU, I am curious
i assume it's this
where would i check this setting on emitter? im a bit of a noob with particles i use marketplace VFX
I beleive it would say on the emitter part
i barely understand cascade lol
it might not even be using a real particle system it looks like its manipulating a mesh maybe
but I would guess its that last module anyways, the one with the light
i think you can uncheck at the top just the last module, the particle emitter, see if that shuts it off and the performance is back
then we can go from there lol
nevermind the docs says light is cpu only lol
one would assume if you cant see them they shouldnt render tho right?
Trying to get a reticle with an arrow indicating which direction the mouse is pointing. Is there some way to turn the mouse axis values into a degrees value (0 to 360) and then use that to control rotation of the reticle arrow indicating the mouse direction?
maybe that part got broken
@plush yew one would assume you are joking but.... this is part of the .26 release notes lol "Niagara High Quality Particle Lights"
apparently there is a cascade -> niagara converter in .26
sorry i had to go for a sec
I only see one possible cascade -> light thingy in the notes but its not like they are 100% accurate lol
ok so if i removed the light from the particle
then i lose the light
but i would like to keep this light
is therre any difference if this light is inside particle
yep but does it give back the FPS? we are trying to determine if thats the exact issue
yes it does
evening, other than to install ue 4.25 and migrate content to 4.26, does anyone know of a work-a-round to importing tiled terrain with a texture set?
when the flickering light is removed the fps comes back
so it seems having 20 of those torches is a bad idea
so now the question is
is it the particle light issue
or if i made separate flickering light
will it still kill fps
im gonna tag the other guy btw maybe he has some dodgy particles too
go into the light module in there and what does it show for the Spawn Fraction?
@lucid grove Issue on my end at the moment it seems it was my torch lights particles having lights inside them and they were killing fps
spawn fraction is 1
this was literally the only thing I saw about lighting in cascade "Bug Fix: Fixed an issue where Cascade's High Quality lights would not respect the Spawn Fraction setting of the light module."
shoot, thats probablt not it then
im not getting a ton of fps loss here with the starter fire so that doesnt help lol
particle does use the mesh to flow material over it
but it's the light itself that's the only issue
when you are disabling the light are you nuking it at the top or just the light sub module?
so the top checkbox or the one to the right of the world Light
curious if its the light itself that is the issue or the particle emitter
ok now i don't underrstand this
i got rid of all those actors
but now fps is back to 30
gpu profiler still showing weird?
I was also going to suggest making the radius scale much smaller, like 5 and see what happens lol
light emitting particles are on cpu right
they are in cascade yep
there is gpu emitting in niagara?
maybe you have gsyn on or something weird
vsync
well gsync does weird stuff like half refresh rate is why I was curious, might lock a 60fps screen to 30
but vsync shouldnt. but maybe your project properties do. but then if it didnt before it shouldnt now
@obsidian nimbus looks like no, lights in niagara are on the CPU still 😦
its gunna be heavy either way 😛
maybe it is on cpu
i mean on cpu sides of things maybe it's not graphics that nukes the fps
i'm not sure why it would but im gonna profile cpu in a sec
stat unit
stat scenerendering gives more details whats what
but might need to do another gpu breakdown while in game and see what is going crazy
gamethread is high in editor
more than gpu
well its kinda the same
but cpu should be kinda low in editor
even with the overhead
your lights are almost doubled when in game
hmm how
dunno was just noticing it in the bottom screenshot
yeah i just noticed it too but how can lights double on their own
yep lots of profiling and stat stuff to do 😦
I have a top-down game. Camera is attached to the pawn via a spring arm. When they move cursor to the edge of the screen I want to bump the camera out in that direction just a bit to give them a little extra view distance. But it would snap back to normal location when they get off the edge of the screen again. Best way to accomplish this?
it seems to be normal tho, like in editor for me third person template is 1 and in game its 2. it might be a rendering thing
hello does anyone know how to make an item shop like fortnites, etc if so please send a tutorial if u can
if there is movable lights as components of enemies or somethign that spawn it wil kill perf
yeah I would ignore that statement about "doubling" of lights, I think its just a stats thing
going to just have to profile again and see what the big slice is
put graphic settings way lower and see ur cpu/ gpu again
find out whats the bottleneck
render% or something
ehh this is weeeeird like
so we managed to fix fps in the editor
by getting rid of those lights inside the particle
but the fps is still trash as the game plays
lol
¯_(ツ)_/¯
this is sooo odd
if the player controller has input enabled, can i rotate still rotate the camera or is it tied to the controlled pawn?
how do i know if there is likely to be a fix for https://answers.unrealengine.com/questions/1007789/view.html ?
don't add material -> assign it latter from loaded maps
and the layer blends can be loaded from a file?
weights won't work idk why but got same problem in 4.26, in my case i just turned my grass to 100% of weight and it's freeze
used to work
this is a damn miserable manual process
Question. I have glass windows that are tented on a building, but the tint effect doesn't effect the lighting unless I use "Static" for my directional sunlight. But I prefer the "Moveable" light. Any solution to forcing the tinted window to darken my sunlight while keeping a moveable light?
does anyone know how to fix this color problem?
the whole project seems to have some kind of gamma problem, also the case for the packed app
so that grey is the material on a floor or something?
did you disable auto exposure? whats it look like unlit
if i have a camera on an actor, when i enable input for that actor and temporarily disable input for the pawn, can i use that actor's camera and rotate it? just wanna make sure before i start trying. current setup for reference
if it doesnt work by default you can probably set the new view target to the camera in the actor you are enabling
I have a top-down game. Camera is attached to the pawn via a spring arm. When they move cursor to the edge of the screen I want to bump the camera out in that direction just a bit to give them a little extra view distance. But it would snap back to normal location when they get off the edge of the screen again. Best way to accomplish this?
Hi all, please answer when you can, need some advise regarding Megascans. When I download a quixel material/surface, no material instance shows up in Unreal Engine content. Only the maps. Please help, because that's not the first time i downloaded Megascans materials. But it's the first time with the new Bridge update.
pretty sure you dont even want the camera to be actually attached to the player in that case
I am having trouble with animations. I'm working on a horror game and I want the AI to do a run/jog animation when the enemy starts to chase you. I can you some help.
i think there's a attach/detach node in blueprint. on a toggle, you can add/remove camera and have whatever code follow after that- edit: i replied to the wrong user. this text was meant for @abstract scaffold
Have anyone encountered this weird thing, my unreal engine shows white square at taskbar, there should be ue4 logo
i am already setting the view target, i dont really know how to make the camera receive the player controller input thought. ideally i'd be able to look around using this camera
Like this
wait
@rigid belfry well the camera itself doesnt really receive input, its not a thing that knows what input is. Im assuming its on a character or pawn, and you would take the input in there and do "something" like rotate or add movement if using a movement component
the mouse input is currently configured inside the player pawn. i have to tell the camera to use the controller yaw/pitch inputs
wonder if i can just move all the mouse inputs from the TPCharacter to the controller, that way i can save time
if its something that should apply to anything controlled yep
the controller passes the input down to items that can receive input from it, or from whatever it's possessing
yeah this is where i hit the wall
current idea is to make the camera a pawn, and make the controller posses the camera instead of setting the view target
at least thats my solution. maybe theres something better
Fixed by deleting iconcache
if your trying to like swap to something else, making a separate pawn to possess seems like a good idea.
Hey mathew since u owned macs do u happen to know why there’s difference in model numbers?
I am buying a mac mini and noticed a difference in model numbers with exact specs, does this mean anything?
Both
Z12N0000J
z12n000g0
Are mac mini m1 16 gb ram 256 ssd @grim ore
how do i post in job board?
Oh i thought so too , alright thanks lets hope m1 be unreal packaging friendly
where do i use the commands tho?
@broken heath I didnt have an issue once you got it running, its more of the need for metal to not look weird and one other setting regarding precision.
@clever vault did you read it, it tells you to message the bot
now yes
this is what i have working. i can access whatever camera is in the level throught the computer. i prevent the pawn from moving by disabling input, and i can swap from one camera to the other since i controller input is enabled. i set the view target to the new camera, but i am thinking about making the cameras actually pawns. that way not only am i able to possess and whatever, but i can also link eventually AI to the cameras
If metal looks weird in m1 would it mean it would look the same on an ios device? Or it would look as it should for mobiles? (After packaging)
what I mean is you have to use metal on the m1, there is no opengl support which is default
for the editor to look right, packaging is fine
packaging really does not care about the machine, just that it has xcode and supported libraries
So performance is fine and only backside is metal
@rigid belfry it sounds like that might be a good idea, it might not hurt to just try it
@broken heath yep. there one other box to check for the colors to look right in the editor but at some point it should get fixed. again only visual issues not impacting packaging
Oh btw do u recall the checkbox , so i take note , sorry
it could also mean that i can design characters that can hijack cameras by possessing it and doing whatever. yeah this sounds great
wasn't there a OnPossess event? or was it cpp only?
what happens with components within controllers? (currently testing, but if someone knows)
in particular, I thought that controllers weren't actually visible entities (unlike the pawn they possessed), so I wonder what to make of them ...
controllers are re non-physical actors. they can only possess pawns(a character is a type of pawn)
You probably could put a static mesh on a controller
they do exist in the world somewhere
:D
It would be a dumb thing to do but hey
I'm trying to render a procedural mesh on a render target, but only on the owner machine (useless elsewhere)
so rather than putting the procedural mesh and the capture inside the character (which seems a bit out of place), I was thinking to put them in the controller instead
even if you did, the static mesh would not be visible because controllers are non physical actors. the collision would remain(i think)
You are right, I just tested it out of curiosity and that is indeed exactly what happens
so it seems like it wasnt an straightforward as i thought. i am possessing the camera pawn, but the controller still sends input to the character instead of the new pawn. i feel like i should tell the program to do more than just possess, but at the same that should...just work.
edit, after some testing, i am pretty sure i am returning none so that might be the reason. need to debug further
i have aliasing only infront of the sky. how can i prevent this aliasing?
Well
I will need more information to know why its happening
i marked the problematic aliasing in red in this image
in the blue area there is no aliasing
cool what is it?
Something with the translucent of the terran
terrain
or the sky depends how you want it to be like
very funny
Haven't had this issue in a long time so try to change the translucent to -1
where can i change it?
Why is it funny? I’m noob
i cannot find such a setting
Looking for it ill screen in a sec
in the loop i am adding stuff inside an array, but since the array element is not connected, i am not adding anything
i am telling the pogram to add nothing
why on earth would this be giving me 'accessed none trying to read 'AI controller''?
like telling a calculator to to " 2+ "
okay i did something similar to yours
Oh
I have no idea actually i have never made any VR projects
- i have 0 knowledge of anything that relates to VR
mhh ok
but its good that you dont have this aliasing
so its something that either my project or i set
Hmm There are a few console commands to try out maybe
its r.PostProcessAAQuality 0
up to 6
so r.PostProcessAAQuality 2 ~ r.PostProcessAAQuality 4 ~ r.PostProcessAAQuality 6
try out on begin play
ok i try this
mh but the aliasing only occurs in the sky
its not a general problem
This is as far as i know i guess
I don't want to make you try stuff I am not sure about ;D
thank you for trying to help me 🙂
its working! tomorrow i'll probably make this an interface function, that way i can better control everything. i'll probably want to clamp the camera movement and also general speed. after that(hopefully the day after) i'll make this replicate everything 👌
I am sure if you post it again later someone else might know how to fix this ;D
Cool Stuff
i have msaacount = 4
r.PostProcessAAQuality = "3" LastSetBy: Scalability
Aliasing works.. only not on the sky
seems like I corrupted my project; now accessing the content browser insta crashes 😢
no idea how to fix that ...
Sometimes deleting content inside saved and intermediate folders fixes my project but try that after backing up ur project
no luck
Could someone point me to clear and up to date information relating to using purchased assets in a project in a team system? IE, the process and limitations for building with assets purchased from the store, or just knows offhand how that all works
rebooting seems to have helped
have epic said if there will be a 4.27 or will 5.0 be next?
hey guys, I am making an apex legends type of menu. Currently my widgets works great, but it happens that when I click on the menu that I am currently in (for example the Play tab) it hides my UI
Anyone has an idea ?
So does 'spawn default controller' handle destroying any old controllers? Basically I have characters that I want to be controlled either by players or Ai, when players unpossess them I want them to use an AI controller, I tried to store a reference to the AI controller but doesn't seem to work, but 'spawn default controller' does, however I assume this deletes old versions of the AI controller? Otherwise is a memory leak I think
what's the best option for creating characters with clothes etc.. in your opinion ? It's just for creating some poses for an instagram avatar..
thanks a lot
something like this maybe? https://docs.unrealengine.com/en-US/AnimatingObjects/SkeletalMeshAnimation/WorkingwithModularCharacters/index.html
Describes the different methods you can use to create modular characters comprised of multiple Skeletal Meshes.
ah thanks a lot but i'm looking for something to create the character, the integration won't be a problem..
i've tried Character Creator 3 but the options are really shallow
true 🙂 thanks 🙂
Anyone know why this silliness is happening ?
The foot slides in realtime, yet at .2, it's locked
Does anyone know what this problem is?
screenshot from a small scene in Oculus Quest 2
Textures behave strangely, like low resolution, but not all
is there a way to debug runtime-created render targets?
What sort of debugging are you looking for. Maybe render that into some plane in your map or render it inside a Widget.
already doing that, but things seems ok - until they are applied to another more complex mesh
Ah okay. Don't know about anything specific render target debug options.
Hello
can I get some help
I'm trying to setup SpatialOS for Unreal
but the Linux download isn't working
has anyone tried using SpatialOS recently?
like the setup
btw it's the toolchain I'm trying to download from
I click it but it doesn't redirect me
I try to somehow start displaying statistics in Oculus, but I still can't
try using the context menu on the Save As link. I had a similar problem
Thankyou it's downloading now
Just curious but would y’all consider it wise to use a master actor for creating NPCs?
It really depends on what you're doing. But invisible actors (eg. AEnemySpawner) tend to be common. (Edit: they don't need to have a visual representation in a level.)
Hi, im new here, i got a question about a issue with the game im making so in which channel do i ask
Why has there been absolutely zero ue5 news? It's almost April. I really have been hoping for more exciting information, even if the release has been delayed.
what are the axis (+/-) for forward (away from viewer), right, up?
Is there a way to move my blue prints from side scroller to third person?
what do you mean?
moving them to a new project?
you can copy the uasset files of the blueprint to a new project, but if a blueprint inherits from another blueprint then you need to make sure you copy both over
im following a tutorial where he makes a game in side scroller but i need to make it in third person
import the third person character
(it's an asset that you can import and drop into the scene)
In content browser, Right click -> asset actions -> migrate -> select content folder of new project
Hi, I wonder is it possible to customize the color of UE's window frames based on projects? When I have multiple projects open at the same time, it would be nice to tell which window is of which project.
Hello i have a question, can having a lot of variables in the game instance (like 100 variables) can create performances issues?
@surreal vector That should primarily depend on what you're doing with these variables and what they are. If it's just 100 ints that just silently wait for their turn to be checked once in a while it really shouldn't create any bottlenecks. But when in doubt -> prototype what you're intending to do and then check the performance - that's the only way to get a definite answer! 😉
Alright thank you!
Hi, anyone knows how to optimize my AI so i wont get this warning:
Is there a better way to check if a key is released inside my character BP, other than 'was input key just released' on tick?
yes
how
on pressed and on release
i don't see that anywhere, only 'is input key down' and 'was input key just released/pressed'
project settings input events
ah I see ty
UE5 very soon™️ , as far as I heard it is still planned for Spring as they mentioned before
Is there any way to filter the worldoutliner to only show certain types?
How do you actually use this material function? I'm still confused.
Of course SimpleGrassWind won't suffice, because this is in context of sky clouds, not grasses. I want to pan textures according to Wind Directional Source actor.
What's to feed on Vector4 WindActor input really?
this is maybe a dumb question but does playing games from the epic store affect my rights to publish my own ue4 games
@plush yew It's possible that if you get your Epic Games account banned, you might lose access to your Marketplace purchases
Hello guys. I have one question, I have water as a cube, but when the player looks at the horizon he can see then line where it ends. How can I disguise that?
Any way to lock an object in the world outliner so you cannot accidently interact with it
Hello folks, I have a set of grouped actors, and dragging them from the X,Y,Z arrows takes too long ( my pc freezes ) so i have decided to move them by adding X,Y,Z coordinates . but when i write the coordinates all the actors get jumbled and mixed into each other when they move. how do i stop this from happening?
hello, from an actor reference, for editor purpose, is there a way to get the thumbnail generated by UE ? from BP or C++ ?
@sturdy plinth Hey, I remember seeing a reference to the thumbnail in the Python API https://docs.unrealengine.com/en-US/PythonAPI/class/StaticMesh.html#unreal.StaticMesh
It's the thumbnail_info property. That might give you a direction to look in
So i have a game with lots of AI actors spawned, around 2k
these are just plain actors with a skeletal mesh
however when they distance cull, i still have a low fps
When i 'reset' the mesh to empty, the fps gets better
why doesnt distance cull work for me?
why does this print the absolute desktop position of the cursor
The window is this small
can somebody explain to me why till this day there are no "Community Pre-Built" versions of UE4 for Linux??
(||To who ever dares to say "Pakage blah blah blah" don't fool me i know that the Linux community is big enough to make a txt file with the needed dll's and other stuff||)
@forest finch well, cause UE4 officially is not supported on Linux
what has "Officiall" to do with "Community"??
the UE4 Source Code is available for compiling
Hello all, does anyone have any news regarding UE5 beta release? Will it be by the end of march?
@forest finch who is "community"? You - go and make it, then maintain it
@desert widget probably not
i would if i had big enough HDD to compile UE 4's thicccccc 🍑
lol
you can't distribute source code to the community
why?
it's in the TOS
eff the TOS
*TOS -> EULA
if they are so smart why don't they compile it?
i'm sick and tired of being a Linux user and not to be able to use something as a normal person
Something went wrong. Check the logs for details.
WINDOWS is your salvation
@dense knoll probably will lag like hell
What was that for??
you know what?, i'll come back to UE when Linux gets fully supported(which is probably never) i guess i'll need to start learning C# and Unity now
@sharp shadow thanks for the update!
@forest finch ok you do that. Let us know how that works out for you.
Classic
"Im going to use the competitors product because you cant help me with ___!" I have heard similar lines like this so many times its getting old
no need to be mean
probably much better than UE because Even tho Unity is half or even 3 times smaller than epic it supports almost every platform and manages to have Linux support even if it's not the greatest support
again
One tip though. You should get used to that feeling being a Linux user. What percentage of Linux users are there now for game development? Outside of a major studio like Activision studio, which makes their own engine anyway
It all comes down to need
And I doubt it is there for Linux to justify the priority
there was this research done by some game developers on if its worth porting to linux, and no its not.
you get more sales adding new language options even for obscure languages over porting to linux compared to time spend/costs.
so kudo's to those who do port their stuff, but doing it out of profit is not a decent reason atm
Im pretty sure you can port UE pretty easily if you have access to the source code?
You should get used to that feeling being a Linux user.
why should i? the all Linux based OS-es are getting treated badly by developers like epic
What percentage of Linux users are there now for game development?
so far none only because there is none support for linux
neko, behave. your blatant bs about getting treated badly by epic will not do well here.
Whining isnt going to change anything
IF your this annoyed about something so small like not having proper support for one of the most modifiable OS
well epic should get their job together they are bigger company than Unity yet can't manage a simple thing it's more of a shame than something also im outta here no need to ban me
then i doubt the Unity Community would fare well either, Just calm down
I'm not really sure why Epic should do anything
If it doesn't make them money then they don't really need to :P
You have to keep in mind that ultimately they are a business
they left
Well i can tell that the unity community isnt going to like him either
unreal does have linux suppiort right?
¯_(ツ)_/¯
they have one thing missing and he has a mental breakdown and a midlife crisis
sounded like he just wanted to vent lol
pretty sure FN servers are linux
isnt there a Linux fork of UE4?
its like "i picked this thing and its not supported, Y U HATE ME Y U NO SPOORT ME"
imagine them making a blueprint for X using Y, but the proper approach would be to use Z for X.
Y U MAKE ME USE Z I WANT TO USE Y WHY YOU NO SPOORT ME
y u no let me use tick on everything omg
Well no one says you can't use tick on everything 
i just checked the git
Yeah afaik it does compile there :P
i never tested it
i would test it but my PC has issues with UE4s Zip file
uh guys seems like my problem got buried under this whole rant, how soon can I repost it?
if u do dedicated server u should prolly do a linux build tho
now would be fine
linux servers are way cheaper
yea, you can repost cool
I have this small window
but this
prints the absolute position of the mouse cursor
Ok im confused on this as well lol
I can't seem to figure this out for the life of me
oh wait is this a drawing BP?
No its an editor utility widget
I am making a custom node editor
for dialogue system
I know
I already have a system in place
Just want to make it a bit more designer friendly
Things were going smooth enough until this crap happened
the windows too small?
I don't think so
I have used this code fragment a fair bit of times
this is the only place where it seems to mess up
i dont get whats messing up? Is it not showing the nodes?
@dense knoll its not giving the local position
which would start at the top left of the window
its giving me the absolute position in the whole screen
did you recently update your engine?
@dense knoll I didn't update this project
I made it on 4.26
I use 4.25 normally
but since I was making this as an experimental feature I decided 4.26
Holy shit, Neko.
Neko is gone
IKR
Also, we assume Linux users are mostly super nerd anyway, they would go their way tweaking WINE or even make Windows KVM inside their Linux system, so we could just safely built both the game and editor with Windows or Mac
just use get mouse position on viewport