#ue4-general

1 messages · Page 970 of 1

plush yew
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thats how i would write down any and all things relative to your project

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it makes it a brainless process you just grab the list and make the functions step for step and you can easily make changes in a situation where something is beyond your scope or prowess

little flare
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Hello everyone. I was wondering if it's possible, using Unreal Engine 4, to have a level lit using multiple light sources, but have a unique set of lights that interact with the player(s)?

For example, a multiplayer FPS arena, set in a desert canyon, lit with a deep red sun, but having a unique directional light source that lights the players with a more purple-ish light and shadows affecting them? Would it be possible to have baked lighting affect some dynamic objects in the environment, like rocks and doors?

One compromise, I understand, is it might look off on certain objects that may move around. I not sure how it'd affect objects like a wall being switched out for a broken one. Would it simply be better to use vertex colours instead?

worn copper
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Can anyone help me with this

deep stump
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How do you load into a level stream world? Do I have to load in the main world then load a level stream?

slate heart
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do you guys know why is this unavailable?

hidden sparrow
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Hey I have a very big problem with my project. When I launch my game it freezesz every time and I dont know exactly why. I thought it could be because of outdated version of UE. I tried to Upgrade my project to the newest version so I clicked on Create a copy of my project. It says that it cant create a copy of that project, because of not enough space probably? But I over over 1TB of space on my disk. When I tried to create a copy without upgrading too the newest version, some things got damaged and the copy isnt fully working. How do i fix this?

slate heart
grim ore
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@slate heart maybe you are updating your engine in the background?

deep stump
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@grim ore , Hey, just watched a few of your videos briefly about level streaming, if I wanted to load a level stream level from a menu, do I load the main map, then "load level stream level"?

slate heart
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yes

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u have to load the persistent level first

deep stump
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When I do that though, it seems like nothing loads in

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I have a button in player controller just as an example where if it's pressed it will "open level" to persistent level. Then in the persistent level, I have "load stream level"

hidden sparrow
slate heart
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  1. Update your Graphics Driver
  2. Update Windows
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this 2 steps will fix this ig

pulsar badge
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Isn't ue5 like around the corner

ashen gate
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Hi

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I can't see any rgb cahnnel colors in landscape vertex paint mode

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anyone knows this problem ?

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i don't paint landscape but it work other SM objects!

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I am using Megascans blend material

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by the way

pulsar badge
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@grim ore got a second? Lol

delicate mesa
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Quick question is it normal for a project to take up 10 GB of ram for a person only having 16 GB of ram that’s about 90% of my ram gone from this one project

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If it is normal I will consider getting more ram if it isint then I guess ima restart my project for the 5th time

kind mulch
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10GB sounds like way too much. I also have 16GB, but it definitely doesn’t use that much

delicate mesa
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Noted

exotic thicket
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If you're just looking in task manager I wouldn't really draw any conclusions necessarily

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If you have a lot of files and assets it's possible it's just being used because things are stored in RAM for fast access

sharp crest
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it highly depends on the project

cerulean geyser
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using behavior trees anyone knows how to slow down the rotation of the ai toward my character? my ai just snaps rotation to where my player is standing - i need something a lot slower, zombie like, taking a second or so to rotate to players new lookat rotation

severe ibex
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Would anyone know about companies or projects that are using UE4 to link MIDI input from instruments to power realtime effects for performances? It's something that really interests me but I've not seen much on the subject.

plush yew
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idk but the game looks really good

exotic thicket
severe ibex
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@exotic thicket that's pretty awesome. I did a test a year or so ago with a 3D piano I made that played what I played on my piano and had particles and shit, but I'm no real developer so would want to find a company or group to work with. I'll have to check what Deadmau5 has done.

jagged halo
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out of curiosity, does someone know the proper name for the kind of smooth lines that the blueprint editor is using between nodes?

exotic thicket
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bezier curves or something maybe?

jagged halo
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is it just a bezier curve?

exotic thicket
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unless you mean the literal lines in the node editor, in which case I guess it's just a connection between pins lol

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but yeah the visual style of it is a bezier curve I think

jagged halo
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thanks 👍

late verge
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I'm having an issue where the ambient occlusion in my viewport looks different than my final Sequencer render. Anyone know what could be causing this?

bronze spear
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is there a way to stop move task using behaviour trees? i cant find a good way to stop my ai from moving toward my character

abstract scaffold
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When I open my scoreboard widget (tab), it stops my current keyboard input (w). So if im moving and also hit tab, I stop moving. How can I prevent that? I've tried every type of input mode. All my widgets are not focusable. Struggling on this one.

runic narwhal
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Is there a box trace method that returns hits along all four edges?

worn copper
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No

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Today I'm going to Recreate it may fix the issue

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Its Normal Landscape created using HeightMap

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I will Check but I think it's not the issue. Because SPline Modify Terrain Automatically and also Collision.

worn wasp
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Hello guys noob gamedev here, I wanna make some nice (Not too complex) skid marks for my drifting game, till now, i am spawning decals at the tire location, but not having good results. Please help me.....
Thanks in advance!

late verge
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Is there a way to go into fullscreen while in PIE?

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Like how you can go into immersive mode with the default viewport

pulsar badge
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Has anyone use level streaming before

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Need help nadly

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Badly

worn copper
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@plush yew This issue Solved there was nothing wrong it's unreal glitch. I just edited SPline and moved one node little bit and saved. And collision automatically Regenerated...

radiant sleet
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ive been loving this guys tutorials and then today I looked at the profile pic on the youtube accoutn and im like that looks familiar

stoic sentinel
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What does this mean?

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I dont get the retargeting thing

radiant sleet
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I just solved a problem

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but I didnt see what I did to solve the problem

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wich means the problem will happen next time 😩

wind bronze
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why is unreal engine taking so long

neon bough
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taking so long for what?

radiant sleet
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Does anyone know how to change what nav mesh ai controllers use?

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I dont want my enemies to move until player is in proximity

broken heath
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How to decrease fan noise and calm my gaming laptop
Should i just decrease scalability settings or there are more options?

radiant sleet
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Oh wait do most people just do a proximity

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that would make more sense

frank oar
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Hey all,
If I want to make a level which makes the player feel like they are in an endless black void, would I be ok using a plane for the player to stand on with a spot light above it and no walls ?
strange question but would it perform well ?

kind temple
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I'm looking to try and build a combat system similar to The Last of us 1 and 2 where the character can get hit and still move . Based on the GDC talk I watched, The attacker is playing the attack animation but Joel or Ellie is just flinching. So they are not actually playing an animation so they can still move around while being hit.

How would I go about finding info on how to incorporate something like that as I have everything else set up such as Attack and defend animations, pickups, movement.

This link will start from exacly what I am talking about - https://youtu.be/Ox2H3kUQByo?t=1952

GDC

In this 2014 GDC session, Naughty Dog's Anthony Newman shares an overview of the design and implementation of the melee system for The Last of Us.

GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every d...

▶ Play video
pulsar badge
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Isn't ue5 going into preview soon

orchid seal
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well there's 2 more months till "early 2021" statement ends

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I bet my 2 cents they will release it on April 26th

buoyant mesa
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when I take transparency background screenshot with custom depth as mask, I get this one pixel outline of green screen around my character is there any way to get rid of it? Thanks in advance

radiant sleet
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Does anyone know how to stop ai pathfinding once it dies

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I tried stop movment immeaditly but for some reason the ai is still moving

wide girder
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isn't ue5 just ue4.27?

wary ferry
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Having this issue anyone seen this before?

worldly cipher
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Is there a way to import a rig as seperated objects?

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like it allways combines them for some reason

sonic glacier
loud scarab
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Hello friends, why when I package the apk size exceeds 170MB even though I haven't filled any assets yet. is there a solution to reduce the size when package? thank you

worn copper
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Is there any tutorial for Damage system like PUBG COD by body parts

merry gazelle
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whats the difference between camera and visibility when firing a line trace?

marsh cove
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I'm not completely sure but have a read of this doc it's really useful talking about collision filering and I think your question is mentioned there https://www.unrealengine.com/en-US/blog/collision-filtering

Unreal Engine

Choosing what collides is obviously very important, but it can be tricky, and it’s a problem that we have spent quite a while discussing while developing UE4. The system we have can seem a little complex at first, but it is very powerful and consistent, so I wanted to give a little background on how we arrived at it. We’ll talk about the differe...

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Does anyone know how you can make it so the game window can be scaled but not smaller than a certain resolution?
Because right now my cursor just disappears when it goes near the game window, I want to make it so you have to click and then your cursor disappears

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Please people help I will appreciate you a lot

dim merlin
marsh cove
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Hey mich do you know the answer to my problemo

dim merlin
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I don't, sorry

celest vapor
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Does the "Spawn sound attached" node auto destroy the sound when it finishes or is stopped playing?

fierce tulip
# sonic glacier

if only UE5 did not have a different logo this would be somewhat convincing hehe

mystic robin
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Anyone know how to fix this

gritty spoke
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Anyone got experience with customizing device profiles? Trying to add new profile with match rules for all Android 7 devices, but can't get it working. This one is rule I use in BaseDeviceProfiles.ini: +MatchProfile=(Profile="NewProfile",Match=((SourceType=SRC_AndroidVersion,CompareType=CMP_Regex,MatchString="7\\.")))

plush yew
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Hello guys I have quick quesiton, how I can combine bp and cpp in one project, what the project should be created-cpp or bp?

spare kernel
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C++ project can have BP's just fine, BP project can be converted to a C++ project later if needed

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but C++ and BP works together, they are not one or the other

plush yew
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okay so if I create the project as bp

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can I add cpp code

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or opposite? @spare kernel

torn breach
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I have an issue I am trying to fix and need some help with but I am not sure what channel to put it in.

bronze spear
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anyone knows of a good way to make the character capsule to follow my animations when theyre not root_motion(like leap forward animation?) i guess i could during the animation attach the capsule to the skeletal mesh pelvis or something, but i dont think this is a great solution

spare kernel
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@plush yew you can convert a BP project to C++

plush yew
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yeah I understood that

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okay

spare kernel
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but if you want C++ at all, i recommend starting with a C++ base, you can always just use blueprints, but having a C++ base means you can do stuff in C++ if needed

plush yew
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so if I created a cpp project and use mainly cpp I can add blueprints?

spare kernel
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ofc

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BP and C++ are not mutually exclusive

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the whole concept is to use BOTH 🙂

steel shell
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when i change my udim textures tiling method from wrap to clamp unreal engine crashes: from Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Public\Containers/Array.h] [Line: 674] Array index out of bounds: 2147463793 from an array of size -2147427905

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what can i do about it?

worthy plaza
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trying terrain.party but when i export i've this issues, why? "No height map data was available. That's a bummer.

If you're way at the poles, that's probably why. Orbital measurements only go
so far away from the equator.

If this area is filled with water, try a box that has less water. That's
probably a good idea for gameplay reasons anyway.

Otherwise, this could be a problem with terrain.party. Retrying the link above
at a later time might help, or try posting it in the Discuss link for help.

At any rate: there's no height maps here. Sorry!
"

tepid veldt
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I get headaches from UE4

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Why does my cube I rotate via a timeline trip out sometimes

solid scaffold
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OMG have you guys seen the new ue4 motorbike configurator in the Learn section, Its insane !!!

sullen drift
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its so weird, i have hdd and keep getting bad sectors problem. but its only corrupts unreal installation folder

plush yew
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Hey is it possible to have sound attenuation on moving projectiles or is it impossible?

robust marten
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I'm having a hard time googling this and finding any meaningful results, but, after loading a level when the player transfers (For example, Going outside of a building that was a different level) how would I set WHERE I want the player to spawn(Like outside of the building they just left)?

plush yew
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insert player start object where u want

robust marten
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That doesnt help me

plush yew
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insert it into the correct level xD

robust marten
grim ore
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@robust marten you dont set where you want them when the level loads, you put them where you want after the level loads

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so if using player spawns, they will spawn in that spot then you move them. If not using player spawns, when you spawn them in by hand you tell them where to go

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you can use the Game Instance to save that information between level loads (the transform)

plush yew
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I have a nightmare situation with projectiles again

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I made a nice sound attenuation and made a moving mesh to check how the attenuation behaves and all is ok. But then when I have my projectiles shot at me, and all the settings are exactly the same the attenuation doesnt work

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is this just that unreal doesnt allow attenuation to work with projectile or what?

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even in attach to component no luck

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Only when i set global dilation to real low number = slow time, I get some sound from my projectiles

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what the hell?

rustic fjord
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i have a question: can i use blender for the course involving the detective office?

stray tangle
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Hello, I made a simple combat system which just plays random anim montages from an array but Now I want to make combos and I want the character to choose a random combo each combo has it own anims which should play in order, so I made a structure called combo witch has some anim montages in it and when I added it as a variable inside my blueprint I made it an array so each combo is an array element but I can't really figure out how to play montages from it. Any help? Here's a pic of what I mean.

grim ore
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which part is the issue?

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you have an array, get what you want from it and do what you want with it

stray tangle
grim ore
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you would use the get node to get something from the array

stray tangle
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Yep I know but the type of array is not compatible with the montage to play.

grim ore
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so is this an array in an array, or a struct inside the array, what is inside of this "Combo" variable

stray tangle
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Anf it's type is structure of course

grim ore
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so you have an array, that is holding a struct that is composed of 5 anim montages?

grim ore
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so then you would get the struct from the array using the get node, then do whatever you want with that struct

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how where you using the struct before?

stray tangle
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Well the problem is when I use the get node the type of it is note compatible with the montage play node so I can't connect them

grim ore
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the GET node is getting you a STRUCTURE variable from the ARRAY

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you cant plug the STRUCTURE into the play anim node of course

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were you using the STRUCTURE before?

stray tangle
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Thx for helping anyway

near pine
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this will help my game development

rustic fjord
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i've been rickrolled 3 times, no 5 times now

ivory stag
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I have a question how can you theoreticaly publish your game on Epic Games

plush yew
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how i fix this i using unreal engine 4.26.1

light thunder
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Okay, I think this is how the editor says, "Fuck you user" What am I missing here? Is there a good resource for figuring out these window modes?

grim ore
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well its an enum, you can break it to see which modes are available

light thunder
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But why isn't that being changed

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I'm literally just trying to make it open up as full screen on the primary monitor everytime

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but for some reason (I'm in the editor) it doesn't do that consistently, so I'm trying to find the common demoninator

plush yew
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hello, is it possible to have different materials for each lod?

grim ore
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in the editor you wont get it to open in full screen properly if using the PIE, even PIE in new window is a pain.

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if you expect to get it full screen you need to launch in a new window

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you can use the game user settings to set the new display mode and apply it, or the console command to force it (but then you need the resolution you want as well)

light thunder
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What about this?

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because that was a packaged build

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and it was opening across two monitors, automatically - pretty sure I had "execute console command to go full screen "

grim ore
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that is just weird

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I dont remember using that node before, for set window mode

gloomy axle
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Guys, should I first launch version 5.0.2 or 5.0.1 ???

grim ore
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neither one, 5.0.0 is what I would recommend

gloomy axle
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Mmm, ok right now I'm launching 5.0.2. Let's if its working like expected.

grim ore
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I wouldnt recommend it, whoever gave you that launcher doesnt understand major.minor.revision syntax

gloomy axle
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It's the oficial Epic Games launcher.

grim ore
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Might want to redownload it then, the only place to get 5.0 preview right now is on Github

gloomy axle
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Wait, I think it's actually working.

obsidian nimbus
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somehow i feel like ur getting rick rolled

gloomy axle
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Let me see if I can get lumen to work.

velvet magnet
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is this some april fools prank

grim ore
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it is, they didnt even try hard on the screenshot 😦

obsidian nimbus
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he can update his 4.26 tho 🙂

velvet magnet
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lol

grim ore
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the version at the top of the drop down always goes to the highest/newest version you can install that is not installed. the fact he has that not showing 5.0.2 is bad. The fact he things 5.0.1 and 5.0.2 would both be on the install list is bad.

velvet magnet
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epic just simultaneously decided to delete 4.24, 4.25, 4.26, come out with 5.0, patch to 5.1, then delete 5.0 in one day

gloomy axle
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I mean, the lighting is looking good. Has anybody else tried Lumen already?

grim ore
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did you use the cvar to turn on lumen, or the project settings?

gloomy axle
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project settings.

grim ore
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welp good luck with it then, I think that was the version that deletes your hard drive after 30 minutes that they used to demo offsite

analog osprey
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Is there any setting to make it so whenever I open a blueprint I can always have open in full blueprint mode instead of having to click to open it?

plush yew
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i find the soluction for my problem

cerulean geyser
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in order to get an animated camera inside of my BP Character, i need to export the camera as bones from maya(so import it as a skeletal mehs and then parent my camera in bp to the joint ) right? or is there a way easier way to do this?

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(with a specific planned animation, not just animating by hand inside bp of course)

radiant sleet
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you make great tutorials keep it up

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simple clear consice

grim ore
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it is, for that video its super out of date tho with matinee being removed lol

radiant sleet
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wdym it worked great for me

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What is your profile pic from btw?

grim ore
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its me

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and i mean it "works" its just matinee is being removed so its going to break at some point

radiant sleet
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Oh wait fr?

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ue5?

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Is there gonna be backward compatability for ue5?

grim ore
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probably completely yeah, matinee has been deprecated for a few years now being replaced with Sequencer. There is another way to do camera shakes now I just havent covered it

woeful fern
radiant sleet
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you should link it

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I doubt this game will need fowards compatability but better to learn the right way XD

rancid verge
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currently live

light thunder
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I'm trying to run custom events from the console for testing and they say they fire but nothing happens, not even the print string -

light thunder
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sorry I can't make it bigger -

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it works when I do the KE using asterisks command but I can't do that with my current setup

light thunder
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Great, now tell me how to highlight console text without using output log -

tardy oxide
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Hey folks posted a job earlier and my email wasn't in it. It's the job on the job board for the plugin dev for UAL. To apply email me at phoenix.perry@arts.ac.uk. Sorry the bot timed out when I was posting the first time and it led to a bit of pasting confusion over here. 😄

light thunder
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@tardy oxide They'll want you to post on the job board - like #freelance-jobs

tardy oxide
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I think that might be rude because my collaborator already did it too so it's there 2 times. Nothing in the post there changes, it's only on the page the external link takes you to. You can't post in the bot channel and I heard someone asked about it in one of these many, many channels.

broken heath
plush yew
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Any one know how to use the host and join system even if there is a dynamicip?

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dynamic ip?

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Nobody knows. This is a secret only known to the elite society.

broken heath
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What do i call these circular rows of repeated circles in english

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Circular row?

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Circular row of circles?

plush yew
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Dotted circle.

broken heath
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No imagine its

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Squares

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I want to name the type of

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Repeatition

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Circular row? Circular array? What to call

dense bay
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Your first picture is sometimes referred to as kissing circles. I would probably use circular row or maybe radial row for the second pic

light thunder
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What am I missing here? Why is the outliner not showing this up?

severe ibex
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I assume its best to have one SK mesh with a few bones with a simple mechanical looping animation than it is to have 6 or so separate SM meshes and animate the movement in a BP? Or let's say the more "professional way" is one SK Mesh?

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Reduce draw calls etc,

broken heath
rigid belfry
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maybe i should break the rotator and only retrieve the yaw?

sullen drift
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what happened to my bp lol this is weird

tired spire
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Does anyone know how to fix a umap file not showing up in the content browser?

spare kernel
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likely from the wrong version

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ie a new engine version or the map is corrupt

tight gazelle
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Can I PIE and turn off Print Screens? I need to capture some game footage

spare kernel
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DisableAllScreenMessages cvar

deft raven
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Hi anyone who try the “a boy and his kite” demo can help me?

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I download the project but in maps I can find only “separate maps” and some of this are weird (have a camera, boy character, and a bunch of sphere and a big rectangle”

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I can’t find the file to open the FULL map at once

grim ore
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it is using level streaming is why you see what you see

autumn grail
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I need help my map is completly flat i have lost all my work
The landmass custom brushes layers dont want to show anymore
I have tried to uncheck/recheck "enable edit layers" with no results
It arrived when i have added a second landscape to the map
I have tried to remove all the layers and when i add my custom brush to the new layer it dosent affect the landscape anymore

grim ore
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when you first load it, it tells you where the main level is at, GDC_Landscape_01. If you look at the levels tab for that map you can see all the sub levels that make it up @deft raven

autumn grail
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i"m gonna suicid myself

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i ve lost month of work

grim ore
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try and find an autosave in your autosave folder in the project, otherwise revert to an older save in your source control

autumn grail
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thx i look autosaves

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i have disabled source control ...

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how tu use an autosave?

boreal zodiac
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Anyone know a stable Nvidia driver version for a 2080 Super using unreal engine 4 v4.25. My engine keeps crashing every 2 minutes

grim ore
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if it made one it would be in the autosaves folder in your project/saved/autosaves. You can copy it out of there and put it where it is supposed to go and rename it correctly

autumn grail
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ok

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@grim ore THANK YOU SO MUCH

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i 'm gonna increase the number of autosaves

grim ore
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or... or... now hear me out.....

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USE

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SOURCE

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CONTROL

autumn grail
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lol yes ...

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with the scared i had i ll use it

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the problem is now my landmass is unusable

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i ll have to sculpt all by hand

plush yew
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anybody ever used Brushify?
how do you set it to snow?

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@grim ore its ok matheww we sincerely appreciate you even if the job can be a bit taxing at times ❤️

rustic fjord
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when im trying to find the sun in the skybox (should clarify that im using UE4.26) it fills up the view with all white instead of seeing where the sun would be

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basically, the light flickers when i try to look at the emulated sun

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there a way to fix it?

slender monolith
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Dear Unreal, I rarely use this server but I wanted to say thank you for Cesium! OMG is that amazing to have 510.1 million km² map availability.

glass herald
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is it better to use blueprint or C++

gaunt abyss
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That's the same as asking if you should make fried chicken or pork for dinner 😐

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Both should be used, in UE4 one won't work without the other

boreal zodiac
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anyone know how to fix this crash? I tried a bunch of stuff such as reinstalling my engine, updated graphic card to a stable version.
The error I get is :
Assertion failed: FVector::Distance(InitOptions.ViewRotationMatrix.GetScaleVector(), FVector::OneVector) < (1.e-4f) [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Engine/Private/SceneView.cpp] [Line: 471]

And it seem to happen when I right click drag the viewpoint camera in the level

glass herald
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wait you can use both in one project??

gaunt abyss
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yes

eternal rain
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Ya I learned that early on in my tour of UE4. I make my things with blueprints but I left the door open for C++ just in case

little oyster
#

I moved some assets from a ProjectPlugin to my actual project, and then removed the Plugin as it was no longer required. Now I get a lot of LogLinker warnings about /Script/PluginName not being found. Adding a PackageRedirects fixes this up, but is there any way to make that permanent so I don't need to rely on PackageRedirects being in the DefaultEngine.ini for life now?

worn granite
#

even though you technically can make entire games without ever using any node

#

(but you have to really work at it, to not use mat graph)

half turret
#

i've been trying to figure this out for hours i cant seem to get my character to fall any faster no matter what i do

#

when i jump its like i'm on the moon

velvet magnet
#

Yea you usually want to use a combination of both

#

The way that’s recommended is to build your more technical performance heavy/setup related things in c++ and then code the front end/main layer in bp

plush yew
#

@tardy cargo

gaunt abyss
dim merlin
#

Hey, anyone knows its possible to bake grass maps at runtime?

manic bloom
#

Hello I just pasted one folder with a lot of folders in it in my Project Content. In the File Explorer it shows a lot of .uasset files, but no one of them is imported into the editor. It just don't shows Any fixes?

plush yew
#

Weirdly specific question but I'm having a hard time bringing up the pre-installed editor that comes with Gears of War PC. How would I access an editor that comes with this game or open up UPK files

past gull
#

so I have this model that Ive imported but smthng strange kinda happened, the model is like split into like 628 diff areas each with its own material, I wasnt able to import the material at all at first so i took it into blender n grouped all the individual pieces of the model but the imports still funny, it works fine ig but if anyone knows how to make not do this thatd be great

main kayak
#

i need some help with my sequence i have a point light in my sequence and for some reason no light shows up when it plays the key frame i am also a noob at ue4 please help

plush yew
main kayak
#

oop my bad

plush yew
#

np lol

cinder cradle
#

Anyone actually use Orthographic projection?

steel shell
#

ist it possible to change a texture parameter outside of unreal engine?

#

i want to change the tiling method from wrap to clamp

#

if i do it in the unreal editor it crashes because of the size of the texture (its an udim)

devout swift
#

I'm making some automated tests where i'm trying to simulate player keyboard input. Is there a way for me to simulate pressing and holding down a keyboard input key like the spacebar?

For example, my game checks if the player has pressed the spacebar for 0.2 seconds before triggering something so in the automated test I gotta simulate holding down the spacebar key.

frank oar
#

Hey all,
How can I make my character play the falling animaton when I am crouch walking off an edge ?

dim merlin
#

Hi, USplineComponent recently changed in unreal 4.26 ? Is there any way to visualize a spline at runtime?

autumn grail
#

Someone know how to apply displacement with a material only custom brush landmass to a landscape?

dawn gull
#

Is there a way to make something invisible but have it still cast a shadow?

odd barn
dawn gull
#

Alright

#

Thank you, it worked!

orchid seal
#

How can I make a navemeshvolue not show up in the viewport but still work? All the green is really annoying

orchid seal
#

oh wow. Thanks xD

#

saved my retina there

stone stump
#

In unreal when i add a point light for a spot example coverd by rocks the light hits the rock and gives it a ring shadow effect anyone know why is this happening

#

or how can i fix tthis

#

anyone is welcome to @me about this

frail spade
#

Hi i have an problem where when i test the game it starts with 80fps and drops to 11fps in 10sec. What i am doing wrong?

deft raven
#

Anyone know if twin motion 2021 is free for who have 2020?

autumn latch
#

When I save the game, my camera position and conversion works if I don't move after saving and load the game. adjust the world position and rotation is working. but the world position and rotation don't work properly if I'm moving after saving

clever vault
#
Using incorrect object initializer.


0x00007ff968f74b59 KERNELBASE.dll!UnknownFunction []
0x00007ff8ebb0d096 UE4Editor-Core.dll!UnknownFunction []
0x00007ff8ebb107f8 UE4Editor-Core.dll!UnknownFunction []
0x00007ff8eb81e98d UE4Editor-Core.dll!UnknownFunction []
0x00007ff90766bcbe UE4Editor-CoreUObject.dll!UnknownFunction []
0x00007ff8bbdc536c UE4Editor-FPSGame-8555.dll!AFPSObjectiveActor::AFPSObjectiveActor() [C:\Users\iulia\Desktop\SimpleFPSTemplate-master\Source\FPSGame\Private\FPSObjectiveActor.cpp:13]
0x00007ff90749c2a3 UE4Editor-CoreUObject.dll!UnknownFunction []
0x00007ff90775fb4f UE4Editor-CoreUObject.dll!UnknownFunction []
0x00007ff90774290f UE4Editor-CoreUObject.dll!UnknownFunction []
0x00007ff907672345 UE4Editor-CoreUObject.dll!UnknownFunction []
0x00007ff8eb859aba UE4Editor-Core.dll!UnknownFunction []
0x00007ff8eb881388 UE4Editor-Core.dll!UnknownFunction []
0x00007ff93b0ce7d3 UE4Editor-Projects.dll!UnknownFunction []
0x00007ff93b0ceaeb UE4Editor-Projects.dll!UnknownFunction []
0x00007ff7ca6253d2 UE4Editor.exe!UnknownFunction []
0x00007ff7ca628a92 UE4Editor.exe!UnknownFunction []
0x00007ff7ca620f1c UE4Editor.exe!UnknownFunction []
0x00007ff7ca62128a UE4Editor.exe!UnknownFunction []
0x00007ff7ca6352ed UE4Editor.exe!UnknownFunction []
0x00007ff7ca63801a UE4Editor.exe!UnknownFunction []
0x00007ff969d17034 KERNEL32.DLL!UnknownFunction []
0x00007ff96b642651 ntdll.dll!UnknownFunction []
#

what this means?

#

this is line 13

#

RootComponent = MeshComponent;

#

commented line 13 and now this line crashes

#

SphereComponent->CreateDefaultSubobject<USphereComponent>(TEXT("SphereComponent"));

astral phoenix
#

Hello, im just wondering when the new ''Free for the month pack'' is going to release? 🙂

neon bough
#

it's always first tuesday of month

astral phoenix
#

so every new pack is going to be released the 6 of the new month?

neon bough
#

the "free for the month" ones

astral phoenix
#

ok ty! 😄

lean bobcat
#

can any1 help me how to keep same material scale on any objects

#

or does any1 know some tutorials for that

rancid bramble
#

@lean bobcat If you mean UV scale then one way is to use "WorldAlignedTexture" node, which gives you a set texture size in world units.

#

Anyone experienced this bug? We use source control and the other person in team gets collision for a stairs mesh that uses a separate collision mesh. But I don't have that collision.

#

The situation is bad, since we are supposed to share the same game files. I do remember collision meshes being buggy in UE, in some way.

blissful wharf
#

hm it seems like the Z value VertexNormalWS is always positive

#

why is that?

#

i have a mesh where i've set all normals to z -1 yet it still receives light

lunar depot
#

4.27 confirmed !!!!!!!!!!!

sterile lichen
#

didn't see any new branches thought

lunar depot
#

yes ... but this post is from official blog ... so its solid

plush yew
#

@vast garnet I downloaded previous version and it still doesn’t launch anything

charred scroll
#

hey guys :D I was wondering if anyone would know how to do this? So basically, I have this lightning trail using niagara particles, but my issue is, I really like the flow and how it looks and forms as a trail when I play it in the viewport of unreal. However, when I export it out of the movie sequencer, the trail's flow seems different. Is there perhaps some setting to get it to look as close as it can to the viewport view? I'll send one gif of how it looks in viewport and one of how it looks exported. + I know the second one has motion of the character running, but the trail still feels more 'dead' compared to the one in the viewport, or at least the flow of it and how it looks

abstract scaffold
#

Does anyone know how to get around the "incompatible_unique_net_id" error when you're simply connecting to your dedicated server via IP address, but your client is using the steam online subsystem?

trail crater
#

I have a vehicle that runs on a path. I am using target points to form path. I want to increment the path point index. However, the index gets incremented before my vehicle reaches the path point(Target Point). How do I make sure that my vehicle has first reached the location of the target point, and then increment the path index?

rigid belfry
#

is there a way to stop the pathing of the Move To Location function on a Pawn and feed it a new value? right now the AI is going throught each individual goal, instead of going for only the most recent one

#

in this video i move a pawn while holding down an input. problem is, the pawn moves along all the traced path instead of picking the latest one

ocean pumice
#

hi !! Ive just installed and made a setup of the perforce server with digital ocean etc... BUT the project i'm trying to add is an existing one with a lot of stuff on it.. how can i add an existing project to perforce ?
https://www.youtube.com/watch?v=GsdS71tdGj8&t=1s

#

following this tutorial btw

#

thanks a lot

autumn grail
#

I need help with Landmass Please

#

I dont know how to setup a "Material Only" custom brush

autumn latch
#

how can i select them all

#

i can't find shortkey

plush yew
#

I can't launch unreal engine it just says launching...

#

and then it never opens anything

#

Im on macbook

#

How come?

gaunt tide
plush yew
# plush yew

@vast garnet Please help this still hasn't worked

#

I've been downloading it for so many hours now

trail crater
vast garnet
plush yew
#

Sure

deft raven
#

Hi, anyone know some assets to make a landscape like this? i can't find rock like this (i think they're limestones)

gaunt tide
plush yew
#

Can I get a role for screenshare?

lucid grove
#

Heya, when im trying to compile i got this error with almost all plugins:

PackagingResults: Error: DoesPackageExist: DoesPackageExist FAILED: '/Landmass/PreviewContent/Water/Mats/M_Simple_River_01_Inst' is not a standard unreal filename or a long path name. Reason: Path does not start with a valid root.

plush yew
#

I can't even launch the application 😠

fast lintel
#

does unreal stack with multiple GPUs? I have a 3090FE but trying to get another for Redshift rendering

mystic robin
#

Virtual joystick in not showing in my 1 map

latent knoll
#

OK a friend from another chat added me to this a while back and I never really looked I to it I just checked unreal out and been messing with it...

#

I got a idea though and need help to complete it

#

Shits going to make $$$$$$$$

fierce tulip
latent knoll
#

Thank you

#

Lol was that a joke

#

I can't post in there

faint juniper
#

"Additionally when using FSkeletalMeshMerge you will likely need to build your content in a specific way from the start. You'll want to use one common Material and decide on an atlas for your Textures (for example, boots go in this region while gloves go in this region and so on) so you can cut up and put together your textures to make new ones and render your whole character as one section. "

Hey, can anyone clarify something for me. I was reading the documentation and I am a bit confused regarding materials and modular characters. My question is how would the material setup look if the character can have several variations? For instance a face mask with 10 designs and 20 different body outfits. The player can choose any combination

latent knoll
#

Ok so I'm a beta tester for coinhunt the chats great the devs are cool or whatever other than the fact that they will not out me on the team

rigid belfry
autumn flame
#

🤔

fierce tulip
charred scroll
#

anyone know where to change the camera shutter angle in Unreal 4.26?

autumn flame
#

That video is Gold

worldly cipher
#

Anybody knows how i could add a sword to an external character? i just want to add it to the animation i made

autumn flame
#

Attach it to a socket on the skeleton

worldly cipher
#

@autumn flame

grim ore
#

it is not, that is for preview

worldly cipher
#

i guessed that

grim ore
#

you would literally put the mesh onto the character in the blueprint and set its parent socket

#

or you would spawn it in the world, then attach to actor/component on the character

worldly cipher
#

if its not too much to ask, could you show me that in blueprint? ive googled for ages but couldnt find anything.

grim ore
#

which part, both of them are pretty much explained right there

latent knoll
#

Anyone know how to make that book case interactive?

charred scroll
#

I can't find the setting to change the Camera Shutter Angle in Unreal 4.26 ;-;

worldly cipher
#

i am not really to familiar with blueprints 😅

grim ore
#

@latent knoll 100's of ways of doing it, plenty of documentation and tutorials out there on interactive objects in UE4

#

@worldly cipher if the weapon will always be attached you can just attach it as part of the character without blueprints

worldly cipher
#

😅 i must have drank dumb juice today ill google that real quick.

grim ore
#

well thats the question for you, is this weapon going to be attached all the time?

worldly cipher
#

yeah it will, im not making a game or anything like that. i just really like the shader editor in ue4 and am also learning animations right now

grim ore
#

if you add a new static mesh component to your character mesh, you can see this above

#

you can then set the static mesh in the details panel to your sword, then click the parent socket icon and choose a socket you set up in the character

worldly cipher
#

one second

#

oh yeah its not gonna be going to the third person character but rather a dummy characte,r is that still the same then?

autumn latch
#

component widget "owner no see" not working what can i do

grim ore
#

yep doesnt matter what it goes on, I just used this as the example. You just add the static mesh component for your sword as a child of the mesh that is your character

latent knoll
#

Nicee hat btw

autumn latch
#

why not working "owner no see"

worldly cipher
#

wait i think im getting it

autumn latch
worldly cipher
#

no sorry

autumn latch
#

okey :(

#

@grim ore can u look?

rigid belfry
#

dont ping people asking for help

grim ore
#

dont think I can really help you beyond what you pasted. I have no idea what component that checkbox is checked on, how your stuff is set up, etc

worldly cipher
#

allright, thanks mathew. now ill just need to find out how to add the animation for that but i wont bother you for that one. you the man m8

grim ore
#

well once its attached to the mesh, any animation you play on the mesh will move the bones and sockets which means the item should just go with it

worldly cipher
#

i got it i forgot to re-enable it

#

to the new added one

grim ore
#

whoo!

charred scroll
#

I have had no luck for the past hour 😭 I cannot find the camera shutter angle setting in Unreal 4.26

autumn latch
autumn latch
grim ore
#

@charred scroll are they in .25?

charred scroll
#

yeah, it was in the camera settings of the movie render queue

autumn latch
#

if space = world "owner no see" working, if = screen "owner no see" not working how can i fix this problem

grim ore
#

that makes sense as screen is not in a render pass, its separate

#

you would have to hide it manually. If this is multiplayer that shouldnt be an issue just dont create the widget for the client

#

@charred scroll I dont think the movie render queue was working in .25

autumn latch
#

yes this is multiplayer, i am hide it manually

vivid stratus
#

uhm... encountering this strange behaviour

I'm using the default export settings from Bridge
but with the grass they get ported without any kind of texture or material attached thonk_hmm

whereas surfaces and 3d meshes are handled correctly thonk_hmm

a few second and I'll upload export settings

rigid belfry
#

i have an event on left click that gets the mouse location and sets it as the goal for the pawn to move to. right now every time i call this event, i create a different goal location, so the AI will move to each individual mouse location. is there a way to have the AI only go to the last clicked location?

#

a video that better shows what i am talking about

grim ore
#

@rigid belfry have you tried telling it to stop going to the location and go to a new one?

#

actually its kinda silly but..... hear me out. have an invisible actor you use as the move to instead of the location

rigid belfry
#

yeah i hear you. i'll report back

lucid grove
#

Hello @grim ore ! Do you experience with packaging? I cant get over this bug:

PackagingResults: Error: DoesPackageExist: DoesPackageExist FAILED: '/Landmass/PreviewContent/Water/Mats/M_Simple_River_01_Inst' is not a standard unreal filename or a long path name. Reason: Path does not start with a valid root.

#

Same error with other plugins UE4 has

grim ore
#

you should probably move the content out of the plugin and into your project and use it from there

#

or is it failing and your not using it?

timber birch
lucid grove
#

Well, Landmass is new plugin that 4.26 have

#

I have never used it

#

Either enabled it

grim ore
#

so you dont want to use it? have you tried disabling it

lucid grove
#

its not enabled

#

and not in the plugins list

grim ore
#

so you dont see landmass in your plugin list?

lucid grove
#

I have it, its UE4 4.26 new plugin for landscape edit

grim ore
#

yes...

lucid grove
#

But its not enabled

#

This error duplicates for other plugins

#

Even those i use right now

grim ore
#

so all of the engine plugins are causing errors but they are not enabled?

lucid grove
#

Some plugins from engine, some from marketplace

#

Some enabled, some none

grim ore
#

is this a C++ project?

lucid grove
#

BP

glacial dawn
#

I've discovered a bug regarding the sockets, where can I communicate it?

lucid grove
#

I even migrated to clean 4.26

#

just in case

grim ore
#

does it happen on a new template project? so you can elimate the engine as the issue

#

if it doesnt, then I would nuke the temp directories in your project (intermediate, binaries, deriveddatacache, and most of saved), open the .uproject in a text editor and make sure nothing is weird in there, and see what happens.

#

but something somewhere thinks those plugins exist and are in use

#

if you never enabled them then redirectors shouldnt be an issue

lucid grove
#

Last i deleted saved i lost my collections 😄

grim ore
#

thats why I said "most of saved"

lucid grove
#

yeah, i learn it hard way

#

2 hours wasted

#

collections was so neat and fancy

hollow girder
#

Hey I am a (Not the knowledgeable) student that could use some help.

I was following a video (Unreal FPS Tutorial: Making a First Person Shooter) on YouTube to help with the puzzle shooter I am making and I am wondering if it is even possible to turn the bullets into lasers that can ricochet once with this code.

grim ore
#

yes?

#

the line trace makes an invisible line that shoots out till it hits something (the hit result -> hit actor)

#

you can get the impact point and it's normal and that would give you another location to start a line trace and the direciton to send that line trace out (the bounced hit)

hollow girder
#

ah ok. What about adding a visible projectile?

grim ore
#

you can use something that actually moves, or a particle effect (like a ribbon) if you want some sort of beam

hollow girder
#

ok thanks! that gives me something to figure out now.

rigid belfry
#

from the video it might look like its working, but thats from just one key press. i have no held down logic. the AI Move To keeps firing untill the pawn catches up with the actor.

grim ore
#

if you just put in the actor it should use that and not the location

#

you would basically click -> place actor in location -> tell AI to move to actor. If its in the middle of moving doing this again should make it still move to that actor

rigid belfry
#

oh yeah the actor location was just for testing. what i wrote is what happens when the actor as the goal

charred scroll
#

is there a way to disable motion blur on specific actors ?

lucid grove
#

@grim ore seems like it didnt helped

PackagingResults: Error: DoesPackageExist: DoesPackageExist FAILED: '/Landmass/PreviewContent/Water/Mats/M_Simple_River_01_Inst' is not a standard unreal filename or a long path name. Reason: Path does not start with a valid root.

#

fresh project is compiling well

rigid belfry
#

ok, its working now, sort of. i still cant figure out how to make the pawn instantly move, instead of waiting for me to release the left mouse button

#

wait

#

changing the function from Move to Location or Actor to simply move to actor seem to be working flawlessly

past stag
#

How is it possible to switch graphics backend on game restart like Fortnite does?

#

Like between directx11 and 12

clever vault
#

unreal at it fines

zinc shore
#

How can I add modding support to my project

fair pelican
#

Hey guys hope every is well, a quick question; In an open world city, when it comes to shop interiors what would you advise for a decent LOD count? Tried 1-5 however I wasn't satisfied with the result.

#

When merging static meshes* does anyone know the optimal configuration?

rigid belfry
#

why are there sometimes 3 players and other times 2?

abstract scaffold
#

I migrated a few maps from another project, and all of them are showing up in the new one except for one of them. The build_data is there. And the umap file is in my project. But it's not visible in the editor at all. Any ideas?

merry gazelle
#

Any idea what I'm missing? When my character fires it updates the game instance "cryptotokens" score. I'm trying to load that score when I save> exit game > open game > load

"GameLoaded!!!" does print to string but the cryptotokens doesn't changed to what was saved

deep swan
#

The "set" when loading shouldn't have a target.

merry gazelle
slow musk
#

I have this level that I've imported from some cad programs and I'm trying to set it up as an APK for my Quest 2 but I don't teleport even though I have the default Motion pawn inside, any ideas why it wouldn't be teleporting?

limpid gulch
#

How would I disable the default lights in a 3rd person template?

radiant pilot
#

Hi. Is there a way to apply RMC to meshes in the strict Editor viewport mode (without using simulation (+possses), and no play/PIE mode applied)? I.e. have meshes visually render in the foreground as a background task? i.e. call MeshProviderStatic->CreateSectionFromComponents(), MeshProviderStatic->UpdateSectionFromComponents() and see the same updates to a mesh that one would see in Game mode?

drowsy snow
#

I guess I'm pushing Control Rig to it's beta limits
Tried posing 13 models at the same time with CR, without baking first, only 4 or so models survived the save. The rest had to be relinked to Sequencer, or baked into animation asset.

vast pawn
#

I plan to put my Unreal Game Project on Github and am scratching my head on what license in Github I should go for.

#

I don't know if this counts as code but I use blueprints to script out the behaviour of various meshes that I've imported to the UE4 project.

#

anyways if it does count as code I want my project to be opened for Blue Print users to suggest better BP.

#

they can modify and use my vanilla code for their own projects.

#

I'm a little strict when they sell a product based on my bp in a sense that when they do every money they make I want a piece of the pie.

drowsy snow
#

GPL sucks in a way that anything tied to your project has to be open source, and for Unreal Engine, that's a no-no.

#

If you want to enforce royalty system into your project, but keeping it open source, there's thing like Creative Commons Non Commercial

vast pawn
#

ya that's Creative Commons 0 sumthing

drowsy snow
#

Creative Commons 0 is public domain tho

vast pawn
#

oh

drowsy snow
#

It's not the same as CC-BY-NC, which prohibits commercial use (although you can give custom licence for those who want to pay for it)

idle stump
#

Do ya'll like Trello or what alternatives do you recommend?

south ridge
late verge
#

Would anyone happen to know if film grain is broken in 4.25, specifically for Sequencer renders?

#

When I use the Movie Render Queue, the grain in the preview looks the same as it does in the viewport, but once I look at my rendered images, the grain is toned down by a lot.

#

If anyone needs more info on this from me, please let me know.

scenic swift
#

Hey guys, was wondering if anyone knows how to fix this?
I'm told that the top line (connected to play) is supposed to get the variable created by the event beginplay, and the bottom line is to set it, but I dont know how to implement it at all. Very newby. This is what it looks like atm.

small shuttle
#

This might be a dumb question, but does anyone have any idea how I can start creating a second person character?

Basically for the most part, sits in one position with menu selections, but then every now I can hit a button on the menu which then switches to a camera thats following around an NPC dog thats running around.

gaunt tide
#

What would cause my camera to be offset to the left when in Standalone mode but be right where it needs to be in PIE mode? Also my screen resolution when at my main menu either takes up 3/4 of the screen or fills the entire screen but I can only see 1/4 of the main menu.

#

So it does these two things when on main menu.

winged crypt
#

Anyone know if sequencer can run a camera track in real-time while global time dilation is down to a low value?

dry latch
#

Hey! Doesanyone have an idea how to properly set a NavMesh ? I have a massive open world and would like to spawn some AI's. But a nav mesh the size of my landscape makes the loading time SO LONG

mystic robin
#

Virtual joystick is not showing in my level

mossy nymph
#

@dry latch try nav invoker components, generates navmesh around the actors that have it

chilly geyser
#

hey is there a way to make the 4.26 Reactive, like create ripples?

lavish willow
#

I want to record a gameplay sequence (my camera up high, cool angle thingey). Problem is that I need my First person view to aim. So I thought I'd be able to open another viewport and record that one, but it does not seem to update (have the character move around, etc). Any way to do this? 😄

agile lake
#

Hi guys, I'm looking for a way I could use the ProceduralFoliageTool on a procedural mesh.
I understand you can spawn foliage on, static meshes, BSP, and landscape but couldn't find a way to spawn on Procedural meshes.
Has anyone stumbled across that issue before and can share some knowledge?

plush yew
#

Hello Mark

#

Looks like upgrading engine version broke a lot of my replication

plush yew
#

fps gainz though lol

lyric aurora
#

I am having problems showing the banner ads from AdMob.

#

Did someone already find a way to fix that? I already saw so many videos and answers all over the internet. Can not get anyway to make it work...

deft raven
#

Anyone know a good Heightmap site of the real world?

trail crater
#

How do I know if an actor is within a certain radius of another actor?

#

And how do I set up my actor to detect other actors within a certain radius?

radiant sleet
#

Does anyone have any good recources on hdri and cubemaps

#

like whats the difference

#

this may be a really noob question but I have always been confused on it

digital badger
#

Probably been asked alot recently, but has there been any updates from Epic regarding UE5?

fierce tulip
#

no updates yet

lyric aurora
#

AdMod?

deft raven
#

Hi, I have a problem, I messed up the Third person setup

#

If I click play the camera appear to stay blocked and I can’t move nothing, anyone can tell me how fix this?

thick nebula
#

I am trying to implement "stop movement" in my blueprint to halt actions from my pointer and allow WASD movement. However, when i use the "stop movement" function, it seems to trigger without and event executing it, and it limits all movement functionality. I used https://answers.unrealengine.com/questions/52078/how-to-cancel-simple-move-to-location.html as a reference. Does anyone know any top-down blueprint that utilizes WASD movement and mouse functionality at the same time?

cedar wave
#

Working on a TPS. I do a line trace with my camera and then a line trace from my character (from actor eyes) to the camera's hit location. This works for the most part, but there are some places on the enemy that register a hit for the camera, but not for the player line trace. They both hit the same connect at the same location though.

This happens most notably on the inner thigh of manny. Does anyone know what I can do to help correct this?

#

Here is another angle of what I'm talking about. They both connect to the head, the side of the head specifically, but only the camera's linetrace is registered as a hit (as seen in the top left of the screen)

lyric aurora
#

This is the recommended setup indeed but no ads are showing up. I'm with the same problem. And in regards to filling up the project yes you have to put in the app id and the admob number in the project. Cheers

mild pulsar
#

Is it possible to have multi-shortcuts in UE4 as in Visual Studio? In Visual Studio I can bind to stuff like Alt+E, C for Edit-Comment menu.
I'd like to be able to be able to press multiple keys for a single action to be taken because it allows me to have many more binds.

#

I see by default UE4 doesn't let me do it. Maybe there's some addon for that or something?

lean bobcat
#

Where can I turn on light shafts on spotlight? Is it even possible ?

plush yew
#

why there is in timeline a finished event but not a reversed event?

neon bough
#

finished fires also when it stops from reversed

#

you can switch on the direction enum if you need to handle that different

plush yew
#

Is it really?

#

I just looked some answers things and people were complaining that there is no on reversed events but guess they were old ones

#

multiple input of two or more mouse is a thing that can be achieved with blueprints or c++?

#

I do not want multiple pointers, the game is intended to use the left, right and middle buttons, X and Y axis of it

neon bough
#

i doubt that this is possible

plush yew
#

yeah, i read at the forums that would be hard

#

i think i will forget this one hehe

loud scarab
#

hello friends, I want to ask about how to associate ads with ue4 and how to place these ads. because some of the ads I play android games appear when completing a level or by watching a video button to get coins. does anyone have a tutorial?
thank you friends

void barn
#

how do company work with ue4 translation ?

#

translate word by word over here?

#

or work in excel sheet then export to ue4 ?

frank oar
#

Hey all,
Any idea how I should handle the sound for my third person character pushing/pulling a box ?

I have looked but am unable to find information online, mainly be ause I am not really sure what I should be searching for...

fiery gull
void barn
fiery gull
#

You mean this?

void barn
#

yea this

#

my boss is new to ue4

#

i told him about this dashboard thing

#

but he prefer excel

#

but the exporting the translation is in the po file format not csv or xlsx

#

so i really curious how professional do it

#

@fiery gull

fiery gull
#

Well, I haven't used a csv, so I couldn't tell you much about it I'm afraid! It took me about three days to input all of the translations and to manually localise the image assets as well

#

Just Google "UE4 localization csv"

void barn
#

i see

fiery gull
#

It depends how many words you're needing to translate, 3k was very doable for me, but if its in the tens of thousands I think I'd need another alternative

void barn
#

i havae google for quite some time and so far im pretty sure there is no official support for "UE4 localization csv"

void barn
#

or external tool

fiery gull
#

I think it's through the localization service provider

void barn
#

i see

slim idol
#

Do anyone know how to use the HDRI backdrop inside unreal as a shadow catcher? Or just create a shadow catcher object?

neat shale
#

guys ive been trying to get my ue4 project to work since last night when it crashed and now every boot it crashes with the same error. I think the problem is this one file, which what i did is i moved it to another folder and it booted, but when i open anything it crashes again.

The error type should be here in this file

#

i would like some help, because even my newest backup is broken too

plush yew
#

Always backup proper working copies

#

If you backup a bad save you could lose your whole project

#

Test it in regular playthrough as well the exe version um

#

The shipping version i can't remember the name

bleak zodiac
#

I always do a backup to ext HD
There I rather be loosing space then no copies 😁

plush yew
#

^

#

The manhours are saved on a bad move is life and death in game design

#

I've started over 4 times because of stupidity

neat shale
#

._.

#

i just

#

used one of my old backups

#

moved the files in content somewhere else

#

and then copied my new broken version files into it

#

and it basically works

#

i just have some collision and crap editing to do

plush yew
#

If you can't backup the save proper you can always backtrack

#

And systematically find the source of the crash and remove that

#

Or the last taken step for step and remove it 1 by 1 until the project is salvaged

neat shale
#

yep

#

i think its my character file

#

it seems to be the issue

merry gazelle
#

When metahumans? 😌

neat shale
#

yes

#

metahumans

#

and

#

ue5

#

hopefully this is the best summer ever for things launching

plush yew
#

any way to turn off 'auto re-generate navigation' every time I move something in my scene, it's really annoying

#

what's with all the anime avatars lol XD

#

not that it's an issue at all just unusual on this discord up to now xd

frigid harness
#

anime is pretty popular I guess and it's quite common to see people on discord in general with them (including me haha)

plush yew
#

on most discords but not this lol

#

not that i gaf

#

just an observation

icy iris
#

probably somewhere between anime popularity and april fools jokes

frigid harness
#

maybe more younger people joining too? anime is pretty popular with people my age so could explain it

plush yew
#

cool

obsidian nimbus
#

mayB its cuz normal tv programs went full shit

#

its all fake reality crap

plush yew
#

who watches tv in 2021

obsidian nimbus
#

true

#

now ppl watch more what they like guess it might have to do with that

worn granite
#

anime avatars are not uncommon here

obsidian nimbus
#

i kinda like the whole make 3d look like 2d styles

#

or make 2d in 3d

#

i watched a few show, but usually it starts to drag on for too long

worn granite
#

I'd say if anything, your own face is the rare avatar

#

not you specifically, but people using their own face

obsidian nimbus
#

that might not be his face but generated 😛

worn granite
#

well yeah

#

if we're going to get existential, you're the only real human

#

all us? generated

obsidian nimbus
#

maYb he is an actual anime character and he uses a real human picture

plush yew
#

shh

obsidian nimbus
#

or he is a cat

cedar wave
obsidian nimbus
#

1 is a collision trace

#

it hits the phys asset

cedar wave
#

🤔

#

I'm not following what you mean. Both are line traces by channel affecting the visibility channel.

obsidian nimbus
#

hmm i dunno, not exactly sure whats the setup and goal there

cedar wave
#

What is unknown about the goal? I'm trying to implement an accurate shooting setup in an over-the-shoulder third person shooter.

obsidian nimbus
#

what if u dont do visibility but collision trace?

cedar wave
#

That's what a line trace is

royal shadow
#

man its been a while without an engine patch

#

i sure hope nothing big is coming out soon from epic

#

👀 👀 👀 👀 🤞

fallow hornet
#

Anyone else having an issue where when connecting nodes the entire engine flickers?

neat shale
#

._.

#

what the hell happened here

marble crystal
#

Hey I'm having trouble connecting cesium to unreal engine and getting a not authorized error

autumn grail
#

Is it possible to package the server in Development build (to have the logs output) and the client in Shipping build ?

calm pollen
#

does anyone know what the difference is between all these different types of Android? (Ex. Android_DXT, ETC2, ASTC, Mulitclient, etc.

upbeat tendon
#

I am not sure if this is a good idea, but I am thinking about making a tcp connection from my game mode to a server and stream in important events

#

I figured that could help me analyse game play

sullen drift
#

how do i remove these weird blue lines thing

rigid belfry
#

does the game mode hold information about the different classes as object? i need to cast to player controller and pawn and was wondering weather the game mode would hold such information about the objects by default

#

my first thought is that i can reference the classes no problem, but the actual objects are different

arctic monolith
#

Press G I think fixes it, it shows the bounding box I think

#

Is there a dedicated help channel here? I can't find it. Post questions here then?

rigid belfry
#

its here

#

its not very active during these hours thought

slim idol
#

Do anyone know how to use the HDRI backdrop inside unreal as a shadow catcher? Or just create a shadow catcher object?

arctic monolith
#

Anyone knows how I can put a camera, and use that output on a second monitor? Basically want to build the scene from the camera's perspective

rigid belfry
#

is there no page about the PlayerState Class on the unreal docs?

gaunt tide
#

So what’s up with “Too many SRVs”? I’m only using 1 material and I get the error.

rigid belfry
arctic monolith
#

@rigid belfry Yeah I know, there is one. But I want this camera output on my second monitor

#

So I can better set dress my scene from that specific POV

abstract scaffold
#

Anyone ever seen this error? Getting it on dedicated server when loading a map. Map works fine in editor under single process, but not as a seperate server.

rigid belfry
arctic monolith
#

@rigid belfry Right right, but I want the output camera to be full screen on my second monitor, while I work/move around the scene

#

Found that, guess it's something shrugs

rigid belfry
#

if you move an actor in the level while holding down the scroll wheel shift, your camera will move according to the object position

#

you could drag the camera on an Axis and hold down scroll wheel shift to both move camera and your flying camera

#

but yeah, to answer to your question, i doubt theres an actual solution

lucid grove
#

Heya

#

Damn, cant figure out whats wrong with packaging

#

I dont have any errors, only 5 warnings

#

But when i launch packaged build i get Fatal Error right when it starts

grim ore
#

enable the console, or read the log

lucid grove
#

I cant enable console

#

It just crash

#

I have log file though

grim ore
#

the play console, you can turn on the text command console so it shows what is happening as it loads (basically real time log)

#

its the output log basically in a packaged game

lucid grove
#

You mean this log file?

#

That what i have in the end

grim ore
#

well whats before that

lucid grove
#

I dont see anything that tagged Error or Warning or something

#

From my point of view it just loading and then boom, fatal error

lucid grove
digital anchor
#

is your fatal crash something like Animation size mismatch....?

lucid grove
#

If i only knew where to look 🙂

grim ore
#

well it has to do with loading textures from the looks of it

plush yew
#

Jake the dog weren't we talking about cheating with local saves a while ago o.o

#

Or am I thinking of someone else

digital anchor
plush yew
#

Its ok x3

lucid grove
digital anchor
#

anyway - i was getting a crash on UAnimSequence::Serialize() that was because i upgraded my ue4 version and Event driven loading was disabled, so maybe give it a check on project settings

lucid grove
#

all i have

digital anchor
#

well guess you will have to debug the minidump then

lucid grove
#

How can i do that?

lucid grove
gaunt tide
#

What would be the reason a new C++ class to not appear in my content browser? BTW Im using a blueprint project but need a C++ class for my terrain generation but I cant get it to appear anywhere but in my Source Files Public folder(not in content browser). I have view C++ Classes open, Ive done a search paths for it as well but nothing. I also added the C++ class dependency in my Source Build as well. VS couldnt rebuild solution due to an error and I cant drop the C++ class into the content browser due to the ".h" at the end.

lucid grove
digital anchor
#

when you get a crash you get a dump file on the crashes folder, open it and execute with visual studio, it will show where it crashed, see if you can spot anything wrong

lucid grove
#

Ok i have it open

#

But i have no clue where to look >_<

digital anchor
#

press the play button, you may need to specify where the .pdb is (same folder as your .exe)

#

then click the first item in the call stack to see where it crashed

lucid grove
#

I opened VS2019

#

Dragged dmp file in it

#

Now i have this window

plush yew
#

How do I edit spline points in UE 4.26?

digital anchor
#

click here

lucid grove
# digital anchor

Unhandled exception at 0x00007FF708D101FB (CleanGrayShaft426.exe) in UE4, Minidump. dmp: 0xC0000005: read access violation at address 0x0000000000000008.

digital anchor
#

yeah, i should have asked this first of all but

#

do you have any experience with C++?

lucid grove
#

Nope

#

So im stuck right? 😄

digital anchor
#

😄 yeah kinda, the next steps would be looking at the call stack and local variables to see why it called a function on a nullpointer (thats what the error is)

#

take a screenshot of the code at the place it crashed, maybe we can spot something

lucid grove
#

I got this error message right after i clicked on that green play button

digital anchor
#

it generally moves your cursor to the place it crashed

#

did something show up on the text editor?

#

like this

lucid grove
#

Right after i hit play button

timid spade
#

is there a way to parent only location and scale of an actor to the camera and then parent rotation of the camera to the same actor?

digital anchor
#

does that text says something about missing debug files?

timid spade
#

im making a leaning mechanic and im trying to make my life as easy as possible

lucid grove
#

The selected debug module does not support code execution in the current thread (for example, only native runtime code is executed).

crisp creek
#

So if epic acquired rad game tools does that mean unreal will be able to read and or convert to and from the granny 2 file wrapper? I know it's old but a few games I like to mod use it.

lucid grove
slow musk
#

I'm looking for some help with packaging a game for Quest 2. I keep getting this error with compiledebugJavawithJavac and I don't understand fully what is wrong with the whole thing.

spare kernel
#

@lucid grove only you can open that dump

lucid grove
#

Well at least its the correct one?)

lucid grove
digital anchor
#

@lucid grove when you open your game folder /game/binaries/win64/ is there a file with the .pdb extension?

lucid grove
#

yep

digital anchor
#

hmm weird, the dump file should be working fine then

lucid grove
#

Maybe im doing something wrong?

#

When i hit play i got this screen, text is

#

The shared code is not running

#

The selected debug module does not support code execution in the current thread (for example, only native runtime code is executed).

#

And the error in box:

Unhandled exception at 0x00007FF708D101FB (CleanGrayShaft426.exe) in UE4, Minidump. dmp: 0xC0000005: read access violation at address 0x0000000000000008.

lucid grove
abstract frigate
#

I recently made this render with baked lighting

#

And i think it can be improved

#

Does anyone have any tips to improve it?

digital anchor
#

if its loading the pdb correctly it should show up code, but im out of ideas...

austere whale
#

How much revenue share does Unreal take after 1million?

#

Also, can I release an unreal engine game for free download from my own website rather than Epic games store? And can I have my own marketplace for that game on that site?

slow musk
#

5%

austere whale
#

What's the revenue share policy for in-game purchases/digital items

#

like skins and such

slow musk
#

I imagine it's part of the overall revenue of the game so it'd be the same 5%.

austere whale
#

interesting

slow musk
#

I imagine if you're planning to make a game for sale, I'd worry about making the game and getting it being bought before you worried about the royalties.

austere whale
#

rude lmao

#

why do I get responses like this every time I ask loyalists about their engine's revenue share

#

unity discord was way worse but still similar responses here just as quick lol

narrow plaza
#

Is it possible in blueprints to detect landscape paint layer that the player is walking on? (even max value guess - grass / water / rock where multiple layers are blended). Line trace doesnt give me the materials, and the other footstep asset packs appear to use static meshes labelled. Is there a way to get the actual landscape layer?

round quiver
#

What are prices typically like for contracting devs to work on an Unreal project?

proper lintel
#

I have a weird issue with the spring arms resetting to default settings then not being able to be rotated

#

I deleted it and add another one but this is the 3rd time ive had to do it.

plush yew
#

this can essentially be replaced with "add unique" correct? Goal is to only add an item to an array if it's not already in there

#

@proper lintel what are you using the spring arm for, camera?

proper lintel
plush yew
#

@austere whale Frankly you get these blunt responses because the question isn't very high brow and is constantly asked. If you were in the position to be earning money from your title you'd already know these numbers and if you aren't in the position to be earning money then why are you even asking. Is this for a school assignment or something? 99% of the time its people who can't even make a basic platformer asking questions that are utterly irrelevant to their current situation.

#

how are you rotating the spring arm @proper lintel

round quiver
#

Rest of my body is not following the animation, despite using this code for all the body parts

#
LegsMesh = CreateDefaultSubobject<USkeletalMeshComponent>("LegsMesh");
LegsMesh->SetupAttachment(GetMesh());
    
LegsMesh->SetMasterPoseComponent(GetMesh());```
#

been following a course exactly, not sure why this is being so iffy

proper lintel
plush yew
#

yes, that was going to be my suggestion, glad you solved it

proper lintel
latent sonnet
#

Does anyone know how I would go about making a hub world with level progression like in Super Mario 64? Being able to save the levels completed as well as opening new ones based on the amount of completed levels? I can think of a few ways it could be done but I'm not very good at using the engine so I doubt my ideas would work.

#

I also feel like my way would be very hard to do and I'm sure there are much better ways to do it.

plush yew
#

@latent sonnet you would need to store variables in the save game state. Star amount, which stars are collected, etc.

slow musk
#

I think you can set up items as “portals “ and have them change your levels. I’m pretty novice about the whole thing with the hub level being the default.

latent sonnet
plush yew
#

I mean

#

its pretty straight forward

#

make an array of bools if that's all it takes

#

I teach this to middle school students and thats what we do since it's easy to understand and is lightweight

austere whale
plush yew
#

@austere whale behave

austere whale
#

speak for yourself

latent sonnet
slow musk
#

I said to just make the game first before you worry about monetization splits. Calm down.

plush yew
#

This is some comical aggression

slow musk
#

I gave you an answer 5%

plush yew
#

Imagine getting this tilted at someone telling you that your dumb question isn't getting treated with any reverence because it's dumb

austere whale
#

i get it

plush yew
#

Someones bout to get bopped

slow musk
#

Took 5 seconds to google Unreal Engine Royalties.

austere whale
#

also the rev share policy doesnt cover games that you make purchases with in crypto

slow musk
#

I really don’t think crypto is relevant enough as a currency for 20$ games for most companies to worry to much about.

austere whale
#

if a game makes its revenue in crypto how will the revenue share policy apply

plush yew
#

Again either you're competent enough to where you already know these questions or you are just fantasizing about what it'd be like if you made a million dollar + MTX game with apparently crypto integration which is just a step above the standard question which sets the bar so low it's practically a part of the ground. Contact Epic if you're about to implement crypto don't pout on the community discord about people not treating you like some sort of mastermind when you're presenting us with this caliber of discussion

austere whale
#

since the value is constantly changing

slow musk
#

What question? Typically they’re followed by punctuation.

austere whale
#

collin leave me alone lol

plush yew
#

What did you expect? "Oooooh WAAAAOW this guy us implemeting CRYPTO!!!"

#

This is clearly not the place to be asking

timid spade
#

how come false never executes?

plush yew
#

you've received two perfectly competent responses

#

Nobody on the community discord cares about your idea to put crypto transactions in. Maybe you'd get some pity "tell me mores" if you weren't acting like an actual 14 year old

slow musk
#

Besides with any sale it’d be based on what it was sold at same shit if you have the game away or had a discount just because you sold the game for 15$ today and 5$ the next day doesn’t change what you took as a currency.

austere whale
#

i think youre just having a bad day but yeah i will ask unreal directly since youve never been in this position to know yourself laughter

austere whale
plush yew
#

Says the person not in the position of knowing

austere whale
#

i was thinking how the revenue share policy would apply, if at all

plush yew
#

And you got an answer then called us rude

#

and started pouting

austere whale
#

kinda too good to be true, especially if it'd circumvent paying unreal completely

slow musk
#

Again, 5%, it’s all revenue.

plush yew
#

If a mod was on you'd probably be in time out rn

slow musk
#

With any currency, crypto or not. At the end of the year you have to report earnings. The crypto has a value you’ll pay the value of the crypto. If some dumbass pays crypto for micro transactions on a non existent game then that’s their choice.

#

You/your bank then choose whether to convert the crypto to actual currency or hold onto the crypto.

Again don’t count your chickens before they hatch.

plush yew
#

I didn't know ricegum was into game dev but wow I wish he wasn't

austere whale
#

do you guys recommend using upwork or the job board here is just as good?

slow musk
#

If you’re planning to hire marketing managers I’d try a different place.

plush yew
#

@latent sonnet no problem I can walk you through this in like 15 minutes I just need to grab food

latent sonnet
plush yew
#

actually I'm on a call right now. Are you trying to save data between sessions right nowor are you trying to just get the system up where it saves stars? @latent sonnet I'll leave you a big comment that should make this pretty easy to follow depending on what you need. If you need save games now then you'll have to just follow some video tutorials. I can help you can set up the variables you'll want in your save game if thats what you need though

latent sonnet
timid spade
#

why is the object always invalid? It is valid when checked in the character bp, but not here.

#

even though i check every time

#

ping me if you can help. thanks

plush yew
#

Alright so how I teach this is pretty easy

There are a number of ways to do this but this approach should be decent:

Make an enumerator that lists all your levels. You can add or remove elements from this later. An enumerator is basically a list of named options.

Make an actor blueprint and call it "PortalBase"

In that BP create a variable called "PortalLevel" Make it the enum that you made earlier. Expose the variable, you can do this by clicking the closed eye icon. It should be open and yellow

You need some sort of trigger, doesn't matter how you do it. I just do the "ActorOverlap" event. So when an actor overlaps your portal you check to make sure that actor is your player. I'm a little rusty, off the top of my head you can do the check by "casting to Player" or whatever your player BP is called. A failed cast should do nothing a successful one should continue the logic. That's not the most efficient way to do it but it'll work and the performance is actually negligible. You plug that successful cast into the "OpenLevel by Name" node. Drag off the LevelName pin, type select.

Take your level enum and plug that into the bottom pin on the select node. Now for each of your levels you should have an entry. There's a way for you to format the text from the enum so that you can just plug directly in but for now just manually type the EXACT level names into each of their corresponding options.

If you've done it right then in the editor when you drop a portal in, you should be able to change the level variable so that the portal will send you to whatever level you designate from the editor.

Create a game instance BP. You'll have to google how to set that up it's not too hard but I can't remember it off the top of my head.

Assuming you're trying to do the format from mario 64, create a bool array variable in your game instance. I'd personally make a separte array for each level's stars

now I'll type part 2 @latent sonnet

plush yew
#

For the portals you can go into the construction script and use select/ switch nodes to change things about the portal based on what level it goes to. A simple one would be to change a color variable, that's what my students use. You could also change meshes, anything.

Alright so rather than making 120 star BPs you can also just make "StarBase" Give it an Int variable. That variable keeps track of what # star it is per level. Might as well also give it the level variable so it knows what level it belongs to. Based on the STAR'S variables, you should know what level you're on and what # star you just collected.

Make a function in the game instance called "update stars" The function needs two inputs, level and #.

On whatever collection trigger you have, probably overlap, cast to the game instance from the star BP. Feed the STAR'S # and level variable into the function.

Back to the game instance

The function isn't too hard to set up. Based on a series of select / switch nodes you should be able to take the level input and access that level's bool array. With the # input you can check which star needs to be checked. So Level > Star # > IsTrue? If yes then do nothing or open a the hub level, whatever you want to happen when you collect a star you've collected before.

If false then set it to true. Create a variable called "star count" and increase it by 1. Then load a level or whatever else you want to do on collection.

Locked portals are easy once this is all set up. Create a variable called "star requirement" on your BasePortal. Expose that as well (click eye). On your triggering event, whatever it was, probably overlap, make a branch. Cast to your game instance, get the "star count" and see if it's greater than or equal to your "star requirement" if false do nothing if true load the level as normal @latent sonnet

#

"easy" is relative but this approach will introduce you to several concepts that you need to know. Casting, arrays, switches, select nodes, etc.

round quiver
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GetActorRotation node is not available to me in the AnimBP 🤔

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nvm got it

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I didnt realize certain nodes have certain nodes avaialble to them

gaunt tide
mint sequoia
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You guys have evangelists in your communities right? What do they actually do? In NZ we're meant to share Australia's even though we don't have a lot to do with each other, so once one of them came over and did an absurdly beginner level material tutorial and that's all I've seen of them. Do you guys have them active in your communities and what do they do?

slow musk
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Evangelist like a person trying to convert people to Christianity, taught you beginner Unreal Engine?

mint sequoia
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Can't tell if joking

slow musk
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No i'm being serious.

gaunt tide
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This is the first im hearing of it

mint sequoia
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Not sure what the point of the evangelist program even is if people don't know they even exist

slow musk
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We know they exist except it's odd that they're going to a anywhere and teaching Unreal Engine. If a Mormon on a mission went to South America and started to team them knot tying I wouldn't be that surprised, the Mormon was probably a Boy Scout. But teaching, in your words, absurdly beginner Unreal, is quite odd and not very common.

worn copper
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Anyone know how to add Game Title On YouTube bottom of the Video

sinful egret
plush yew
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I would be uncomfortable being called an 'evangelist' lol like some weird preacher

regal mulch
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And they do a lot more than just go to random places and teach. Two of them you probably know from recent UE4 tutorials/videos. Andreas Suika and Sjoerd De Jong (hope the name is spelled correctly).
But I guess with Corona right now it's been a bit quiet. Not many events, if any.

blissful wharf
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is there a plugin for recording the viewport to an mp4 (if possible with good compression)

plush yew
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Hello guys I work on a strategy game which is actually recreation of the web game called ikariam. I am in the begining of the development and I think as a first stage I need to start working on world generation but I have not idea how I can do it, can someone recomend me aything? The things that I know for the generation is that the islands are same, they include 16 places for cities, the thing that they are different by the others are different second mine for resource (like wine, stone, crystal, etc). How I can make generating island with one same mine for wood and the other to be randomized

slow musk
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@blissful wharf what's the purpose beyond what like even Windows Gaming screen recording? You could try looking into the movie/animation side of it.

blissful wharf
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i just want to be able to record previews fast

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for sharing purpose

mint sequoia
# regal mulch And they do a lot more than just go to random places and teach. Two of them you ...

Been here since '14. I don't watch tutorial videos I just read engine code so I'm not familiar with that scene nor those names but that's just me. I think you're just witnessing the commonplace disconnection with outliers to the US (or other hubs, eg. UK).

Also, NZ barely had corona and barely has corona. We've had some cases popping up and at times events have been cancelled but for the most part there's no covid here.

regal mulch
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Pretty sure you can use UE4 for years and not know the name Tim Sweeney either

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Not sure that means much though

mint sequoia
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Probably but that would be weird

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I wasn't criticizing evangelists just genuinely wanted to know more

regal mulch
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Idk if you have to do specific things to run into them

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They are usually on all sort of bigger events

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Obviously GDC

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But also things like Gamescom in Germany

mint sequoia
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Oh the events that don't reach us 😅

slow musk
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Karasa probably be easier just using windows screen recorder it's like 3 buttons to do, records fine quality and fast.

regal mulch
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Yeah Evangelists are mostly Event people I guess.

mint sequoia
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I wish Sweeney had come to hide out in NZ instead of you know who

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Or maybe you don't know who

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Gabe

regal mulch
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A few years ago, around 2015/2016, the community work by Epic was A LOT larger.
Community was invited to GDC, everything paid, you got to know a lot of people, including Tim.
I hope they return to this some day.

mint sequoia
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That was a stepping stone

regal mulch
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Sure, it was to kickstart the free engine

mint sequoia
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They're not going to step backwards unless it's suddenly in their interest, indicating failure

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I do miss the culture from back then

regal mulch
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I fully get that, but there is some part in the Community Managers and Evengalists who personally would love to have that much community going on again.

mint sequoia
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And the jams. Allar winner the real winner. And Alex and Chase hosting

regal mulch
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Yeah...

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Haven't seen Alex in a while. Last time he visited me in Düsseldorf, but that's also already so long ago -.-

mint sequoia
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I think I care more that I won on allars stream in '15 than '19 solo dev megajam win

regal mulch
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Yeah it's less personal now a days. Community also grew a sh*tton

mint sequoia
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More business less community

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I don't hate it. It's just different. We all adapt and nostalgia is fine but need to keep with the flow

regal mulch
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Nothing against the current Community Managers or Stream Hosts, but I haven't watched a single stream since Alex, Chance and partially Jess have "left"

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Idk why though

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:D Just not the same anymore of course

mint sequoia
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I think Victor does a fantastic job

regal mulch
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Oh he probably does

mint sequoia
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Well, they all do, but everything is definitely less personal which is a natural effect

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Bigger jam

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Versus the old school monthly jams where the community was smaller and tighter

regal mulch
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Correct. I tried to keep that a bit alive with a Meetup, which was just starting to grow again, with having a VR Café as venue. Then Corona hit Germany...

mint sequoia
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I built a community around my marketplace plugin and haven't been active around here much

regal mulch
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That's nice

mint sequoia
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The server has kind of grown to a scale that isn't to my liking, which is just me, nothing bad about it

regal mulch
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100%. I also only visit a few channels to sometimes help a bit and despite that only stick around for moderating

mint sequoia
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I grew up playing games where everyone knew everyone and I think I instinctively seek that vibe

regal mulch
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Well, lets see if some of the early days can be revived. I know some Epic peeps would love that and might even be pushing for that.

mint sequoia
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Diablo I, wow beta and classic vanilla, early second release FFXIV were all good times. But I have to admit I can't enjoy games much anymore

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I think I also have to admit a part of me no longer enjoys making games

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I'm fine working on my plugin, and doing short jobs, but I don't feel any drive to make an actual game so it makes the last ~10 years I spent learning feel partially pointless

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Because that was the point

regal mulch
mint sequoia
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ShareX is good for rapid preview

blissful wharf
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yeah i use obs too, it'd just be easier to just press a button inside the engine

mint sequoia
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I use OBS for high quality stuff

regal mulch
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ShareX is also nice yeah. It either greates gifs or mp4s iirc,depending on size/duration

mint sequoia
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I hear Gyazo is like an easier ShareX never tried though

mint sequoia
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To initiate recording

regal mulch
# plush yew Hello guys I work on a strategy game which is actually recreation of the web gam...

The problem with your question is that it's too "general". No one can really answers this, because there is no 2-3 sentence solution. The answer would basically be: You have to code it.
Idk about that web game, nor would I look that up. You should start smaller if this already causes so many issues for you.
But for the sake of answering it "somehow": I assume this is a very procedural system, where the island is generated from code and then city and resource locations are placed. So I would start by looking into how to procedurally create some sort of island landscape. Those tutorials usually come with information as to how to automatically spawn trees and what not, so you could utilize that knowledge to spawn your resources.
But again, very difficult to answer. You should start working on it and come back if you run into smaller issues.

rustic panther
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Love ShareX

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just takes a bit of setting up, which isn't very user friendly

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I have Prnt Scrn button used to make a region video that gets saved to a folder that opens the folder, Alt+Shift+PrntScrn makes a video with audio, and Shift+PrntScrn makes a region screenshot that gets copied to clipboard

plush yew
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and the game is web but the project will be for pc

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and the graphic will be 2d