#ue4-general

1 messages ยท Page 987 of 1

kindred viper
#

its not as rough as you think because there are lots of tricks in game dev to do things

idle dragon
#

I know, it's just... damn, I was so happy to be done with maths once I left school

grave sphinx
#

Also it looks like you are using an accumulation function to add the result to the world rotation. This doesn't strike me as something you want to additives apply

idle dragon
grave sphinx
#

Look for a rotator or ToRotator function

#

Off the direction

kindred viper
#

@idle dragon I was tasked with a job once that had me spend 3 months trying to teach myself calculus and advanced trig. It was a horrible time until the time ended. Then I was like "I know kung-fu"

idle dragon
grave sphinx
#

I'm on my phone so haven't fully digested what you are trying to do yet

idle dragon
#

^ just posted a video of what im trying to do vs what the aircraft is doing.

#

But I'll try to badly implement your suggested solutions

#

@kindred viper Any suggestions on learning materials?

kindred viper
#

Freya Holmer's youtube channel

idle dragon
#

roger that

#

Starting out as a game dev is like the 5 stages of grief. Now I'm beginning to accept it's the journey that matters, not the destination -.-

kindred viper
#

it's not an easy job, but it's a fun job for some. I'm somewhere in between. The lack of money makes it infinitely harder for me.

idle dragon
#

Same.

#

Never stop never stopping

kindred viper
#

Pain is temporary, quitting is forever.

idle dragon
#

I've been waiting a long time for this, my little green friend.

#

Uh, wrong quote

plush yew
#

Can you animate your character from one frame to another in an animation to just adjust it?

#

like a slight head rotation for example

idle dragon
plush yew
tough pagoda
#

Why when I create instances of actor(base class, with configured component) I get the result that both of instances in scene have the same Component in Ownership.
Anybody can explain please.

kindred viper
#

they automatically inherit the component

broken heath
#

You know these raster to vector , image to vector software features/ sites

Can i develop such feature in unreal

#

Like Texture to spline

dusky folio
#

hey does anyone know how to delete c++ class from c++ classes? i remove it from my visual studio and assigned actor but i still cant delete it from cpp classes

worthy horizon
#

Hey, might be out of line asking this here. But is there special blueprint functions for the camera actor for an nDisplay instance?

lucid grove
#

Heya, is it possible to count mesh size from top to bottom?

plush yew
#

Where can you set when you particle will trigger?

#

like at what second in a sequence

dawn gull
#

How do I get my displacement map to work? I have it hooked into the World Displacement pin and I set my tessellation to PN Triangles

odd wagon
#

I'm currently having trouble trying to put these closer together, can someone help me?

dawn gull
#

i already set up the tessellation

open eagle
#

does anyone know of the easiest way to make a paper2D sprite go nuts?
like I want it to float to a random location on screen constantly

dawn gull
#

set world location and then do a make vector and use 3 random floats

open eagle
#

I want it to smoothly float there

#

not teleport instantly

clever trail
#

mathew wadstein is a hero to us all

finite lark
#

About bullets; is it correct to make them spawn with a capsule collision ?

clever trail
#

Can use a box collision too tbh, but sphere fits better for me

#

Although i'm a linetrace lover so it's hard for me to say

silent parcel
#

I'm new to Unreal so I may just be being a dumbass, but in a beginner level tutorial I'm following the dude says you can use a Post process volume to change exposure, but it's not working for me at all

#

I got infinite extension on and it works for AO intensity

#

But exposure doesn't change at all no matter what I do

dry moon
#

Anyone know how to properly do floor with procedural mesh? Not sure the best way to do the tops, always end up with overlapping verts

silent parcel
cursive salmon
#

Hi, Do you know if the localization dashboard also works on Android please?

silent parcel
cursive salmon
#

In my project it's not worked on Android, only on PC. Why it ?

worldly lynx
#

in unreal engine how can change the resolution for the game to 5760X1080?

#

is that possible?

uncut sigil
#

Hi Guys ! Question : My Finals are coming up and im looking for a nice exercise to train on. Any recommendations ? I'm studying for Shaders and Blueprints. Id say im beginner to intermediate level

kindred viper
#

a traffic light system

uncut sigil
#

Thats a pretty cool idea !

kindred viper
#

yeah im pretty cool.

#

๐Ÿ˜„

versed burrow
#

Hi

uncut sigil
#

hi

vagrant hornet
#

how much c++ do you need to learn to make a game?

median bough
#

Has anyone used transform and physics forces on the same object before without getting weird behavior?

kindred viper
#

You need a physics blend for animation to work with physics

median bough
median bough
vagrant hornet
#

yeah

median bough
#

If youโ€™re trying to get a job...

vagrant hornet
#

i do it for fun

median bough
#

Then use the bps bro hell you may not even need unreal engine depending on what you want to do.

#

But use what you like and prefer and looks cool

median bough
#

Plus itโ€™s very slidey

kindred viper
#

physical materials can solve that but they need to have friction against something to be effective in that respect. My general rule is animation superceeds physics. If I need a physics appearance I can always fake it with animation, but if I need physics interaction such as impulse to move an object in a dynamic situation, the blends can help with the right timing and effect.

#

You can also do magic with pose snapshots during physics simulations and interpolate as animation from there, and perhaps even kick in some physics at the end to make it feel like it was always physics.

plush yew
#

Hello
Unreal Engine 4.26 have bugs, it's better 4.25 about android games ?

kindred viper
#

ue 4.26 has been the most stable version I've used in a while. But all versions have some bugs.

#

I even run mine with chaos enabled which should break more than I expect, but its fine

molten solstice
#

Idk for Android Games but u can use 4.25, you just won't be up to date! (i still use 4.22 for some projects -> HTML5)

plush yew
#

Okay thank you sir

#

@kindred viper you know about how chaos physic stuff works? o.o

kindred viper
#

kinda but only in respect to destruction

plush yew
#

Okie thats exactly what I want to learn about I have 3 simple silly questions xD

#

If you dont mind of course

kindred viper
#

i dont mind. Waiting for a project to update into my vault

plush yew
#

C:

#
  1. Can you socket meshes that can be destroyed onto actors like your third person character?
versed burrow
#

Hey

plush yew
#

Like a square for example

kindred viper
#

@plush yew yes

idle dragon
#

@grave sphinx Hey I'm just curious, could I pick your brain about that vector problem I had earlier in PM's sometime? No worries if your too busy or something

plush yew
#

Can those meshes have morph targets that are active when being destroyed?

#

Like square squishes or squashes per sqy

#

Say*

kindred viper
#

a destructible object setup for Chaos Destruction is a fractured asset which is specific to the system. So you can have an original mesh, which you replace with a destructible pre-fractured asset at the time of destruction, so I shall say yes.

plush yew
#

This makes me very content :3

kindred viper
#

Niagara can take care of any morphing of particles from the destruction

bitter valve
#

Has anyone else experienced lag with moving nodes in unreal engine?

plush yew
#

I could not find the answer to those 2 questions for a legitimate year xD

kindred viper
#

@bitter valve try disabling vsync for your GPU

plush yew
#

Oh wait 1 more question

bitter valve
#

But let me try real quick.

plush yew
#

The chaos physics setup the fracture itself right I dont have to doany weird special systems for that right?

plush yew
#

Like can I import a basic ball and hve it setup the destruction

#

From blender per say

kindred viper
#

You can create an asset from your mesh that becomes a fracture asset. I would run through the content example and it shows you the different stages. It's really easy to see it visually. But its a specific setup if you want it right. It won't just work out of the box on a mesh. You need to prepare it by making the mesh modular so it can fracture more realistically

past stag
#

What kind of games is Unreal Engine good for? For an example vs Unity

kindred viper
#

@past stag flappy bird

plush yew
#

Okie :3

kindred viper
#

honestly it can do all of them, but Unity has the edge in 2d and ECS based systems afaik.

past stag
kindred viper
#

thats a question for google my friend. I don't memorise the EULA :p

rustic panther
#

how do you make stat unit not toggled

past stag
#

I bought the licence for Steam so now I am thinking if I do my game on unreal or unity

#

I think I might take this as a change to learn ue4 properly

kindred viper
#

@past stag you won't regret learning UE4 even if you decide Unity is better for your project

past stag
median bough
past stag
#

is clang faster than msvc with UE4?

kindred viper
#

no idea. But clang support is probably used more with the linux builds I guess.

past stag
#

Because I am thinking whether or not I should build ue4 with clang or just use the default version from epic

#

Through it might not be worth the efford

autumn stratus
#

@past stag
if your game is a 2D game it's better to use unity otherwise, you can use both

kindred viper
#

@median bough Yeah thats a situation where you need to decide what exactly you want to be a physics impulse, because you can still fire an impulse of course, but the math for your movement will need to take in extra factors manually. Don't forget, in space you probably don't have friction either right? So it's not exactly too much of an issue

grave sphinx
#

sure @idle dragon

past stag
#

Is there any "fun" unreal engine tutorial video serieses?

#

which show up the cpp coding

median bough
#

you could try their cpp tutorial

#

it cost money doe

#

fun is relative lol

white seal
#

I currently have a rigged blender model and want to do something with it, but idk if unreal is the right engine for me. How hard would it be to simulate suspension physics for a blender-rigged tank model in ue4?

past stag
#

because I know basic c++

past stag
median bough
fierce tulip
#

udemy sales are fake, they are always on sale with a fake "few more days/hours" counter that resets if you delete the cookie :p

median bough
kindred viper
#

@white seal vehicles in UE4 require a specific setup but if you use the setup method, there is a built in Vehicle Movement Component with advanced suspension. However tracks on a tank may take some extra work. If you fake it with animation based on the wheel component, you can get good reaults.

median bough
#

Im trying to learn how to tune this system so it feels fun to play but the numbers are giantic and transform may make those numbers smaller.

kindred viper
#

@median bough floating point issues are a huge bane in space games because of the size. My suggestion is to downscale everything by a factor but you will have to refactor your physics values with it.

fierce tulip
#

or dont worry and keep building until you can convert to ue5 :p

kindred viper
#

I was just gonna type that

#

๐Ÿ˜„

median bough
#

I used the universal gravity equation to do gravity and the numbers on all the objects were so huge i just decided to make the gravity constant 5trillion so i could make the rest of the values smaller and manageable.

past stag
#

does ue5 fix floating point problems?

kindred viper
#

You can also do some fake floating point calculations with string manipulation via SetPrecision(fpvalue) in C++

median bough
median bough
kindred viper
#

well you can fake the maths by setting the precision per function/class etc. It's how I usually convert geolocations to real world scale in UE4

median bough
#

Wait..

#

No you mean by using this SetPrecision(fpvalue)

#

Ok ill look into it.

kindred viper
#

UE5 will have 64-bit floating point calcs so fix isn't the word. It reduces the scope for error by a magnitude

#

std::setprecision(16);

#

that gives you a faked 16 point precision in a string

past stag
#

How would the world origin shifting work with multiplayer?

median bough
past stag
#

because for an example Satisfactory has 30km2 map with multiplayer without server

kindred viper
#

it does work tho

#

@past stag world origin rebasing doesn't work out of the box with multiplayer. They probably slaved away for a while until they got something acceptible.

#

30km squared isn't that heavy a floating point error, although it's some and transform locations will cause things to jitter. But you can probably do some maths trick to avoid it

median bough
#

I may use this.

past stag
#

but how would for an example space game with multiplayer work?

#

if it has really large map

#

on single player the map can be as big as it needs (world chunks or what are they called) and origin rebasing

kindred viper
#

you can localise calculations rather than use world space but then you lose a lot of functionality. However if you dont need that functionality based on world space, its probably ok.

past stag
kindred viper
#

no because its local to your object. So the calculations are essentially rebased to the object

#

you can then fine tune anything that needs to lerp a location

past stag
#

but doesn't something like raycast also require world space?

kindred viper
#

sure but like I said, you lose a lot of functionality

#

Or it might be ok in the circumstance to lose fp accuracy. It just depends entirely on the situation

median bough
#

@kindred viper Do you happen to know how to use a USkeletalMeshComponent on a pawn? I have on thats a turret from a synthy pack i was to put a turret attached to this object because USkeletalMeshComponent doesnt have SetupAttachment()

kindred viper
#

NASA went to the moon on the equivalent of a C64 processor with no quaternion maths. So maths wins again ๐Ÿ˜„

past stag
#

at what distance does the floating point precision became bad?

median bough
kindred viper
#

yeah when they reached the euler point of collapse, they sounded an alarm that rotated out of it

median bough
#

cool

kindred viper
#

@past stag around 18-20km

#

from origin

median bough
#

Never mind im very wrong it has a setup attachment.

past stag
#

so its 1ย 800ย 000 ue units (cms)?

halcyon flame
#

is there a good way to ID a particular actor in the level so the GM can find it?

#

without having to do getAllActorsOfClass at the start of play? or should I just accept doing that one time

somber rover
#

Has anyone released a git or google drive link of all the paragon chars already targeted to the UE skeleton with their weapons removed? Kinda like someone retargeted all the mixamo animations to the UE skeleton then gave them out?

ripe basin
#

Hey All, I got a question that I'm not sure I'm in the right discord to ask but it relates to the unreal engine.ini file so I figured I'd just ask and see what you guys think.

I added LogOnline=Verbose to my engine.ini file and am able to see users that connect to the server along with their IP right.

LogOnline: Verbose: STEAM: - Id: UNKNOWN [0x7F8C153FC640], Number of Channels: 1, IdleTime: 0.050

But the issue is that Steam just returns unknown. It's not a huge issue to me as I'm doing a work around to attach users to IPs but didn't know if this was something I can fix within the engine.ini?

Again sorry if this isn't the place to ask or not related in anyway.

mystic holly
#

Hey, is anyone wanting to just chill and talk while doing our own projects?

inner sundial
#

is it possible to have imported objects use Complex Collision as Simple by default on importation?

#

would make me not have to do it on 300+ objects manually

fierce tulip
#

you can bulk-edit them after the fact iirc, though keep in mind that per-poly collision can be a hit on perf.

inner sundial
#

oh yea ik, but i do not have the patience to redo collisions for 300+ objects lmao

#

eventually ill make collisions for the whole map so that the objects themselves dont have collision

#

but for now i gotta use that

#

how do you bulk edit them?

#

that would also be useful for texturing

fierce tulip
#

select multiple meshes in content browser > edit > bulk edit i think

inner sundial
#

ok, one moment

fierce tulip
#

@mystic holly from time to time you'll find people in the voice chats that just hang out, talk about projects and ue4 stuffs

mystic holly
#

Oh that's cool ty

past stag
#

Because from what I have heard downscaling also has its own cons

inner sundial
mystic holly
#

Awesome!

kindred viper
#

@past stag scaling can effect physics so you have to adjust for it

past stag
#

And what exactly needs to be done to physics?

#

like if I do 1/10 scale

inner sundial
#

damn

#

i said hey wassup and he gone

celest creek
#

wassup

#

ok silly question - how do I convert a vector4 to a vector3 in the material graph?

#

This is what I'm doing.. but it feels wrong. I was hoping for a maskComponent3 or similar?

fierce tulip
#

breaks are basically component masks

#

double click on it to see how its set up

#

but you can just use a regular component mask to mask multiple channels

proud dome
#

If i play with standalone more than 1 player, how do i make them visible?

#

they were not visible when i chose two players

median bough
#

Hey guys how can i attach a Physics Asset to a Mesh? Physics Assets dont have setup attachment.

autumn grail
#

Can i use a precompiled version of a plugin to package with ue4 source?

celest creek
#

@fierce tulip Ah, didn't think of opening those up. Thanks! But that still means what I'm doing is the most efficient way right? 2 nodes? There's no single node? Like a MaskComponent3?

#

oh snap.. I see now that maskComponent has options lol

fierce tulip
#

just pust down one, and if red, green, and blue are enabled, but not alpha, is masks out the alpha channel

celest creek
#

I thought I couldn't change it, yes got it -thanks a bunch Luos!

woeful folio
#

Hey all. Does anyone know if it's possible to remap the UVs on splinemeshes? i.e. create a strip where the whole length of the splinemesh is mapped to within 0-1 of the U or V range?

inner sundial
#

bruh

#

hes back in vc

#

thats cold

fierce tulip
#

maybe he had to reboot computer, install drivers, or who knows

#

@woeful folio i dont use them much, iirc initially they are mapped to 0-1. could be wrong though.

plush yew
#

is there any downside from enabling all plugins? xD

versed burrow
prime willow
warm delta
#

Hello, Make UE5 support C# instead of C++, Just do it! Thanks!

plush yew
#

hell no xd

versed burrow
inner sundial
#

do it yourself

versed burrow
#

Are u mad

plush yew
#

c# can go %$^$^$ it self

inner sundial
#

acquire source

versed burrow
fierce tulip
#

behave please

kindred viper
#

@warm delta c# is supported via a plugin. there are a couple of them. Mono seems to be the one I hear about most.

versed burrow
#

But c++ is better

warm delta
#

native support will be better

plush yew
#

native php support would be even better

bitter valve
#

Does anyone know of a fix for laggy nodes and menus disappearing?

kindred viper
#

well it has native support in elements of the engine, such as the Unreal Build Tool. So I presume it works fine

warm delta
#

no one wants header files

kindred viper
#

@plush yew PHP support is possible with a socket connection

fierce tulip
#

@bitter valve generally a gpu driver issue, try updating them?

past stag
woeful folio
#

@fierce tulip You're right that the sections will be mapped to whatever the original mesh used, but that results in tiling textures along the path. I'm using spline meshes for my level map connections (think along the lines of games like Donkey Kong). What I want to do is reveal those paths as though the spline meshes were being drawn out, which will need the whole strip to be mapped within a fixed range.

I can always make a custom mesh with enough edges in to fit along the whole spline without repeating, but that will mean I need to make sure all my splines are roughly the same length. Trying to keep it as flexible as possible.

warm delta
versed burrow
autumn grail
#

Does someone know another online subsystem than this 105 dollar plugin in the marketplace please?

warm delta
#

we dont talk about that stuff here

fierce tulip
#

no need to bash unity either

past stag
# warm delta ๐Ÿ˜

and I guess part of the reason they dont want multiple scripting langs is that then they have twice as much work to do when updating it

kindred viper
#

@autumn grail you can get it from the Master branch ) 4.27) but its not stable yet

versed burrow
#

@warm delta bruh just learn c++

#

It's well better

autumn grail
#

ok thanks

warm delta
#

I dont like headers

versed burrow
fierce tulip
#

@woeful folio hmm, if you know how often the mesh is used on a spline, you could divide that number with the tex coordinates. but thats... about as far as my suggestions go.

past stag
past stag
versed burrow
fierce tulip
#

unity just like unreal is just a canvas, and its up to the developers to make something neat.

warm delta
#

also C# is very well implemented and gets even better with each update

#

and .net 6 is cross platform

past stag
woeful folio
#

@fierce tulip I'd considered that. Might be an option, I just wanted to try avoid needing a material instance per chunk if possible. Will have a think, thanks ๐Ÿ™‚

past stag
#

it just takes more work

fierce tulip
#

@woeful folio would only need to run the spline trough a blueprint, grab the times its repeating, and update the material instance on the go.

past stag
versed burrow
#

It depends tho

past stag
#

yeah

warm delta
#

its faster but c# is readable...

past stag
#

and its not always faster

warm delta
#

and probably will be almost as fast if is native

#

and switching to C# will kill the competition...

#

so its a win win win

versed burrow
#

Hmm

plush yew
#

new valve source engine 2 is made with c++ xd

versed burrow
#

Hes honestly almost got me to.switch to c#

past stag
#

xD

warm delta
#

I mean not really "competition" more like obstruction...

plush yew
#

c# is made with c++ xd

versed burrow
#

C++ is just better in my opinion

#

But whatever u guys think

past stag
#

both langs have their use cases

versed burrow
#

Honestly all I can think of c++ being better is the speed

warm delta
#

I as "end user" prefer simple readable language, its 2021

versed burrow
#

Other than it being easier to learn idk

fierce tulip
#

im fine with any language being added if it helps developers do what they wanna do.

warm delta
#

as long as its C# ๐Ÿ˜„

past stag
#

game engine supporting brainfuck would be interesting

versed burrow
#

Nah man

#

C#

#

Isn't better than c++

warm delta
#

you know C#? used it?

versed burrow
#

Uhhh

past stag
#

its all based on personal opinions

#

there is no correct answer to which is better as it depends on the person and use case

versed burrow
#

Personally I already learn some c++ so I wo t switch

warm delta
#

you probably will not even notice it and will also like it

past stag
#

it was horrific

#

after that I loved opengl

versed burrow
#

?

past stag
#

takes many hundred lines of code

versed burrow
#

Which would be easier tho

#

C++ or c#

past stag
#

c#

versed burrow
#

Oh

past stag
#

I first learned c# and after some years I learnt c++

#

as c++ was some weird lang with too many brackets

warm delta
#

probably felt like going backwards

versed burrow
#

Idk what to do anymore

past stag
past stag
#

I also ordered some c++ 20 cookbook one week ago

warm delta
past stag
#

its not yet arrived

#

I also like to read programming books before I go sleep :D

#

like c++

#

its little heavy text but nah

warm delta
#

yes I also like to fall asleep faster...

past stag
#

I can read some hours of it

warm delta
#

oh, you are strong

versed burrow
#

Wait

autumn grail
#

C++ is object extension of C which is the most powerfull language , it's not a language , its a super assembler , nothing can be nearest to the machine

versed burrow
#

Uhh desync

past stag
#

until I feel like I cant read more and eyes are closing

#

xD

#

assembly

warm delta
#

I can read 1 paragraph of anything at most 2...

versed burrow
#

But who knows

autumn grail
#

writing in C is like writing in assembler

warm delta
#

its "low level" language

autumn grail
#

C++ is just a little more delayed

warm delta
#

so you have to work harder

past stag
#
C performance is slow compared to C++. C++ language is an object-oriented programming language, and it supports some important features like Polymorphism, Abstract Data Types, Encapsulation, etc. Since it supports object-orientation, speed is faster compared to the C language.```
past stag
versed burrow
#

Guys

past stag
#

you can get more efficient code by manual assembly

versed burrow
#

Lets just stop talking about this and enjoy it for what it is alri :)

past stag
#

yeah

#

something lighter

versed burrow
#

Bro desync

warm delta
#

we dont need that level of efficacy today (in game dev industry at least)

versed burrow
#

Say something

somber rover
#

LOL just laughing to myself at everyone talking about C++

versed burrow
#

...

#

Y

past stag
#

๐Ÿ‰

autumn grail
#

The syntaxe of c++ is symmetric , i love it

#

its not that javascript

past stag
#

lets move back to unreal

somber rover
#

unreal has C++ ๐Ÿ˜‰

autumn grail
#

๐Ÿ™‚

past stag
#

yeah

warm delta
#

๐Ÿ˜ก

somber rover
#

so much better than blueprints ๐Ÿ™‚

versed burrow
#

Rr

#

Fr

warm delta
#

btw blueprints needs some changes from what I saw

past stag
versed burrow
#

Blueprints are actually just

#

Ugh

#

Can't Stand them

past stag
#

they are good for prototyping

warm delta
#

maybe simple stuff

past stag
#

and things like movement

past stag
fierce tulip
versed burrow
#

C++ can also make movement

warm delta
#

but it becomes spaghetti really fast

past stag
fierce tulip
#

poor code can also be spaghetti fast :p

autumn grail
#

the only problem with c++ is that time it takes to compile with this VisualStudio slow like hell

warm delta
#

yes but not like bp spaghetti ๐Ÿ˜„

#

I think it should be modified to look more like code

past stag
#

I am not going to use visual studio with ue again

#

now that rider for unreal is a thing

somber rover
#

I use to play text based games called MUDs back in the 90s, so quickly learned C++ so I could work on a few of them

past stag
#

althrough its beta

warm delta
#

flow should be top to bottom

#

loops should contain nodes inside them

#

that way it will also help people transition to code

worn basalt
#

hello

#

anyone is here??

warm delta
#

no

past stag
#

ofc

somber rover
#

no we all died

worn basalt
#

iam new in unreal

inner sundial
#

no one here

#

all gone

warm delta
somber rover
#

congratulations and welcome

worn basalt
worn basalt
past stag
#

was it good decision to purchase steamworks licence before making a game...

worn basalt
#

i want to be a game developer ๐Ÿ˜•

warm delta
somber rover
#

Welcome to Unreal Engine

C++ is faster and better than blueprints
YES Unreal is better than Unity
No you can't learn UE in one day and no nobody will teach you the tricks for free.

Anything else feel free to ask

warm delta
#

also you cant build GTA V

past stag
worn basalt
inner sundial
#

YES Unreal is better than Unity
subjective

plush yew
#

this will never end xD

past stag
warm delta
#

you probably forgot what business model unity had before it got pwned by UE...

#

I never forget

worn basalt
#

i think that you guys all works like a family๐Ÿฅฐ

autumn grail
#

I don't understand how we can do a game with unity

warm delta
#

they still want you to pay to get dark editor layout?

autumn grail
#

and i ve tried it

somber rover
#

I tried unity for like 30 minutes, it was so confusing and boring, even the tutorials was terrible. I tried out UE4 and after 30 min I was so hooked I couldn't try anything else out and been with UE4 for 6 years now

past stag
#

where are you using that return value of that?

past stag
#

like you have those other nodes

#

but that "create dynamic..." has output

#

shouldn't you take it from there to somewhere

versed burrow
#

Imagine using Blueprints

#

Jk

plush yew
past stag
warm delta
plush yew
warm delta
#

just saying...

plush yew
past stag
#

What is this option and does it actually work?

kindred viper
#

only one way to find out ๐Ÿ™‚

versed burrow
autumn flame
kindred viper
#

^^

versed burrow
#

I dont understand anything here except for the first one

white seal
#

what are the best tutorials to learn to use unreal with cpp?

kindred viper
#

udemy course gets a good rep

white seal
#

is there anything free that is good?

kindred viper
#

sure. Tom looman's c++ course was decent. Not sure if its updated.

autumn flame
#

GameDev.tv is pretty good, it's not that expensive either, 10 bucks

kindred viper
#

You can use Unreal Learning Portal to learn a lot for free

warm delta
versed burrow
#

Hmmm

warm delta
#

look for example values will be easier

white seal
#

ok, ty

versed burrow
#

Question

#

Ok so it's a variable

#

And int can store numbers in it basically

kindred viper
#

it can store integers

#

they are different than floats

warm delta
#

and its limited

#

from +something to -something

versed burrow
#

Ohhhhh

#

Alri

warm delta
#

in UE C++ base types are the same as in C++?

kindred viper
#

mostly but they are templated for memory management

autumn flame
#

Different naming too

#

Some of them

warm delta
#

hmm

autumn flame
#

int -> int32
char -> TChar
string -> FString

#

most notable

warm delta
#

so UE adds GC to variables?

kindred viper
#

mostly

#

you wont be spending any time setting up memory management unless you get into some deep editor stuff or resort to native C++/C

warm delta
#

another reason to use C#

kindred viper
#

no reason to use C#

autumn flame
#

Have mercy

warm delta
#

its has GC from start

kindred viper
#

so does unreal

worn basalt
#

@warm delta in unreal we use C++ or C#

#

?

warm delta
#

and unsafe if you need pointers

#

C++

#

dont listen to anything I say, I am bad influence

autumn flame
#

I think it can be considered UE4++

kindred viper
#

if you wanted to, you could use C# but im not sure it will improve anything but what you know already in terms of workflow. If you are used to C# sure, its gonna be faster. But if you don't, is it really faster to learn if Unreal does the work for you anyway?

warm delta
#

C# just so smooth ๐Ÿคฉ compared to C++ (at least for me)

kindred viper
#

yeah actionscript 3.0 is smoother for me than C++ but there is a point where you have to take that step if you are a game dev. It doesn't hurt to know, it benefits the end result and it gives you external options that lets you use any code you want. Including C#. Just whip up a .SO or DLL and you are good to go

warm delta
#

actionscript 3.0 ๐Ÿ˜„ I forgot it even existed...

kindred viper
#

that was my bread and butter for years ๐Ÿ˜„

cedar wave
#

The difference between UE's GC and C# GC - Epic has control over UE's GC, not so much if they opted for C#. So they can optimize it specifically for games.

versed burrow
warm delta
#

makes sense

latent sonnet
#

How would I create an object that can only be collected once? Like a star coin in New Super Mario Bros?

warm delta
#

destroy it probably

latent sonnet
#

It recreates itself when the level is restarted though.

#

I did come up with this though.

#

Trying to see if it works.

autumn flame
#

If you don't want it to reappear after Loading the level

Have a Bool in the SaveGame, when it gets collected that Bool is set to True to say it was collected

Next time you load the Level check the SaveGame and if True then Destroy Actor

#

You could use the BeginPlay or the Level Blueprint for a direct reference of something placed in the world

latent sonnet
autumn flame
#

If you are running that logic in the BP of the Cats for example, it will check each one by one so all will get deleted

latent sonnet
#

Ohhhh.

latent sonnet
autumn flame
#

If they all share the same BP, then it's more complicated

latent sonnet
#

Wait I'm confused...

autumn flame
#

So lemme get it right

#

You have cats in the level, if one gets collected you don't want it to reappear if you reload the level

latent sonnet
#

Yes.

#

Or at least, not add to the player's toatal.

autumn flame
#

You need a SaveGame Array of Bools

#

If you have 20 cats, you need 20 bools, so make it an Array

#

Each item you want to create a Integer variable in them called Unique ID or so and assign from the Details panels of the Level

#

Then when you load the Level you get the Array of Cats, check agains the Bools based on the ID and decide if to Destroy or not

#

Basically ID of item is Index of Bool Array that contains True or False

#

0 True
1 False
2 True

Etc etc

latent sonnet
autumn flame
#

Nupe, create an Integer in the common class, expose it (click the little Eye) and then edit the instance of each one of them in the Level with different IDs

latent sonnet
autumn flame
#

Yes

latent sonnet
#

Then what?

#

Sorry I'm just a little confused.

autumn flame
#

In the actual Level you can click each collectible and assign them their IDs

#

first will be 0

#

second will be 1 etc etc

latent sonnet
#

Oh got it!

#

Then what would I do with that?

autumn flame
#

Imagine them as Arrays

#

Remember you have an Array of Bools?

#

Use that Integer in the Collectible to save its state

#

So get the SaveGame, Set Bool to True based on the Index from the Integer

#

Hard to explain but

#

If i collect Item 0, it will set Index 0 to True

#

I collect Item 1, it sets Index 1 to True

#

So you have a list of Bools declaring the State based on IDs

#

And when you reload you can check that list again to see the saved state

latent sonnet
autumn flame
#

Example would eb

#

In the Cat BP

#

When i Overlap i access SaveGame, set the Index of the Bool of my Integer to true

On Begin Play i load SaveGame again, check if True or False, decide if to Destroy or not

#

So Overlap will set when you collect it to True

#

BeginPlay will check if it's True to start off

#

All based on the Integer that equals the Array Index of the SaveGame

#

If you need a visual example i can try making one

latent sonnet
graceful sentinel
#

guys, time to time, like every 20~30 minutes, I just can't see my menus and stuff like that. Any way to fix that bug?

autumn flame
#

@latent sonnet

#

You could use as Slot Name the Level Names

#

So each Level has their own progress saved

#

and ofc i forgot to do it but you need to plug SaveGameObject too when you SaveGameToSlot

#

I suggest if you want to keep it more dynamic to not create the Array Values manually but use Size to Fit

Edit: You wanna Destroy Actor too after the Overlap

vocal nimbus
#

Can someone please tell me why this is not working?

autumn flame
#

You may just wanna Rebuild, start from a clean slate

cerulean geyser
#

quick question, when possessing a different character(using bp node Possess inside my controller) my previous character gets in the state before i left it (for example, he gets stuck running while im possessing the other character. How can i fix this?

plush yew
#

I have a material and I want it for an obstacle for 10 sec with "BigEvent timer" only, after that I want return in normal material
any idea? The problem is that "BigEvent" there is in first person character and material is other class

cerulean geyser
#

casting to first person character?

autumn flame
plush yew
cerulean geyser
# plush yew what do you mean?

u set your material as a variable in first person character, and then from the other one u want to he materials, u cast to first person character, get that variable, and change it

plush yew
#

how do i fix this, it is stuck at 39%

pulsar mica
#

hello

plush yew
#

hi

latent sonnet
autumn flame
#

You wanna set the first Item to True too and Size to Fit on both

pseudo mason
autumn flame
#

Plus Destroy Actor after Overlap

autumn flame
#

Yep, Item to True too

#

And after both Save Game to Slot

Destroy Actor

latent sonnet
#

So each one I put in the world I give a different ID, right?

autumn flame
#

Yes, best way would be the first one you can collect to be 0 then next one 1, next one 2 etc etc

#

So basically in order

latent sonnet
#

Got it! Thank you so much!

autumn flame
#

It's some manual work, but shouldn't be too bad :p

plush yew
#

I restarted my pc and it still wont work

willow raven
#

Hello anyone knows if we can access a Material Layer parameter via blueprints?

rancid lynx
#

Do i need to correct these bone axis for UE4 ? This is the default for blender. but the Z and Y are swapped. I have no idea if this will be a problem for "Control rig" or anything inside UE4.

#

as you can see, the Y is pointing up, and Z is going forward. but perhaps thats just a visual difference? maybe rotating the Z would turn the head left and right? idk, ill test it X_x

#

oh.. maybe its no problem, rotating the Z makes the skull rotate left and right, so probably its just a UI difference between blender and unreal, im guessing X_x, probably corect.

kindred viper
#

@rancid lynx there is automatic bone rotation on export you could use. It can also force it but I don't trust either to work all the time. Just have to play with it

rancid lynx
#

thanks. I have no idea either, my blender animations look great when imported into UE4, but the control rig plugin inside UE4 didnt like the scale or something, so im trying again X_x

kindred viper
#

hmm that sounds odd as its usually based on the bone when you set the controls up.

#

you could just make sure it's running as x-forward, z-up manually

spare kernel
#

@plush yew give it time ๐Ÿ˜„

#

if your pc is not very fast it will take a while to compile all the shaders, etc

tender parcel
#
HELLO
mental solar
#

How can I move this folder? I tried 2 youtube tutorials, none of which worked.
They told me to just move the folder and open the projects with clicking 'browse'.
Maybe I just did something wrong, but unreal placed everything back into the first folder where I dont want them...

fleet pasture
#

Hello, any android unreal engine developers? I need help badly with my mobile game. iOS help appreciated too. Mainly ads, and in app purchases getting set up, and other things. PM me please!

polar verge
#

Player Controller is being specified in Game Mode. I'm trying to possess a pawn but also choose a new Controller class to use for this different pawn. I'm not seeing an option to change the Player Controller class to a new one.

#

Is there a way to do this?

thick nebula
#

when music bot for voice ๐Ÿ˜‚

timid spade
#

im using ccdik to attach the arm to a socket

#

well the hand

timid spade
#

socket is correct im pretty sure

#

theres no other socket with the name

#

otherwise it would just go to root no?

thick nebula
#

is there a way to mass/batch/bulk replicate variables?

timid spade
#

you can copy paste

#

spam it

#

oh sorry i misread your quesiton

thick nebula
#

that's fine i'm asking for spooky in VC

mental solar
inner sundial
#

anyone know what type of texture this is?

#

its name is stormtrooperbody_segoout

obsidian nimbus
#

it is multiple maps

#

makes more sence if u look at R G and B seperate

#

i think

inner sundial
#

hmm

#

im not sure i fully trust you on this one

obsidian nimbus
#

ok its a png

#

sego could be spec emis gloss occlusion

#

but i dunno

inner sundial
#

obviously its PNG but its metalness roughness and AO

obsidian nimbus
#

so you know what it is

inner sundial
#

now i do yes

#

took a bit of research

rigid belfry
#

which are stored in the r,g and b channel

inner sundial
#

R is metalness G is roughness and B is AO

obsidian nimbus
#

there is some sort of usual thing to plug in one of those channels, but ppl just use whatever ๐Ÿ˜›

naive dune
#

@grim ore So you helped me out with trying to connect to the live link face app the other day, the issue was in the phone's app permission settings. The allow access to local network was turned off ๐Ÿ˜ฃ just in case you were wondering...

mental solar
drowsy snow
#

Delete the unity folder lmao

#

just kidding

#

The UnrealEngine folder in AppData is mostly for Derived Data Cache, which includes compiled shaders for use in editor.
The one you're looking for might be in Documents\Unreal Projects

Also I won't recommend storing UE project files in C:, as it can get big real quick.

mental solar
#

thanks, I will try that

mental solar
#

I just noticed that the files I wanted to move were only 400 mb, so I can keep those. I only moved the files you said, and its working now. Thank you so much

proud dome
#

I have a stamina system set up, so when u sprint and jump it consumes stamina, but when i SPRINT JUMP, itll regen after the jump even tho im still sprinting

dusky cypress
#

is this a good scale for a car? ๐Ÿ‘€

fierce tulip
#

if its a car for ants

dusky cypress
#

oops

lunar bison
#

how can i make a task system that's in order

glacial pecan
#

even the latest and greatest editor scripts can't populate data tables, can they?

mossy nymph
#

its fairly easy to take a dataset and populate a data table with it

#

not sure that it can be done with blueprints

glacial pecan
worn basalt
#

unreal engine is better or game development or Unity is better???

#

for*

glacial pecan
mossy nymph
#

add row takes a generic table row struct, blueprints don't really know how to connect your custom struct into the generic one without slicintg it

worn basalt
mossy nymph
#

its fairly simple to do in c++, 10 lines of code or so

worn basalt
mossy nymph
#

what kind of answer do you expect to get at Unreal discord? ๐Ÿ˜„

stray ruin
#

UNREAL ENGINE IS WAY BETTER DONT EVER USE UNITY

#

NOT EVER

worn basalt
stray ruin
#

UNTIL THE SUN BURNS OUT

glacial pecan
# worn basalt yeah

Ok, well Unity has very little rules. You make up your own rules, so it's easy to do anything. But you have to make up your own rules. Unreal follows Epic's rules. You get a lot for free, but if you don't like Epic's way of making games (very FPS multiplayer focused), you have to start circumventing them. So it's a matter of taste.

fierce tulip
#

Hak, you already had a discussion like this last night.

worn basalt
#

or maybe....

stray ruin
#

why does everyone always wanna know which is better

#

just start learning and find out

worn basalt
stray ruin
#

exposed

worn basalt
#

just kiding

#

ik ,unreal is UNREAL

fierce tulip
#

anyways, it doesnt matter what engine you use, its just an engine. a canvas.
its up to the dev to make awesomesauce in it.

worn basalt
vocal nimbus
kindred viper
#

I could make you something in Unity that is just as terrible as I would make it Unreal. ๐Ÿ˜„

stray ruin
kindred viper
#

Give me a AAA budget though and it doesn't matter what engine I chose. It would be epic.

worn basalt
#

๐Ÿ˜

kindred viper
#

Unreal is a way of life. Im sure it for Unity users too. We are but artists, and we interpret with our tools.

#

with that, my night of work is done. I bid you all good night ๐Ÿ™‚

proud dome
#

How do i make it so when i play test, the progress doesnt start with 0%?

dim merlin
#

Hi, ive set the collisions of a asset to 'complex and simple' but how does the engine know what to use?

#

i want my character to use the complex shape

steel leaf
#

Hello, I have a very simple question, I have a 2d pawn, I have the X and Z velocity, and I want to know what is the "speed" of the character, how can I do that ?

#

This seems to work

#

But I would say there's a node for it

glacial pecan
#

anyone saved a reference to a level in a data table? if so, how did you do it?

#

damn, I always forget... you get a level with a "name"... that's just a string... in 2021... like it's the god damn 1980s ๐Ÿ˜†

#

Unreal is so ass backwards in that regard... (I think even level streaming was a pull request... as if Epic doesn't care about levels at all)

noble barn
#

Heyho. When having Blueprint Merge Conflicts, using Github Desktop, it "automatically resolves" them, but actually just stores some LFS pointer file in their position (ie they are unuseable). Do you know how I stop git from doing that, or how I can tell it to accept "theirs" or "ours"?

drowsy snow
graceful lily
#

Hey everyone,

Im new in UE4 and i have a Problem with my UE4.

Every time I work with the program, after a certain amount of time, my buttons start to flicker when I want to select them.
As soon as I click on it they disappear again, as. Ex. when i click on Settings, the Context Menu flickers and closed ...
After the restart it works again for a certain period of time and the same thing starts all over again.

does someone know a solution?

graceful lily
#

Jep RTX 2070

drowsy snow
#

Downgrade your drivers. See pinned message for the reported as reliable versions.

graceful lily
#

Ah okay, Thanks.

Nice to know. ^^

viral fractal
#

eh, how exactly are we supposed to find anything in this abomination of a file browser ?

viral fractal
#

what if i dont remember what its called exactly

drowsy snow
#

The search bar is pretty forgiving tho

viral fractal
#

pretty bad UI design tho imo.

noble barn
#

@drowsy snow Oh, sorry, got caught up with something. Yep we do

#

(regarding the Git issue, whether we have LFS enabled)

drowsy snow
noble barn
#

I am honestly not to versed with Git, but disabling LFS would mean disabling the syncing of files larger than X?

drowsy snow
#

Yes, any file larger than 100 MB won't be accepted. That's why Unreal Engine's default .gitignore excludes build/compilation footprints like the ones in Intermediate files.

noble barn
#

Ah. Hm, I guess only our map's are larger than 100MB

#

but would that really solve the issue? I guess I am more just looking for a command like "hey, we are merging those two branches, please take this file from the merged branch, and this one from the one I'm on" kinda stuff

#

I know that there is no resolving like for source files, I just want to discard the changes of the current branch for certain files, and let them be overriden by the branch I try to merge in

drowsy snow
#

Our maps are split into chunks (there are chunks for landscapes, chunks for dungeons and interiors, chunks for building, etc) and I let the engine stream in the maps and LODs accordingly. This way the maps only reach around 50 MB at most, and not exceeding 100 MB in size. Not to mention how I can be more picky about not letting the RAM usage explode.

I'm afraid ditching the LFS entirely is the solution, but merging one branch to the other usually discards unstaged changes.

noble barn
#

Thanks a lot, I will experiment around with that @drowsy snow

rigid belfry
#

how do i code a procedural room generator that doesnt involve nesting 50 if/else statements? anybody has any resources on the topic? free or not it doesnt matter, i want to learn ๐Ÿ˜„ cpp or blueprint, doesnt matter too

plush yew
#

is there any unreal engine course from start to end

#

yes

drowsy snow
ionic oxide
civic cobalt
#

can i change all fonts in my widgets?

rigid belfry
civic cobalt
#

damn

rigid belfry
#

yeah. having a general font and game art direction is usually better, since it'll save you time down the road

#

like, for a pixel game, i'd probably try to find a good font early in the project and make some simple UI

marble mango
#

how many years or month maybe ? to understand this game engine?

rigid belfry
#

just to establish the art direction from the get go

civic cobalt
#

this would probably work if ihavent changed all the fonts already in each text box

rigid belfry
civic cobalt
#

next time

#

thats a global font change setting in project settings

#

couldn't i write a blueprint editor utility that would go through all widgets and change texts font to default?

#

the tutorials on blutils are scarce

#

and it doesn't even seem to work for me

marble mango
#

unity editor

civic cobalt
#

wtf is unity

marble mango
#

lol

marble mango
#

we have 8 widgets on unity

civic cobalt
marble mango
#

is that unity project?

rigid belfry
#

it'd probably be faster to do it manually anyway

rigid belfry
marble mango
#

realy?

#

really my dude?

fierce tulip
#

< been using unreal engine since I was 18, will be 38 this year and still feel like I only scratched the surface of each engine

civic cobalt
#

this engine is a masterpiece

#

and blueprints are so omg awesome

#

u dont need to look at that ugly text code

rigid belfry
#

i mean, it depends on what your definition of "understand" is

civic cobalt
#

i think to make a simple game u need 6 minths

#

months

rigid belfry
#

its definitely harder to be a one man team in unreal than in unity, thats for sure

marble mango
#

Bro i swear to god ,i installed unity and making game on it just 1 day i make my game on this stupid game engine unity

#

Wanna see?

#

can i send apk on discord

rigid belfry
civic cobalt
#

apk on discord? im out

marble mango
#

i just wanna using legal software

#

Unity is so much cracked out there

civic cobalt
#

@fierce tulip been using your nodes since i was 26

fierce tulip
#

aww hehe

marble mango
#

dude stay legal #2021

rigid belfry
fierce tulip
#

we dont discuss pirated content on this server.

marble mango
#

Yea i love the decent graphic

#

do unreal 4 support android mobile?

rigid belfry
civic cobalt
#

im not complaining about my age

#

its just a numba

marble mango
#

what u age?

civic cobalt
#

an integer

marble mango
#

no its just a numba?

#

its your healt condition

civic cobalt
#

@marble mango r u a bot

marble mango
#

Nope

civic cobalt
#

oh ok

marble mango
#

Its a dissease that have nothing cured

rigid belfry
civic cobalt
#

julianz do u have any .exe files?

marble mango
#

that my game dude

civic cobalt
#

dude.

rigid belfry
#

you could share footage, but not an exe. pretty sure thats an easy way for a ban

drowsy snow
civic cobalt
#

does anyone know anyone who knows how to use blutilities? (blueprint editor utility)

glacial pecan
# civic cobalt does anyone know anyone who knows how to use blutilities? (blueprint editor util...

What is the Editor Utility Widget added in version 4.22 in Unreal Engine 4

Source Files: https://github.com/MWadstein/UnrealEngineProjects/tree/WTF-Examples
Note: You will need to be logged into your Epic approved GitHub account to access these examples files. https://github.com/EpicGames/Signup

โ–ถ Play video
#

I have a related question, though... why doesn't this event fire in the editor?

#

It's not allowed to call an editor event from a construction script?

rigid belfry
#

the construction script should already call in editor thought

glacial pecan
civic cobalt
#

@glacial pecan do you know if i can change all fonts in my all widgets with blueprint editor utility?

glacial pecan
rigid belfry
#

can you even call delay inside the construction script? ๐Ÿค”

civic cobalt
#

thanks @glacial pecan there is this thing FYI

glacial pecan
#

interesting... the event actually works in the editor, but the print never fires after the delay

drowsy snow
#

Forget that for a moment
I kinda misread that

glacial pecan
#

it fires if I put it before the delay, but not after

#

I'm guessing attempting to set a variable in an editor utility actor is also pretty futile?

plush yew
#

i have i56300hq nvidia quadro m2000m and 16 gb of ram

#

can my pc run unreal engine well

drowsy snow
#

Yes

plush yew
#

ty

#

can anyone tell me where to start from i just installed unreal engine

civic cobalt
#

start with mmorpg

plush yew
#

mmorpg meaning

fierce tulip
#

@plush yew check the pinned message in this channel, it contains getting started stuffs

civic cobalt
#

youngsters..

#

start with a simple project

#

like, make box bounce when you click mouse button

plush yew
#

i will try

civic cobalt
#

you can add impulse when the box is set to simulate physics

plush yew
#

its going up my head i will watch tutorials on udemy

fierce tulip
#

take your time, have fun, and dont give up :)

plush yew
#

nice motivation thankyou

rigid belfry
# civic cobalt start with mmorpg

my game is a mmrpg battleroyale with different servers that all connect to 1 giant multiverse where it actually swaps from 3d to 4d

civic cobalt
#

ahahaha

#

u had me on the first half

rigid belfry
#

why its quite simple really

#

if 3d->set dimension(4D)

civic cobalt
#

i wish i would have a master server for my game, right now its every client for himself

#

vector 3 + float? oh yeah, im changing dimmensions all the time

plush yew
#

how do i move the screen

meager stag
#

Has Epic communicated their plans to fix the forums? half of links/images are still dead :(

plush yew
#

can anyone tell me how to move screen

fierce tulip
#

there is a thread about it @meager stag (somewhere)

#

@plush yew left mousebutton + move mouse around
right mousebutton + move mouse around
left and right mousebutton + move mouse around.

plush yew
#

thats so tough to move around

#

btw thankyou

fierce tulip
#

you'll get used to it :)

autumn flame
#

You can Right Mouse Button and WASD too ofc

fierce tulip
#

oh yea, and that

drowsy snow
#

If you ever played first person shooter games before, the controls should be fairly familiar.

#

I mean, Unreal was a first person shooter engine after all

plush yew
#

can anyone tell me how to stop while releasinf hands from wasd it ends smoothly while movin

drowsy snow
#

Reduce the camera speed

#

Or just use left mouse button drag.

plush yew
#

ty

drowsy snow
#

Left mouse button drag is for X and Y axis movement, but you can't look up/down with it, kinda similar to Classic Doom.
Middle mouse button drag is for pan around the viewport.
Right mouse button drag is for look around.

You can use WASD to move around with the mouse button being held, as you may already know.

plush yew
#

ohhh..

versed lion
#

Hey guys, do you know this "Control Rig system that epic games made? so I made a project built in with that system now I don't see the indicators in the viewport

#

These are not showing in the game viewport, is there any settings i need to check? didn't find answer on google

drowsy snow
#

Open the Sequencer.

versed lion
#

it is open

drowsy snow
#

Make sure the Sequencer is open, the mesh that uses the Control Rig is selected in Sequencer, and Hide Manipulators disabled.

versed lion
#

Ohh my bad I accidentally reset its mesh, by bad ๐Ÿ˜› ty for the help btw

vagrant hornet
#

what does unreal slackers mean

gray carbon
#

So i'm having an issue where i have an MP4 video that plays in my game. When I do a build and pack and play it. everything works fine on my computer, However when I transfer that same build to a different computer For more optimal testing the video now just shows a white screen. I tried to do so research to on it but had zero luck with a few different answers from past questions/Forums. i use file media source

serene drift
#

why is it that UE always adds a player into the scene? I've set my gamemode BP not to do it, but it still adds a player.

#

I took everything out of the scene except for a floor cube and a camera, and it still spawns all this other stuff. even a second camera

drowsy snow
#

I mean, UE is a game engine after all

serene drift
#

yea, im running into the problem that I'm spawning 2 players for a local mp game, but as I turned everything else off, the game loads 3, as it loads 1 by itself before my script.

knotty slate
#

my engine is disconnecting from my gpu all the time its driving me mad. Unreal Engine is exiting due to D3D device being lost. thats what is says

#

is there a solution for this ?

drowsy snow
knotty slate
#

just directx 11

autumn grail
#

I can't compile the branch master , is this normal or did a make an error?

#

i mean is the master branch free of bugs?

spare kernel
autumn grail
#

ok thanks

#

I just want EOSOnlinesubsystem

spare kernel
#

you can make it compile by commenting out the broken code

drowsy snow
#

obviously master branch is still WIP, of course it's going to have compile errors

spare kernel
#

or just pull the plugin seperastetly.

autumn grail
#

Ok

spare kernel
#

damn my typing sucks today

autumn grail
#

But i think the plugin has errors

knotty slate
#

butmy gpu is in dx 12

drowsy snow
knotty slate
#

it crashes on both versoins

#

My gpu just dissconects from my engine

#

idk how

drowsy snow
#

Something's faulty with your driver or GPU (which could be dead after half a decade)

knotty slate
#

i have a 2070 super. it shouldnt be faulty at all and i reinstalled my driuvers 5 times this week

#

studio and game ready drivers

spare kernel
#

did you run DDU?

#

then reinstall drivers?

knotty slate
#

whats that

spare kernel
#

Display Driver Uninistaller

versed burrow
#

Hi

knotty slate
#

nope

#

im not sure what that is

spare kernel
#

it removes all traces

#

and requires safemode to run

knotty slate
#

where can i find it?

spare kernel
#

could also be the OS putting the graphics card to sleep

knotty slate
#

what does it do to my device

spare kernel
#

which can happen

#

change your power plan to Performance if its not already

#

and see if that fixes it

knotty slate
#

this one?

spare kernel
#

yeah no idea then i only ever get D3D lost when pc goes to sleep

knotty slate
#

mine never sleeps

spare kernel
#

i have a 3080 tho, but my 2070 super before never had that issue

robust marten
#

Am I doing this blueprint wrong? I want it to attach to where it shows in the preview but it just seems to snap to my Pelvis and also doesn't change Material...

knotty slate
#

where do i download the ddu

#

theres no download button

spare kernel
#

@robust marten your socket names are wrong

#

PlacedObject vs ObjectPlaced

robust marten
spare kernel
#

but your not attaching to the mesh

#

your attaching to the root component

#

you need AttachToComponent

#

and supply the CharacterRef->Mesh

robust marten
#

I tried that one too and it still just attaches to the pelvis

spare kernel
#

show me you using the correct node

robust marten
robust marten
#

Actually I found my problem I think. My characters feet were ever so slightly going through the floor so it wouldnt appear

#

So why doesn't Attach Actor work but component does if theyre both actors?

autumn grail
#

I can't use EOS-OnlineSubsystem , is Steam-OnlineSubsystem stable/good/complete/easy to use alternative? Please.

knotty slate
inner sundial
#

im trying to get this replaced

#

in the BP i have it set to something else

#

but it still shows the old texture

autumn grail
#

show full script

inner sundial
#

i think its some other script imma look around

late loom
#

guys i am trying to find a ue4 plugin that i forgot. It was some kind of blueprint plugin it was in github and was free any1 remembers

rigid belfry
#

maybe if you'd explain what the plugin does

late loom
#

dont remember much but it was some kind of statemachine which made using bp easier. It was free and it was also showcased in UE4 blog

#

Its also a lot popular

#

and there was video tutorials about in youtube

drowsy snow
paper crest
#

btw, when you dragged control rig to level, how to reset transform? ๐Ÿ˜„

inner sundial
drowsy turtle
#

um, this is what happens when I open ue4

#

anyone knows what is wrong?

versed burrow
#

Thank me later

tardy frigate
#

Did you figure this?

buoyant graniteBOT
#

:triangular_flag_on_post: Vatsal Anunnaki Gaur#1675 received strike 1. As a result, they were muted for 10 minutes.

fierce tulip
#

thanks Ponk

inner sundial
#

where do you change the base projectiles velocity and mesh?

next parcel
#

anyone know of any useful join in progress sync related learning materials? I have a vehicle which can have the doors blown off, etc. by server side/multicasted events. when a new player joins obviously none of the events have fired and the vehicle looks brand new. I don't know where to begin regarding storing the damage states and "initialising" them when a player joins

plush yew
#
#

I am still having this issue

#

yesterday I was told here to post in forums

#

but no responds on forums

#

I dunno what to do...

#

can I still use epic games unreal engine and games fine without this?

next parcel
proud dome
#

how do i make it fill the whole screen?

plush yew
inner sundial
#

le stretch

#

im going to assume thats an image texture

#

go into the HUD blueprint

#

and stretch the X value for size

#

or it may be the anchor point

proud dome
#

oh youre prolly right

next parcel
plush yew
#

another seperate question, is it viable to run unreal engine on 1 rx 480, I actually have 2 in my machine, but as far as I am aware unreal engine don't support crossfire?

plush yew
#

its just slower lol

median bough
#

Guys I have a particle system thats spawning a laser but the laser is always facing the initial direction. How do i get particles to take the rotation and direction of the main mesh?

versed burrow
#

๐Ÿ‘

proud dome
#

๐Ÿ™‚

plush yew
#

@next parcel I tried to disable pretty much everything and still dont work lol

next parcel
#

might aswell forget about it then, if you dont need it then ๐Ÿคทโ€โ™‚๏ธ

inner sundial
#

How do you change the base projectiles velocity?

versed burrow
#

?

proud dome
#

PC, also why?