#ue4-general

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sage bane
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I got them

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I clicked on tthe physics one

bright sigil
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the alpha works like a mask - black for A, white for B

bright sigil
sage bane
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Uh

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Not sure

flat axle
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got it! thanks @bright sigil !

sage bane
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Lemme do something

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It has,yeah

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Is it the naming?

prime willow
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ive noticced my outfit and groom just merges through my characters mesh

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when i use multi convex physics

bright sigil
prime willow
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but it doesnt when i use basic shape any idea why this is the case?

sage bane
bright sigil
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you can see more of the skeleton by changing the Options settings at the top

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what you are looking at are the colliders and the bone name is used for them to identify which they were created from

sage bane
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So what do i need?

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I mean which ones

lucid gorge
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Not many great examples of loading stream levels from c++ out there, are there?

sage bane
bright sigil
sage bane
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?

twin galleon
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Does anyone have advice on how to prevent this in my character creation menu? Basically whenever the user resizes the window it shows too much of the scene, especially if the window is is a strange size. Constraining the camera aspect ratio doesn't seem to help either.

I'm a C dev by trade, Unreal is a hobby, so not used to all this ui stuff yet.

sage bane
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How do i edit the colliders

bright sigil
sage bane
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Then?

bright sigil
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move or scale or rotate

sage bane
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Sorry im new to ue4

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The same as editing like adding objects right?

bright sigil
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yeah

sage bane
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Alr then

sage bane
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After that its basicaly a successful import riht?

bright sigil
flat axle
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How do I set one of the textures of a material inside of a blueprint?

prime willow
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;-;

bright sigil
twin galleon
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The thing is though it's not just UMG, I'm spawning/removing characters in the scene which is essentially two planes, one with a background image material on it.

bright sigil
# prime willow ;-;

havent forgotton about you, just not sure what your asking or i dont know ๐Ÿ˜›

prime willow
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xD

twin galleon
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So if the window resizes it shows what's outside the plane, and if I constrain the camera aspect ratio it just shows black bars around everything instead of scaling

prime willow
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im trying to use non capsule shaped physics setups via single or multi convex in the physics asset but my groom and clothing jsut melts through the entire body

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unless i use the basic balloon shaped capsules

bright sigil
flat axle
bright sigil
prime willow
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o.o

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convexes are colliders?

bright sigil
prime willow
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no the unreal engine built in one

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this

bright sigil
# flat axle convert as an object refrence?

setup a dynamic material instance in your bp then access that DMI to set the texture parameter. I think doing it those way will also mean you need a texture object plugged into the texture sampler

bright sigil
prime willow
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oh

bright sigil
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could be wrong, havent done that much with cloth sim

prime willow
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i see

bright sigil
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i remember working with simple capsules and how restrictive the entire system is

prime willow
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well if the balloon shapes arent perfectly placed

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if i make it much smaller to fit

bright sigil
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yeah, thats the annoyance of it

prime willow
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will i have issues with physics?

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because this is why i wanted to use convex lol

bright sigil
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i dont know

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the cloth sim is limited in general, the type of sim should not be full body or things like shirts

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its more like for hanging things - capes, partial skirts, etc

prime willow
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hmm

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what about grooms?

bright sigil
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never used them before

prime willow
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ah

sage bane
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Tyx @Conrad#3555

bright sigil
cobalt nimbus
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So I have a multiplayer lobby set up and working but was thinking of having a 3D widget in the world that would display the widget and update as players joined. I did some looking around but wasn't able to find much. Anyone have a direction? Or tutorial?

zealous portal
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Hi

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Any suggestions for tutorials for a person just getting into game development in ue4

bright sigil
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channel pins

zealous portal
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wdym

prime willow
zealous portal
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oh thx

prime willow
zealous portal
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and one more question

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should i learn blueprints first or c++ first

prime willow
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if you never wrote code before

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do blueprints

zealous portal
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i have learnt python

prime willow
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than lean into C++

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oh

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than C++

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lol

zealous portal
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ok thx

bright sigil
prime willow
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but you might end up using both tbh

zealous portal
bright sigil
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both will be a learning deal and you will no doubt use both

prime willow
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^

plush yew
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How do I play Unreal C++? I have only C++ knowledge.

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Need only C++ knowledge?

bright sigil
lilac ginkgo
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Hi Everyone, I am hoping someone can help me with a problem I am having. I am working on a Zombie Survival game using Modern RPG and have implemented the Ultimate Hit Reaction Component (using the built in Zombie) I have everything working EXCEPT I can't get the Zombie to deal damage to the player. Modern RPG uses an Actor Component to store Character health. I am having a hell of a time trying to get the Zombie to kill the player. Any help would be greatly appreciated!

twin galleon
twin galleon
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I almost hate it how often as a dev I bang my head against something for hours and it turns out to be stupid simple

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It's actually never the hard mathy/logic stuff

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Then again I mostly work on stuff with no UI and I'm not a game dev, so I'm out of my element without a terminal window

bright sigil
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lol

prime willow
# bright sigil lol

is there a way to change my capsule shapes without it always scaling in all 3 directions at the same time?

tight citrus
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Does anyone have a fix for drop down menus instantly disappearing or going black? (I don't want to do driver rollback or registry stuff)

bright sigil
tight citrus
lilac ginkgo
lilac ginkgo
tight citrus
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Its ok, I might just do the registry file as rolling back drivers is also not really an option as I want those for some of the games I play as well

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as long as you can revert the edit back it should be fine

lilac ginkgo
zealous portal
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Any good C++ tutorials for beginners

bleak zodiac
rough birch
cobalt nimbus
tall sorrel
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How can I make landscape puddles stand out more, I have normals flattened where they are at, I have them looking like water, I have wind ripples in them and rain drops, but they still look sorta flat.

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I was thinking about turning displacement and tessellation on because flattened displacement and bormals would look really good with that, but it kills performance, so idk

bright sigil
tall sorrel
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yea I know, but I mean the ground, like a transition from flat to flat doesn't look very good, I'm thinking about adding very slight displacement and tessellation that falls off like not even half a foot away just so when you are very close or standing in a puddle it looks better

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my foliage will cover the transition line, so by literally not even a half a foot, I basically mean you almost have to look straight down to see it, idk i'll have to play around with it

bright sigil
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i think it would look fine with bumpy normal textures around it to contrast, care to share a screen shot?

plush yew
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hey fellas

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im noob
tryna pick up UE4 for now

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initially i did the 4.27 but i wanna run the hohurofcode asset
and i get this
i already installed 4.26
but i need help to get this up and running
any suggestions would be appreciated
thank you

bright sigil
plush yew
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yes

bright sigil
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you've tried the launch button?

plush yew
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yes i ve played with it a bit already

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but im trynna open this specific asset

bright sigil
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asset?

plush yew
bright sigil
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you dont open assets

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oh the project

plush yew
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oh ya that then

bright sigil
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did you move it?

plush yew
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move what to where

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i created the project i just cant open it im assuming based off the error message its trynna run it via 4.27 but that particular project is only compatible with 4.26

bright sigil
plush yew
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yep i installed it

bright sigil
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alright so launch it from that button

plush yew
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oOOOh okay got it
i guess i was just following the tutorial and it told me to double click the project
but i see it now

bright sigil
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yeah, you did it all right, but i guess something bugged

plush yew
bright sigil
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my guess is something with the uproject file since thats the pointer for it

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but Launch will open the editor then you can choose project

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i guess its a workaround

plush yew
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nice

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yeah

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it works

bright sigil
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unless you know where the uproject is, you can see if it launches from that

plush yew
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thank you for that Conrad
or should i say
comrade

bright sigil
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sure thing

bleak zodiac
plush yew
tall sorrel
tiny valley
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I made my gamestate with all map variables and everything runs fine, except im getting red errors saying tmaps are not replicatible, should I worry or is maps fine

tiny valley
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yes

bright sigil
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sounds like a problem

tiny valley
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im mapping the player ids to structs I can reference them fine just get errors that are null I assume

bright sigil
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but i guess if you're not replicating - maybe its okay if its server only stuff

tiny valley
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yeah im storing my combat stats serverside only since the server does the battle calc

bright sigil
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red errors usually important though lol

tiny valley
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Also is there an upper limit on how many structs I store on the server I have some heavy structs im storing in arrays on the server, is this a problem

bright sigil
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you asked in mp channel?

tiny valley
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not yet Ill repost

spark hollow
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I accidently opened an editor mode I've never used before. How do I leave it?

bright sigil
spark hollow
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Ah..... whoops

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Thank you!

tall sorrel
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@bright sigil here it is, I haven't optimized it for the landscape yet, so puddles stretch farther than the player can even see.

edit: this is obviously just a test level

plush yew
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heyo

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so i was playing around

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but i clicked some keys by accidenty

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and all my light actors dissapeared

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how do i undo that

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ctrl Z doesnt work

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the light actors still have effect but i cant see where they're placed and mess with them

high lotus
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I want to bind some actions to CAPSLOCK (sorry, caps ๐Ÿ˜‰ ), but I'd like to prevent it from being enabled, just act as a normal, standard key. Is it possible in UE?

plush yew
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wait yeah

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i cant play my character why is that

plush yew
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i cant play the game idk why

tall sorrel
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lighting has nothing to do with being able to play or not

plush yew
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yeah idk i like literally
clicked some random hotkeys something along the lines of alt, z, control, or something else

the problem is when i click "play" i usually can go into the character and move around
but right now i cant

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for reference
this is the honor of code project

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i just closed to project and unsaved most but

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now im back to this

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lost all my mess around terrain work but idc

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but the lights stayed

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and the only error message i got

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was literally something about lights

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what i realize is theres an X on one of the lights

tall sorrel
# plush yew

thats because you have too many dynamic lights overlapping each other, and thats giving a warning that there could be performance issues

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not sure the amount

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but your route issue is your error is complaining about not having initialization when you try to access it.

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so somewhere maybe in the gamemode on that level you somehow removed a reference, if it uses a gamemode, which im not sure if that would effect it, but just having an error and not knowing where it is at or what it looks like, all that can really be explained is what that error means

bleak zodiac
plush yew
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mmm i see okay good tips with the lighting stuff
but yeah
ima assume whatever it is i clicked, i deleted or changed something important accidentally

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so ima nuke this project and start from scratch

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its just teaching me basics like mesh and actors etc so its no biggy

tall sorrel
plush yew
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clicking it but nothings happening

tall sorrel
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there should be a link at the end of the error

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like right after where you cut the image off at

plush yew
tall sorrel
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check to see if you have a value set in the gamemode on the level

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should be in world settings

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should be the default pawn class

plush yew
tall sorrel
# plush yew

you can also click the very far right link and it will highlight what node is having the error, so that can also tell you what value it is being passed and what not

plush yew
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does this mean i deleted my pawn accidentally

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since its not in the world outliner

main pewter
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can sb tell me how I can blend/animate material change eg. if you have a car and change material (not parameters) it should look like an animation from front to rear from old color to new one. it's not only a few material so a master material with some mask and a bunch of instances would not really work.

tall sorrel
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never used it before

plush yew
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like drag a pawn in?
if the case is i deleted the pawn then its clip

main pewter
main pewter
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hm thats. a point. so a mat. func. can output a complete material...that could work - thanks ๐Ÿ˜‰
still - hoped there is something builtin like setMaterialWithBlend ๐Ÿ™‚

tall sorrel
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yea also with a material function you'll have to mask to use it with a lerp, but there are blend material functions you can use that do different things, I just wasn't sure your exact situation, and didn't know if you had heard of a lerp, and I am pretty sure the blends can take in full materials, but they also add a lot more calls

main pewter
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I'll look into it. maybe also an automated baking material to texture and then using this to lerp. I'll see - thank you all!

plush yew
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ima just nuke haha
thank you again appreciate it

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btw , in the tutorial, the dude can use the button "N" when selecting an actor or whatever, and it'd be placed down to the floor quickly. that button doesnt seem to work im assuming its cuz it was an older version of unreal or something. anyone know what button that might be ?

sterile sun
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i am not able to find one blueprint feature COLLAB VIEWER in this list in UE 4.27

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how to get that

tardy skiff
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Hi all. Can anyone please help with a landscape albedo texture to apply correctly ?

plush yew
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hi guys

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I am trying to install unreal 4.26.2 from source
and it gives me an error

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anyone can help me out

polar sorrel
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guys what is this thing ?

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how do i get it again

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never mind its a scale rotator

main pewter
native drift
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I have hundreds of doors and windows assets for my building and I'm placing them all by hand. Is there an easier way? I have been alt tabbing back and forth to blender to get the coordinates of each door and typing in the exact xyz coordinates. For common areas I can duplicate and use delta transform but if there's an easier way to snap assets to static mesh vertices or something that I'm missing that would be amazing.

dry wharf
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can someone help

neon bough
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most likely not without an log

dry wharf
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where can i see log

neon bough
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in your project directory under Saved/Logs/Projectname.log or something

dry wharf
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here is the log

winged lava
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Hey there! Can anyone plz help me with my basic problem? My HUD overlaps my main menu and and I don't know how to solve it. I've tried Z Order but nothing changes. The menu is a level with a menu add to view port under level blueprint. THX

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Can anyone tell me how to get rid of the overlapping HUD from the menu screen plz? THX! a lot ๐Ÿ™‚

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Honestly I am pulling my hair out trying to solve such a basic problem

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Plz help me I feel like such a n00b asking but my project has come grinding to a halt! ๐Ÿ˜ฆ

dense tartan
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Hi. i'm looking to emulate the look of a real vintage camera lens with unreal engine. A slight overall image distortion, sharp in the middle but blurry on the edges. Any way i can achieve this ? Thanks

winged lava
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It's okay I SOLVED it!

native drift
hollow girder
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I recently made some stylized grass, would anyone be able to point me in the direction for making a radius based 2d fire? Much like a pyro attack from Genshin Impact?

smoky timber
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Hey there devs!

drowsy snow
hollow girder
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No I don't want it to spread if that is what you mean

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I am trying to make a laser attack that will "light" the grass around it on fire

dense tartan
strong schooner
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hi. for FPS melee trace, which one do you prefer a line trace, sphere trace in front of the player, a box/capsule trace or socket trace molded to the weapon and follows the movement? Of course a notify is sent within the actual range of the attack. Thank you

vale ridge
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Hi. I got unreal engine 4.27.2 today and I am trying to follow a tutorial on youtube. I accidentally hit the close button on a window at the left side of my screen that allows me to place geometry and actors, but I don't know how to get it back. How do I get it back? The screenshot attatched with this message is taken from my pov in the editor

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This is a screenshot of the menu thing I accidentally closed

candid crest
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Go to window, Load layout and load the default

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Any reason why this shouldn't be working?

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Ignore the mapping name, im just testing

vale ridge
candid crest
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All good man

pine siren
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Is there an "equivalent" to BeginPlay that I can use which will run in editor (not play-in-editor, but if I want something to happen when something is dragged into the editor)?

wild aspen
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Is there a way to get better fps in the editor? My gpu and cpu usage is 7% and 17% respectively. I assume it caps that to save resources. Instead i would like it to pump more fps out in the viewport. I'm having an awful 8-20 fps.
There's no single cpu core reaching 100% usage, i really can't see any hardware bottleneck here

amber solar
#

Hello! So I want to add mega scans to my scene, and I am using the Bridge plugin but its super laggy and buggy it isn't working to well. I installed the Bridge app through the exe that I found online, and I installed a bunch of assets. How can I import these assets, preferably automatically.

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Please ping me if you respond!

neon wedge
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I watched tutorial and person said "I'm going to do sometime i've been advicesed not to do: Use tick function"
Using using tick really that bad?

stray drift
vocal flume
#

I'm using a cel shader I got from the marketplace to get outlines around my objects. I added a custom stencil value filter to the material so that only objects with custom stencil value - 5 will be outlined. This is working correctly. However, the objects that are affected by the post process material are drawn over other objects like a transclucent silhoutte. In the picture, tree is affected by the post process material (custom stencil 5) and the cube is not. Tree is drawn on cube anyway.. ๐Ÿ˜ฆ Any idea how to fix this?

quick shadow
#

Not really an unreal question but can someone tell me if changes to .gitignore should take effect as soon as it is saved? Or does it need to be added/committed/pushed first?

stray drift
quick shadow
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Ok. It's being a butt. I have an uncommitted file and I add the file path literally to my gitignore and it's still showing as an uncommitted file

stray drift
#

Path relative to the gitignore file?

quick shadow
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Yeah

stray drift
quick shadow
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Oh, good call. Didn't know that channel existed

plush yew
#

Are here epic mods

astral verge
stray drift
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The mods here are pretty epic tbf

hot thistle
#

Hi, I'm currently doing research on the new USD format from Pixar as we're trying out a new modular work structure for 3D models and environments.
(For those interested in the USD format: https://docs.unrealengine.com/.../WorkingWithCo.../USDinUE4/)
Now, I've got a working local nucleus server and importing and changing the models seems to work fine enough with the Stage Actor, a bit clunky at times, but that is expected to improve once the system is out of beta.
I'm just interested since this is fairly new, has anyone else here transferred to the USD structure? I would love to hear your experiences and thoughts of it after testing it out for a while. Pros / cons?
Professional or private, I'd like to start a conversation around this newcomer in 3D technology!
Thanks!

tame marsh
#

Can you check what caps FPS in UE4? My session seems capped at 45FPS

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Does monitor refresh rate influence it?

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Can I adjust that in Project Settings?

flat axle
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On material instance I don't have any parameters that will let me change. I was following a tutorial on dynamic materials but I don't have the options hes does.

tame marsh
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Right click the node and click Convert To Parameter?

flat axle
#

ty @tame marsh XD

tame marsh
#

You're welcome!

dense tartan
tame marsh
#

Looks pretty cool but isn't that a rather unfair set of comparison images? The camera movement and framing are different

vivid scaffold
#

hey guys can foliage painting be used on a regular mesh?

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i have this mesh i made with displacement and i wanna paint some grass on it

dense tartan
tame marsh
grim ore
#

@vivid scaffoldif you want to paint foliage on a static mesh, and it has collision to paint against, then yes you can do that.

drowsy snow
#

Is it just the matter of using a full screen texture to control the distortion shader intensity, as opposed to procedural vignette mask?

sterile sun
#

add collab template in exisiting project

drowsy snow
sterile sun
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why collab template option is not appearing here

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in add new content window

drowsy snow
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Because the template is not a content pack.

Answered.

sterile sun
#

ok but i thought it is default option available in "add feature or cotent pack"

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i can see same in 4.26 but not in 4.27

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m i missing anything

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kindly guide

drowsy snow
#

Longer bloody answer:

Collab Template is a late addition to the template list, but the Add New Feature feature was remnant from the ye olde versions.

sterile sun
#

oh now better clarity

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thank you so much ๐Ÿ™‚

flat axle
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how do i get material instance dynamic as an option

grim ore
#

it looks like your talking to the material instance already

flat axle
#

Hey I think im actually trying to follow your Tut on YT lol

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How would I fix it?

grim ore
#

are you trying to change it on a landscape, or just a normal mesh? if so it's basically changed to do it for you

flat axle
#

normal static mesh

grim ore
#

you dont need to make an instance, just change the parameter or you can change it directly on the mesh like this

#

this is the way with an instance you create, but you dont need todo the create instance anymore. If you have the instance reference, which you might above, just set the parameter value on it as you can see at the end

flat axle
#

oh cool! i didnt know you could do that

jaunty cedar
#

is there any documentation on the pak file structure?

drowsy snow
jaunty cedar
#

No, just a guy with a really niche need to quickly and automatically re-version several thousand files several times, and while one decent solution is to use unreal pak to extract it into a temporary folder and then use the desired version of unreal's unreal pak to re-pak everything in that temporary folder, I was wondering if I could graft parts of the header from a newer file onto an older file

flat axle
# grim ore

can you auto search the Static Mesh for element index(s) of the source material instead of having to specify which one it is?

grim ore
#

I beleive that is what the first one does, atleast that is what it says. It should search all materials and indexes and set the parameters with that name. I have never tried it on multi material objects tho so...

#

so yes, the mannequin has 2 materials on the body (boldy and chest logo), both using the same material setup technically but 2 different id's. Changing the "BodyColor" parameter changes both the chest (ID1) and the body (ID0) on that skeletal mesh so yes it should search over all materials on the mesh and change the parameter that you specify

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yep and I double checked, I set up a unique material for the chest logo with its own parameter name and setting that parameter on the mesh changed just that parameter on the mesh which was on material ID1

flat axle
#

Cool Thanks again! @grim ore

runic fern
#

Why i have this error when try to save ..
I added a macro from macro library

sand plinth
#

what is the problem here?

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o man, none of the assets are saving now, why?

void siren
#

Hello. Does anyone know how to have a decal appear in Sequencer? I want to put a blood splatter on a wall but I want to time it to appear after a character action. Any ideas?

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I want this decal to appear at a certain time.

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Is there anyway to do that? Do I need to put this actor into sequencer?

sand plinth
#

no

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oh wait, my bad. They are open in the background wtf

grim ore
#

@tribal nimbus go to #instructions and post in the appropriate channel

tribal nimbus
#

problem is no one ever looks there

grim ore
#

shrug that's where its supposed to go so we dont get flooded in here with posts that people dont want to see in here

fierce tulip
#

not true, people use it regularly and either find people for their project, or het hired to work on a project.
if nobody is replying its either because it sounds fishy, lacks information, poorly written, or incentive. (or just bad luck)

idle dragon
#

Anyone know how to SHOW spline points in runtime?

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I know it's a command line function but I've looked everywhere and cant find it

worn flame
#

Do you know any video tutto or channel to make system fire like RE 7 Village o Far Cry ?

fierce tulip
flat axle
#

heppened when i tried to add a new texture

bright sigil
#

multiple editors open?

flat axle
#

figured it out, was a bad export from gimp, yeah im on a multi editor session but not using perforce

opaque seal
severe crater
#

So I have a player blueprint (BP_Player) with a camera component that is in the world settings as the default pawn class, yet whenever I run the game the camera in the it get its position set to 0, 0, 0 in world space and doesn't move along with the parent it's assigned to.

So the camera component just stays at 0, 0, 0, yet the player's controls work fine (movement, mouse movement) and so does everything else, except the camera is "locked" at that position.
Can anyone help me?
I can send screenshots if it would help.

oblique whale
#

Yo does aynone know why gravity is so messed up when you really far away from like the center of the world (0, 0, 0) ?

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like i cant walk with my charwecter

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because gravity is so messed up

narrow igloo
oblique whale
#

sorry im really new to unreal engine

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been using it for like 2 days lol

narrow igloo
#

Google for "unreal world origin rebasing"

oblique whale
#

oh

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ik what you meam

#

but

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wait lemme show you something

severe crater
#

yep since to have problems with imprecision you have to be REALLY far away

oblique whale
#

lemme check'

#

48207216.0

#

-36778940.0

#

16556470.0

#

xyz

severe crater
#

yeah that might have something to do with it

oblique whale
#

LOL

#

yes

#

lmao

#

so

#

i want gravity to work at both of these places so like if i re position the world orgin to the spaceship that will just make it so gravity wont work properly on the planet right?

daring cedar
#

Why does my player start says bad size? I bought this environment asset so not sure if something is on the way but it doesn't look like it? It's empty space

oblique whale
#

ye

#

oh no

#

i think it is

#

ye ik

#

ik how to fix that

#

dw

#

but

oblique whale
#

can you amnswer this

#

also sorry for my bad spelling i type a little to fast

oblique whale
narrow igloo
#

Typically you would origin shift periodically. So shift when you are on the ship and also when on the planet

oblique whale
#

aaa

#

sorry

#

hm

viral veldt
#

Is there a way to set the Editor Viewport to a specific size?

oblique whale
#

would you be able to move the world orgin depending on whrre your charecter is?

#

that seems possible

#

i think

#

@plush yew ping

#

with some blueprint stuff idk

#

say something

#

instead of reacting with emojis lol

severe crater
oblique whale
#

uh

#

thats a very weird way of saying no

#

okay

daring cedar
#

What do I need to check? I don't see collision box on walls or floor

severe crater
#

btw does anyone have any solutions to this?
I've tried searching for it but couldn't find anything relating to the problem I'm having

daring cedar
#

Is there a way to fix it without rebuilding?

severe crater
merry pilot
#

I keep getting this error, does anyone know what it means?

severe crater
#

yep, thanks for mentioning that

flat axle
#

does anyone know how to combine these two? I can only get one or the other to work whichever is ran first

steel bramble
oblique whale
#

Yo, i cant seem to find anything useful when i search up ue4 world orgin rebasing...

#

i tried doign some nodes

#

this is def all wrong lmao

#

i dont really know what im doing...

light thunder
#

They say you don't need 64 gb of ram - I'm glad I made the upgrade -

rotund scroll
#

UE's law: editor will expand to use the memory resources available

flat axle
#

How do I refer to image and swap it out without changing color

merry pilot
steel bramble
#

I think it should be automatical...

steep bobcat
#

Hey guys, I just started using Rider with Unreal and I have some trouble using the debugger efficiently. As of now I have to rebuild and restart the game editor each time I make a change and want to place a breakpoint on some new code. For obvious reasons, this fucking sucks and slows me down. In Unity I was used to having the engine and the IDE open at the same time and when I made changes, Unity reloaded the code no problem and I could place a breakpoint on the new chunk of code and happily continue working/debugging. Is there anything like that for Unreal or do I have to seriously rebuild and restart the whole damn debugging editor instance each time I make a change?

olive orchid
#

UE4 keeps crashing on me.. idk if itโ€™s assets or background programs running or what.. Iโ€™ve done a few things to address & I just re-installed the program, so hopefully that helps but please help, I canโ€™t get in 15 mins before it crashes..

frozen pond
#

Hi, any idea how to fix that issue?

#

Problem is only visible on client that moves, on other clients is perfectly fine

reef lotus
#

does anyone have advice on how to make a packaged project less susceptible to manipulation/tampering/hacking? Some butthead is pirating/cracked my game and managed to bypass some systems I have in place to stop people from pirating it

covert haven
plush yew
#

hi

#

i cant open command thingy

#

in ue4

thick herald
plush yew
#

~this when i do shift that

#

what do i do ?

thick herald
plush yew
#

lol xD

#

so anyone knows a legit answer?

#

its to change my texture streaming pool

split jasper
#

Any decent guides anywhere on how to do performance profiling in UE4?

#

I'm literally just starting from the point of "oh hmm I'm not getting the FPS I should be"

reef lotus
bright sigil
thick herald
#

I get ya man, is time spent antipirating worth it? Your time is money, and probably more valuable spent doing something productive ๐Ÿ™‚ If the massive studios consistently fail to make any real difference to pirates, what's a bloke to to? ๐Ÿ˜„

plush yew
#

lots of people have that problem

bright sigil
plush yew
#

bud no good tutorial how to fix it

#

i try

#

got it !

plush yew
bright sigil
#

its at the very bottom first, then expanded on second

plush yew
#

this right ?

bright sigil
#

so your play window might be covered by taskbar or seomthing

#

oh, i was assuming you were PIE when accessing console

plush yew
#

ow xD

#

dont think thats not the console xD

#

is there another option?

bright sigil
#

i thot it was the same button for editor console, should show in viewport no?

#

maybe Shift+`?

#

check keybindings i guess

split jasper
#

All I have to do is press ` and I get this

bright sigil
#

cool

plush yew
#

got it

#

windows--->>developer tools -->> output log and done

bright sigil
#

lol OUTPUT LOG

#

i honestly thought thats what you meant originally, not console

#

we aint in Unity

plush yew
#

this aint unity xD

split jasper
#

What he's saying is the Output Log and the Console are two different things ๐Ÿ™‚

bright sigil
#

the outrage

plush yew
#

lol

#

aaaah xD

#

bud here you can do commands to

#

solved my texture streaming with it xD

bright sigil
#

you have a point

merry pilot
#

Its a decent size, there was only like 200 things that needed built, and it had the same issue, but theres a lot now because i was working on it

plush yew
#

xD

plush yew
#

@drowsy snow I had installed unreal 4.27.1
and the same error appeared

ivory mortar
#

Hey folks, quick question. Has anyone had any issues loading assets in UE4 and attaching those assets to a Character BP? I've loaded some weapons assets that I am attaching to a character BP, but for some reason when I do it the orientation of the weapons are all kinds of messed up.

ivory mortar
#

I got the assets from the marketplace

#

So I am not sure

#

It happened with multiple assets too

sharp crest
#

anyone knows what this error means? (game closes, this appears in the log)

=== Critical error: ===
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000860

frozen whale
#

Does anyone know how I can fix my game not connecting to steam? I'm using spacewar (480)
error in the log: LogOnlineSession: Warning: STEAM: Failed to initialize game server with Steam!

#

I heard it was just borked in 4.27

plush yew
#

Is it good to study Unreal Engine 5? I am a complete beginner who can't even handle Unreal 4 yet.

frozen whale
#

imo it runs way worse than 4

plush yew
#

Is it slower?

frozen whale
#

or my computer just sucks I don't know

pine siren
#

Any clever ideas on how the fuck this happened?

drowsy snow
frozen whale
drowsy snow
frozen whale
#

I have a project over git

#

oh wait

#

it's the engine

plush yew
drowsy snow
pine siren
drowsy snow
#

Probably Git's junk blobs stacking up too much, could be cleaned up easily with one Git command line.

plush yew
#

Where should I go to learn Unreal C++ coding? The official website is difficult.

grim ore
#

do you know C++?

pine siren
#

The weird part is that I'm not even using this version. I completely forgot I cloned it two years ago, haven't touched it since. Git must've been confused. Deleted the entire 812GB folder. Yummy.

drowsy snow
drowsy snow
drowsy snow
# plush yew yes

Alright, then master your way through BPs first, then come back with doing Unreal's C++.
BP and C++ have lots of things in common, even though BP is on top of C++.

plush yew
#

The en4 api can be seen to some extent, but how to harmonize the blueprint.;;

drowsy snow
#

If you know your way around general C++ and Blueprints, chances are you can get up to speed of C++ the way Unreal 4 did it

plush yew
#

Okay. Are you saying you should try BP first?>

distant siren
#

something strange happens, when I export the game there are several levels, only in one level the commands do not match, but inside unreal it works, how is this possible?

pine siren
flat axle
#

How do I set an image instead of a color with this without changing color?

#

I have it set to "Image" what would I have to do next?

plush yew
#

@drowsy snow I'm currently taking a course in Unreal Engine, and it seems to be written basically like programming in Blueprints, but is it C++ to make additional things that aren't in Blueprints?

dry wharf
#

can someone help when i click left shift my game just restarts
how can i change that

dawn nebula
#

any advice for a smooth camera when crouching?

soft tree
neon wedge
#

Are they any bluerpint/level builders?

plush yew
soft tree
safe rose
#

Quickest way to intentionally cause a crash in a packaged build?

soft tree
#

you normally want to handle UI and animations, timelines, anim state machines, behaviour trees, etc in blueprints rather than cpp

plush yew
soft tree
#

it's tough to do. people on here have tried to do that all in cpp, and then fail and never return. they get burnt out.

#

hold on. i have the perfect video

soft tree
#

it's a long video, but it will answer all your questions about blueprints, cpp, performance, optimization, working with them together, use cases, etc

plush yew
#

Ah, that's right, but I hate blueprints. So should I go to Unity Engine?

fervent raptor
#

Someone know how to fix this issue?

drowsy snow
soft tree
drowsy snow
#

Unity even has Bolt.

soft tree
#

keep in mind that unity also has native visual scripting for animation graphs, bahaviour trees, and a few others

drowsy snow
#

100% C++ in Unreal is nigh impossible.
Mark my words.

soft tree
#

you normally won't get away from it.

#

literally everyone I've seen here try that has failed.

#

same for unity

drowsy snow
#

Even AAA studios using UE4 also uses BPs even if it's just 10%

soft tree
#

The consensus I gather is it starts much higher, then reduces as BP prototypes are ported to cpp.
It's just so damn efficient to prototype in BP

drowsy snow
#

Even then one does simply have Blueprint Callable C++ functions to make BP superpower.

torpid wagon
#

Hey guys ! I have a very specific (paid) request, but i dont really know if the "job board" is the place for it.
I have a websocket receiving packets from a overlay twitch extension, and I need someone capable of connecting it to UE
There is Ping/Pong involved
It also gives me the Twitch User ID of who clicked on the overlay (need a way to translate it to a username with twitch API)
That's why i need somebody who has both UE and websocket knowledge.
Do you think i should still post it to "job board ?" Even if it's a one-time job ?

soft tree
#

there's a job board specifically for this

torpid wagon
#

I read a bit of this one, i felt like it's minimum 3 month contracts

#

but wtv, i'll post it

#

thx

soft tree
#

there are as short as 1 day contracts in there. look at the most recent messages

torpid wagon
#

okay ๐Ÿ™‚

plush yew
#

In the end, some of the bp is converted to C++, but some of it has to be converted to bp.

torpid wagon
soft tree
#

not converted to BP, you just expose cpp to blueprints

drowsy snow
soft tree
warm orbit
#

Hey, what's up everyone. I'm just getting into Unreal and looking to learn the ropes.

drowsy snow
plush yew
#

So should I learn Blueprints first?

drowsy snow
plush yew
drowsy snow
neon wedge
#

You have gotta be kidding me, someone suggested build an engine?

flat axle
#

I would stick to blueprints then transition into learning c++.

drowsy snow
#

I get that connecting cables isn't as cool as keyboard only full on Hackerman mode tho

#

Also I repeat, 100% C++ in Unreal is nigh impossible.

raven estuary
drowsy snow
raven estuary
#

Trying to become an indie game dev I've gotten miles more respect for actual indie game devs you have to learn so much to even get started

drowsy snow
soft tree
drowsy snow
#

Well, early on he kind of went with semi tutorial format, but nowadays it's more of a devlog

drowsy snow
soft tree
#

lol never seen that, but reminds me of the 90's hacker movie

plush yew
#

Can you recommend the engine name?

drowsy snow
drowsy snow
#

Or just base it from the game's title, like Unreal did back in 1996.

thick loom
#

But having a philosophy to stay only in code for a modern engine is kind of like trying to use a hammer to drive in a screw

#

There are lots of tools for the job, learn to use the correct one.

drowsy snow
thick loom
thick loom
#

Which plugin did they buy and make part of the engine?

#

LOL

plush yew
#

I will make a good 3d engine that is easy to use, but the performance is not guaranteed.

drowsy snow
plush yew
#

A self-adapting scripting language that will keep you entertained

drowsy snow
thick loom
drowsy snow
#

And no, Unigine is its own thing, not an amalgamation of Unity and Unreal

thick loom
#

I have very negative opinions about their engineering teams. It is very telling that unity technology has never shipped a game with their engine.

drowsy snow
#

Nowadays it's all just non-interactive demo, which Epic used to do it with UE4 and before, but ditched nowadays with UE5 and interactive tech demo.

plush yew
#

I don't have the confidence to make a good engine from scratch, but I will make an engine and grow it gradually.

drowsy snow
#

Even then Epic actively make games with their own engine.

drowsy snow
#

Just start working on your own engine and don't spew any marketing blurb until you actually have it running.

thick loom
#

I feel like I'm building an engine with all the low level work I'm doing when trying to figure out how to do some procedural mesh generation.

plush yew
#

I know

drowsy snow
#

Just make sure not to stole code from other engine verbatim ๐Ÿ˜‰

plush yew
#

don't worry ^^

plush yew
fervent raptor
split jasper
simple python
#

If I made changes to character BP's and changed their meshes can I just send those changed assets to a friend instead of sending the entire project?

split jasper
#

Like if you look at the work that Epic has done for us with this engine, 80% of it is just the nastiest fucking math you can imagine, and that's before you get to the real headaches like how you approach threading and memory management and the other nasty fucking CS problems you'll half to solve

plush yew
simple python
split jasper
drowsy snow
simple python
plush yew
#

What kind of math do you usually have to solve?

split jasper
drowsy snow
split jasper
#

I only took like one or two 400-level math courses, so I doubt I'm qualified to make an engine myself

drowsy snow
plush yew
#

That's what I've heard, but I'm also suspicious of myself.

drowsy snow
#

Aha, the acceptance phase.

#

I know defenestrating typing only Hackerman ego is hard, but in Unreal, BP and C++ go hand in hand, and Unity would still have visual scripting for graphics related stuff. And I'm sure CryEngine also has visual scripting recently.

#

But eh, doesn't matter when you can write your own engine, right?

split jasper
#

Also like... if you wanna be a carpenter, but you dont wanna use hammers, you're either going to have to get over it, or you'll be constantly struggling to work around that preference

#

Like, these are the tools we've got to do the work. You don't have to LIKE them all, but you should recognize when something is the right tool for the job.

#

Everyone has some tools they like more than others.

#

Shit, every time i go into Blender I leave wanting to fistfight a fuckin fridge or something

drowsy snow
#

I do get the appeal of being constantly on the keyboard, especially with clicky mechanical keyboards sounds make you feel like doing something super important, even if typing gibberish

digital mist
#

Hiii

flat axle
digital mist
#

Iโ€™ve been trying to figure something out, that should be super easy lol

flat axle
#

Me too haha

#

what you trying to figure out?

digital mist
#

I have 2 characters in my level, and when I press play to test the game, I canโ€™t figure out how to switch control from the default character, to mine

#

So I can test the other character

flat axle
#

sec i think i can actually help you with that unless someone beats me to it lol

#

change the default pawn class

digital mist
#

In the project settings right?

flat axle
#

well you can make a blueprint, and then have the project settings use the blueprint

#

for easy swaps

digital mist
#

Yea I just tried it and switching the default pawn class to the other character didnโ€™t do anything, it still controls the default character for some reason

flat axle
#

you changed it in the project settings?

digital mist
#

Yea

#

Maps and modes

flat axle
#

whats your default game mode?

digital mist
#

Side scrolling, and yea the character I imported isnโ€™t built for side scrolling so that could be an issue somewhere there

flat axle
#

when you open side scrolling is the pawn set to the one youre trying to use also?

digital mist
#

The pawns just set to the default character. I basically just opened the basic side scroller mode with starter content and imported this Paragon character to try it out

flat axle
#

you should be able to open the default game mode and change the default pawn from there, im not 100% sure though XD

digital mist
#

Haha yea thatโ€™s what I thought, been trying to look it up for 2 hours and thereโ€™s nothing that explains switching between 2 characters in play test

#

Every time I try to do anything in Unreal I go, Iโ€™m gonna try this. And spend hours trying to figure it out and ending up finding nothing

flat axle
#

same thing for me, usually takes at least a day when i get stuck XD

digital mist
#

Switching the character u can test should be like, in tutorial #1 lol

flat axle
#

i did a paid tutorial on all of that through udemy

#

completed a few courses on there

digital mist
#

Iโ€™m in college and Iโ€™ve had one class on Unreal so far lol

flat axle
#

through college?

digital mist
#

Yep

flat axle
#

what all did you learn?

digital mist
#

Well we never had to work with 2 characters in one level before lol. We made one basic game in the semester. We learned just all the basic controls, basic blueprint stuff, making landscapes, buttons, AI, lighting, menu and HUD stuff

#

Most of the program so far has been modeling in Maya and learning how to make things

flat axle
#

Ah, yeah that first course i took coverd all but mya

digital mist
#

Yea this is my third year. First 3 years have been all pretty much Maya stuff, last semester was my first unreal class

unkempt trellis
#

Hi, does anyone know how I managed to break the lighting in my scene, it was fine before and now the shadows are very dark, unsure how I caused it, quite new to Unreal

flat axle
#

You could adjust attenuation and intensity

#

theres usually more people that are way more experienced than me to answer questions in here, sorry im not too helpful XD

unkempt trellis
#

I believe i'v tried that, thanks for trying tho

digital mist
#

Have u tried rebuilding the lighting?

#

Maybe at a better quality since itโ€™s auto set to the lowest possible

rotund scroll
flat axle
#

Not even close to having an idea on that one XD

bright sigil
unkempt trellis
unkempt trellis
bright sigil
#

and you didnt delete anything thing? like skylights? or change lightmass light environment color?

unkempt trellis
#

Not that I'm aware of, all are still there

#

Another screenshot from a while ago when it was fine

flat axle
#

you can try to unclick casts shadows on skylight?
(build lighting after to see changes)

bright sigil
unkempt trellis
#

I will try soon and get back to yous, shut it down because it was annoying me haha

digital mist
#

Anyone one else have any ideas for me, switching between what character is controlled when trying to play test?

plush yew
#

is there a way to name my materials in maya or blender so that unreal engine assigns the textures to the right slots

#

because sometimes it just guesses and roughness maps get plugged into metallic

digital mist
#

If u have it applied to a character or just a basic shape or something and import the asset, Iโ€™ve never had any issues with shaders and materials doing it that way

flat axle
#

@digital mist ill try to replicate here in a few mins to try to find a solution

digital mist
#

Yea maybe itโ€™s just a glitch and Iโ€™d have to restart and make a whole new side scrolling project

flat axle
#

@digital mist i got it halfway working by just switching out the skeletal mesh

#

But, the animations you might have to program in

#

nvm

#

just set the animation class to whatever came with the paragon

#

and switch out the skeletal mesh

#

good to go

#

let me know if that fixes it or you need more help

#

If its not what your looking to do exactly let me know and ill try to help further

plush yew
#

@drowsy snow hey I noticed you mentioned using Vroid for your characters in UE4 and I was wondering do you have to rig them when importing them from blender into UE4?

drowsy snow
drowsy snow
#

Basically preserving volume when other bone is twisted

Without it, backhand poses cause shrinking mesh issues

plush yew
#

maybe any add-ons for blender too?

drowsy snow
flat axle
plush yew
long schooner
#

it might be stupid of me to ask, but can i use a spring arm to do a first person view?

long schooner
bright sigil
#

how would you use it?

long schooner
#

bring forth the spring arm on the X axis?

#

idk? im trying to learn

bright sigil
#

i mean, yeah go ahead, just not sure what you're trying to accomplish that spring arm does for you

long schooner
#

im trying to find cameraboom in the components since ive started from scratch watching a tutorial, only problem is the guy does it in 3rd and if i try to replace the spring arm, theres no option for said camera boom

bright sigil
#

you want to be able to look down and see your feet or something?

#

spring arm is camera boom

long schooner
#

hence why im simply asking "is it possible to use a spring arm for a fps"

bright sigil
#

they just renamed it

long schooner
#

ah gotcha

long schooner
#

im trying to do a roleplay game but in fps, fivem/gta style but fps only

bright sigil
#

dont think fps needs it

mellow turret
#

an animation montage that is interrupted will call the Interrupted delegate before playing the montage that interrupted it right?

bright sigil
#

spring arm is to put the camera behind the player, hence camera boom

long schooner
#

so if i just link a camera to the head socket, everything should be fine?

#

but then wouldnt half the face clip in the wall?

#

as well, it doesnt let me parent socket to the head because my mesh is inherited, is there a way to fix that

bright sigil
#

sounds like a different problem that springarm doesnt fix

long schooner
#

the inherited part

bright sigil
#

springarm is not parented

long schooner
#

if i remove the spring arm

bright sigil
#

you can start from pawn instead of character

long schooner
#

the capsule?

bright sigil
#

inhereted is part of the class, so if you're making a character and it extends the character class, you have those

#

all that say inherited

#

means it comes from the parent class

long schooner
#

right

bright sigil
#

you're working from scratch though?

#

or want to?

#

as in not the template fps character?

long schooner
bright sigil
#

i guess yeah, you should start from pawn

long schooner
#

i did a character blueprint

#

nvm

#

i think i did it

bright sigil
#

character extends pawn, so you could start from pawn and have no inhereted stuff

drowsy snow
blissful trail
#

im having trouble with uncrouch (i can uncrouch through a wall)

drowsy snow
blissful trail
#

the problem is the line trace moves when i crouch :<

timid spade
#

any suggestions on how to implement leaning?
ive tried going the timeline route but way too many problems with camera teleporting because the timeline is wrong, ive revised it many times and this is my final yet flawed creation

#

yes its a mess i know i didnt have the time to organize it

drowsy snow
blissful trail
#

basically what im doing rn

#

i fixed the issue where it moves when you crouch

#

but like got more issues now :<

timid spade
#

i would break hit result and then use the location of my hit to set a limit to how high the character can go, if if the position of the player is under what it is standing up, then keep checking to see if it changes

blissful trail
#

the current problem is if i move in the right location i can still go up through walls

#

i think its because the line trace is smaller then the player capsule

timid spade
#

make sure the top of the player capsule doesnt reach the line trace

#

it can be right below it

#

just make sure it doesnt surpass the hit location

#

and the reason i said to keep checking because if it only checks once, it will just "half" uncrouch and stay at that position, which will not be fully standing up if you were underneath an object

blissful trail
#

idk how to explain the problem but its kinda like this

timid spade
#

pretty sure you can do multitrace so it checks the area around

#

im not too familiar with that

timid spade
#

nvm i might be wrong about that

#

actually no

#

so basically

#

multispheretrace will run a sphere with a certain radius up a line and check for collision

#

you can also do multiboxtrace

#

same idea except its a certain dimension

weak shuttle
#

I like how UE be like "Everything is free, as long as you use UE" (Until you profit that is)
The stuff in quixel is pretty amazing.

timid spade
#

kinda like this

timid spade
#

cant be free for commerical use

#

its like licensing

weak shuttle
#

It is licensing.

timid spade
#

would u want someone to use a song you spent hours on for free and not get paid for it?

#

yeah ik

weak shuttle
#

As a composer and academic-level musician. No.

timid spade
#

same thing here

#

plus they spent millions

#

so like

weak shuttle
#

I think you're misinterpreting me though. I'm not complaining

timid spade
#

return on investment

#

yeah ik

weak shuttle
#

Like everything on Quixel is free if you're using UE

timid spade
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im just saying

weak shuttle
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That's f'ing awesome

timid spade
#

ohhh

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my bad

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it is very awesome

weak shuttle
#

Of course they make the money back.

#

So it's not "free"

timid spade
#

its not a paywall for people who want to experiment and potentially use it for a published game

weak shuttle
#

Essentially, it's the same type of "free" as Canada's healthcare system.

timid spade
#

thats payed for by taxes

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im always paying for it

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just no upfront cost

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kinda like a subscription

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either way, i think its fair

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because you dont actually know if youre gonna use anything on quixel for your published product

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but if u do

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gotta pay

weak shuttle
#

Fair doesn't even describe it.

#

It's a lot more than fair

timid spade
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its a good system

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which is why websites who make you spend 5$ for sounds recorded with an android mic are dying

weak shuttle
#

Do they include sounds too?

timid spade
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no idea i dont use it

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but im just giving an example

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as to why its not going anywhere

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id rather have to pay for something when i actually use it commercially than pay for it first then expirement with it at home and might not even use it for anything

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sound paywall turns me off

weak shuttle
#

Ya.

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AVID needs to take a lesson from epic.

timid spade
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paywall once i publish is ok

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yeah they do

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how good is unreal crack protection?

weak shuttle
#

Wat?

timid spade
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i take

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assets

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from a game

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and

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steal them

weak shuttle
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There is none?

timid spade
#

not actually doing it

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just wondering how good it is for my own stuff

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there is

weak shuttle
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The protection is if they catch you, they could sue you for copyright abuse.

timid spade
#

pretty sure unreal uses paks

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nobody cracking game files cares enough

kindred depot
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Sorry to be the police but don't talk about cracking games here.

timid spade
#

im not

weak shuttle
#

I thought he was meaning to use UE assets in other engines or something.

timid spade
#

well if someone were to crack it then yea

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i mean assets

weak shuttle
#

The flaw is the idea you need a computer algorithm to stop copyright abuse.

timid spade
#

cuz if their crack protection isnt good then ill use my own

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i dont, but it helps

weak shuttle
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As someone that decomps N64 games.

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There's no point.

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It just slows people down and that's it.

timid spade
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n64 is old algorithm

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yeah thats the point

weak shuttle
#

Actually, you could compress using TKMK00

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It's an unknown compression format.

timid spade
#

dealing with less copyright lawsuits is easier than dealing with more

weak shuttle
#

What are you actually worried about? People stealing your game textures? Or your game code? The sounds?

timid spade
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i dont really care tbh because i wont end up finishing my project for another year probably or more

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but i was just curious

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cuz if i do get to publishing i would be slightly worried about that

weak shuttle
#

If it was me, I probably wouldn't even bother. Especially if I was using free assets from quixel cause anyone can download them.

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And there's much better programmers out there (than me)

timid spade
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i plan on making my assets mostly on my own or hiring people if it gets to that point

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if i need to buy one i will then it wont be a problem

weak shuttle
#

Even with asset encryption, people can rip assets straight out of memory.

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I would say the main point of encryption is to prevent modding, really.

timid spade
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yes that makes sense
regardless, still harder for little jimmy to do that

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im not stopping all cracks

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theyre bound to happen

weak shuttle
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Solution: Put your own game on pirate bay

timid spade
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yes ik the strat

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make it super troll

weak shuttle
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I actually bet UE's license wouldn't allow that.

timid spade
#

doubt

weak shuttle
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Cause then how are they supposed to get their 5%.

timid spade
#

if its a bogus version of the game

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itll probably make them realize that people who are trying to crack it are gonna be bamboozled

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and flood the crack market with bogus

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forcing people to buy real deal unless youre really determined

weak shuttle
#

That's probably the best encryption. Is to put random bullshit code snuck everywhere that does weird gameplay if it realizes it's cracked.

#

The issue, is that legitimate copies will trigger the crack prevention software.

timid spade
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also, just make users connect to your servers (if its mp game)

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nobodys gonna play online if they cant

weak shuttle
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Yea, that's the best. But then you have to pay for servers.

timid spade
#

its annoying yeah but like

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nobodys gonna play modern warfare or vanguard or cold war campaigns every day for hours

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theyll just end up buying the game for multiplayer

weak shuttle
#

Also consider, all those games have hackers too.

timid spade
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because activision wants money

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they sue for publicity

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not cause they care

weak shuttle
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And most of them aren't being banned because hacking software constantly changes.

timid spade
#

thats not why

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oh yea

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that is why

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u edited my bad

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ricochet is also a joke

weak shuttle
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Yea, my brain said one thing, my fingers wrote something else lol

timid spade
#

vanguard is doing it right

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you can still esp

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but aimbot is no go

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they check for weird movements

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esp only works certain distance

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the only companies who care about their game is riot and ubisoft

#

theyve sued for the real deal

weak shuttle
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Did they win?

timid spade
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activision isnt winning engineowning

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its not winnable

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russia wont extort their citizens

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and the 2 "german" guys are unidentifiable

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so theyre probably also russian or they dont exist

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and it doesnt matter anyways

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its a publicity suit

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riot games setlled for 2m$ with a val cheat i forget the name

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ubisoft sued a few people and cnd'd a lot of people

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for r6 cheats

sharp nacelle
#

Did blueprints cost someone at first?

timid spade
#

oh yeah i forgot to mention

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some guy spent 10 minutes coding an anticheat on unreal that checks for weird movements and stuff just like val does

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and what do u know

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90% success rate

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not hard to check for stuff like that

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companies are just too greedy

weak shuttle
#

I personally don't believe it's that easy. Companies would have been doing that in 2010.

timid spade
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i disagree,

weak shuttle
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Or perhaps the code is reliant on engine features that didn't exist in 2010

timid spade
#

for example eft cheaters spend around 25-30$ per account code every time they buy a new account

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someone who gets banned every week

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thats 30$ a week from 1 guy

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theres also a cheat which modifies game textures for tarkov

weak shuttle
#

I doubt those cheaters actually do that.

timid spade
#

could be patched with md5

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you have no idea

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i know people in the commnuity

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some good friends who are making a bag

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people spend hundreds

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i dont use them myself

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its boring and

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i dont wanna be banned and have to deal with hwid bans

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some people spend hundreds a month just trying to be better

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its kinda sad tbh

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i cant even blame developers at this point not because theyre making cheats but because people spend so much money on it to the point where you can get rich if you make enough sales

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pretty fast too

west merlin
#

Has anyone hosted a dedicated steam server on a windows AWS server?

timid spade
west merlin
#

Thanks, looking to talk to someone who's actually done it though.

timid spade
#

my bad, just sent that in case u wanted to look at it

west merlin
#

I read through a bunch of posts on reddit and forums, and searched the Steam Advanced Sessions thread looking for specifics but no luck

#

Thank you ๐Ÿ™‚

timid spade
#

what are you having trouble with exactly, setting it up or something else?

west merlin
#

Actually being able to join the AWS server, dedicated server works when hosted locally but can't access it when it's on the AWS box