People: "You should use migrate to migrate assets in #unreal! It can help you create clean projects and-"
Unreal: "I don't migrate custom collision/trace values. Because fuck you. I don't migrate build settings. Because fuck you. And also, I randomly crash during migrations. Because fuck you."
Have these people... never tried doing the things they say to do? Or is there some trick to migrate the PROJECT part?
Like, can I clone a project and just leave all the assets behind?
Ugh, I finally decided to grab some #unreal assets from the shop (free ones) and I can't figure out how to put them in a project.
The only way it seems I can is to "create a project" based on those assets in the Epic Games Store Shopfront (unrealenginetab), then manually export every fuckin' asset to a format I can import somewhere else.
@Craigp Create the project, load it up, select all the assets you're interested in then right click -> migrate and pick your other project content folder
@DKesserich You don't need a separate developer settings class. CVars can be set directly from .in. The syntax is a little funky, but you should be able to find some examples in the engine installation
@SirLich yeah, I've tried without the settings class and the CVars still wouldn't load from ini. I've landed on manually setting their values after loading the config, but that's still not working consistently between the editor and a packaged build.
Does anyone know how to make jumping spider enemies in Unreal Engine? We have cobbled something together but it doesn't work as well as we'd like and wondering if anyone knows of a tutorial or has any advice. Thanks in advance!
Thanks to everyone who helped make the showcase / sale period a success, I really appreciate it. And new customers seem very happy so that's nice. ☺ #ue5#unrealengine
Well that's the, fourth?, complete source-control collapse I've navigated, so that's neat.
BTW, Perforce does NOT behave well when it runs out of space. It just stops. Literally. You can't even connect with the Administration interface to back out the changelist that ran you out of space. I fixed it with a reversion to backup + Reconcile Offline Work to pick up the lost work, and I think that's probably the cleanest option? Since you can likely assume the repo is corrupt if it train-wrecks into storage limits.
This will be of particular relevance to #Unreal#GameDev types, because yeeaaah sometimes a commit that you think is "well just a few asset packs and a small level chunk" randomly eats 8gb oops.
It took me absolutely ages to find the magic combination that let me ask #unreal :unreal: to find a bunch of blueprint assets defined in the project which derive from a certain base class. So many dead ends. So many weird ass things that result from how the asset system works, combined with the way BPs generate wrapper classes.
OK, so, my HLSL struct definition in #unreal works fine in the material custom HLSL node, but the Niagara custom HLSL node apparently... can't have functions in structs?