"Used in place of a traditional SSD for the ultimate high performance applications, these brand new 5th generation SSD (Solid State Drives) use the new M.2 - PCIe interface for speeds 5 times faster than even the best SATA3 SSD drives"
I am betting your eyes JUST popped out, and you are now googling M2's for your new monster
"Used in place of a traditional SSD for the ultimate high performance applications, these brand new 5th generation SSD (Solid State Drives) use the new M.2 - PCIe interface for speeds 5 times faster than even the best SATA3 SSD drives"
I am betting your eyes JUST popped out, and you are now googling M2's for your new monster
Figures always something I missed, will definitely have to check that out.
Thanks for the tip Sean, I've been getting this error. Using new kit with 4.11, then tried 4.11.1, and after both of the solutions posted it's still occurring. I even build fresh kit with 4.11.1 with no project modifications and still no luck. Perhaps I'm doing one or both of the methods wrong, will try again later.
I'm just posting the link as it was posted in the 4.11 release thread. I have the latest 4.12 version and it does it a different way. it does the light maps swarm and then after it does it, it asks if you want replace the previous light map build. So I'm thinking they have tried to merge something in between in 4.11 and it doesn't remove the old light map build and replace it.
Well I finally figured out what was wrong on my end with the building lighting issue. After some more google research I read how to check the log in the swarm agent for more specific info on the lighting build fail. I checked the log in the swarm agent, and it said it was unable to locate the UnrealLightmass.exe in my 4.11.1 source. I opened up 4.11.1 in VS 2015, found UnrealLightmass.exe, right-clicked/built it, and it solved the problem. Huzzah!
Well I finally figured out what was wrong on my end with the building lighting issue. After some more google research I read how to check the log in the swarm agent for more specific info on the lighting build fail. I checked the log in the swarm agent, and it said it was unable to locate the UnrealLightmass.exe in my 4.11.1 source. I opened up 4.11.1 in VS 2015, found UnrealLightmass.exe, right-clicked/built it, and it solved the problem. Huzzah!
Thanks Piepants, your info fixed this for me in 4.11.1, hopefully gets fixed next update.
If anyone else is getting the 2 errors form light build I managed to get one fixed.
Change at least one of the pointlights to a static mesh to fix the spotlight issue.
As for the overlapping UV's I still haven't found a fix for this. i changed the UV channel and even the resolution but doesn't fix overlap.
I have to tell you bud. You have inspired me to look at draggable windows. I have cut and pasted CS's how to do it info into a word doc so I can open it offline and I am going to try and make my own. Your second screenies is simply stunning in my mind. So, I am going to try and get my theme to work in draggables.
If I can't get it to work, I might have to beg some assistance, but, for the next couple weeks, I am going to work on it solo and see how it goes.
Thank you so much for sharing some of your work here in the forum.
Gerrod, I agree with everyone here, very impressive work! It looks like you're using the LAM landscape automaterial? If so, do you have any tips on increasing fps when applying it to large terrains? I tried it out but could only get good performance on fairly small landscapes.
Thank you all There is still so much to do but positiv feedback is a great motivation.
Tarly, when you need help you can always ask
Piepants, Yes it's LAM but i cant help by this question because it will be a pvp game with only small maps and a limited number of players on each, so the performance is ok for this without big improvements. But i must learn furthermore a lot and when i find some good technics to improve the performance i post it here when you will.
I'm working on extending the quest system a bit, and I've run into something I haven't experienced before. I'm looking at the TrackedQuest blueprint, under MMO-> Quests.
Out of the box, it works wonderfully. But if you take a look at what I've screen shotted, you'll notice that the GetKillTasks and GetBringTasks are throwing warnings. If I detach these nodes from BreakAcceptedQuest, I can in no way, shape or form reattach them. Similarly, I cannot link my GetAdHockTasks to BreakAcceptedQuest, which is what I ultimately need to do.
The error is that BreakAcceptedQuest is an Object Reference (ultimately a Quest, but not yet), while the Gets are looking for Quest References. I assume this has to do with them being database objects? How did these nodes get linked in the first place? Is there a way to override or force a link? I both love and hate blueprints. Any pointers would be much appreciated!
I tried to duplicate your problem in my kit, just built it today, clean version, empty, nothing added but starter content. I broke the links to Name, Kill Tasks and Bring Tasks, compiled to get error.
I then reconnected them no problem at all, compiled with no error.
Did you try dragging a wire from Break AcceptedQuest, Quest(blue) and then typing kill in the box to see if you can read the value of the variable? Get Kill Tasks
If I had to guess there is something you have altered on your end that has killed the link or even changed the variable. I was unable to get the error you had, sorry, I know it can be a pain sometimes working in blueprints.
Gerrod, I agree with everyone here, very impressive work! It looks like you're using the LAM landscape automaterial? If so, do you have any tips on increasing fps when applying it to large terrains? I tried it out but could only get good performance on fairly small landscapes.
Did you try their optimization steps from his site? I was reading up on the kit and it looks awesome, except the hit in fps had me wondering myself. Here is the link..
Mind doing me a favor? Open up AcceptedQuest in MMO -> Quests, and let me know what data type "Quest" shows up as? Right now it's showing as "AcceptedQuest," and I'm thinking that changing it to a Quest Object will fix it, but I'm worried about breaking other dependencies. Actually the more I think about it, I'm pretty sure that'll work. Going to try it anyway... Aaaaand, it worked. I must've changed it at some point. So weird.
Mind doing me a favor? Open up AcceptedQuest in MMO -> Quests, and let me know what data type "Quest" shows up as? Right now it's showing as "AcceptedQuest," and I'm thinking that changing it to a Quest Object will fix it, but I'm worried about breaking other dependencies. Actually the more I think about it, I'm pretty sure that'll work. Going to try it anyway... Aaaaand, it worked. I must've changed it at some point. So weird.
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