#server-feedback
1 messages Β· Page 22 of 1
shots fired XD
Oh well, at least we can talk about politics, war, atrocities, economical imbalance, death/murder, and more boring philosophical subjects than a fricking cartoon for kids teaching vulgar display of breasts.
Oh hold up a second! There are a plethora of servers and YT tutorials on some of the worst practices out there for blender/maya and some of the most non-game related things too.
It's like people learning sculpting for stylized characters and they pick up Z brush
Not sure what is your point. Z is great for stylizes characters lol
Also, this server is not some miracle wrt to Maya/Blender/whatever knowledge? It is about UE.
Maybe put the announced dev community stuff in #more-resources?
Will do!
We're going to take care of that after the presentations are all done.
Also I'm curious on the stance of this very server, now that Epic pretty much endorse it in almost full official capacity along with official social links. Semi official server?
As Victor once said, we are "officially unofficial". π
Epic values this server a lot
Is Manny gonna get a profile picture update π
Yes, when v2 launches very soon. π
Goodbye Manny. Hello Iron Man
or rather Iron Manny
What about Quinn?
This server needs a better discord server icon if itβs going to be the official unofficial unreal server
hahahha
we have some rebranding coming along with new Manny and possibly a friend, and some other great stuff
you can get a preview of that at https://unrealslackers.org/next/ π
There should be a sort of level system it would help distinguish who's brand new to the server vs people who have been around longer and may have more experience
I do think showing a difference between regular interacters and new people would help
that makes sense, but just because someone has been around for a while doesnt make them unreal-smart. and someone who just joined could be super knowledgeable.
be funny to see someone who hasnt touched ue for years and lurking here tells the just-joined tim sweeney he knows nothing. XD
Unreal Slackers icon is perfectly fine.
I mean granted most places do it by messages so a lurker would stay at level 0 but I think it has more uses then just hey I trust this person purely cause they have been here longer it would make it more "rewarding" to be involved in the server rather then coming in to have your one off question answered and then not speaking for the next 12 months. Things like that would make it nice to have a level system
Message count has little to do with proficiency. Some people can't stop talking, e.g.
This whole thing would basically need a voting system for answers to a question, so that people with accepted answers gain reputation and what not.
But then we are on AnswerHub Level which is just not suitable for Discord.
Maybe when the Discussion Stuff arrives, but even then I'm not sure if this is a good idea.
Yeah it sounds good, but i see the technical limitations make it less viable
And honestly, the new community stuff from Epic is quite nice imo.
So could just link your question from there.
I think what would be slightly beneficial is maybe un-ping-able/unmentionable role for UE4 / UE5 users, maybe auto assigned by Manny 2.0
Sometimes question is unclear whether it's UE5 exclusive issues or not until the convo got further
Just ask at the start if it is 4 or 5.
There is a crap ton of overlap. Don't think a role would be needed.
Though yeah, I know it's way way harder to implement roles than just ask, but just my thoughts
Yeah that sounds like inventing a solution for a problem that doesn't exist.
Basically the NFT of roles. 
We will keep the ue5 general channel afaik
At least for the start
And UE5 specific channels (Feature wise) will be a thing anyway
Everything else, like C++ etc. will sadly have to live with overlaps
FWIW I felt either #ue4-general and #ue5-general already overlap much as we speak
Those are the same, just that ue5-general exists cause of the EA version
Now that it's released they will change, but not yet be merged
Find the saltiest whale, that's the one to click.
I can't see the archives
Whoops, I'll take care of that. One moment.
let me know and I'll check again
They should be visible and searchable now.
Bottom of the channels list.
thanks!
Thanks again for letting me know.
not that I have use for them, just saw the announcement and that they were missing
need moar stickers
would it be worth it to add a channel for discussing the lyra project?
That would be a fine contribution to the server. π
It'd still be on #ue5-general
We also discussed this internally. One of the bigger arguments against it was that the features of lyra might better be discussed in their matching channels. And things that don't fit anywhere like the modular stuff would get a new one.
That discussion is still ongoing though
This will open a precedent tho. Project specific channels.
Yeah, all these projects are also made from generally available plugins and modules, so it's probably better to support those than just Lyra
Im right here with you on the Live Link Skruggles. You found a way to actually use Live link in UE5 yet? Ive tried with MetaHumans by changing the pose pins in the Animation Blueprint but I get no response.
Im using iPhone11 what solution have you been able to find yet for Live Link mocap?
can we get back the ue5-engine-source back ? (;
it's was nice channel to share interesting commits from github
I am actually going to be trying this today. I will let you know my process!
Not my fault they posted it here
Just replying
π€
That's your mistake.
Make a live link channel and this wouldnβt have happened m8s
Thereβs the underlying server feedback that they gave anyways.
My server feedback; Make Makoto and Lorash mods of the chat tbh
I see them both literally always on, they help out a lot of users (including my noob self many times) and they push the rules very well ^ not sure the requirements of mods here but just a suggestion! They seem dedicated and like they will do a good job considering they already are π
L ππ did not realize how it sounded but it is true. Theyβre very helpful to say the least ππ€£
Who?
iunno
Random's eh..
I cant speak in Either of those channels
Hi !
Firstly, I want to thank you guys for this amazing discord server, I'll definitely try to spend some time around you guys.
With the release of UE5 and the amazing Lyra starter project, I am going to base my next project on these new tools and I think and hope that many more devs will do so.
Could we have something to regroup Lyra users ? I'm thinking something like a category or chat channels dedicated to Lyra, where people could help each other on topics that are related to Lyra and share learning resources
If I'm talking about something that already exists, please pardon me and give me a pointer ! π
Cheers and thanks β€οΈ
The idea is still to identify the bigger channels that aren't already existing or covered and adding those. A pure Lyra channel is not planned as features should be discussed in their respective channels
Ah alright, I just figured that it was discussed yesterday sorry
Btw, I love your UE4 network compendium, learned a lot from it and still am ! π
Also #plugin-dev 
π
Just skip the number. Or put a UE ${Major.Minor}
Should be UE5 since effort on UE4 is essentially stopped
Updated
If it's official mod kit supplied by the devs, then it should be fine
Updated
Please add more voice channels. I find it awkward to talk in high density channels such as programmer parlour
Hey, I've noticed many people have issues with the UE5 on NVIDIA on DX12. It may be worth pinning my fix options on #ue5-general #ue5-general message or creating your own message about it
Not seem to be the wise tip, considering (IIRC) Nanite now requires DX12
The other option is to disable MFAA, I'll add a note about Nanite once I confirm that is the case
Update: confirmed via https://docs.unrealengine.com/5.0/en-US/nanite-virtualized-geometry-in-unreal-engine/
A new challenger appears!
I may as well go through all of them and finish this once and for all.
OK I think that was the last one.
RIP UE4
Hello, i hope I can use this channel as way to give suggestions
We should make a blender channel, because alot of UE enthusiasts work with both engines for meshes
If the question is limited to just Blender, it should be on the dedicated Blender discord server. You could say the same with Maya, Houdini, or any other DCC tools that aren't free.
Practically there's few handful of things to keep in mind with both Blender and UE workflow, but it boils down to same issues, and the rest of the stuff are applicable in Blender with elsewhere.
but blender issues always pop-up over here. centralize them!
so do various other DCC issues but none of them have individual channels either
a general DCC channel might make sense, but it sort of falls into #graphics or other channels anyway
yup, a general DCC is what I'm talking about. I feel #graphics is engine specific, with little room for stuff outside the engine
Discord "server" != the CDN server
(it's still kinda silly Discord calls group chats as "servers")
can we get a text channel specifically for anything around "Lyra", the new sample project that goes with UE5? There's a lot to unpack and it would be awesome to have a central chat others could look through to see if their questions have been answered already.
I think for what it's worth Lyra is just another UE5 sample project, just making more use out of UE5's new features.
From what I see (in hindsight, I haven't built my custom UE5), there's no feature inherently exclusive to Lyra that isn't present in vanilla UE5. Kinda like how ShooterGame is to UE4
||#shooter-game-template when||
Taking the words from Epic Games':
Lyra is a learning resource designed as a sample game project to help you understand the frameworks of Unreal Engine 5(UE5). Its architecture is designed to be modular, including a core system and plugins that are updated regularly along with the development of UE5.
Honestly even for ShooterGame I'd love to have a dedicated channel.
Thanks for the reference. From what I can tell the discussion is still open.
We've discussed this idea and decided against it for now.
My reasoning behind this: People who worked with said sample projects can help people getting started with it + new users can search through the dedicated chat rooms.
@chilly ivy oh alright.
But rest assured: I see how often this is coming up.
We're still watching the community and evaluating what UE5 features would benefit from dedicated channels in th efuture.
If that's the case, wouldn't it be worth "trying out"? Say, for a week/month and either scrape or keep the new rooms. Maybe have two rooms under "Sample Games"
For now, it's easy enough to search "Lyra" if you're looking for answers and insights.
Sorry for being potentially ignorant, have to yet manage a dc community myself.
Not voting in favor of a lyra channel, but just throwing it out there that they have, and continue to plan to have lyra be the home of some "lyra exclusive" 5.0 functionality that they will overtime add to vanilla 5.0 https://twitter.com/joatski/status/1511560303871414272?s=20&t=w1jhvV6eS5eCuM-oS4M2WQ
Speaking of fixing up warnings, there's a power-user command to 'forge' a redirector if someone overzealously fixed up something still referenced
Lyra.CreateRedirectorPackage RedirectorName TargetPackage
(Lyra-only for 5.0 but will be pushed into the engine in the future)
Small correction: Lyra has some exclusive functionality that will be added in future versions of the engine, not 5.0. π
Also that thread has some neat tips in it.
Ah yes cheers you are 100% right, that is actually what I meant
Yeah definitely a good thread, a few of the epic people posted some great stuff they picked up along the way after the state of unreal
I see no point too of dedicated sample channel. It is just still fresh & hot topic.
i agree with this, the only reason it's every is because it released like a week ago. people are gonna talk about it, but it will soon no longer be such a hot topic and things will cool down, not to mention it probably won't deter a large portion from posting their questions elsewhere as you run into the issue of "hm i want to extend x in lyra, do i put it in lyra channel, blueprints, or general"
just adds more complexity to a non-problem
Also if we went by that logic, Shooter Game should have its own channel, yet barely anyone talks about it in extension work context
I think the idea was more along the lines of a Samples channel, something that covers all the official samples from content examples to lyra and the city sample. Which wouldn't have much point since all those include a wide range of things like blueprint, niagara, materials, animation, which all exist here already. Even if it was just a lyra channel, everything in there has it's own category here already anyway
It "would have had" its own channel. Lyra replaces it after all.
But yeah, it didn't make sense for ShooterGame, neither does it for Lyra
I am trying to ask again in case this resonates with anyone. Managing questions on the #legacy-physics channel is becoming nearly impossible since people come in asking about physics but there is actually PhysX (4.27 and earlier), Chaos Physics (4.26-Chaos, 4.27-Chaos and UE5), Chaos Destruction, Chaos Clothing, vehicles and more. Each and every time we need to ask which engine version they are using in order to answer.
Could we split the physics channel into something like Physics-PhysX and Physics-Chaos? Or Physics-UE4 and Physics-UE5?
Also many of the pinned message in #legacy-physics no longer apply to Chaos Physics
Thanks!
Or keep #legacy-physics assuming it will all be Chaos going forward and create a #legacy-physics-legacy for PhysX
Does Chaos fully replace the old system?
I personally think it's reasonable to split this into Chaos and PhysX
Not UE4/UE5, cause people don't know what is in either :D
In UE5, it does, actually
Nice
Hello,
I think AWS Gamekit | GameLift channel would be great for those who develops AWS based games
Gamelift/Gamekit can and does get handled in the #multiplayer channel already. It is not a topic that is discussed in sufficient volume that it would require its own channel.
#Unity ? It is frequently mentioned.
so is blender :p
Yes it does
And it also adds Destruction (formerly covered by Apex but much more powerful), Clothing/Fur/Groom (previously covered by NvCloth), Vehicles (previously covered by PhysX vehicles) and more. Chaos has a number of new features which need specific support, for example async physics/fixed time physics/replay/networking support
Maybe a sort of hot and trendy channel would be nice where you know before we would have talked about valley of the ancients now the matrix and Lyra just somewhere to have a hub for that cause if I want the info everyone has traded about Lyra there's no real way to find that right now
Maybe a #latestsamples
I don't know but it sounds like something that can be talked on #ue5-general
(also search function exists even though no one used it and the indexing is left to be desired)
Wait wait wait I have the answer THREADS
Like yes but no in theory that's kinda true but so much happens in the channel if I'm looking for say information mentioned about the dynamic mesh in Lyra it would be a ton of work to find it
#unreal-faq Lists the Latest samples
I'm not talking about what the latest samples are I'm saying there should be a area to discuss them
They're primarily being discussed in #ue5-general, but you can search "lyra" and "city sample" to find all discussion across the community.
Is there a reason to not do threads? I feel like that is a direct discord feature to what we need a temporary channel that archives itself
We have no plans to enable threads here. We're waiting for forum channels.
Why? What's the benefit of a forum channel vs the already implemented threads
Significantly better UI, sorting, tags, OP indicators, etc.
How do threads suck they do their job as described
I guess I don't see why not use threads in the mean time but
threads are kinda icky tbh
threads time out and clutter things up
Yeah ever open a thread with a shit load of messages.
Hey
#ue5-general really sucks
Before the change the ue5 channel was actually useful
Now this is just the default unreal channel where I honestly get frustrated trying to post anything ue5 related because then every ue noob thinks he has the answer
My suggestion is merge the unreal general channels (ue4 and ue5)
and then have a ue5 specific channel that's actually for ue5 stuff only
Please
Like
I don't get who thought this was a good idea
honestly
we need a ue5 specific channel
please
Bud... you got one polite answer for something that wasn't your problem, but you also weren't specific about your issue. Not sure why you have to blow up server feedback over it. Someone answering and you not liking the answer isn't a slight against you, it just isn't the right answer.
^
you're just being kinda rude, the dude was polite and thought he could help
you could have left it at "No, that's not the issue here, can anyone else help?" rather than having a tantrum
This is neither the first or second time it happens
I posted an issue that was UE5 only. Never happened in UE4.
#ue5-general is being used as a generic unreal channel for things that are unreal 4 related too, making it impossible to discuss UE5 specific things there without having every random person try to come in with their random unrelated suggestion
^
but thats not what it is for
This is #server-feedback
Your question isn't super ue5-specific either so by that logic you shouldn't be asking it either.
You got literally a single message that wasted all of 2 seconds of your time to read. I really can't sympathize with that.
if you are having issues with something ue5 it goes in ue5
Well I'm pretty sure it is because I used this feature in years in UE4 and it never happened
how is anyone meant to know if an issue is ue5 only
and how is anyone meant to know that lmao
we arent mind reading wizards
I don't have anything to add
instead you could phrase your question better "hey this hasn't happened to me in ue4, but is now happening in ue5. Have they changed x or am i doing something wrong?"
that explains the issue
rather than blowing up over someone trying to help
That's a potential solution yes, but not really a valuable one as the channel will still keep getting generic UE messages, most likely leading to my message either getting lost, or getting a ue generic response anyways
And frankly, issues with people posting ue4-specific problems existed even during EA/Preview.
it really never did
we always told people to go to general if they posted something unreal generic in the ue5 channel
even if you make your super duper special channel it wont help
Yes, and you can continue to do that for ue4-specific problems.
because someone having an error doesnt always know if it's engine specific or not
I actually think it immensely will
see above comment
Right now there is no place to discuss UE5 specific issues
It's a massive problem with the server
Honestly.
I'm done discussing this
Not trying to convince you anyways.
if it was a channel only for problems that werent happining in ue4 that are in ue5 it would get like 1 message a day for a few months
ue5-general is that place. Your issue with inexperienced users just sounds like you want a private place for people who know what they're doing, but that's not the purpose of this server.
Someone new isn't going to know whether an issue is specific to ue5 or not. And that's fine. You can decide to help or not, and you can decide to accept help or not.
people generally don't know the cause of their issue, so most people dont know if its engine specific
someone coming into unreal engine 5, never touched ue4, gets a generic accessed none error, how are they meant to know if it would happen in ue4
Your question isn't getting buried anyway.
The only thing pushing your question out of the channel is your own response blowing up a minor issue.
^
If questions were constantly getting buried by irrelevant questions then it'd be one thing, but that didn't happen here.
You are overcomplicated it
I already explained
I want the old UE5 channel back
The difference is that in the old one if someone posted something that's also UE4 related and isn't UE5 specific, we will tell them to not post it here.
That's not how it works with the current channel. So I have nowhere to post UE5 specific stuff.
thats unneeded in full release
and you do
in the ue5 general
you werent getting buried by ue4 problems
somoene may respond
although with that attitude i hope not
It sounds like you are confusing the UE5 Category with "channel".
was I really not? #ue5-general message
We used to have a UE5 Category when it was in Early Access.
One person thought they had the answer to your UE5 question.
And they were wrong
And that's ok
I just want this channel back
they posted like 1 message, if you had gone "different issue" and left it, thats 3 total messages
if that burries it your monitor must be ant sized
All of the UE5 channels were either merged into the existing Categories or removed entirely.
But why can't we have a UE5 only channel?
Where we discuss only UE5 stuff
Instead of a general that everyone comes in to talk about their random UE problems
As has been said before.
yes it is
The difference is that in the old one if someone posted something that's also UE4 related and isn't UE5 specific, we will tell them to not post it here.
It is in the name.
if the engines have some overlap then the channels have some overlap
its just how things work
There will always be overlap, UE4 and 5 have MANY shared features.
This is unavoidable.
besides the point anyway, peoples non specific questions dont affect your, if they do, repost it later
wrong it was avoided in the previous channel
here is the previous thing I posted in that channel
scroll a bit down
you will see
someone asking the most generic unreal thing ever
if you can't tell how a channel with ue5 is ue5 specific, then thats on you
@chrome talon If someone is posting Offtopic content, alert a Moderator.
That's a ue5-specific question though.
thats ue5 ui
BRO
Because they don't understand the UE5 UI
its different to ue4 ui
it's not the same
U can't be serious
There is no way
If you go ask him he will. tell you he started unreal last week
And?
@chrome talon If someone posts a Question with a screenshot of UE5 in the #ue5-general channel, it is about UE5
if you cant see how the screens are different then im worries
It really sounds like you just don't like having new people to the engine, and I can't sympathize with that.
so what? ban all newbies?
But I just want a cahnenl that's for UE5 specific issues
That is ue5-specific man.
"well you dont post high level questions so you don't deserve help" is that it?
That's #ue5-general
my guy has 4 people explaining it and still doesnt understand
But
that's on you
Literally
I don't get how you see it
The issue is because all the noobs post there
The experienced people that use UE5 don't read it
That's why we need a UE5 specific channel
and im telling you that your blind then
Not of any interest to me
Unlike the previous UE5 channel
Which I did enjoy reading through
You are not entitled to receive only experienced help here, everyone has the same opportunity to help, whether you think they deserve that or not is not up to you.
^
It's not my point
no ones entitled to help you at all actually
in fact id rather help 10,000 newbies then have this conversation
I don't get how having another ue5 channel would help in any way
it woudlnt but
@chrome talon People are using the #ue5-general channel as its intended to be used. You do not decide how others get to use that channel. If you think someone is posting Offtopic content, you have the ability to notify Moderators.
We encourage you to do so.
If we agree it is Offtopic, we will help direct that user to a more appropriate channel.
So you're saying that if someone posts something that's also ue4 related
end of convo?
@hallow gorge Please stop.
sorry :P
Im saying that if you think someone has posted something Offtopic. Ping a Moderator and we will handle it.
Okay but do you consider ue4 related stuff off topic?
Like, you know, stuff that are the same in ue4
That is for the Moderator to determine within the context of the channel and the content that was posted.
If they asked a question about a feature that only exists in UE4 in the #ue5-general channel, then it would be considered Offtopic.
If they ask a question about a feature that is shared between UE4 and UE5 in the #ue5-general channel, then it is NOT considered Offtopic.
I understand what your saying.
omg htere is a bug here wait
Im telling you, your interpretation of what should happen is wrong and not how we have decided the channels should be handled.
By your own logic the #ue4-general channel should only contain discussion about features purely specific to UE4
Which is nonsense.
I'm not asking for logic
I'm asking for what will make sense
to produce good valuable discussions
if ppl can post ue4 stuff in ue5 then it's so much harder
How it works now is what makes sense. You are the only one it seems that does not understand.
possible
We are happy for you to make suggestions about changes to channels etc. However, in this case it is clear that what you're suggesting is not commensurate with how we would like the channel to operate.
When Quinn? This is robosexism.
Quinn is already being discussed internally.
Could a channel for mass-related stuff be considered, or should this typically be confined to existing channels?
#legacy-physics too
Sorry, is there a way to stream in channels? I dont see to have the role and I cant find in riles or #more-resources on how I get a streaming role...?
if you have been on this server for a week, you can join a voice channel, then dm @leaden karma and send "!stream" to him. he'll grant you streaming rights until you exit the channel
Oh ok cool, where does it tell me this?
it's a pretty depth paradigm, I'd suggest a channel
mainly because it's a new way to program features in essence...
ah ok lmao
its in the pinned messages of #vc-unreal-hangout you are right though, would be nice to have it mentioned elsewhere. cc: @chilly ivy
I added a note about this in #more-resources.
Thanks for reminding me. I left it out when I redid the channel.
np bro thats what im here for
Yeah this is what I thought since it's a different way to approach programming in the editor, and it would be nice to start working out the best ways to do things and have an easy place to read discussions relating to mass. A lot of current unreal knowledge doesn't always apply since Unreal is typically an OOP behemoth, vs mass as an data-driven approach.
I embrace this
convince discord to allow a server to set a default reply ping state
Why would they do that?
because I often want to quote, in an active discussion with multiple people, and tapping the toggle's annoying
and I see some servers where every single message is a reply+ping, and I have non-ping notifications off for a reason
Seems like what you want is the ability to set your own default. I can see them being open to that, but probably not server-wide.
perhaps the better option is a default for others' replies of your messages?
but I digress, a server with this many thousands online at once would have some weight in suggestions, I'd suspect
Sure, but I'm not convinced it's a good idea worth suggesting. What is the benefit of doing that server-wide?
you can set other notifications' default settings that can be overridden at the user-level, why is that any different?
consistency
Is consistency the only reason?
it's mostly a selfish reason
I'm afraid that won't carry much weight then. π
consistency is the reason most likely to get traction
There needs to be a clear value proposition for them to consider a feature.
And this is likely something they've thought about a lot.
but thanks for interacting on the suggestion!
Of course. I always try to at least consider ideas brought up here.
this server has remarkably good admins, in my experience, for what it's worth
Thanks. Glad to hear you've had a good experience.
Hello staff, this is my formal request for the inclussion of a new #mass channel:
I'd like to mention again that it would be pretty convenient having a mass channel centralised in which we can pin resources and discuss about MassEntity, MassGameplay and MassAI.
The learning curve is pretty stiff and scattering content around channels is not very convenient. The same way specific channels like #gameplay-ability-system exists (and its been really helpful to master GAS), I think #mass should exist as it is indeed a new paradigm.
To be honest I saw some users suggesting posting mass stuff in #gameplay-ai #cpp #legacy-physics based on the specific issue and this doesn't really help to contrive the essence of this new data oriented paradigm and thus to share resources. Also, by a quick look to the Unity official discord I could see they have a specific dots channel for their "data oriented tech stack" and its quiet populated and "alive". I expect this to be the case with the #mass channel.
Thus, on my behalf, and I think I am also speaking aswell by some other fellas from the community, I would recommend to make Mass a separate channel, as mass isn't AI, either physics either cpp or even blueprints. It's an entire new paradigm.
I suppose admins can monitor whether there is really such interest π€
I'd be hard because you need to now mass to really be able to answer questions. And since it's new, users still require momentum to understand what it is. So far people just seems confused on what's mass for, they believe its only for when you have lots of AI
I'll put my vote in for it as long as the channel can also include the other Mass-AI related stuff like StateTree, Zonegraph etc
Yes that's the plan Mass as a whole
it kind of overlaps with #gameplay-ai a bit 
yes but given our experience with mass, how different is mass-ai from traditional UE ai?
A lot, right?
there you go
also in most of my usecases I don't even use it for AI
yes, its ue data oriented paradigm, something else. Mass AI follows the same principles, but its a new way to do programming in the engine.
I would be open to discussing other ECS lib integrations in there as well
although usually they just go to the respective lib's community
a mass channel will be of great use
because it would also be a catchall ECS channel
which means it could also cover stuff like Flecs or entt usage inside unreal
for the mass-AI parts i think the AI channel is fine enough. Can be done there
I'd gladly take a #mass channel. I don't have any question related to it, but the discussion on the subject interests me. I tend to use this server just to get a glimpse a what's being discussed on various topics; extract some knowledge from the chat, without having to read/scroll through walls of text. Sadly, this means I can't follow the more "active" channels (e.g. #cpp, #legacy-physics), as it requires too much time even just to get an overview. I know "too much channels" also has its downsides, but I'm always a bit sad when I realize that I miss so many interesting discussions, just because they get lost in the no-so-great noise to signal ratio of the more active somewhat-general channels. No obvious solution around that, however.
better name would be something like mass-ECS or similar, as that way it makes clear the catchall part
in my opinion i'd keep AI heuristics for #gameplay-ai and mass related AI setup for #mass
because at the end of the day is just a matter of using the framework appropriately with an ecs mindset
Mass channel sounds indeed great
Data oriented design as a style is ancient but ECS tools/libs only really started being a thing in 2007 at the earliest I can find
I would definitely argue it's more than just a style
It's a lot more sober of a plan than DOTS in any case
just serves as a side thing instead of a whole new world
I imagine this mindset could be also applied to specific frameworks like GAS, we would never benefit from an environment to discuss related on-topic things. Designing things for mass is a whole different mindset
You can design lots of systems using Mass, from AI, to gameplay to physics to simulation, it's a paradigm
ofc the noise by including this in cpp channels will be surreal and you wont be able to gather knowledge easily
specifically if you want to focus the conversation in mass related stuff
#editor-scripting is useful even if it is niche, as an end user if you are not interested you can always mute it.
in their case I bet the people who actually know the answer to their questions never even read the channel anymore...
But yeah just as I commented with GAS, imagine if the channel didn't exist... it would be all spread in #multiplayer #cpp and #blueprint channels
a complete nightmare
more #multiplayer #cpp and #gameplay-ai (woops, misread)
In GAS's case I feel like the few local experts kind of carry the channel
I mentioned what would happen without the GAS channel
it would decentralise the conversation and shared resources
and most of us wouldn't even have started on gas yet
I started on GAS because the channel existed and because i could find easily pinned resources
no, because discussion and conversation is relevant and important
specially live discussions
hence our efforts to make a Mass repo on github
inspired mainly by the GAS docs on there
littered around #cpp mainly
#ue5-general , #gameplay-ai and #cpp
seen it around several channels now
so the take is, if you want to make it harder for people starting on mass
leave it as is, if you want to provide specialised support and a common place to share reaources and knowledge about it
a channel will help
the main risk is that the channel flounders and nobody who can help reads it in favor of other more active channels. I would honestly even suggest just having #gameplay-ai include some extra pins about Mass etc
and as I said, imagine how things would be without the #gas channel. Everything spread around #multiplayer #cpp and #blueprint ... resource nightmare fuel
GAS is far more popular than Mass right now
let's give it a few months before we push for our ECS revolutionary war to depose the object oriented overlords
Correct and the channel helped the fact to gain momentum
now way more people around use GAS
it is fair to say GAS started out the same way
But I donβt want to π I want to play around with it now
Well Iβd still be a +1 for a channel if possible. Ecs/mass encapsulates enough aspects that I believe it warrants its own channel + would help drive discussion related to it.
I am still confused on how do you even use the Mass. Even with the repo on git.
if you have any direct ideas for how to make the sample suck less I am all ears in DMs
or feedback in general
this channel is not a good place though
I am just not that smart. I will try to understand again. I know how to use the ECS from marketplace only so far. Thanks
I just searched and found people talking Mass here thus my response
the repo still needs some love we barely started
the plan is to develop mnemonic rules to make it simpler, I'm mostly focushed in that
but that requires time and effort from us
+1 for a mass/ecs type channel
Rest assured we are discussing the recent channel requests internally at this time. We will come to a conclusion soon.
I miss also #ue5-engine-source. We had there nice 'community' where we tracked ue5-main commits daily and were posting the interesting ones. That way we could nicely keep up with interesting unannounced features coming in next engine version. Now we have #engine-source which is mostly full of posts about failing to build the engine from source and then we also have channels for individual features but there it won't be possible to easily track these posts about the future of the engine.
There shouldnβt be any reason why #engine-source cant provide that same opportunity.
It is very infrequently used as it is.
FWIRW, you can talk about it in #engine-source, don't worry too much about the Q&A posts.
I think there should be a dedicated help channel, maybe even one that only allows threads in order to keep people from asking too many questions over each other or clogging up the general channels.
The Godot discord has a threaded-help channel that I think works really nicely:
We're waiting for forum channels to ship before considering something like this.
They provide a much better interface for the same type of channel.
All of the channels are help channels, what do you mean?
Cause if you can explain i bit more i would 100% be down for this
Any idea when they are going to ship? It should be fairly soon, especially considering Unreal Slackers is a Discord Partner. Cant wait to see them here.
No, they haven't provided an ETA yet. They're still considered experimental.
Okey
Hey, i think creating a dedicated channel for discussion the Lyra starter project, it's the most fundamental demo for UE5 development, would be nice to have a dedicated channel
perhaps, worth considering it's a huge demo project where most people would have more than one question while exploring it
a question that most likely would not get an answer on the general channels
Perhaps do the same with ShooterGame for UE4
And ARPG, and Stackobot, and... It just doesn't make sense to have channels for specific demo projects. The existing channels cover pretty much anything you could ask about them.
and there will be less and less questions about them over time, lyra is overwhelming right now just because it's new
Valid point, there's no need for a dedicated channel for each demo project, most people don't know ARPG, stackobot and ShooterGame even exist - which is a shame, there's a need for channel where you can discuss all of those with people who know the codebase of those projects.
maybe #epic-demo-projects
Which is a bummer for ARPG demo ||unless #gameplay-ability-system existed||
Also nobody requested Stackobot channel when it was new, so...
The GAS channel predates the Action RPG project by almost a year.
The channel started in April 2017. Action RPG came out in July 2018.
we digress, you dont find it odd that there are hundreds of people who go through a demo project these days (happens to be lyra) with no common channel to discuss it?
#ue5-general is a pretty good place to discuss the demo unless there's a question specifically about something covered by another channel.
the chance a question about ULyraHealthComponent::InitializeWithAbilitySystem will be seen by someone who knows that class/function is very low in #ue5-general - And it will disappear among the other messages pretty quick
is it hard to have temporary Lyra channel? Once it dies, then feel free to remove
not that i use it, but just a thought
Not really. Don't get me wrong: I understand why people are excited and want to discuss it, dissect it, and share their findings. Right now we feel it would be more productive to facilitate discussion around engine features. Perhaps in the future when we can revamp our channels to be fewer and more organized, we can revisit ideas like this.
For example: when forum channels land, someone could create a Lyra thread in whatever relevant channel.
Hi, nice to speak to everyone, i'm new to Discord.
Can someone tell me how to play on the DE GER servers. Lot of good maps there but everytime I try to play on one, they require a password.
I don't know what you're asking about, but this server is for Unreal Engine development.
oh sorry
This is most likely going to be a question about C++ or GAS. For which we have channels for both #cpp and #gameplay-ability-system. Therefore that question belongs in either of those channels and would not benefit at all from a Lyra channel.
The other problem is that people dont realise that if we add a Lyra channel, EVERYTHING will be asked there regardless of content. Meaning that you will have code questions mixed in with material questions mixed in with animation questions etc etc etc.
We will then be fielding complaints in this channel that no one can get their questions answered in the Lyra channel because there is to much discussion all over the place.
Which will potentially lead to suggestions like βCan we have a Lyra C++ channel or a Lyra Graphics channel etc to separate out the discussionsβ which is basically coming full circle.
A Lyra specific channel will contain people who understand the Lyra project to different degrees. Those developers could offer insights about the implementation and extension of GameMode / GAS / DataTables / etc in the Lyra project context. That will not be possible in the general channels. Since the implementation of GAS (or something..) might relate to the LyraCharacter class or LyraGameState or anything project specific.
There's no doubt that every question could fit into one of the 'topical' channels, but in most of those cases it will fall on innocent bystanders who can at best provide a vague general answer.
Yeah that kind of channel will revolve around all topics from C++ to animation blue prints, doesnt mean it's redundant.
There's no need for a #Lyra channel, but a #epic-technical-demos-discussion is a must in my opinion.
For the same reason Epic provides full projects instead of code snippets, context matters, a channel that takes into consideration the project context is needed.
π
Suggestion: Make roles that are able to be selected by members in the server. For example, C++ roles and Blueprint roles.
No point cause theres channels for it
I see, thanks
It would be kind of fun to have little "skillset/role" roles but I don't think it would really make anything better
Your bio is a better place for that anyways.
Ye it would be fun cause i like the pretty colours but very pointless
Ok
Thats assuming we would give them different colors and not just make them all the same π
Personally I dont see the appeal of having those types of "Roles". To me it only seems to add unnecessary complexity.
Ye it does... but pretty colours
I love the simplicity of this server
I see a true colors shining thru-
Wait, no, nevermind
Yes it is.
Fair enough!
Not sure what you mean? They are here to stay.
Odd. You may have to restart your client.
Hmm not working on my mobile, Iβll see if they work on my pc
They are certainly not deleted.
they show up for me on mobile
If they're not showing up, try restarting the app.
Will we get a #epic-technical-demos-discussion channel?
I wholeheartedly agree with everything you stated @primal arrow. I would be even positive towards having ShooterGame and Lyra channel(s)
We'll consider it.
bot suggestion: !asset and !free-asset
randomly picks an asset or a free asset and links to it
Add a #help channel, specifically for things not working. Although people already do this in general it gets lost real quick so I dont get the help i need. π¦
basically every channel but lounge, food, released, and work in progress is a help channel dedicated to a specific topic
If you're not getting help in the general channels, try a more specific one.
When you dont know in which channel your question fits, a #help channel could be helpful.
That's basically what #ue5-general is for :P
We're working on other methods for retaining useful information, such as an FAQ command for the bot and a community-driven resources page on the website. π
There will be a blog, too. It will be used for announcements, tutorials, tips, highlighting cool community projects and tools, etc.
Can we get a #Modeling channel please. UE5 has a full fledged modeling feature set inside UE5 and it's growing.
This will encompass all the features it offers like the new cubegrid tool, UV generation, and so on
somewhat yeah, but a better fit would be modeling when it comes to technical questions
#modeling... Not bad idea, there is a lot of gun design talks lately. /smug
Suggestion: can you add a #sequencer and a #live-link channel under Content Creation? I know it could technically fall under #animation, but it is kinda too broad for UE. I am trying to reach people who know those things but hard to find them because there's not really a channel dedicated to it. Thanks!
there's #cinematics for sequencer
#cinematics covers that already
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