#ue4-general
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hmmmm
I haven't tried to be honest
usually when I try to do stuff like that
the parts I need to override are private
@foggy valley I still enjoy Unreal much more than Unity, wouldn't want to switch. Just pointing out issues with Unreal.
yeah, me too
Improvement ideas if you will.
just wish Unreal wasn't as hardcoded on some aspects
Unity is better on those occasions
I definitely plan my next game based on Unreal's limitations, don't want to live the same mess as my current project
We spent weeks working on physics issues / bugs
but rendering and smooth frames without constant judder is reason enough for me to stick with unreal
also, while unity has fixed physics stepping, there are still physics issues on that engine too
and yes, the variable physics timesteps are my biggest issue on unreal
I think I broke the flipbook shader function
I've modded the engine year ago to run them at fixed steps
is there any way to restore just that node?
did recent versions of the engine introduce light building improvements? i'm trying to figure out why my light building is taking too long on 4.11
my other computer has a more recent version and it builds many times faster
@velvet fern you might want to look into lightmap density, it's a common oversight that increases lightning build times
A weird question, but perhaps anyone can help me understand the EULA in regards to examples. What we have done is created a plugin, and we are shipping the code + binaries for that on our website, so far I can understand the EULA. However we also have an example project, (blueprint), that uses our plugin. And we would like to also distrubute it as a project. What I'm not clear on from the EULA is if/how we can do this. Any help would be greatly appriciated!
@plush yew Post on AnswerHub, you'll get a reponse on there to better direct you
from what I know is that you may not ship the editor with your project, but plugins are ok, the answerhub is probably your best bet for confirmation on that matter though
You can't ever ship editor binaries, you can't share Epic sources
Mostly, the rest is fine
if you want to make a modkit public, talk to epic
Or just distribute your own sources
Do editor binaries include what is located in a "project" folder?
YourGame-Editor.exe in your project's build folder isn't okay to redistribute
YourGame.exe is
And if I remove the entire build and intermediate folder, as they are not "required" but would be automatically rebuilt, then I'm good?
The build folder is actually called "Binaries", just so we're clear
As long as you only redistribute your own work, your are always in the clear
content,config and .uproject are the project files
Thanks!
damnit I forgot what I did to get around this whole blueprint windows decide to disappear thing and not open again
has anyone else seen this?
ahh reset layout
Does the "Create StaticMesh" button in a ProceduralMeshComponent's details panel work for anyone else during play-in-editor in 4.13.0?
Anyone ever get a "The Skeleton ***Skeleton, is missing bones that SkeletalMesh *** needs. They will be added now. Please save the Skeleton!" error message pop up? Project was working fine. Now I am getting these randomly.
yeah I've gotten them, usually when I changed something in he skeleton and re-imported it
even if there was no animation it looks for missing joints
I was talking to someone here a while ago about paper2d flipbooks in umg. I would like to do it without a plugin
Is there anyway to accomplish this?
Aren't they supported now natively?
@vale solar I've only tested it for meshes created on construction script
What do you guys think on simulating many actors?I mean I have run some tests to see what can prevent me simulating some little town (think 5000 actors moving around) and it was mainly tick component and physics.I disabled ticking and this time physics got me.I ran to 5-10 FPS wall at about 1k actors.Maybe having that many actors in a small space put a heavy burden on nav+physics stuff?Should I dig deeper to optimize physics?
Also at this moment I'm not considering GPU burden.That's another matter.
I kinda think you should not be using UE4 actor system extensively for that number of entities
Having 5000 actors is not a problem, but using UE4 to compute overlaps and all that stuff will get real slow
Maybe have the entities simulated externally and UE4 actors only used as proxies? (so you can only update some of the proxies, the visible ones etc)
I'd like to avoid external solutions as it will increase amount of work.I still need to work on art and rest (one man army here).I have some ideas however.Maybe a local "mmo load balancing" can work.Think about having map cut to pieces and each piece is a app/exe/whatever.When player opens the game,game opens every map.Player will moves within this instances when it's needed.Actually this is very similiar to idea of multi-threading.Maybe sticking with multi-threading is much more better.I don't how many hours this "local mmo load balancing" solution will cost me.Maybe I should try my chance with optimizing physics.Like overlap checks,timestep etc can be "optimized".
At this point I don't know.This is why I'm here.Do you have any information/blog posts etc. on how guys handled their "simulation" in Cities Skylines.I know they used Unity,and I don't think Unity is far more superior than UE on this issue.
Pretty sure they built their own infrastructure that simulates people
And using unity objects just as proxies for displaying that data
@cursive dirge Did you test creating a static mesh from a procedural mesh on 4.13.0? I moved procedural mesh generation into the construction script and see the generated procedural mesh in the editor. However, clicking on the Create StaticMesh button and choosing a folder that exists in the Content Browser still doesn't output a static mesh file into that folder or any folder.
actually
I can test both
ctor and runtime
I still should have the slicer thing around
hmmm
at runtime
I can create static mesh out of the main actor root component
which is procedural mesh component
for some reason it doesn't let me do it for the runtime generate new chunks though
the one built on construction script doesn't seem to generate the static mesh either
I get the button and it prompts for folder but nothing happens
if I just hit play on editor, then unpossess with F8
and select the proceduralmesh component
then I can create static mesh out of it
and it shows up in the content browser
Interesting - in my situation, I created a ProceduralMeshComponent as a child of the DefaultSceneRoot in a new Actor Blueprint.
oh wait
my bad
I didn't have the procedural mesh in ctor
it was just regular mesh I copied on begin play
I'll test it on ctor now
well
this explains why nothing got created
yeah
definitely works if built on construction script
even without playing
Hmm, even when I make the ProceduralMeshComponent the default root of the Actor Blueprint, it doesn't output the static mesh.
this is how I filled the procedural mesh component data for it
well
if it doesn't output anything
it's likely there just isn't any data in it then?
In your case it looks like you created the procedural mesh from a static mesh.
In my case, I built it like this:
it's procedural mesh data after that
can you share the uasset for that?
But as you say, it is just data.
ok, got the tri now
hmmm
yeah, it doesn't do anything
wonder if it's about the mesh shape
Yes, that's what I am thinking. When you loaded from a static mesh, you loaded 'good data'.
Perhaps my data is actually bad, or incomplete, even though it renders.
hehe, that is true, it is just a tri
I did try adding a CalculateTangentsForMesh node and connecting its normal and tangent output into the normals and tangents inputs of the CreateMeshSection node, in but that didn't seem to help.
From what I've seen in the engine source, they just get defaulted to the same values as would be calculated if you don't supply them.
So that should not matter.
debugging with engine source would probably reveal what's happening there
@cursive dirge I created another simple blueprint actor and added a procedural mesh component as its root component, a static mesh child to that, and used the Copy Procedural Mesh From Static Mesh Component in the construction script as you did. In that case, once added to the level, I was able to click on the procedural mesh component and use the Create StaticMesh button to create a static mesh that saved into the Content folder.
So either it doesn't support when the data is programmatically generated, or my generation code is creating a 'bad' mesh.
I wonder if that still worked if you imported just triangle mesh
and turned that into proc gen mesh
Hehe, I was just about to import a plane static mesh and see if that worked.
Plane mesh was successful.
can you list the mesh data somehow
or examine it there
to compare how it's different
Hey I have an odd question.
So my friends and I like to make and play little mini multiplayer games that we make in UE4, but handing out updated versions whenever a change is made is a bit long.
Right now, our flow is: Update game > package > zip > upload to google drive > everyone downloads it > unzips > plays
Is there a more efficient way of going about this?
Thanks. (sorry if I'm interrupting)
@Olento I'm not sure - I was actually trying to generate the static mesh so that I could examine the procedural mesh in the static mesh editor. I have to run now, but I think later I'll try to import a tri instead of a quad just to make sure it isn't something silly like you need at least two triangles to export a procedural as a static. After that, I think as you say, next step would be engine debugging. Thank you for trying it on your end and helping debug.
@cursive dirge, rather
@storm venture , if you're sharing new version with team you can use Git to share project then everybody builds their own copy.This can make difference on some projects.But to update user's copies you need implement some tool to track changes and fetch changed files from a server.
Okay that makes sense, thank you ๐
But...
I think Unreal guys added some patching/dlc tool in some old version.Let me investigate it,I'll provide more information.
Oh okay, thanks!
any word on 4.13.1?
@storm venture , I didn't tried but it seems working on Windows:
http://docs.unrealengine.com/latest/INT/Engine/Deployment/Patching/
Creating updated content packages which allow you to update your project after release.
Oh perfect! thank you ๐
oh nice, doesn't look like it has android support
@feral dirge Sorry I just saw your reply to me, in 4.13 they are supported in umg?
flipbooks in umg
Well I know that sprites are supported
No idea about flipbooks
Give it a test
Report back
@storm venture use dropbox to share a game directory between everyone
if you're on the same network it'll even do local syncing
@foggy valley The problem is that some of my friends don't have UE4, they just join in to play, so I need to hand it off prepackaged.
Like Ariakus said, I think patching will do the trick
when you build, put it in some other folder
or package rather
share that over dropbox
they'll get updates immediately
Ohhh, so the built game is IN the dropbox and everyone plays that version!?
yeah
I love it. That's perfect, ahaha
UE doesn't change a lot of stuff locally unless you tell it to
so there won't be versioning problems
So it'll be fine when 4 of us all execute the same file?
totally
it's a local copy
it won't update while it's open but you don't want that anyway
Perfect, I hope dropbox has a decent capacity for free users
like 10gb now I think
lemme check
ah 2gb
kind of lame
and that shared folder will eat into that too
not just on the main account
damn, well let's say I pay a little bit to boost it up, think they'll let me share it with my friends for free (ie, they don't need to pay as well)?
damn lol
they don't need to pay, it just has to be smaller than 2gb
or
ooooor
you do what I did for my friends
How do I fade in a track that is defaulted to volume 0? I tried this.... but it's nothing working. https://gyazo.com/8191c3da3196573d811860007ba339be I suck at audio... so please enlighten a newb please.
every fake account you refer grants the referee another 2gb or something
so make fake accounts
ahahaha yess
just make sure you can get the email to confirm
gmail will redirect the +randomshit to the main part of the email but it's unique
so like mine
my friends don't have dropbox anyway so I could do some legitimate refers as well, lol
cool
@safe rose do you mean the actual audio file has been imported at zero volume?
or there's some massive volume offset on it by default or something?
let the fade set it to zero then ramp it up?
I'd say the volume in there is an overall modifier, and 100 * 0 is still 0
This guy's going ghost
Hey, anyone who uses Marvelous designer?
And yup. So, I had to check off Auto-Activate while setting it to 1 in Cue. Then Play then Fade
anyone know how uproperty categories are ordered?
@cursive dirge Continuing our conversation from earlier, I created a single triangle mesh in Maya, imported it into Unreal, made it the sole child of the ProceduralMeshComponent, and used it as the StaticMeshComponent input of the CopyProcedurealMeshFromStaticMeshComppnent node like you had working and I replicated as working with already-made static meshes. I then tried to create a static mesh from the procedural component. It did not work and had same behavior of silently creating no output static mesh with no error.
I then added another tri to the programmatic generation I was having problems with to have two tris total. Creating a static mesh from the procedural component then worked.
It appears to fail with only three vertices, but works with six, is all I can say for sure at the moment.
If you're a woman in game development a little WiGD discord is starting up, a number of us Unreal focused devs are there now. Of course Unreal Slackers is probably always going to be the best discord for Unreal stuff but if you are interested you can respond to this tweet to potentially get an invite.
https://twitter.com/beccahallstedt/status/779111626637189120
You can also PM me for an invite if you'd like, I'm a mod over there :3
are you saying that I make women uncomfortable @plush yew
I never said that ๐ฎ
I haven't had a reason to so far ๐
I'm not trying hard enough
lol
isn't that bit sexist though?
having groups that only accept if you are female?
I'm pretty sure women wouldn't like men only gamedev groups..
can we not
there are more fun things to argue about
like
sports
or UE vs unity
I dunno, I'm just annoyed by these things for some reasons ;p
don't be, it's nothing personal
it's just that this discord as a whole is pretty much dominated by antidamage so people need somewhere else to hang out
it's just all the equality talk, and then people go to totally different direction
also
I don't follow sports ๐
plus thats offtopic too
negative on that too
@cursive dirge it just seemed like a cool thing to share that some people might be interested in
I guess this topic is not really suitable for this channel, I just have pretty firm stance on splitting people by sex or race, that's all ๐
I don't tend to either ๐ in fact this discord is enough for me so probably won't be spending much time there, but for those that do like it, it is available for them
@foggy valley I like gamedev, logic puzzles
love it when pieces come together and make something right
have you tried The Witness?
not that kind of puzzles
more like, things you need to solve when you design things
be it code or some other craft
although
I haven't tried The Witness
so can't tell if I'd like it or not
you may like it
it's the same style of thing over and over at every scale on every surface
it tickled my fancy
tons of "there's no indication of what this symbol means but you'll work it out from the context"
to a really hardcore level
what have you played that you enjoyed?
Quest for Glory series ๐
I dunno if that still counts
loved the series when I was a kid
I was 10 years old when I played the first one, it was Hero's Quest back then but they had to change the name
that's an old Sierra adventure-rpg hybrid
with ega graphics and command parser
(on first two out of four in the series)
I feel like many current RPGish games tend to miss some of meaningful gamedesign things that were on those games
@cursive dirge it's not meant to offend or be "sexist". It's about having a safe space for women/non binary people to talk about a similar interest. It's no different than clubs that are geared towards certain people, so you can find those people you want to talk to ๐ plus, believe me, sexism towards women is alive and well in game development still and unfortunately, that means safe spaces are still necessary to be free from that.
@plush moat if it's only about having safe places only, I don't get why it's targeted for females directly. I know it's basically about positive discrimination but I personally feel it's as wrong as sexism towards women in general. Just countering the wrongs that other people do will only result in doing similar wrongs to people who already treated you right
just my opinion
and that's coming from a person who wants to believe in gender equality
Safe spaces are also about helping create a community and we wanted a community that involves women supporting other women in game dev. Sometimes you need more specific groups in order to obtain that, especially in an industry where the men outnumber the women. I have been/am in a few groups that are geared towards women but also allow men and the men still end up dominating the conversation.
It's really nothing personal and there's still plenty of places on the internet for you to talk about game dev ๐
if you think about this group for example, I don't think sexism is even tolerated here, making special groups for that reason alone will not change the general attitude
that doesn't really help the "cause" either
you are correct that sexism is not welcome here, but thankfully this is a pretty chill group and its not really an issue
Right, and that's awesome! Sexism can still occur (not necessarily saying in this group) and people will have to read it which can be upsetting, even if it gets deleted and they get banned after. The point of safe spaces is so that you can have a place on the internet where you don't even have to read things like that.
just gonna point out that we don't have any special groups within the realm of this discord account and it seems like we don't need one, so it's any discussion around it is academic
let's not create the need for one ๐
also before I forget to share this, this is a really helpful video
this video is better than mixamo's own website
nice
mixamo's website doesn't mention that you have to fix the fbx's
the only thing i haven't done with mixamo yet is custom models but I read up on how it worked
fix them how? I know about fixing all the materials
@plush yew they probably haven't fixed mixamo ue4 rigs though?
the materials is what I mean
I emailed mixamo and they told me it was impossible to set the materials up right at their end, something I did programmatically later myself.
ok
I mean, their autorigger used to be compatible with the blue mannequin
they're just slackers
but they never updated it for the new one
adobe merger started happening right about the same time and it was practically dropped
btw didn't mean to derail anyone, but going to bed in a half hour about and didn't want to forget to post that
I've used mixamo autorigger on custom models
I feel like they should make one with a face
the default mannequin
true, if you're not going to do anything with the face then its not helpful, could even be creepy
heh
for some reason
when I think of some mechanical mannequin with a face
I instantly think of pinocchio
someone should hack epic and draw the joker face on the mannequin
hopefully not the live action one
seriously this is a good video. I am starting to step out of the comfort zone of only doing programming and it covers some basic topics inadvertantly through teaching mixamo import - material fixes - retargeting
nice
would still need some easy solution to fix the retargeting issues
you can manually adjust the first frame of the animation to tweak the bones
so I guess one could do some additive animation that got applied to all animations
I mean, retargeting kinda works but it's not perfect, you'd still need to finetune the positions
mixamos own tool does that much better
but it doesn't support ue4 skeleton
tbh, since all mixamo animations are free
it's just easiser to use them as is with mixamo skeleton
unless you already own bunch of ue4 mannequin specific animations
oh right
about the fuse materials
you can totally fix them on your own but there used to be a setting in fuse that needed to be used
I think it was about combining all the materials into single material or something
if you did that, you couldn't put a translucent material for eyelashes and then they'd look really wonky
you don't actually need to tweak the fbx itself for that
unless they've changed the options on adobe version of the fuse
what about bind poses?
what do you mean?
maybe I've just been using the mixamo skeleton all along, but I thought they supported UE4 now
the bind pose sets the resting position of the skeleton in UE
mixamo skeletons work just fine with ue4
like you said, a base layer
hmmm, no idea if you could fix it there
I'm still fairly noob on ue4 animations in general
I've just used mixamo assets on my prototypes in past
also, I've spent days trying to make a skeleton on mixamo's end that would retarget better on ue4 skeleton ๐
that's just to get all those free mixamo anims on proper ue4 skeleton
last idea I had was pretty slick but it failed when I couldn't even save the mixamo skeleton on modo without it getting somehow corrupted
their autorigger allows you to upload characters with existing rigs too, if the rig matches close enough, their system accepts it as is
so my thinking was that I get mixamo rig, but readjust the char and bones to match ue4 skeletons base position 1:1
and then upload that adjusted mixamo rig to their autorigger
but it failed on the part where I just saved the mixamo rig once, even unaltered ๐
I also tried doing custom fuse mesh (it allows your own models if they have matching UVs to regular Fuse models)
I basically took base fuse mesh and reprojected it's topology into ue4 mannequin shape, keeping the UVs intact
that gave pretty good results but there was still small difference in the arms
just fixing few retargeted animations is ok, but if you want to have tons of them, it'll get really tedious
hence trying to find a decent workaround
sup
and famines?
Got a problem with Rendering Sequencer Movies and could not find an answer. I got a space with serveral "Videowalls" using Media Player ... All movies are playing in the right speed if i play the level. But if i render out a movie sequence, created with the sequencer, the movies on the videowalls are playing very fast and not at normal speed like if you play the game. Anyone got a hint for me? I also tried to render out at 25 fps ... that is the source fps of the media textures i am using for the screens.
how can cleanup unused assets in a project?
i read on the forum i should use UWrangleContentCommandlet
but i don't know how to
when i type that in the console it doesn't do anything
Create a new empty project and migrate the actual level to it
can't
it gives me issues
some files can't be copied
and then i get a bunch of errors
or should the project i am migrating to be closed?
no normally you right click the map in the content browser and select asset actions > migrate
project settings and input need to be recreated or exported from the "old" project
but it said after it was done that some files could not be copied
and the files that couldn't be copied
are the files i need to set up in order to get it working
:/
Strange. What files are that? Normal assets? Actors?
Fix up your redirectors before doing it
There'll be an active redirector being used, which is throwing you that error
Go to your content folder in engine
Right click it
Fix up Redirectors
Save all
close
Open again, and do it once more for luck
Then you should be fine
If not, fuck it - I tried ๐
@void palm I want to set an artificial limit, not give the player any coice
choice*
that no matter what dpi you have, it rotates at the same value
Does this even work? I tried it on an empty project and I get the same package size and see editor content being packaged in the output window
you sure it's same?
I think I got like 0.4 MB difference
@ocean aspen ^
it still includes ton of editor stuff in packaged files
which you can opt to blacklist using blacklist txt
docs have example of that
Oh alright
@ocean aspen https://docs.unrealengine.com/latest/INT/Engine/Performance/ReducingPackageSize/index.html#packageblacklist
How to reduce the size of your packaged game.
you can see your cooked content under projects saved-folder
Thanks
@cursive dirge you have any experience with adding new editor windows?
I wanna add a custom widget/window/anything that would display signalling system info for my editor
hmm
loved that in unity
Okay, gonna see how they add level information window then
you could put debug draws in editor window and play in another
I think with unreal, you'd need to use networking and run one local client in debugging mode
like build a separate mode for it
Slate has a full api to use for that. I guess its a bit of a learning curve though
where you can spectate and debug draw around the level
So
@kindred viper if you have any knowledge about this, lets say I have my SWidget created somehow
And it's the window I wanna display and stuff
Can I add it to the editor without changing editors source?
I doubt that
I mean you are building an editor modification there. I would presume it needs a rebuild
Well
I don't need to rebuild editor to add a component visualizer
Cause I can just provide it a delegate that registers it or something
ahh then I had to presume because I don't know if it's hot swappable with certain objects
Slate looks a little retarded, but I'm not complaining, there's no good way to make a UI system
I would like to know though. I remember reading up about it when I wanted to do some loading bar stuff but it was so long ago.
In all honesty, what I have used of Slate seems awesome. Just confusing sometimes because nobody does slate tutorials :p
Is there an easy way to split the standard UE Mannequin SK into parts? Like Arms, Legs, Head, Torso? Or would I have to actually break the model into individual parts and reimport them?
@kindred viper I mean conceptually
I believe there is no way to get UI right just because of its nature and you have to simply plow through to get something usable ๐
We are going to have the bare minimum amount of UI in our game
Always a wise choice
While it's a bit weird, most of actions in our game will be done through world iteraction
So just gotta invest in really nice highlights & markers (so it's clear where to go and stuff). And some directions
hmmm
anyone using gamepad force feedback on 4.13?
I upgraded my old BP only project to 4.13 and FFB doesn't appear to work anymore
nevermind
it was just my controller
forgot x360 wireless controllers don't vibrate if the battery is dead
I got that controller on USB wire, but there's not enough power to vibrate through it
it needs the extra juice from battery
I got another with still partially working battery and that vibrated just fine
also, when the battery is empty
and you put the usb wire in
it vibrates just for a small period
until the battery is drained
even you got the charging wire on
bit bad design IMO
That's useful information - cheers man!
I still kinda doubt majority devs with wireless gamepads though
most people I know just have wired ones on pc
Yeah, I'm one of those people. Which is silly in theory as a lot of the user base use wireless
there's no practical difference on the development side though
at least not on unreal where you can hotreplug wireless x360 controller and it picks it up
I guess one things that would be nice though if you'd detect if the controller disconnects
like if battery dies while you play
some games pop up pause menu in such case
some just let the game keep playing and you basically ruin your game as you loose too much time / die / fail otherwise
@cursive dirge I have 3 controllers here, steam controller, wired 360 and a wireless xbone pad
and I dislike the 360 pad the most
I've been debating myself in getting steam controller
I don't really believe it'll ever become a thing
Wel l had a Steam controller pre-launch (Valve sent me one to try out)
it's good for games that don't generally have controller support
All I can say is they do fill a gap in the market
I mean as a normal controller as well it's great
But it's nothing that PS4 / Xbox One controller don't do better
I mean yeah the mouse stuff is cool
But in reality, it's just like using the trackpad on a PS4 controller
it has some good design choices, grip buttons, fuck why did we have to wait for this so long?
If anything, it could use with a design refresh, it feels so clunky
It has good design choices in parts
yeah
but in day-to-day uses, you notice little things that bug you
It's one of the only controllers I know that I had to "train" myself to get used to
And I had a Dreamcast ๐
And the old DUKE Xbox controller
oh god
๐
Guys, I have problems exporting FBXs from Maya to UE4, I know I can export OBJs too, but why ppl say that OBJ is worst than FBXs?
Im tired of Fatal Errors with no reasons, sometime it export well and others Crash
you can't import animations / skeletal meshes with obj
nor can do smoothing groups (at least, not as far as I'm aware of)
Does UE4 officially support Amazon Fire TV ?
I believe it even predates Chances employement at Epic ๐
Saw that, but I don't see any evidence people actually releasing anything using UE4 on Fire TV :/
Just saw a post on the forums about someone following the guide, but UE4 would crash
Question on importing objecs: Is there a way to do vertex collisions? trying to make a racing game and the spline toolkit is too limiting to iterative updates
@junior yacht you can set the mesh itself to use comlex as simple for collision
It will use mesh polygons then
Is Unreal going on WIIU at some point, or it is off for this generation of nintendo and might support the comming mysterious NX ?
@primal edge most likely NX as it's rumored to have Nvidia SoC
WiiU has crappy hardware
yea, WIIU won't run Unreal (considring Unreal needs at least 8GB). I hope it support any on Nintendo platforms in the future, as it is really great platform to fill with some Unreal content!
i was hoping that there is some sort of optimizations going behind the scenes to support the WIIU before it's death
@feral dirge i think it fixed it
@็งใฏๆญปใซใใ but it still has a lot of other issues, like no anim events from the anim bp get migrated :/
I can't find my windows 10 license anywhere! What is the cheapest place to get a new copy? Amazon OEM edition? Is MS running any specials?
Windows Insider? Seems like a bad idea haha.
Found it! Probably time for a filing cabinet.
Not sure wheres the best place to put this question. But anyone ever had problems with packaged project not loading certain levels?
Logs just cut off for some reason as soon as i started loading the level so i have no idea what's causing it
Did you add the levels to pack in project settings?
Not on a pc atm but there should be an array where you can add levels to be added to the build
It's empty so it loads all the levels onto the build
I can load some other maps fine
but when i load the actual gameplay map it just goes black and the game freezes
I've deduced that it only happens on a nativized build too
it packages all levels by design
unless you specify them on packaging settings
@brisk path I'd still check that those levels are amongs cooked content
Nah, It's not the problem. I've sortof deducted what the problem is.
you can disable putting all the content in "pak" so you'll see the individual files that get past the packaging process
oh?
Its just one of my actors causing the game to freeze because they get spawned at the start of the level
I set the spawn delay to 10s for the actor responsible for the freeze and the map actually loads properly
THough the game freezes and crashes 10 seconds in
๐
Does anyone know of any good Windows 10 apps or any programs that I can use to write a To Do list of work I need to carry out today? For example; I'm writing in notepad a mechanic for my project and split it up into a bunch of sub categories, and split those into individual tasks. Any better ways to manage things like this?
Trello?
Something like the Windows 10 Sticky Notes app would be good if I could keep it on screen at all times, instead of hiding behind UE when I click into it
or Hacknplan
not sure about keeping it on screen at all times unless you split screen or have more than one monitor
I have 2 monitors anyway but UE on the left, Visual Studio on the right. Would've just been useful to keep something over the top of Visual Studio is all
yeah I don't know of any native apps that do that
Found a thing called Window On Top, using Notepad with this
I think Any.do had a win app
Used it a while ago on my phone, else there's google keep, I'm sure they made a windows phone app for that.
two things.
-
the epic games launcher technical support site is useless.
-
I can't install it on a Sierra macbook. The launcher installs then says "please wait" forever.
apparently it also reinstalls on its own
yeah its just looping
nevermind, apparently it just needed me to do it
I have IT aura
Hello guys, what's the oposite of this command ? WITH_EDITORONLY_DATA I want something for NoEditorOnly or EXEOnly
Is it possible that Windows 10 just removed Unreal Engine 4?!
I booted the computer today and see extra gigabytes of free space
and no sign of UE4 anywhere - in the menus, in the Program Files o_o
the same with Sublime Text and Audacity
really, I'm not some idiot that would delete 3 programs by accident
good idea. will do this. I'm afraid its Win 10 itself. don't know if it were just rumours that it deletes programs
It scared me off on the first date.
some devs like that
how to get velocity of my pawn?
Can anyone explain to me what's going on with input deadzones? They're supposed to exist to account for the analog sticks not centering properly right? Why does pretty much every engine treat X and Y separately, resulting in a + shaped deadzone area instead of a small circle around 0,0?
@foggy oxide #blueprint or #cpp ? In blueprints there's a Get Velocity node under Utilities > Transformation
Bp
that seems strange, you think they'd treat the deadzone as a length
@foggy valley yeah exactly. But both Unity and Unreal seem to do this stuff
I'm tempted to just set unreal's input deadzone to zero and handle it myself, but that might just become a source of frustration
Another issue then; often if I change files outside of the editor, particularly when I get a different version of files through perforce, the editor still shows my old files. This has led me to submit files that reverted other people's changes. Any way to force unreal to reload these files?
It's happened to me with some of the config .ini files, as well as blueprints
where I get latest in perforce, but unreal still shows me old files
https://answers.unrealengine.com/questions/59903/perforce-sync-not-refreshing-properties-in-content.html welp, two years later it's still not fixed I guess
restarting the editor it is...
Do you guys know when the next game jam will take place?
@feral dirge Thank you very much!
No problemo senoir
@versed pawn if you have more game jam related questions, we also have #game-jam-chat here
@cursive dirge Oh, wow, I didn't notice that. Thanks!
there's been plenty of talk about megajam already there
I confess I've flooded the channel with under 100 MB special category talk
I still like that they did those special categories, especially since the prizes on them are not that special (unless you want the fortnight key)
they give additional challenge and with them it's not about the prizes themselves
Protip: make shipping packaged builds of your game early and often. So much stuff has come up for us ๐ฆ
like what?
it seems like there are almost like race conditions in 4.13 for material loading
where setting texture parameters on materials or making dynamic instances is crashing the render thread
also, sometimes fonts are coming up as just blank rectangles
some runs its ok, some runs kabloowee
anyway we found a cuople nullptr bugs and some other stuff that just never showed up in any debug or dev build packaged, editor or visual studio
only shipping packaged builds are killing us
sorry not kiling us. teach us our errors
still a couple of headscratchers tho, and its hard with no debug stuff. At best i get a stack and a dump file
I occasionally get that RHI crash on material param changes in the editor too
randomly
I basically shrug and reload. out of my pay grade.
makes me sweat. We are supposed to ship real soon :/
crunch time
yeah ๐ฐ
Hmm
Is there any way to make editor not lag as much when flying around the level when the play-in-editor thing is paused?
It seems like flying around doesn't do any visibility culling D:
So hm
What's the way I should optimize level streaming performance?
I'm getting some stutter on level streaming in, how should I be profiling that?
Hey guys im embarassingly new here and looking for a teensy bit of help, would this be the right place to come to or is there a more specific general help channel?
new is not embarrassing
this is the right place to ask questions, what's on your mind?
I just wanted to try and nab a high level conceptual overview of a concept i want to replicate - i dont need the nitty gritty, ill go figure that on my own. Trying to recreate a similar effect to the good ol' bio rifle from unreal tournament series
Shoots a little gooey projectile that affixes to surfaces and has some simple physics - but im wondering whether to approach that as two different systems that swap out, or one
ah yes
hmm
I haven't played with it, but you could do a physics material with high friction
and some bounce
but ultimately your physics object and your graphic can be two totally different things
Ah okay, and approach it as sort of just one projectile that can stick? Thatd work
Sure. Just wanted to make sure it wasnt a case of "definitely do not do X for performance reasons"
Ill screw around and see what sticks, thanks :)
that's almost never the case
just go for it and optimise later, it's much easier to critique an actual implementation
@grim carbon I'd mod the existing projectile for that
it doesn't use physx by default
it does it's own physics calculations
which is good for consistency
doesn't current UT has something like that for some gun?
if it does, you could take a look how they did it there?
How to rename my project folder? I don't want to rename my project, only its enclosing folder, if I just directly do it the project doesn't compile anymore.. is there any way to do it correctly?
are you using a code project?
yes
some of the pathes it uses in VS are absolute
you need to find every instance of that path and update it
I would just avoid renaming it
you can also rename the folder and regenerate the project files, but you're almost certain to lose something that way
or at least need to set up your VS filters again
I'm on Mac/Xcode
same deal probably, just guessing though
How to regenerate project files? I tried to make a brand new project but looks like there's no way in the Launcher/Editor to set a different enclosing folder name than the project's one.
you regenerate the project files from inside the editor
@grim sinew Poke
@foggy valley oh, you mean refreshing the project, I'm gonna try it!
yes, I succeed! Thank you very much!
excellent ๐
Any reccomendations when choosing source control (git / perforce / subversion)?
git
Its not
Git will seem nice until you're 6 months in and everything is bloated and fuck everything
Perforce will teach you things you'll need if you're ever on a 'professional team'
Not that there aren't professional teams that use git
but
dfjkghdfjkgd
just get someone who actually knows how to use git
let them manage it
use LFS, etc
it's better for code projects obv, don't use it for blueprint projects
We use Git on our project, mostly because we can get free hosting for even large projects, with a web browser for sources and everything
Git for sources, perforce for content is nice too
Perforce was nice at some point with 20 free users, now it's getting ridiculous
Git's main issue is the lack of competent graphical frontends, imho.
I agree, not having a decent client to work with is disheartening.
Git clients suck in one way
Perforce sucks in another way
Have to use 2015 Perforce server to have 20 users, 2016 has 5 users
Git permissions suck ass if you ever need user/group based permissions
Yeah, perforce has nice permissions
File locking is super important when working within ue4
Overall I wish there was an open-source perforce alternative
Aye, would be nice to have Perforce without the Perforce
We're using Mercurial at work as well
ahaha
It's basically like Git but with a nice UI
Concepts are mostly the same
So, I've had a post on the forums for a week about how modding can actually be implemented
Hello,
My game is nearing completion, and we've started taking a closer look at modding. Our title supports it on the technical side - we can detect and use mod content, assets can be replaced, etc. The game-specific part is all but done. I still have questions about the releasing and process, though. After much discussion on UnrealSlackers and this forum, some questions are still up in the air. Let's get to it :)
My game has a C++ source, uses the vanilla Unreal Editor without plugins,
Just a shootout to people who don't read the forums
I find myself needing to change opacity depending on whether or not a pixel is 'in front' of the player. I was hoping to get the player to set its relative position between the camera's near and far clipping planes to a material parameter collection. Unfortunately it seems like perspective camera clipping planes are not exposed to blueprints. Can anyone think of another way to approach this problem?
I posted this in #graphics as well, but I suspect there might be a way of working around it that could be out of the scope of that particular channel
So... I am in a bit of a pickle. I updated VS to comunity update 3 in the middle of my project (Had to clean my project because of this, I wasn't expecting it to cause trouble), and now the github client wont sync after commits. Anybody familer enough with git to know what my problem might be?
All it sas is "Your branch is ahead of 'origin/master' by 1 commit." When I use git status, i tired git pull --rebase, but that didn't help.
would it be better to create backups of everything in the repo and create a new repo with the backup?
@keen ridge do you have any local changes that you need to commit?
Nope, made those changes
just when i click sync on the github client, it fails to sync to the master
you use the commandline clinet?
no, desktop app
oh ok, those can screw things up when unexpected things happens
for reasons like that, I prefer commandline + I'm more used to it
yea, i know it's best not to change engine versions when developing, but i wasn;t expecting it to screw up with a vs update ๐
basically on commandline, you could just type git reset --hard HEAD
and it would hard reset it to last commit
aight, let me try that. I know some commnands via commandline, i just like desktop app for convience
git status before and after is a nice way to confirm everything is fine
oh
what engine version this is btw?
oh ok
if it's 4.12.5, you are clear with VS update 3
there was an issue on 4.12.4 with that
and all the engine versions prior to it
i think i started the project with 4.12.5
i know you casn get the engien version in game
yeah, it's ok even if you upgraded to 4.12.5
there's just few changes on single engine side file for that
nope, still failed to sync
(that VS update 3 thing I mentioned wasn't really related to syncing issue, just checking about that just in case)
what did git status tell you?
ahead of master by 1 commit, let me try pushing manually
if it says that
you did the reset wrong
or it didn't apply
you have engine running?
nope
oh
I got it
you've made a local commit
that isn't pushed
yeah
it needs to be either pushed to the master
or wiped out
right, and usually syncing it pushes it for me
git push origin master right?
you can do that too
if the origin is setup beforehand, just git push would work also
when I commit my git changes manually for command line, I usually first add the files, then type git commit -m "commit message" and then just git push
and agian, i already did commit.
why not just go with Bitbucket, free and handy UI
other option is to do git reset --hard HEAD~1 but that'll wipe your last local commit
nevewr heard of bitbucket mamoniem
shit ๐ Sourcetree
bitbucket is just similar service to github
it is the UI made for bitbucket originally
yeah, sourcetree is best git client if you need GUI
if you need to use GUI app
I wouldn't bother with github desktop client etc
I've tried it once, it messed everything up pretty quickly
haha, the good thing about sourcetree is not only stablity, but also the regular releases
and again,..free...<3 love free
i look into it now thanks
yeah, not bashing sourcetree, only github client
it's not as easy to use though
but githubs client is too simplified to be properly used even
or was this with ue4 integration thing?
though it looks like im going to have to create a new repo since the comunity update 3 fucked something up. thank god I made backups of everything
tbh, I've never used the ue4's built-in thing
yea, githubs ue4 integration is horrible imo
Don't forget Gitlab, basically Github without size limits
github also doesn't allow private repos for free, unless you are a student
VS dev essentials also give you unlimited private git repos
at least, used to
it was tad slow when I tried it though
err
well, I meant the free VS team service thing
can't remember it's right name
@keen ridge agree about the horrible thing ๐
I meant this thing: https://www.visualstudio.com/team-services/
the webplatform for agile etc boards would be nice if it was bit more flexible + wasn't so slow
I doubt people will want to wait for webpages to load that long in 2016
getting early 2000 vibes myself ๐
Gitlab does provide private repos for free
well, luckily my backups work ๐
wait a minute...
So... uh... there's a [PROJECTNAME].VC database file.... could that be causing issues?\
i never noticed that before until now
because that had to have been recently added after the vs com 3 update
let me try adding db to gitignore files
well, that didnt fix anything
oh well
backups it is
.VC database file is just intellisense
also git is terrible for game development and lfs doesn't make it any easier
it might be okay if you're a solo dev but a team of more than handful of people, it gets messy
plus good luck training artists on how to use it
I have tried the artist thing.... it's... oddly difficult
Huh, so weird
Packaged build of my game is running too fast
It's supposed to run at 22 msec times, but it's doing 11 instead
Some answers on modding at last \o/
Guys, is that Trello card that what I think it is?
" [DONE 4.14] Simplification of meshes and creation of static LODs"
So it means integrated LOD Generator?
that's pretty neat
well, not even created a new repo with the backup files is not fixing it.
it still keeps failing to push
@south ridge I feel like thats the opposite of a problem. You can limit the framerate xP
It's not a problem, just an indication of something being slightly weird
Got to ask, anyone know if the sequencer has become more optimised since they introduced it? I remember it was very costly at the beginning
@polar hawk You are missing UI/HUD in your folder structure. I meant to tell you that awhile ago.
no widgets?
nope
I'm getting a freakin' system crash when I import a particular file
display drivers die and I often have to hit reset
the .abc version triggers a regular crash that I can catch and debug..
so I converted it to .fbx and now this
why is the crash report application a directx app?
after a display driver crash it's toast
is it built with slate too? ๐
@foggy valley it also can be fun when all you want to do is run a lighting build on EC2 via remote desktop and it complains your shader model is too low :/
@cursive dirge I think it is
@knotty brook damn. SM isn't even relevant to the lighting build.
it's not like UE uses cuda or directcompute
so it looks like UE is running out of memory during the import and dies taking everything with it
[2016.09.27-04.02.09:967][395]LogMemory:Warning: Freeing 33554432 bytes from backup pool to handle out of memory. [2016.09.27-04.02.09:967][395]LogMemory:Warning: MemoryStats: AvailablePhysical 4622454784 AvailableVirtual 140647593562112 UsedPhysical 13835698176 PeakUsedPhysical 28971945984 UsedVirtual 89176838144 PeakUsedVirtual 89184591872
does that available virtual sound wrong?
damn my machine is beast mode, 140TB of virtual memory
hi, is there any way to make import asset window remember it location? It's getting pretty annoying always grad it up to see all settings everytime I import someting in scene :/
Whats this C# coming to unreal about?
where'd you read that?
I believe Mono are adding official UE4 support.. not sure how I feel about that tho
eh
third best option once blueprints compile to assembly
it's not like it'll be a scripting language without the shitty syntax of one
I'm not too worried tbh, I'll stick to C++ either way, but I hope it doesn't divide up the community too much.
shouldn't do
with how similar blueprints and C++ are api-wise I don't see C# getting too far away from either of them
It means more options marketplace and beyond though. I mean you don't have to know c# to use the product someone else made with it
Hopefully, though I bet we'll see a lot of complaints now from C# in UE4 not being the same as C# in Unity haha
lol yeah
inb4 "where is FixedUpdate()"
much like I complained about scaleform for about a year. Now im settled into UMG I couldn't care less :p
I'm not sure C# is really needed in UE4. It's not like C++ in UE is hardcore stuff
People seem mostly afraid of the name
Agree tbh, I'm pretty comnfortable with it. Only been doing programming for a couple of years or so
I do C++ for a living and UE is quite the safe haven compared to some of the stuff people do in C++
At that point C# would be quite close
that was what I was thinking
I was very afraid of C++ before UE4 btw, had little experience with it, would rather have gone with the old Unrealscript
I had just got used to Unrealscript by the time UE4 came out. So moving to C++ wasn't too hard. Just took an hour or so to understand a few key things like pointers and refs. I'm still slow with c++ but I get things done with google at my side
I should be faster but blueprints...
haha same
so its good for people coming in to be more comfortable
lol, it looks like MSFT is working on this, they can do whatever they want ๐
maybe we'll see a windows phone extension at this rate
A lua engine for scripting fight sequences would be epic.
isnt that already happening? i thought i heard about something like that a while ago
that way you can add package your game and extend the server functionality via lua script is what i mean
Hey guys, I wanted to share with you what I've been working on recently: as some of you have already noticed, I did a few check-ins into the master branch with plugins that should make life easier for anyone who wants to add their own scripting language integration to the engine. There's even experimental Lua support as an example how to use/extend those plugins.
The main goal behind this is to provide a common entry point for anyone who wants to add scripting support to UE4 without having
OH WOW THANKYOU!
i've never used lua before, why is this a big deal for you?
i just cant see anything being more RAD than blueprint
because I'm an expert lua coder and c++ hurts my brain.
lua is quick. it's like javascript. you know your DOM and you literally reel out the logic
neat, one day i shall learn
@kindred viper true true โค
I used it with Havok, never had any experience of it at all, I was still making logic with it in less than an hour
Not sure I would use it with UE4 personally. Maybe im small minded in that respect but I find logic in BP and C++ goes how I want it
I use it with wow interface and a few other games
I would feel the same about adding Actionscript 3.0 though. I know it like the back of my hand but in this environment? Meh.
I'm not a fan of dependencies, the last thing I want is technical debt from a outdated component thats critical to my games function
i don't mean to have it in the editor. I mean have it attached to a MASTER server. that way you can add functionality on the fly to make npcs move/use an item/ increase health. โค
so I wanna keep it as pure a possible - i love the unreal C++/blueprint mullet
yeah its bad enough updating the base engine and migrating. Nevermind waiting for catch up on implementation of a scripting language :d
@native tangle sounds cool. Without experience of LUA per se, I couldn't imagine it's best implementation which is why I am reticent.
@native tangle I would make sure you strongly guard your server calls, with a generic script engine like that - reminds me of sql injections
speaking of which i wanted to name my game jam team name - ROBERT'); DELETE FROM STUDENTS; --
With a lua engine attached to your master server you wouldn't need to recompile it. People wouldnt have access to your master server code. only if they download YOUR master server to host their own game it would allow them to add things like custom wepons and only have to reload the lua files.
oh i see, i was watching a youtube video of someone who made a master server with unreal - what a great idea
had a web interface to boot up new servers and everything too
yea I seen that too. that is pretty cool.
what i really want is NAT punchthrough on android - which is what lead me to that video, sadly there was no solution there
is it just me or dos the text in this chat get blurry once in a while?
No issue with me.
So I'm putting in a grid for a a turn-based game.
A real basic example being generating an array of tiles and then assigning the a static mesh at X intervals * the array[x] and array[y] ?
on the learn tab - check out the "turn based strategy" project - there is a live stream to go with it too - thats how the level gets generated
๐
also check this out - https://www.youtube.com/watch?v=4aNgzmibRIs - i might get it too
wow yeah there's a lot going on there
yea, looks good
Already own it.
:d Very good asset.
I bought it before it got up on the marketplace
How do I switch between 1-screen and split screen on runtime ?
That's actually a really fuckin' good question
Hm. PhysX 3.4 in UE?
... and there's no SDK for it, and no tools. Well, that's a bummer.
@timber relic we talked about that over at #legacy-physics
Stream is live!
Modding support, day 11 : still can't get the thing to work ._.
It looks madder and madder
Basically the modding tutorial builds "mods" as part of game releases on the developer PC
Has anyone tried the modding tutorial ?
@cloud cobalt - Going to shoot you a PM about something real quick
I'm going nuts, I have a third person camera that I switch to once you die.... but it seems like it ignores any PP settings :/ I double checked, there are no PP volumes and if I change the FOV of that camera it gets applied, so I have no clue what I'm missing here. PP Blend weight is 1..... help?
note: I'm modifying the cameras PP
set your camera to unbound so it's omnipotent
then just ask it to solve the problem itself
my advice is pretty hit and miss tho tbh
cameras can't be unbound. only pp volumes can, makes no sense for cameras anyway
that's the joke
it's definitely blend weight and priority
the camera can be overridden by any other PP volume or PP material affecting it
the thing is, there are no post process volumes or other things in the scene
I'm using the cam, it's switching to it, but none of my PC cameras are accepting PP
and I can't figure out why
I have been experimenting in a project that has become huge with redundant textures meshes and particle systems. Is there a way to optimise this level, and in essence strip it of all unnessisary files.
My models aren't loading into my gameplay maps whyyyy. Where are you unreplicated variable. . Maybe I forgot to save class to save slot hmmmn
Despair!
@spare blade there were some tools to see what assets eat a lot of memory and all that, but I don't know what it was called from the top of my head. Scenestats?
@cerulean sequoia not Im not talking about optimizing for runtime purposes. I mean just cleaning up a huge messy project file, stripping it of all unnecessary files. and consolidating.
that's what I meant, it shows you how often the actor is used
trying my first photogrammetry. I forgot I had 123d catch
seems to make it easier
any other apps anyone would recommend for ios?
Well I can migrate a Map to a clean project. Thats something.
just having a coverage widget is great
well, use your phone cam and export to desktop if you don't want to use autodesks cloud thing
123d catch results are not that great
I had a lot of fun with photogrammetry a few years ago. I got a pretty good system going, I would video my subject as stedilly as I could, basicly sprayed the subject all over with video. Then stablise the footage with premiere. Then wrote out every 10th or 20th frame then bring in all those frames into my photogrammetry software and it built me a pretty good textured mesh. But if I was doing it for film I would have taken some highres locked off shots just to get the sharpest detail I could
Yeah, issue with video is you really need as sharp images as you can get
So unless you got like serious pro gear, you'd be getting way better results on regular camera
I personally just use my mobile phone (16mpix camera, optical stabilization, shoots RAW)
I have bough few dollar bluetooth remote trigger for it
It makes the process much easier
As especially on phone, it's easy to shake the phone while tapping to take the shot + remote trigger makes it all faster as you dont have to do anything but orbit around target and keep pressing button on your hand
is there a huge difference/advantage between orbiting around the object and rotating the object on a spinner?
123d catch is STILL processing, over an hour and a half later
so yeah not that great
I just want something that will make it easy to organise the photos and arrange them by photo angle or whatever it needs
I should activate the photoscan trial I guess
video's a good idea
I was going to do some photo bursts with a lazy susan or something
see how it goes
@cerulean sequoia you can rotate object too (sometimes you have to), biggest reason to not do that is that photogrammetry works best when lighting doesnt change. The algos try to find matching color values from images after all
ah
so you want to rotate lights with the scene
so ideally you want different coloured lights, then an identical photo with natural lighting for texture colour
It is not a huge issue if lighting is even
which wouldn't be a problem for a whitebox tho
this thing is still finalising the model
I think I died of old age last time I tried this
Other thing that orbiting does is that it gives the camera calibration more reference points
As it tracks background/ground as well
Which is essential if you try to capture a model that doesnt have any specific patterns in it
Patterns help
or is it helpful to have distant points?
Sure
Well biggest help is if there's clear pattern there somewhere, if you shoot for small object, you can for example place it over a newspaper and you would most likely get better camera alignment than if it was on top of blank surface
However
If you do it properly and have that 150-300 images around the target, that is not as important anymore
But makes a big difference if you have like 15-50 images only
Additional refs only help on camera alignment though
For actual dense point calculation, you would ideally only have the actual target there
I wonder if I could find dicks on 123d catch.... surely someone decided to photoscan his wang
Photoscan can use masks to help isolate the object