#ue4-general

1 messages ยท Page 38 of 1

cursive dirge
#

they disable it by default as it bleeds to other viewports

#

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

cloud cobalt
#

@foggy valley I still enjoy Unreal much more than Unity, wouldn't want to switch. Just pointing out issues with Unreal.

cursive dirge
#

yeah, me too

cloud cobalt
#

Improvement ideas if you will.

cursive dirge
#

just wish Unreal wasn't as hardcoded on some aspects

#

Unity is better on those occasions

cloud cobalt
#

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

cursive dirge
#

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

foggy valley
#

I think I broke the flipbook shader function

cursive dirge
#

I've modded the engine year ago to run them at fixed steps

foggy valley
#

is there any way to restore just that node?

velvet fern
#

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

cerulean sequoia
#

@velvet fern you might want to look into lightmap density, it's a common oversight that increases lightning build times

plush yew
#

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!

feral dirge
#

@plush yew Post on AnswerHub, you'll get a reponse on there to better direct you

cerulean sequoia
#

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

cloud cobalt
#

You can't ever ship editor binaries, you can't share Epic sources

#

Mostly, the rest is fine

cerulean sequoia
#

if you want to make a modkit public, talk to epic

cloud cobalt
#

Or just distribute your own sources

plush yew
#

Do editor binaries include what is located in a "project" folder?

cloud cobalt
#

YourGame-Editor.exe in your project's build folder isn't okay to redistribute

#

YourGame.exe is

plush yew
#

And if I remove the entire build and intermediate folder, as they are not "required" but would be automatically rebuilt, then I'm good?

cloud cobalt
#

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

cerulean sequoia
#

content,config and .uproject are the project files

plush yew
#

Thanks!

upper heart
#

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

vale solar
#

Does the "Create StaticMesh" button in a ProceduralMeshComponent's details panel work for anyone else during play-in-editor in 4.13.0?

safe rose
#

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.

humble crow
#

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

earnest burrow
#

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?

feral dirge
#

Aren't they supported now natively?

cursive dirge
#

@vale solar I've only tested it for meshes created on construction script

wicked lotus
#

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.

south ridge
#

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)

wicked lotus
#

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.

south ridge
#

Pretty sure they built their own infrastructure that simulates people

#

And using unity objects just as proxies for displaying that data

vale solar
#

@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.

cursive dirge
#

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

vale solar
#

Interesting - in my situation, I created a ProceduralMeshComponent as a child of the DefaultSceneRoot in a new Actor Blueprint.

cursive dirge
#

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

vale solar
#

Hmm, even when I make the ProceduralMeshComponent the default root of the Actor Blueprint, it doesn't output the static mesh.

cursive dirge
#

well

#

if it doesn't output anything

#

it's likely there just isn't any data in it then?

vale solar
#

In your case it looks like you created the procedural mesh from a static mesh.

cursive dirge
#

yes

#

shouldn't matter though

vale solar
#

In my case, I built it like this:

cursive dirge
#

it's procedural mesh data after that

vale solar
#

uh, ignore that

#

there we go

cursive dirge
#

can you share the uasset for that?

vale solar
#

But as you say, it is just data.

cursive dirge
#

I could test it on my end

#

just that graph

#

or

#

copy paste it on pastebin etc

vale solar
#

sure, let me just drop the material off of it so you don't need any references

cursive dirge
#

ok, got the tri now

#

hmmm

#

yeah, it doesn't do anything

#

wonder if it's about the mesh shape

vale solar
#

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.

cursive dirge
#

well

#

it's just a tri

#

there's not much that should go wrong ๐Ÿ˜„

vale solar
#

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.

cursive dirge
#

debugging with engine source would probably reveal what's happening there

vale solar
#

@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.

cursive dirge
#

I wonder if that still worked if you imported just triangle mesh

#

and turned that into proc gen mesh

vale solar
#

Hehe, I was just about to import a plane static mesh and see if that worked.

#

Plane mesh was successful.

cursive dirge
#

can you list the mesh data somehow

#

or examine it there

#

to compare how it's different

storm venture
#

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)

vale solar
#

@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

cursive dirge
#

np

#

I'd love to know if there are more issues related to that too

wicked lotus
#

@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.

storm venture
#

Okay that makes sense, thank you ๐Ÿ˜ƒ

wicked lotus
#

But...

#

I think Unreal guys added some patching/dlc tool in some old version.Let me investigate it,I'll provide more information.

storm venture
#

Oh okay, thanks!

swift yarrow
#

any word on 4.13.1?

wicked lotus
storm venture
#

Oh perfect! thank you ๐Ÿ˜„

swift yarrow
#

oh nice, doesn't look like it has android support

earnest burrow
#

@feral dirge Sorry I just saw your reply to me, in 4.13 they are supported in umg?

#

flipbooks in umg

feral dirge
#

Well I know that sprites are supported

#

No idea about flipbooks

#

Give it a test

#

Report back

foggy valley
#

@storm venture use dropbox to share a game directory between everyone

#

if you're on the same network it'll even do local syncing

storm venture
#

@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

foggy valley
#

when you build, put it in some other folder

#

or package rather

#

share that over dropbox

#

they'll get updates immediately

storm venture
#

Ohhh, so the built game is IN the dropbox and everyone plays that version!?

foggy valley
#

yeah

storm venture
#

I love it. That's perfect, ahaha

foggy valley
#

UE doesn't change a lot of stuff locally unless you tell it to

#

so there won't be versioning problems

storm venture
#

So it'll be fine when 4 of us all execute the same file?

foggy valley
#

totally

#

it's a local copy

#

it won't update while it's open but you don't want that anyway

storm venture
#

Perfect, I hope dropbox has a decent capacity for free users

foggy valley
#

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

storm venture
#

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)?

foggy valley
#

it's like $9 a month for 1TB

#

no in-between

storm venture
#

damn lol

foggy valley
#

they don't need to pay, it just has to be smaller than 2gb

#

or

#

ooooor

#

you do what I did for my friends

safe rose
foggy valley
#

every fake account you refer grants the referee another 2gb or something

#

so make fake accounts

storm venture
#

ahahaha yess

foggy valley
#

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

storm venture
#

my friends don't have dropbox anyway so I could do some legitimate refers as well, lol

foggy valley
#

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?

safe rose
#

I put it at 0 to start

#

then in the BP, I want to fade it to volume 1

foggy valley
#

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

polar hawk
#

This guy's going ghost

safe rose
#

Aye

#

I think that's the issue

plush yew
#

Hey, anyone who uses Marvelous designer?

safe rose
#

And yup. So, I had to check off Auto-Activate while setting it to 1 in Cue. Then Play then Fade

upper heart
#

anyone know how uproperty categories are ordered?

vale solar
#

@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.

cursive dirge
#

oh

#

so it just fails if there's too few vertices?

vale solar
#

It appears to fail with only three vertices, but works with six, is all I can say for sure at the moment.

plush yew
#

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

@GETWIGI @wigj @RemeshedCom I made a Discord for female pros, students, & hobbyists in #gamedev! Spread the word & tweet at me for invites!

plush moat
#

You can also PM me for an invite if you'd like, I'm a mod over there :3

foggy valley
#

are you saying that I make women uncomfortable @plush yew

plush yew
#

I never said that ๐Ÿ˜ฎ

foggy valley
#

but I mean like

#

would you

plush yew
#

I haven't had a reason to so far ๐Ÿ˜ƒ

foggy valley
#

I'm not trying hard enough

plush yew
#

lol

cursive dirge
#

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..

foggy valley
#

can we not

#

there are more fun things to argue about

#

like

#

sports

#

or UE vs unity

cursive dirge
#

I dunno, I'm just annoyed by these things for some reasons ;p

foggy valley
#

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

cursive dirge
#

it's just all the equality talk, and then people go to totally different direction

#

also

#

I don't follow sports ๐Ÿ˜„

#

plus thats offtopic too

foggy valley
#

not even e-sports? D:

#

gamejams are like sports

cursive dirge
#

negative on that too

foggy valley
#

hmm

#

what DO you like?

plush yew
#

@cursive dirge it just seemed like a cool thing to share that some people might be interested in

cursive dirge
#

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 ๐Ÿ˜ƒ

plush yew
#

I don't tend to either ๐Ÿ˜ƒ 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

cursive dirge
#

@foggy valley I like gamedev, logic puzzles

#

love it when pieces come together and make something right

foggy valley
#

have you tried The Witness?

cursive dirge
#

not that kind of puzzles

foggy valley
#

I love how that has puzzles within multiple other puzzles

#

ok

cursive dirge
#

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

foggy valley
#

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?

cursive dirge
#

Quest for Glory series ๐Ÿ˜„

#

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

plush moat
#

@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 ๐Ÿ˜ƒ 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.

cursive dirge
#

@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

plush moat
#

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 ๐Ÿ˜ƒ

cursive dirge
#

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

plush yew
#

you are correct that sexism is not welcome here, but thankfully this is a pretty chill group and its not really an issue

plush moat
#

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.

foggy valley
#

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 ๐Ÿ˜„

plush yew
foggy valley
#

ooo

#

oh, is it pretty basic?

plush yew
#

this video is better than mixamo's own website

foggy valley
#

nice

plush yew
#

mixamo's website doesn't mention that you have to fix the fbx's

foggy valley
#

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

cursive dirge
#

@plush yew they probably haven't fixed mixamo ue4 rigs though?

plush yew
#

the materials is what I mean

foggy valley
#

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

cursive dirge
#

I mean, their autorigger used to be compatible with the blue mannequin

foggy valley
#

they're just slackers

cursive dirge
#

but they never updated it for the new one

#

adobe merger started happening right about the same time and it was practically dropped

foggy valley
#

nobody liked the blue mannequin anyway

#

he was a weirdo

plush yew
#

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

cursive dirge
#

I've used mixamo autorigger on custom models

plush yew
#

I feel like they should make one with a face

cursive dirge
#

it's pretty straight forward to use

#

face?

#

like autorigger?

plush yew
#

the default mannequin

cursive dirge
#

oh

#

I kinda like the current look

#

it's more generic

plush yew
#

true, if you're not going to do anything with the face then its not helpful, could even be creepy

cursive dirge
#

heh

#

for some reason

#

when I think of some mechanical mannequin with a face

#

I instantly think of pinocchio

foggy valley
#

someone should hack epic and draw the joker face on the mannequin

plush yew
#

hopefully not the live action one

foggy valley
#

then sneak it out in a patch

#

Y SO SERIUS on the chest

plush yew
#

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

foggy valley
#

nice

cursive dirge
#

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

foggy valley
#

what about bind poses?

cursive dirge
#

what do you mean?

foggy valley
#

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

cursive dirge
#

mixamo skeletons work just fine with ue4

foggy valley
#

like you said, a base layer

cursive dirge
#

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 ๐Ÿ˜„

#

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 ๐Ÿ˜„

#

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

dark pike
#

Hey, yo fams.

#

and famettes

foggy valley
#

sup

ashen brook
#

and famines?

wheat nymph
#

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.

void palm
#

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

wheat nymph
#

Create a new empty project and migrate the actual level to it

void palm
#

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?

wheat nymph
#

no normally you right click the map in the content browser and select asset actions > migrate

void palm
#

yeah

#

i did that

wheat nymph
#

project settings and input need to be recreated or exported from the "old" project

void palm
#

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

#

:/

wheat nymph
#

Strange. What files are that? Normal assets? Actors?

void palm
#

i don't know

#

it doesn't say

feral dirge
#

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 ๐Ÿ˜›

void palm
#

thanks

#

i will try it later

foggy oxide
#

how do i limit mouse sensitivity

#

like, set a rotation rate speed limit

void palm
#

just lower sensetivity?

#

i think

#

if not let me know and i will look further

foggy oxide
#

@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

ocean aspen
#

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

cursive dirge
#

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

ocean aspen
#

Oh alright

cursive dirge
#

you can see your cooked content under projects saved-folder

ocean aspen
#

Thanks

south ridge
#

@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

cursive dirge
#

nope

#

I wish it had such functionality by default

south ridge
#

hmm

cursive dirge
#

loved that in unity

south ridge
#

Okay, gonna see how they add level information window then

cursive dirge
#

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

kindred viper
#

Slate has a full api to use for that. I guess its a bit of a learning curve though

cursive dirge
#

where you can spectate and debug draw around the level

south ridge
#

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?

kindred viper
#

I doubt that

south ridge
#

Thought so

#

Not a big deal though

kindred viper
#

I mean you are building an editor modification there. I would presume it needs a rebuild

south ridge
#

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

kindred viper
#

ahh then I had to presume because I don't know if it's hot swappable with certain objects

south ridge
#

Slate looks a little retarded, but I'm not complaining, there's no good way to make a UI system

kindred viper
#

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

burnt snow
#

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?

south ridge
#

@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 ๐Ÿ˜›

#

We are going to have the bare minimum amount of UI in our game

kindred viper
#

Always a wise choice

south ridge
#

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

cursive dirge
#

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

feral dirge
#

๐Ÿ˜›

#

Force feedback is so unpredictable sometimes

cursive dirge
#

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

feral dirge
#

That's useful information - cheers man!

cursive dirge
#

I still kinda doubt majority devs with wireless gamepads though

#

most people I know just have wired ones on pc

feral dirge
#

Yeah, I'm one of those people. Which is silly in theory as a lot of the user base use wireless

cursive dirge
#

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

cerulean sequoia
#

@cursive dirge I have 3 controllers here, steam controller, wired 360 and a wireless xbone pad

#

and I dislike the 360 pad the most

cursive dirge
#

I've been debating myself in getting steam controller

#

I don't really believe it'll ever become a thing

feral dirge
#

Wel l had a Steam controller pre-launch (Valve sent me one to try out)

cerulean sequoia
#

it's good for games that don't generally have controller support

feral dirge
#

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

cerulean sequoia
#

it has some good design choices, grip buttons, fuck why did we have to wait for this so long?

feral dirge
#

If anything, it could use with a design refresh, it feels so clunky

#

It has good design choices in parts

cerulean sequoia
#

yeah

feral dirge
#

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 ๐Ÿ˜›

#

And the old DUKE Xbox controller

cerulean sequoia
#

oh god

feral dirge
#

๐Ÿ˜›

karmic thistle
#

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

cursive dirge
#

you can't import animations / skeletal meshes with obj

#

nor can do smoothing groups (at least, not as far as I'm aware of)

vale silo
#

Does UE4 officially support Amazon Fire TV ?

feral dirge
#

I believe it even predates Chances employement at Epic ๐Ÿ˜›

vale silo
#

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

junior yacht
#

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

cursive dirge
#

@junior yacht you can set the mesh itself to use comlex as simple for collision

#

It will use mesh polygons then

primal edge
#

Is Unreal going on WIIU at some point, or it is off for this generation of nintendo and might support the comming mysterious NX ?

vale silo
#

@primal edge most likely NX as it's rumored to have Nvidia SoC

#

WiiU has crappy hardware

primal edge
#

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

void palm
#

@feral dirge i think it fixed it

#

@็งใฏๆญปใซใŸใ„ but it still has a lot of other issues, like no anim events from the anim bp get migrated :/

noble night
#

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.

brisk path
#

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

sacred crater
#

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

brisk path
#

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

cursive dirge
#

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

brisk path
#

Nah, It's not the problem. I've sortof deducted what the problem is.

cursive dirge
#

you can disable putting all the content in "pak" so you'll see the individual files that get past the packaging process

#

oh?

brisk path
#

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

#

๐Ÿ˜›

worn merlin
#

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?

amber thicket
#

Trello?

worn merlin
#

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

amber thicket
#

or Hacknplan

worn merlin
#

^ Do you know anything like that @amber thicket

#

Ill take a look

amber thicket
#

not sure about keeping it on screen at all times unless you split screen or have more than one monitor

worn merlin
#

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

amber thicket
#

yeah I don't know of any native apps that do that

worn merlin
#

Found a thing called Window On Top, using Notepad with this

cerulean sequoia
#

Used it a while ago on my phone, else there's google keep, I'm sure they made a windows phone app for that.

foggy valley
#

two things.

  1. the epic games launcher technical support site is useless.

  2. 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

sand spear
#

Hello guys, what's the oposite of this command ? WITH_EDITORONLY_DATA I want something for NoEditorOnly or EXEOnly

distant needle
#

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

foggy valley
#

malware

#

drive corruption

#

etc

#

scan for bad blocks

distant needle
#

good idea. will do this. I'm afraid its Win 10 itself. don't know if it were just rumours that it deletes programs

foggy valley
#

I doubt it does that a lot

#

it's still a functional OS

#

just a very aggressive one

warm lotus
#

It scared me off on the first date.

foggy valley
#

some devs like that

foggy oxide
#

how to get velocity of my pawn?

spiral quarry
#

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

foggy oxide
#

Bp

foggy valley
#

that seems strange, you think they'd treat the deadzone as a length

spiral quarry
#

@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

#

restarting the editor it is...

versed pawn
#

Do you guys know when the next game jam will take place?

feral dirge
versed pawn
#

@feral dirge Thank you very much!

feral dirge
#

No problemo senoir

cursive dirge
#

@versed pawn if you have more game jam related questions, we also have #game-jam-chat here

versed pawn
#

@cursive dirge Oh, wow, I didn't notice that. Thanks!

cursive dirge
#

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

knotty brook
#

Protip: make shipping packaged builds of your game early and often. So much stuff has come up for us ๐Ÿ˜ฆ

foggy valley
#

like what?

whole thistle
#

@knotty brook I package my game every time I add a feature.

#

(after bug testing

knotty brook
#

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

foggy valley
#

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.

knotty brook
#

makes me sweat. We are supposed to ship real soon :/

foggy valley
#

crunch time

knotty brook
#

yeah ๐Ÿ˜ฐ

south ridge
#

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:

south ridge
#

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?

grim carbon
#

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?

foggy valley
#

new is not embarrassing

#

this is the right place to ask questions, what's on your mind?

grim carbon
#

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

foggy valley
#

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

grim carbon
#

Ah okay, and approach it as sort of just one projectile that can stick? Thatd work

foggy valley
#

either or, both would work

#

try some stuff out

grim carbon
#

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 :)

foggy valley
#

that's almost never the case

#

just go for it and optimise later, it's much easier to critique an actual implementation

cursive dirge
#

@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?

hexed sundial
#

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?

foggy valley
#

are you using a code project?

hexed sundial
#

yes

foggy valley
#

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

hexed sundial
#

I'm on Mac/Xcode

foggy valley
#

same deal probably, just guessing though

hexed sundial
#

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.

foggy valley
#

you regenerate the project files from inside the editor

worn rain
#

@grim sinew Poke

hexed sundial
#

@foggy valley oh, you mean refreshing the project, I'm gonna try it!

foggy valley
#

yeah

#

ok

#

that SHOULD help

#

it's the fix for most code project problems

hexed sundial
#

yes, I succeed! Thank you very much!

foggy valley
#

excellent ๐Ÿ˜„

waxen vine
#

Any reccomendations when choosing source control (git / perforce / subversion)?

foggy valley
#

git

polar hawk
#

PERFORCE

#

If you don't use perforce you're dead to me

#

k bye

waxen vine
#

rip

#

i was seriously considering it but it seems totally overkill as a solo dev

polar hawk
#

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

foggy valley
#

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

cloud cobalt
#

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.

visual ruin
#

I agree, not having a decent client to work with is disheartening.

polar hawk
#

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

cloud cobalt
#

Yeah, perforce has nice permissions

polar hawk
#

File locking is super important when working within ue4

cloud cobalt
#

Overall I wish there was an open-source perforce alternative

polar hawk
#

Aye, would be nice to have Perforce without the Perforce

cloud cobalt
#

We're using Mercurial at work as well

polar hawk
#

ahaha

cloud cobalt
#

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

#
#

Just a shootout to people who don't read the forums

spiral quarry
#

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

keen ridge
#

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?

cursive dirge
#

@keen ridge do you have any local changes that you need to commit?

keen ridge
#

Nope, made those changes

#

just when i click sync on the github client, it fails to sync to the master

cursive dirge
#

you use the commandline clinet?

keen ridge
#

no, desktop app

cursive dirge
#

oh ok, those can screw things up when unexpected things happens

#

for reasons like that, I prefer commandline + I'm more used to it

keen ridge
#

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 ๐Ÿ˜•

cursive dirge
#

basically on commandline, you could just type git reset --hard HEAD

#

and it would hard reset it to last commit

keen ridge
#

aight, let me try that. I know some commnands via commandline, i just like desktop app for convience

cursive dirge
#

git status before and after is a nice way to confirm everything is fine

#

oh

#

what engine version this is btw?

keen ridge
#

4.12

#

i didn't update the engine version, just vs

cursive dirge
#

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

keen ridge
#

i think i started the project with 4.12.5

#

i know you casn get the engien version in game

cursive dirge
#

yeah, it's ok even if you upgraded to 4.12.5

#

there's just few changes on single engine side file for that

keen ridge
#

nope, still failed to sync

cursive dirge
#

(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?

keen ridge
#

ahead of master by 1 commit, let me try pushing manually

cursive dirge
#

if it says that

#

you did the reset wrong

#

or it didn't apply

#

you have engine running?

keen ridge
#

nope

cursive dirge
#

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

keen ridge
#

right, and usually syncing it pushes it for me

cursive dirge
#

well, if you want to push it

#

it's just git push

keen ridge
#

git push origin master right?

cursive dirge
#

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

keen ridge
#

and agian, i already did commit.

cursive dirge
#

yeah, you only need the push

#

or push origin master or whatever you've setup there

primal edge
#

why not just go with Bitbucket, free and handy UI

cursive dirge
#

other option is to do git reset --hard HEAD~1 but that'll wipe your last local commit

keen ridge
#

nevewr heard of bitbucket mamoniem

primal edge
#

shit ๐Ÿ˜„ Sourcetree

cursive dirge
#

bitbucket is just similar service to github

primal edge
#

it is the UI made for bitbucket originally

cursive dirge
#

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

primal edge
#

haha, the good thing about sourcetree is not only stablity, but also the regular releases

#

and again,..free...<3 love free

keen ridge
#

i look into it now thanks

cursive dirge
#

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?

keen ridge
#

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

cursive dirge
#

tbh, I've never used the ue4's built-in thing

keen ridge
#

yea, githubs ue4 integration is horrible imo

cloud cobalt
#

Don't forget Gitlab, basically Github without size limits

cursive dirge
#

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

primal edge
#

@keen ridge agree about the horrible thing ๐Ÿ˜„

cursive dirge
#

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 ๐Ÿ˜„

cloud cobalt
#

Gitlab does provide private repos for free

keen ridge
#

well, luckily my backups work ๐Ÿ˜„

#

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

fossil socket
#

.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

kindred viper
#

I have tried the artist thing.... it's... oddly difficult

south ridge
#

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

cloud cobalt
#

Some answers on modding at last \o/

robust garnet
#

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?

cursive dirge
#

that's pretty neat

keen ridge
#

well, not even created a new repo with the backup files is not fixing it.

#

it still keeps failing to push

cerulean sequoia
#

@south ridge I feel like thats the opposite of a problem. You can limit the framerate xP

south ridge
#

It's not a problem, just an indication of something being slightly weird

plush yew
#

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

safe rose
#

@polar hawk You are missing UI/HUD in your folder structure. I meant to tell you that awhile ago.

cursive dirge
#

no widgets?

safe rose
#

nope

cursive dirge
#

I agree

#

minimalist HUDs work the best for immersion

#

ditch UIs

foggy valley
#

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

foggy valley
#

why is the crash report application a directx app?

#

after a display driver crash it's toast

cursive dirge
#

is it built with slate too? ๐Ÿ˜„

knotty brook
#

@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 :/

foggy valley
#

@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

buoyant mesa
#

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 :/

foggy valley
#

save layout

#

but yeah I find that annoying too, so not sure if it works

gloomy helm
#

Whats this C# coming to unreal about?

foggy valley
#

where'd you read that?

safe shoal
#

I believe Mono are adding official UE4 support.. not sure how I feel about that tho

foggy valley
#

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

safe shoal
#

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.

foggy valley
#

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

kindred viper
#

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

safe shoal
#

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

kindred viper
#

lol yeah

safe shoal
#

inb4 "where is FixedUpdate()"

kindred viper
#

much like I complained about scaleform for about a year. Now im settled into UMG I couldn't care less :p

foggy valley
#

it's still a branch

#

we'll see how it goes

fossil socket
#

c# in unity is terrible

#

java coding standards, everything a MonoBehaviour

#

awful

cloud cobalt
#

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

safe shoal
#

Agree tbh, I'm pretty comnfortable with it. Only been doing programming for a couple of years or so

cloud cobalt
#

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

foggy valley
#

that was what I was thinking

cloud cobalt
#

I was very afraid of C++ before UE4 btw, had little experience with it, would rather have gone with the old Unrealscript

kindred viper
#

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...

swift yarrow
#

it reminds me of when .NET came out and they pushed all the alternate languages, like cobol.net and java.net - got programmers into the .net framework but eventually they all became C# or vb.net devs

native tangle
#

haha same

swift yarrow
#

so its good for people coming in to be more comfortable

native tangle
#

would be cool to have vb.net plugin to program ue4 in vb.

swift yarrow
#

lol, it looks like MSFT is working on this, they can do whatever they want ๐Ÿ˜„

#

maybe we'll see a windows phone extension at this rate

native tangle
#

A lua engine for scripting fight sequences would be epic.

swift yarrow
#

isnt that already happening? i thought i heard about something like that a while ago

native tangle
#

that way you can add package your game and extend the server functionality via lua script is what i mean

swift yarrow
#
native tangle
#

OH WOW THANKYOU!

swift yarrow
#

i've never used lua before, why is this a big deal for you?

#

i just cant see anything being more RAD than blueprint

native tangle
#

because I'm an expert lua coder and c++ hurts my brain.

kindred viper
#

lua is quick. it's like javascript. you know your DOM and you literally reel out the logic

swift yarrow
#

neat, one day i shall learn

native tangle
#

@kindred viper true true โค

kindred viper
#

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

native tangle
#

I use it with wow interface and a few other games

kindred viper
#

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.

swift yarrow
#

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

native tangle
#

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. โค

swift yarrow
#

so I wanna keep it as pure a possible - i love the unreal C++/blueprint mullet

kindred viper
#

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.

swift yarrow
#

@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; --

native tangle
#

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.

swift yarrow
#

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

native tangle
#

yea I seen that too. that is pretty cool.

swift yarrow
#

what i really want is NAT punchthrough on android - which is what lead me to that video, sadly there was no solution there

native tangle
#

is it just me or dos the text in this chat get blurry once in a while?

brave horizon
#

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] ?

swift yarrow
#

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

brave horizon
#

๐Ÿ˜€

swift yarrow
brave horizon
#

wow yeah there's a lot going on there

swift yarrow
#

yea, looks good

pallid flint
#

Already own it.

#

:d Very good asset.

#

I bought it before it got up on the marketplace

vale silo
#

How do I switch between 1-screen and split screen on runtime ?

feral dirge
#

That's actually a really fuckin' good question

vale silo
#

indeed

#

although usually my good questions don't get answered ๐Ÿ˜‰

timber relic
#

Hm. PhysX 3.4 in UE?

#

... and there's no SDK for it, and no tools. Well, that's a bummer.

cloud cobalt
#

Well there are tools

#

What are you looking for ?

cursive dirge
timber relic
#

Oh good

#

Thanks, lemme go read things

primal edge
#

Stream is live!

cloud cobalt
#

Modding support, day 11 : still can't get the thing to work ._.

cloud cobalt
#

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 ?

floral pagoda
#

@cloud cobalt - Going to shoot you a PM about something real quick

cerulean sequoia
#

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

foggy valley
#

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

cerulean sequoia
#

cameras can't be unbound. only pp volumes can, makes no sense for cameras anyway

foggy valley
#

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

cerulean sequoia
#

the thing is, there are no post process volumes or other things in the scene

foggy valley
#

hmm

#

are you actually using the camera or view blending to it?

cerulean sequoia
#

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

foggy valley
#

try a fresh level

#

nothing else in it

spare blade
#

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.

warm lotus
#

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!

cerulean sequoia
#

@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?

spare blade
#

@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.

cerulean sequoia
#

that's what I meant, it shows you how often the actor is used

foggy valley
#

trying my first photogrammetry. I forgot I had 123d catch

#

seems to make it easier

#

any other apps anyone would recommend for ios?

spare blade
#

Well I can migrate a Map to a clean project. Thats something.

foggy valley
#

just having a coverage widget is great

cerulean sequoia
#

well, use your phone cam and export to desktop if you don't want to use autodesks cloud thing

cursive dirge
#

123d catch results are not that great

spare blade
#

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

cursive dirge
#

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

cerulean sequoia
#

is there a huge difference/advantage between orbiting around the object and rotating the object on a spinner?

foggy valley
#

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

cursive dirge
#

@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

foggy valley
#

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

cursive dirge
#

It is not a huge issue if lighting is even

cerulean sequoia
#

which wouldn't be a problem for a whitebox tho

foggy valley
#

this thing is still finalising the model

#

I think I died of old age last time I tried this

cursive dirge
#

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

foggy valley
#

what about putting it on a highly unique base texture?

#

or even just a grid

cursive dirge
#

Patterns help

foggy valley
#

or is it helpful to have distant points?

cursive dirge
#

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

foggy valley
#

I'm doing like 57 images of a tape measure

#

a nice filthy one

cursive dirge
#

Additional refs only help on camera alignment though

#

For actual dense point calculation, you would ideally only have the actual target there

cerulean sequoia
#

I wonder if I could find dicks on 123d catch.... surely someone decided to photoscan his wang

cursive dirge
#

Photoscan can use masks to help isolate the object

foggy valley
#

I don't know if anyone can hold an erection for that long

#

yeah I'm def going in the photoscan direction

#

do you need to tell photoscan what angle each image was taken from?

#

or can it just work it out?

cursive dirge
#

You cant tell it anything about the placement

#

It needs to figure them by itself

#

You can however align cameras, then filter out bad points and make it refit cameras on filtered, more accurate data

#

I usually do few passes like that to get more accuracy and less noise