#ue4-general

1 messages ยท Page 39 of 1

foggy valley
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cool

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I think that sounds better

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preferable

cursive dirge
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Also, filtering out points seen only by 2 cameras is super handy

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As it gets rid of areas that would "float" on top of the surfaces otherwise

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Sometimes those 2 cam only points go to completely wrong directions even

foggy valley
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makes sense

cursive dirge
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one thing I wish it had though, would be option to recalculate all points based on found camera alignment

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I guess you could work around that by letting it calculate unlimited points in the initial run

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but that's pretty time consuming

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basically when you filter out sparse cloud data to get the camera alignment, you always just remove bad data, there will not be any extra points after you readjust for that purpose

foggy valley
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DEAR UNREAL EDITOR

IF YOU FAIL TO MOVE A MAP FOR ANY REASON PLEASE JUST ROLL BACK. DON'T CONTINUE AND MOVE JUST PARTS OF IT THAT THEN CAN'T BE SAVED DUE TO INTERNAL DATA STRUCTURE ERRORS. THE OPERATION WAS TO MOVE A MAP, NOT FUCK EVERYTHING OVER YOLO STYLES.

LOVE
EVERYONE

urban salmon
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^

alpine sorrel
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Are there any profiling tools available for optimization of game and map loading times?

safe shoal
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@alpine sorrel Window -> Developer Tools -> Session Frontend

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Profiler Tab

alpine sorrel
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Thanks. Looks like what I was really looking for was mem report. Just read great dev blog from Fated team on topic.

north lantern
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hey guys, why i cannot view my project's private folder of source folder in the content browser ?

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is this normal ?

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i can see the public folder but private folder is hidden for some reason

cerulean sequoia
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yeah, you can only make engine content, plugin content and dev folders visible in the content browser https://a.rokket.space/uwqyrm.png ... while the source folder defaults to public

north lantern
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thats fun, because even if you make a c++ class public it still puts the cpp in the private folder

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however i can see the class in the class viewer

sweet crane
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Does anyone know how to control the index of my material IDs or the element ID? When I import the FBX it just orders them some way I can't seemingly control. (For example, we want the yellow texture to be Element 0)

cerulean sequoia
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that's a good question

sweet crane
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Yeah so far It's just been a trial and error thing. Import into 3ds, mess around with the materials, maybe if I get lucky on the next import it gets it right, but most of the time it's not

cerulean sequoia
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I usually don't have problems with that, but I use cinema4d and can just drag the materials around anyway.

sweet crane
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Yeah even if I go into 3ds max and swap the materials around like black to yellow and yellow to black. I'll import back into UE and it will still have swapped the element indexes

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rage inducing haha

sweet crane
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Ok I think I figured it out it's something you can do in 3ds max if you select your editable mesh in polygon mode and you can select/set material IDs and here you can reorder them

viral nexus
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so, I deleted the folder ThirdPersonExample from my project cause i didn't need anything from it, now when I cook my project it is saying it can't find ThirdPersonGameMode even though I don't use it anywhere in my project

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how do i get it to stop trying to cook something that is not there

vapid wren
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sounds like the game mode is still referenced in a map you're cooking, or in DefaultEngine.ini

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just a guess

foggy valley
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@north lantern the purpose of private and public classes in C++ is to determine what can see the header outside of the module. It never needs the CPP so that goes in the private directory no matter what

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once your module is compiled if the header is public then other modules can make calls to it or use its types

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so you keep all of your internal types and classes private and make the useful ones public

north lantern
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what do you mean by saying modules ?

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ok found it

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looks like it is DLL

foggy valley
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yeah a module can compile to a dll

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or a library on macos, etc

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if you have a DLL with no external headers but you know what memory space to use and how to cast things, you can actually make calls to it

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but without the header file it's VERY hard to do

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game modders do it all the time, using a game's DLLs to do stuff without headers

north lantern
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thanks was looking for way to produce dlls so i can speed up C++ compiling

foggy valley
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that's what the PCH is for

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pre-compiled header

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it's virtually the same but more flexible

kindred viper
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I thought it was Poorly Coded Header .... at least that's what the compiler told me ๐Ÿ˜ฆ

foggy valley
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loading DLLs in UE is a pain too

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and you need to handle each platofmr separately

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custom build scripts, compiler directives, etc

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do the PCH

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haha

north lantern
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but does that cover cpp files because a DLL is not just headers its cpp file as well

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i dont see how a pre compiled header will be the same

foggy valley
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a DLL isn't a cpp file

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a DLL is a dll file, and you can include headers during distribution if you wish

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what you're saying is you want to pre-compile something so it cant'; be invalidated

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but what if you WANT to invalidate it?

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that's a lot of work to remake the dll

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whereas a pre-compiled header file is a header file for all of the pre-compiled code that you won't need to compile when you only change one small thing

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so it's basically a dll, but it's not.

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get my drift?

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when you compile some of it is already completed, it just assembles the dll from there

north lantern
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what i am saying is that i dont want to compile the entire project just for a few lines of code, so far the only solution i found that drastically reduces compile time is dlls

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obviously if the dll changes it will need to be recompiled but i rarely will need to do that

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since i will put in dll code that already works as intended

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but I am new to C++ maybe there is a better way of doing this

foggy valley
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I just told you a better way

north lantern
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pre compiled headers roger

foggy valley
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they're automatic. just add all of your header files to the PCH

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you might have to create it for a project, but plugins have them set up already

north lantern
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ok thanks but isnt this just for the headers ? we go back to my initial assumption that it does not deal with the cpp files

foggy valley
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no

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a pre-compiled header file is a map to all of the code that's already been built

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so if you change a cpp file it rebuilds it on next compile, but not all of the other cpp files it already built

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a header file is a map

north lantern
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by header we mean .h files here right ?

foggy valley
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the way a compiler works is it gets all the CPP files and then looks at what header files they include

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yes

north lantern
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PCH it is then

foggy valley
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when a compiler builds an executable or a DLL it grabs the CPP file, looks for the header file and uses both of them to create assembly

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there's no concept of "header" or "cpp" in the final result

north lantern
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obviously

foggy valley
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it just happens that you can also include a header with a DLL as a map to how to use it

north lantern
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there is not even a concept of cpp, its just machine code

foggy valley
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thing is you can't just compile only a header

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it results in nothing

north lantern
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because headers only contain definitions not declarations

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however the scenario it shows there it only went from 36 minutes to 23 minutes, its still extremely slow

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i still think DLL would be far faster, since you avoid both compiling and linking

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unless a pre compiled header also does not need linking which i find hard to believe

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i am talking here compile times of 2-5 seconds max

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this is what inspired me into using DLL

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he basically implements a instantenous auto compile feature with live coding capabilities

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like hot reloading of unreal but far faster

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anyway i will take a deep look into this and see what we will see

foggy valley
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well, good luck ๐Ÿ˜‰

north lantern
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Thank you for the help

foggy valley
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anyone know when the 4.14 preview is due?

sacred crater
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4.14? 4.13 just released? :o

foggy valley
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4.13 was like christmas, but I want some of dem 4.14 goodies

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it's like how you get christmas then new years

feral dirge
mint yoke
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i think that for chiristmas comes the 4.15

foggy valley
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what's in 4.15?

cursive dirge
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I kinda doubt that

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there's not even 4.14 branch on git yet

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so 4.14 will probably be out november earliest, or later in december

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usually branch has existed for a good while before previews too

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so wouldn't expect 4.14 previews for next few weeks

foggy valley
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aww

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but I'm so bored of 4.13 and its flawless performance

knotty brook
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fully dynamicly lit realtime path tracing for VR in 4.15

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via WebGL

foggy valley
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you're making that up

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so mean

urban salmon
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so, uh...

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do child actors require some special loving to work in the editor?

feral dirge
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No

knotty brook
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So should i compress cooked packages or not? do they take longer to load because they are compressed?

foggy valley
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there are decent compression schemes that will uncompress as fast as not being compressed

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LZA is the shittiest of them

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and it's still good

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or LZH

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I can't remember the name

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just the first two letters ๐Ÿ˜„

knotty brook
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yah, steam already compresses the download really well

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so i wonder if i should or shouldn't compress on disk

cursive dirge
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ue4 just gives you the option to either compress packages or not

knotty brook
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right, im figuring out whether i want it on or not

cursive dirge
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I'd benchmark the loading times

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if there are ton of content

knotty brook
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Our whole app is like 1GB

cursive dirge
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could also be little more taxing on level streaming

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if you do that

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in theory that is

knotty brook
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we have a single level, that force loads all sublevels

cursive dirge
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yeah, then it's probably just the initial loading time

knotty brook
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yeah, i'll see how big a difference it makes

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just trying to get redist install right via steam anyway, so its a good build to test

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Looks like tomorrows the day ๐Ÿ˜ฐ

cursive dirge
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good luck

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have fun ๐Ÿ˜„

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if you get some benchmarks on with and without compression, would love to hear about them

knotty brook
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779Mb packaged

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I doubt i will; no time

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looks at watch

cursive dirge
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I haven't seen any practical difference with or without but my projects been pretty minimal in content, I guess one could just test some bigger more content heavy things

knotty brook
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I doubt for our project its going to make a huge difference

cursive dirge
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well, file sizes are drastically smaller of course

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but I mean perf now

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or loading actually

mint raptor
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Hey Guys

foggy valley
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sup

mint raptor
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I've imported a model and placed it into my scene

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When I build lighting however it becomes black.

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I realize this has something to do with the UV's but I didn't make the model

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Is there a way to correct this?

foggy valley
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show the model UVs

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get a screenshot

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both channels

foggy valley
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nah show the UVs

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it's a button on the top

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just looking at that, the normals look fucked too

cerulean sequoia
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Yep

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Redo the uv

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It's non existant

foggy valley
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yeah unreal needs an intial UV map to work with

mint raptor
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Is it normal to share assets with no UV's?

foggy valley
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do two UV sets - one that matches your texture placement, a second one that's everything unwrapped evenly

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UE will use the second one to make lightmap UVs

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yes it is when it comes to amateurs

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get used to it ๐Ÿ˜‰

mint raptor
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So in order to fix this I need Maya or can I do this in Uneral?

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Auto Generate UVs maybe?

foggy valley
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maya

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c4d

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blender

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anything that can unwrap

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3d coat

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headus

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basically whatever you have except UE ๐Ÿ˜„

cerulean sequoia
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If you don't want to do that, use world aligned textures for example, but that is ill advised

mint raptor
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World Aligned Textures?

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I've loaded up my model in Maya but I'm curious about that.

cerulean sequoia
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You can have a texture in your material aligned along xyz and tiles in a triplanar fashion

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It's useful for landscapes for example, adding details to cliffs.

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But it doesn't outweigh a proper UV

mint raptor
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Well I do want to learn more about the ART side of things

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Is making a UV map hard?

brisk path
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It's tedious IMO

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but nice once you've got it figured out

mint raptor
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So whats is interesting is I took the Wood Log From here

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It didn't strike me that they would leave out UVs...

brisk path
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wow thats weird.... it should have a UV lol

mint raptor
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If anyone wants to try out the Wood Log and let me know if I'm doing something wrong?

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I find it really odd it doesn't

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Plus its a complicated model

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probably hard to UV map?

cerulean sequoia
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Photoscanned stuff has weird uvs

brisk path
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I'll check it out nonlin

mint raptor
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Thank

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s

brisk path
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I'm downloading a 256 tri one though

cerulean sequoia
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Uv isnt hard... it's just boring

brisk path
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Which one did you download?

mint raptor
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4096

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7.282

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tri

cerulean sequoia
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Imagine a box of cornflakes, you try to unwrap this box into a sheet

brisk path
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Okay I'll do that

cerulean sequoia
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Takes time, isn't exiting....

mint raptor
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I see

brisk path
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Gonna open it up in blender first to see if they have a UV

mint raptor
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ok

brisk path
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They do

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The LOD5 one

dire creek
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i downloaded a rock from there and it was fine

brisk path
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the LOD1 i'm still downloading

mint raptor
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So I have the wrong LOD?

brisk path
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No, that shoudnt' matter

mint raptor
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I chose High

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Did I Import incorrectly?

brisk path
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I'm importing it into UE right now

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I'll report back in a sec

mint raptor
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ok

cerulean sequoia
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Discord, would you kindly sync messages....

brisk path
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Hmm interesting

mint raptor
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What did you discover RBD2?

brisk path
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It has a UV but the UV isn't getting put into UE for some reason

mint raptor
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So I'm not crazy !

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Is it an import setting?

brisk path
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so I'm getting this right now

mint raptor
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Same

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That is what I get

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Once you build lighting

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It will go black

dire creek
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have you set your import to generate lightmap UVs?

mint raptor
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But that doesn't even look as it should

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I think that is on by Default

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Should it be off?

foggy valley
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@cerulean sequoia his lightmap bake is failing due to no UVs

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so it's still a problem even with WPO textures

dire creek
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disable it it since it has them already

mint raptor
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I see

foggy valley
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so it HAS uvs but UE abandoned them?

cerulean sequoia
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oh wait

brisk path
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Well

cerulean sequoia
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is it an obj

brisk path
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Not abandoned

cerulean sequoia
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or an fbx

brisk path
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its fbx

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It detects that theres a UV map

cerulean sequoia
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try on 4.12

brisk path
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but it can't show it

foggy valley
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is the UV map way off the normal 0-1 range?

cerulean sequoia
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numerous people reported that on 4.13 there are uv issues

foggy valley
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interesting

brisk path
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Yeah i tested it on 4.13. my main project is on 4.12 but i'll check it out now

dire creek
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you imported and applied the material too?

brisk path
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Yeah

mint raptor
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Yea it provides mat and textures

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So I get only one UV Channel without the Generate UVs

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And that is empty

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4.13 bug?

brisk path
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Importing it to 4.12 now

mint raptor
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cool

brisk path
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Yeah and when I click show UV its just blank

dire creek
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hm

brisk path
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its supposed to show the UVs

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So its a UE issue

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because i imported it into blender and the tex applied normally

mint raptor
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Maybe the model is too complicated for it to show?

brisk path
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thats usually a non issue especially for UE

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lol

cerulean sequoia
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nope, I imported really high detail meshes before, no issues

foggy valley
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try renaming the UV channel

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if you can

dire creek
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would be surprised if the engine has a problem figuring out UV mapping. that's like the most essential feature of any engine

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๐Ÿ˜›

foggy valley
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if it thinks there's no UV data it won't build any though

mint raptor
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Well you are more then welcome to download the asset and check it out

foggy valley
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that's how it works

brisk path
cerulean sequoia
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there is a bug in the recent ue4 version, but the engine handles uv like any other program

foggy valley
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sexy

mint raptor
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Is that 4.12?

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It works in 4.12?

brisk path
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Yeah 4.12

mint raptor
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OMG

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FUK

dire creek
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ยฏ_(ใƒ„)_/ยฏ

cerulean sequoia
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as I said, 4.13 bug

foggy valley
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import in 4.12, migrate to 4.13 project

brisk path
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Most beaufiul piece of dead log i've seen

mint raptor
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LAME SAUCE

cerulean sequoia
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ay, maybe RBD2 is kind enough to send you his .uasset

mint raptor
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That would be nice

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So I don't have to download 4.12

dire creek
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actually yeah i guess my testing was done in 4.12 too :/

mint raptor
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Is it a commonly occuring issue though?

brisk path
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I'll export you the mesh only yeah? because i doubt the texture will be any different

mint raptor
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Yea

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What are the odds that I Learn about Megascans and its with 4.13 when UVs break

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Wanted to try my hands at making some photo real scenes

brisk path
knotty brook
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I can't for the life of me get my game to start windowed

brisk path
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Lemme know if it works

cerulean sequoia
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try the command "fullscreen"@knotty brook toggles between windowed and fullscreen

weary basalt
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@knotty brook Do you have a default config that is overriding?

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Check that there are no saved configs that are overriding your fullscreen...ness ๐Ÿ˜›

foggy valley
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haha

brisk path
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you could just do at game start r.SetRes 1280x720w

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or something

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Making all these micro assets seems awesome. Too bad my game is too large scaled to do detail props haha ๐Ÿ˜›

cerulean sequoia
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well a game doesn't has to be large scale... stuff like P.T. has a tiny playable area

brisk path
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Well yeah but I mean my game takes place in the sky ๐Ÿ˜›

cerulean sequoia
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oh well

mint raptor
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Much better

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Thanks RBD2

brisk path
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no worries ๐Ÿ‘๐Ÿป

mint raptor
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Anyone know of a place that has lots of free scanned photo real assets?

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Megascans has just a few

brisk path
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like photogrammetry stuff?

mint raptor
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I suppose so. Are they the same thing?

brisk path
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Scanlab?

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Yeah

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Oh wait not scanlab

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I'm thinking of something else

dire creek
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i think megascans is the first real big one, but of course you need to pay for the library

mint raptor
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Is making good photo scans hard, expensive or both?

brisk path
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Quite hard. depending on what you're trying to do that is

cerulean sequoia
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ay, for now a lot of people do their own photogrammetry, it's fairly new that it became viable for game development

dire creek
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well they use their own hardware to get the scans

brisk path
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If you're just trying to get Textures it's quite simple

cerulean sequoia
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you need a camera, and a lot of time.... 0lento and BlackFox did some photoscan stuff recently

brisk path
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but photoscanned models are a different thing

cerulean sequoia
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I wanted to dabble into that territory too, but I have to get my camera cleaned first

mint raptor
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So it doesn't take any special hardware then?

brisk path
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Not really. but special software is needed from what I've heard from my friends that do photoscanning

mint raptor
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Hard to find good guides on it

brisk path
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try the word photogrammetry instead

cerulean sequoia
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ay textures are fairly easy "grab a camera, a macbeth, make a few decent photos and remove light data to make it an albedo, then generate roughness metal and normal from that" and by fairly easy I mean it's still hard if you have no idea what you're doing

foggy valley
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macbeth?

brisk path
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Yeah textures are easy. but once you try to do models it gets a bit harder

cerulean sequoia
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a color checker

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foggy valley
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aah cool

cerulean sequoia
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a macbeth has 24 colors that are used for color correction / proofing

dire creek
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pr0tip: you can hold the backslash button down in UE4 to bring up something similar

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in perspective viewport

foggy valley
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oo

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but it's half buried in the floor

dire creek
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try a vertical surface :p

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but yeah

knotty brook
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sorry i got distracted,

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This is my DefaultGameUserSettings.ini file

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i tried executing that console command, but it seems to still bump me to fullscreen, if i pull down the console in the packaged dev build i can do r.setres 1280x720w fine

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but calling from gamemode beginplay doesn't work

cerulean sequoia
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@dire creek what does backslash do, doesn't do anything for me

dire creek
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hold it down and mouse over your scene

cerulean sequoia
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guess that doesn't work on non-english keyboards

dire creek
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ah

cloud cobalt
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It looks more and more like no game dev has done it before, except by Epic's grace on their launcher

cursive dirge
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talking of macbeth

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I use x-rite colorchecker passport

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it's really expensive for what it is

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but it's super handy

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as it goes into your pocket and you can practically carry it with you

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and the included color profile software generates profiles that are compatible with RawTherapee (free lightroom alternative)

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@mint raptor I didn't read everything, but if you are after photoscanned models, megascan ones are not the greatest ones

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their surface materials look good though

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I looked at some of their free stuff and there were all kinds of errors all around

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but I guess different people have different standards, like what they think is good enough

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photogrammetry isn't super hard when you know all the basics, but even when you do know them, it's really time consuming and it involves with lots of manual work

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I've seen on unreal slackers that some members think that photogrammetry is some press a button and get automatic model solution but it's really far from that

cerulean sequoia
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it isn't? but my "make game" button still works right?

cursive dirge
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you can automate some stages though, and it appears quixel guys do that too (their models don't even have proper unwrapping)

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heh

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it seems that quixels meshes are more ment for film and offline renders, as there you don't need to be as efficient with geometry and uv's

feral echo
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can someone help me with advice on how to create dynamic rope object? By dynamic I mean that player could grab and pull rope at any point?

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I took a look at the UCable, but it looks like an static object..\

opal spindle
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For modding you could have them just DL the stock engine you use assuming it's a binary build

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Then release a custom project

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With custom build settings

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Add some documentation and potential verification when sending in the mod and you should be set

cerulean sequoia
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that isn't really helping since we don't even know half of the stuff

frank escarp
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i think the modsdks in epic launcher is the normal engine

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with a normal project

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just with the c++ code in the dll

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i think you need to recompile the engine in a certain way, and build your game in a certain way

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but i have no clue

cerulean sequoia
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stranger is trying to figure out exactly how modding works... I'm interested in that too, but it's not a priority right now

cloud cobalt
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@opal spindle It's much more complicated than that.

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Basically nobody knows anything

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The only official resource has a major workflow issue (the tutorial has the game developer building the mod, basically)

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There are major legal issues (can't redistribute UE4 Editor)

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If you're doing a C++ project, you can't have modding outside of Epic Launcher (requires selection by Epic, and probably a business deal)

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And some other facts are not known (compatibility of mods with game versions, release process, etc)

opal spindle
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Welp

cloud cobalt
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On top of it, I can't get the tutorial to work on 4.13

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So it's really a bunch of different issues, and Epic appears unwilling to commit to anything

cursive dirge
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what tutorial?

feral echo
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@cloud cobalt I think they just dont have enough time to provide updated workflow

cursive dirge
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btw, the cable plugin in unreal is not static, it's simulated (I've used it) but it doesn't have collisions

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ah, thought you were talking about the rope thing ๐Ÿ˜„

cloud cobalt
#

If the modding tutorial on the wiki worked, provided the workflow is just for the tutorial's sake and not representativ of actual use, we could have modding support overnight, but that's just because oru game is open-source

cursive dirge
#

@cloud cobalt you probably know loomans tutorial?

cloud cobalt
#

That's the one

cursive dirge
#

ah ok

cloud cobalt
#

Can't get it to work and the workflow makes no sense

#

The workflow part is hopefully miscommunication

#

(The tutorial has the game author generate releases with the mod already in the game)

#

(Hopefully that's just because it's easier to explain that way, but I can't get answers on that either)

cursive dirge
#

so

#

even the sample project doesn't work for you?

cloud cobalt
#

Matthew Clark doesn't seem to sure about building mods based on previous releases, which is the entire point of it

#

The sample project brings a packaged version that does work, but I can't reproduce it based on the tutorial steps

#

(using the source sample project)

#

I believe the entire thing works and suits our needs, it's just been two weeks of trial and error and answers come slowly if at all

cursive dirge
#

what you mean by previous releases?

#

surely the editor itself has to be identical for both games and mods

#

for example, I think Ark has been based of the same ue4 engine version ever since they released into early access. Even they've updated it internally, the core engine is most likely still pretty much unchanged

feral echo
#

@cursive dirge well, cable and rope are almost same thing.

cloud cobalt
#

I'm talking about game releases, not engine releases.

cursive dirge
#

ah, ok

cloud cobalt
#

basically the asset registry for cooked assets

cursive dirge
#

@hushed rose sure the simulation works the same, but you can't use the built-in component with any interaction as it's been designed as purely cosmetic thing

cloud cobalt
#

You should technically be able to provide a subset of your game to modders, plus the assetvr egistry for the latest release

cursive dirge
#

there are third party plugins that do rope sims though

cloud cobalt
#

It's enough to build a mod against that release, supposedly

#

But good luck getting anyone at Epic to care and explain if it is

cursive dirge
#

hmmm

#

well

#

that side is pretty much undocumented

#

even the DLC part is barely mentioned at the docs if I remember right

cloud cobalt
#

Yeah, it is

#

But then you see tweets from Tim Sweeney in 2014 who's like "yeah, we love modding so much"

cursive dirge
#

heh

#

I wonder if they'll accept like any project into launchers modding page

#

that's not directly relevant to your current issues

#

but just wondering how they've planned that out

#

because engine distribution to modders is not straight forward atm due to licensing issues

#

at least, if you've modded the engine

#

which I'd expect most bigger titles having to do

opal spindle
#

They should really be more transparent with this stuff

cerulean sequoia
#

How many AAA games are out that use UE4?

cursive dirge
#

you could probably count them by your ten fingers, at least the released ones

#

even Ark isn't listed there

#

Tappy Chicken is though

feral echo
#

because, they are not AAA

cursive dirge
#

that's not AAA game list

#

just list of UE4 games

#

and people like to define AAA in so many ways

#

in past it used to indicate multimillion dollar budget behind the title

#

4 studios work on ARK and pretty sure they spend ton of money still on it's development

#

so if only budget and people counts would matter, it would fit into AAA definition

#

some expect AAA to mark certain quality bar on assets / high production values

#

whole definition is so vague it's something that people often debate about

#

like what is qualified as AAA

#

we have even "AAA" quality assets on marketplace

#

which I personally find ridiculous

#

especially since they usually are not top notch even

feral echo
#

early access - AAA : this is three words that we should NOT use together

cursive dirge
#

I wonder where codemasters would fit

#

it's not a huge studio

#

but they pretty much nailed Dirt Rally Early Access

cerulean sequoia
#

AAa?

cursive dirge
#

heh

#

I personally dislike the whole term

#

because it mean so different things to different people

feral echo
#

well, in ideal world high development budget should lead to high quality game

cursive dirge
#

like

#

in Batman: Arkham Knight?

feral echo
#

yeah

#

you mean PC version?

cursive dirge
#

or GTA IV pc port?

#

yeah

cerulean sequoia
#

Like Alone in the Dark?

cursive dirge
#

pc ports are often not so well made ๐Ÿ˜„

cerulean sequoia
#

High quality games with high budgets.....

cursive dirge
#

@cerulean sequoia I'll pretend you mean the original game and say it was awesome

cerulean sequoia
#

Duke nukem forever

#

Ther you go

feral echo
#

well, now where are talking about technical part of game

cursive dirge
#

๐Ÿ˜„

#

yeah

feral echo
#

and dont forget, I told "in ideal world" ;d

cursive dirge
#

since the whole definition is super vague

cerulean sequoia
#

Duke would be AAAA by money/time definition

cursive dirge
#

In the late 90s, during gaming conventions in the US (CES, CGDC, E3 and private ones), some development companies started using the expression AAA[9] among themselves, based on the Academic grading in the United States (A being the highest and F, denoting failure, the lowest).

#

As the years progressed and during the new millennium, many publishers started to consider their games to be AAA even before their release, and justified this decision through huge development and marketing budgets.

#

that's from the wiki article, sure it's written by some random people

#

but it describes the thing pretty well

cerulean sequoia
#

Ay

cursive dirge
#

it's just a term that publishers came up with to assure consumers their games are better

cerulean sequoia
#

However, I'm off to bed now. Cheers

cursive dirge
#

good call ;D

#

g'night

opal spindle
#

Indie games are better than AAA nowadays

urban salmon
#

that sure is a generalization.

foggy valley
#

I did a quick scientific study of a group that includes all indie games and all AAA titles that have ever existed or will ever exist and NMS pulled the curve down

cursive dirge
#

NMS was a indie game though

foggy valley
#

yes

#

the survey included indie games

#

it was instantaneous

cloud cobalt
#

NMS is an indie game that got AAA coverage and pricing

urban salmon
#

NMS was technically indie and had indie funding for the most part (outside plentiful marketing via sony)

#

but they created a game that got pretty close to AAA standards.

cloud cobalt
#

Not really

#

That's basically why the launch was that messy

urban salmon
#

I have a very strong opinion on that game that is more rooted in facts

#

At the end of the day, people got molyneux'd to some extent, but that's what happens when the audience demands more information during mid-developmet

#

The game itself is really good for what it aims to do

cloud cobalt
#

Yeah

#

Which is not AAA by any mean

#

The game does what reasonable people expected

#

But it's a far cry from AAA in terms of content, gameplay polish, and overall quality

#

Not when you can buy Witcher 3 for the same price

#

Sorry, that as quite off topic

frank escarp
#

its not AAA but it got AAA level marketing by playstation hype

whole trellis
#

Hey guys, I've been having this problem for quite a while, didn't really find anything on how to fix it. http://prntscr.com/cnrdon Any ideas? (Yeah i did go through quite a bit of posts about this and it was just people saying that they had the problem but no actual fixes. Or at least i wasn't able to find any.)

Lightshot

Captured with Lightshot

knotty brook
#

Whats the problem? you need to recompile?

whole trellis
#

Alright so i created a third-person c++ project in ue

#

and it told me to go and compile it in visual studio

#

and i get that window when i do so.

knotty brook
#

what version did you compile in visual studio. You should do development editor / win64

#

or you should just click yes on that button and it will do the right thing

whole trellis
#

I tried clicking the yes button and then another window showed up saying that it couldn't compile it and ill need to do it manually

#

^ after i clicked "Yes".

knotty brook
#

looks like something is wrong with your code

whole trellis
#

Hm.. On a freshly created project?

knotty brook
#

does visual studio compile successfully? Right click your uproject and regenerate visual studio files

#

ya, thats strange

whole trellis
#

How can i regenerate the files?

#

Hm, i re-created the project on a different drive and it seems like it fixed it..

cursive dirge
#

nah

#

you just need to open the project in VS

#

compile there

#

the automatic recompile when you just open uproject directly fails like 50% of the time

#

if it still doesn't compile from VS, then you can just regenerate the project files, I usually wipe ue4 generated stuff too if there's some oddities (intermediate + saved folders) before regenerating project files

#

if you did a new project with same engine version, then it'll most likely just open up

#

you only need to recompile c++ code that was from previous engine version

#

making new projects is not the real solution when you actually have some work done though :p

cursive dirge
#
ashen brook
#

thanks! Was just looking for those

upper heart
#

yay I was just checking earlier this morning wondering when 4.13.1 was coming out ๐Ÿ˜ƒ

faint horizon
#

"anatomy of a vulcan driver"

#

+comparison to opengl

urban salmon
#

anyone used speedtree modeler?

cursive dirge
#

I've used it, but am not a pro user

urban salmon
#

i was told to use the "leaf map maker"

#

i have no idea how to do that.

cursive dirge
#

ah I haven't use that myself, but it didn't look too complicated to use

#

most of the speedtree modeler things are pretty self-explanotary onece you just check what the different sliders do

urban salmon
#

yeah

#

but

#

i can't seem to bring that up

urban salmon
#

all they do is recommend opening one.

#

found that too

#

still not sure how to access that screen.

cursive dirge
#

do you have leaves added in the generation tree

#

not sure if the leaves section needs to be selected for that to work or something like that

urban salmon
#

hrm, okay

cursive dirge
#

it's been like 6 months since I've touched that app

#

I'd check the top menu too

urban salmon
#

i can understand the entire rendering pipeline, shaders, materials, C++, blueprint, graphcis APIs, etc.

#

but i can't make grass.

#

my ancestors are so disappoint.

cursive dirge
#

1. Isolate the main level branch that you want to turn into a Leaf Map Maker by clicking 'Target' in the tool bar and selecting the branch.

urban salmon
#

ahhhhh

#

great

#

ty

cursive dirge
#

np

#

I probably have some speedtree tutorials somewhere too but I've never actually needed to watch them for things I've done

urban salmon
#

i hate video tutorials so much.

cursive dirge
#

they usually go off topic and do silly things all around

#

love precise and quick feature overview on video-form though

#

they are great, like where they show just individual feats one by one

#

one guy did those for each modo feat

#

and zclassroom has similar ones for zbrush

#

btw

#

just saying this in case you have interest in it / have missed the option

#

you can bring custom trunk meshes to speedtree, and create procedural branches etc on it

#

that imported obj etc trunk will then work just like any speedtree trunk, react to wind etc

urban salmon
#

yea

cursive dirge
#

that can be handy if you need to do some really custom thing but don't bother doing the branches manually

urban salmon
#

i just gathered that, actually.

cursive dirge
#

heh

#

yeah, I plan to use that for photogrammetry trunks

urban salmon
#

so, uh

#

i have an atlas with leaves on it

#

how do I unwrap the UVs?

#

or whatevs

cursive dirge
#

it should do it all automatically?

urban salmon
#

interesting.

cursive dirge
#

oh

#

you mean your own photo

#

hmmm, not sure if works like that

#

I always thought you should bring in individual leaves for that leaf map generator

#

it'll generate the texture and uv's

#

but...

#

if you really want to, you can make leaf mesh and uv's on external tool

#

and bring that into speedtree

#

you can also do stuff like snow chunks on top of branches etc with that

urban salmon
#

yeah, that's definitely not me

#

i'm just seeing if this is a flow i can do quickly

cursive dirge
#

leaf maps are more efficient, but they'll not look as good close up

#

unless you can put some bigger resolution to them of course

#

but you get the point

#

if you really wanted some great looking stuff done in speedtree, I'm fairly certain you'd need to do the custom leaf branch meshes with custom uv's

#

that way you could have bunch of different leaves at higher resolution and same time reuse same leaves around the mesh with some smart uv-mapping

#

I think epic did that on kite demo

#

(it had speedtrees)

#

if you look at the tree that shows up in the final video a lot, it has like 4 leaves right next to eachothers or something, so it's definitely not using the stock speedtree generators for it

urban salmon
#

i think i'm kinda on the right direction

#

thanks for the help โค

cursive dirge
#

yeah, I'll shut up ;D

#

np

karmic thistle
#

how can i export smooth asset from maya to unreal in low poly?

#

I could in Unity, but in UE4 all my assets are ugly without smooth

#

and if i press "Smooth" in Maya, it isnt low poly

karmic thistle
#

look at this

#

I have this Low Poly Mesh

#

If i press 3, it will be a preview smooth

#

The same Low Poly mesh smoothed

#

if i export it on fbx, UE4 import the ugly Low Poly

#

if i want to import a smooth mesh i have to "smooth" it first in Maya

#

But.. It wont be Low Poly, look:

#

its a simple sphere, imagine a large mesh smoothed

cursive dirge
#

you don't need to preview the smoothing

#

it's not the same thing

#

you need to set the normals smoothing groups

karmic thistle
#

How can i have the "Smooth quality" in UE4 without a HighPoly?

cursive dirge
#

if you watch that video, they do sphere in the end

#

yes

#

unreal prefers models with smoothing groups

#

if you don't have them, it even throws a warning about it when importing a new mesh

karmic thistle
#

if i go to normal and do "Soften Edges" i have a better smooth with the same Low Poly, but it isnt smooth enought

#

Yeah i set Smooth groups

cursive dirge
#

then you need more polygons, if you are talking about the edges

#

polygons itself shouldn't have any visible edges anymore

#

if you've properly set the smoothing

#

it's same in unity though, you can't make the mesh look smoother for the overal shape without adding more polygons

karmic thistle
#

i will see the video and test in a large mesh, in Unity it was instantanely, export LowPoly and appear HighPoly

#

Im new with Ue :/

cursive dirge
#

well, it really doesn't work like that in unity

#

if you import low poly, it'll be low poly

#

it might calculate smoothing automatically

#

but it doesn't alter your polygons

karmic thistle
#

i thought UE has something to "smooth" Low Poly static mesh or something

#

ok ty Olento!! โค I will see the video

cloud cobalt
#

You have to use normal mapping

#

Bake a normal map from the high poly and the low poly, export the low poly, apply normal map

#

Or just use more polygons

karmic thistle
#

i will try, ill post it here for results

karmic sparrow
#

You could tesselate your geometry which also would result in a higher polycount, but in this case going with the highpoly sphere in the first place would be much smarter as tesselation is a quite GPU expensive ๐Ÿ˜„

karmic thistle
#

Solved!! Thanks you guys! @0lento#8809 @cloud cobalt @karmic sparrow

#

Finally I add some Bevels from Maya to the mesh for Smooth" the border edges, and the rest are fine with a normal map

#

My problem was the borders, if you look at the middle the normal map do a great job, but when you walk around the mesh and look the border edges its ugly

#

So I added some bevels (Edges in the borders to smooth) and the assets have more polygons.. but its worth

cerulean sequoia
#

unless you're going ham with the polycount, UE4 doesn't care anyway.... I can look at scenes with a million polys and 4k textures no problem. You have an option in UE4 during model import to calculate normals and all that fun atuff, if smoothing group info is provided it makes your model use these

karmic thistle
#

It was annoying, but i think i discover things that will make sense in future modelling/personal assets

cerulean sequoia
#

please don't tell me you actually want the full phong unity shit effect that just looks bad

karmic thistle
#

Hahahaha Unreal can be weird at the beggining, but when you know how to work with him, its love โค

#

I have to work hard in the first scenes

cerulean sequoia
cloud cobalt
#

One million triangles is not even UE4 realm, UE3 could do it

#

Crysis 3 pushed much more than that on PC

#

(CE)

cerulean sequoia
#

ay, but I was just giving an example

karmic thistle
#

im scared to do a high poly and exploit PC`s or Xboxs

#

Low Poly is a Must for me, and try to optimize all

cloud cobalt
#

Low poly and high poly are not mutually exclusives

#

You need both

karmic thistle
#

sometimes I try to do incorrect thing because of it

cerulean sequoia
#

ha, don't worry, unless you're trying to run UE4 on a toaster nothing will explode

cloud cobalt
#

"Low poly" in UE4 usually means thousands, tens of thousands of triangles

#

Depending on object

karmic thistle
#

i had an idea 1 week ago

#

in Maya we can work with scripts, that are Box in the viewport, but when you render you can see a large mesh

#

with mental ray

#

UE4 have something similar?

cerulean sequoia
#

that's relying on scripts in maya? jesus it's just a viewport flag

karmic thistle
#

xD

#

I think i have to stop today, too many hours testing things

frank escarp
#

in desktop, you can go to 2-4 million polygons easily

#

i found drawcalls be more annoying

#

but im on VR so 90 fps and drawcalls AND polygons are doubled

foggy valley
#

are there any patch notes for 4.13.1?

urban salmon
#

yeah, in the forums.

#
kindred viper
#

accidentally ended up on 4.13.2 . fingers crossed :p

foggy valley
#

cheers

#

gl marc

#

I heard 4.13.2 uses hell energy

plush yew
#

Just released a new free plugin to extract text from over a thousand file formats: https://forums.unrealengine.com/showthread.php?124437-Plugin-Example-Java-in-UE4-Text-extraction-via-Tika

It also shows an example of how to integrate Java libraries in UE4, might be useful to the community.

foggy valley
#

yay

urban salmon
#

I really wish there was a well-done lua plugin.

opal spindle
#

Anyone ever succeeded in packaging in chunks?

#

Can't find much about separating and splitting pak files

gaunt raptor
#

does anyone know how to get the vector location of a bone in the animation editor

urban salmon
#

count the pixels and do a mental conversion in your head to world units

#

i'm helpful.

gaunt raptor
#

i dont wanna do that in 3 dimensiosnsdaoinfasdflknadfgad

urban salmon
#

what is the default location of the UE4 packaged build's ddc?

#

i already overwrote the file wiht my custom location ;_;

#

or i could just google it and find it in the first result.

karmic thistle
#

Yeah, Iยดm sure my problem (2 hours ago) is solved ๐Ÿ’ช Low Poly in High Quality without smoothing

foggy valley
#

go to your mesh, go to build settings

#

oh, you solved it

#

ignore me ๐Ÿ˜„

real hinge
floral pagoda
#

๐Ÿ˜ฎ

polar hawk
#

Yeah, I have had the long term goal of recreating Crash Bandicoot as well

#

I'll do it... some day

cerulean sequoia
#

generic platformer?

polar hawk
#

Yeah

#

I was just going to remake Crash Bandicoot

#

Then take out all the Crash Bandicoot specific things

#

Sell base as platformer, get views with remake

#

Had this goal since like ue2 but

#

Ya know, life

#

and copyright laws

urban salmon
#

this is a dubious business model.

cerulean sequoia
native tangle
#

oo nice ty

#

i didnt know the foundry was modo.

#

i seen it in steam.

cerulean sequoia
#

fellow teammember uses modo, I prefer to stick to c4d, but I use some of their other software for motiondesign :)

native tangle
#

wtf it says someone used my email for this software -.-

#

seriously? ugh

cursive dirge
#

I use modo indie

#

it's awesome in my opinion

#

but you need to be aware of the limitations on indie version

#

also, if planning to get indie, you may as well wait for some steam sale

#

for example, modo indie 10 was -40% on last steam summer sale

native tangle
#

im not going to buy it till i know how to use it. by then i can setup payment options to my payee. my issue was i couldnt find a trial

cursive dirge
#

ah

#

well

#

if you get the trial

#

I can link you to some tutorials that'll get you going faster

native tangle
#

just got it. imma start learning it

cursive dirge
#

ah

native tangle
#

ooo thankyou. that will help alot.

cursive dirge
#

well, I'll check if I find that stuff, modo has lots of user made things but most are not that good or doesn't explain things from the beginning for new users

#

well, they all are on those playlists

native tangle
#

thankyou. i'm going to start now. i got 15 hours sleep after 5 days with none so im fired up ready to go

cursive dirge
#

that's probably the best resource for individual tool usage you can find

native tangle
#

oh wow this is alot of resources.

#

thankyou

cursive dirge
#

np

#

just drop me a note if you have something that bugs you on modo

#

I'm not super advanced user myself, I mainly use the modeling and uv tools there

#

oh

#

one more thing

#

if you hate the trackball navigation preset (like most people do), you can turn it of from modo's preferences for global setting, or from individual modes viewports

#

what I mean by trackball navigation, is that it rotates freely on sides, when you actually have modo open, you'll understand what I mean

foggy valley
#

you mean lock it to turntable?

#

I think that's one of the first thing I did in it

native tangle
#

it seems to not do that.

#

my version looks alot different than the videos

#

it gave me v10

cursive dirge
#

yeah, it's slightly different but not much

#

there are some additional tabs on top bar

#

same basics still apply

native tangle
#

yea ๐Ÿ˜ƒ

cursive dirge
#

also

#

if you plan to get indie at some point

#

don't learn how to do things with external scripts

#

as indie doesn't support them

#

that's sad but it's mainly that way so people couldn't script around the other limitations

#

@foggy valley I dunno what's the correct term, but it's so that when you rotate around the model, the plane itself doesn't rotate clockwise or counterclockwise

#

you can still orbit around the object

#

there's also another option for orbiting too which can be handy

#

then your model stays in the middle and you can literally orbit around it

#

hmmm.. not sure if it's actually enabled by default nowadays

#

there's also one more default setting that bugged me personally

#

and it's not being able to "select through" more verts, edges, polygons while you have some of the transform gizmos active

#

by default, you have to drop the tool to adjust the selection

#

but that can be changed to work more like in maya etc

#

by transform I mean, move, rotate, scale

#

@native tangle oh, forgot to mention, digital tutors (now pluralsight) intro tutorials for modo are fairly good. I don't like their advanced stuff as they make some really weird workflows on them but basic ones are pretty good

#

that doesn't cost a thing

native tangle
#

anyone know how to uninstall an addon that is broken?

foggy valley
#

edit your project file directly if it's a plugin

#

delete the asset from content if it's in there

#

better to have a broken ref then a bad crash

native tangle
#

its an engine addon

foggy valley
#

just delete it then, most parts of the framework handle stuff disappearing fine

native tangle
#

its installed to the engine not my project

foggy valley
#

you can still delete it

native tangle
#

its called skookum

foggy valley
#

well delete snookums

#

you can see your installed plugins in the launcher

native tangle
#

i removed it from there but its still spaming me saying this project requires skookumscript. i can't open myt project now.

cerulean sequoia
#

open your .uproject file in notepad and carefully remove the entry for skookum there (please for the love of god make a backup first)

foggy valley
#

don't do backups, edit the file directly yolo

#

impending marriage has made you cautious

cerulean sequoia
#

yeah just snip that entire plugin thing, and wonder why your project breaks :P

foggy valley
#

no need to wonder, it's the man fighting back. delete more stuff!

native tangle
#

i just set it to enabled=false like the chinese writing guy said

#

its working now thankyou!

knotty brook
#

hmmm if i try and open my 4.13 project in 4.14 (promoted) it says all my files were made with a new version of the engine...that didn't happen before

native tangle
#

how did you get 4.14?

knotty brook
#

from github

native tangle
#

development build?

knotty brook
#

promoted (i.e. super fucking early, but one step behind the live code pushes from the developers)

native tangle
#

I'd wait for an official release. you never know what kinda issues it can cause.

cerulean sequoia
#

@native tangle chinese guy would be Taiku I assume?

#

Orange name?

native tangle
#

i don't know. all i see is chinese letters

#

yea him

cerulean sequoia
#

That's St. Taiku .... or in his current name... "I want to die" because edgy

native tangle
#

lol

#

you know how to read chinese? wow...

foggy valley
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no he never stops telling us

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and that's japanese kanji and hiragana

feral dirge
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๐Ÿ˜‰

cursive dirge
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@native tangle the message that prompted up for plugin not being there, didn't it ask if you want to remove it?

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I think it should

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if you answer no, then it of course couldn't load the project

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or if it was "do you want to keep this plugin" then the opposite, but pretty sure it should have prompted about the missing plugin like that

native tangle
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i removed the plugin but it kept crashing when id click no.

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its fixed now

cursive dirge
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yeah since you literally told the ue4 not to remove the ref

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you should have clicked yes and you wouldn't have needed to manually edit anything ๐Ÿ˜ƒ

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it would have done the same

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just saying that just in case you have something similar in the future

native tangle
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it crashed when id click yes.

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thats why i clicked no.

cursive dirge
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you said it crashed when you clicked no

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it crashed on both options?

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that's weird

native tangle
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it crashed 15 times till i did as he told me to edit the uproject

foggy valley
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Click yes or no to crash? yes/no

native tangle
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both

foggy valley
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Thank you, crashing.

cursive dirge
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yeah, that is odd

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basically the other option should have disabled the plugin properly

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I get those all the time if I've had some plugins installed to ue4 and removed them

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I personally dislike ue4 way of enabling installed engine plugins on every project

native tangle
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same

cursive dirge
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it pollutes all projects with stuff they don't even use

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if I happen to open them which installed plugins available

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I had truesky installed for a while, now every project I've opened have references to it

native tangle
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i think that is why you can set it to true or fulse in the project file

cursive dirge
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truesky is even worse than other plugins

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as it adds content to your projects

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you can't set it to false before you open the project though

native tangle
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yea i don't like truesky. i use the default sky bp

cursive dirge
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if it doesn't exist in uproject file, it puts it in it on first launch

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well, first launch after plugin has been installed

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basically now if you don't want that to happen, you'd need to use it on one project to get the uproject text

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then change it to false, go copy/paste the lines into each projects uprojects manually

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that's just silly

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and really bad design IMO

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I get why it is like that

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it so people who are new to the engine don't go flooding answerhub "I enabled plugin, it's broken"

native tangle
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yea. they should make it ask you if you want to enable the plugins on project first load maybe?

cursive dirge
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yeah, that would be good compromize

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should put that into forum feedback

native tangle
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i'll make a post about it later. I'm busy setting up my trip to ohio lol

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just got a plane ticket to go back to visit

native tangle
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I submitted a post about it @cursive dirge hope they add support to disable plugins PER project via a popup on creation/first load etc

cursive dirge
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have you link?

native tangle
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kindred viper
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yeah that would be nice. No reason not to. It would be better if it pointed out the plugins that are not being utilised though. I guess that is dependent on the plugin though, being an engine plugin.

native tangle
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If we get enough replies on the suggestion maybe they will add it ๐Ÿ˜„

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tell us your thoughts @kindred viper โค hehe

cursive dirge
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yeah

native tangle
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yes mark you are right.

cursive dirge
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it wouldn't even need to be a list tbh

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just bunch of pop ups for items that your project doesn't use yet

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I'll reply to the post

kindred viper
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Its a tough one to decipher though. I mean what if the engine plugin is a full lighting plugin. You would have no real control over that. Something like a modification to the save system or totally independent code that needs to be explicitly activated would work though.

cursive dirge
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answered

native tangle
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I agree with you @kindred viper Me myself have 2 plugins and they are substance and that skookum one.

cursive dirge
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/ replied

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@kindred viper I have bigger issues with plugins like TrueSky

urban salmon
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y4?

cursive dirge
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which actually add more content into each project once you open them

native tangle
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^^

cursive dirge
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there's truesky folder sitting now on each of me projects content folder

urban salmon
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why isn't in the engine?

cursive dirge
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don't ask me ๐Ÿ˜„

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I didn't design the thing

native tangle
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because truesky was made for unity and they ported it to unreal.

urban salmon
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no, but you're supposed to be installing it to the base engine folder.

native tangle
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i had it when i used unity. i hated it lol

cursive dirge
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@urban salmon I've just used their binary installer

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it's engine plugin

urban salmon
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the truesky unity version is garbage.

cursive dirge
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I don't think you understood the issue here

native tangle
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ikr

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lol

urban salmon
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right, it's the engine plugin being installed to the base engine dir?

native tangle
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that and content folders

cursive dirge
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we don't install anything from truesky into projects ourself

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but if truesky plugin is installed

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it pollutes each project we open with same engine folder

urban salmon
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well the DeployToContent folder is expected to be copied into a project content folder.

cursive dirge
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plugin literally copies bunch of files into each projects content folder

urban salmon
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manually.

cursive dirge
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and to disable the plugin, you need to open the project first

native tangle
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yes but to be able to disable plugins per project would help

cursive dirge
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so it pollutes it before you get to even disable it

native tangle
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^^

urban salmon
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you can disable the plugin by opening your uproject file in a text editor.

cursive dirge
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sure

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if you know the description

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but that's tedious as hell

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and bad design

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urban salmon
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ah, sorry, I misread the thread.

native tangle
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what about noobs to the engine like me... i threw away 2 projects because issues like this that i didn't know to edit the projectfile.

cursive dirge
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well, you can't foolproof everything from noobs ;D

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I mean, if it didn't enable plugins by default

kindred viper
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yes you can. Look at the US Elections

cursive dirge
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then people would be confused why the plugins didn't work

native tangle
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now im sad. if i knew i could edit the project file like that i would still have all the code i did with an inventory system. but when i updated substance didn't and i got mad so i deleted the project to start over

cursive dirge
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yeah, you need to know that stuff

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sometimes you'll be in situation where some plugin just crashes the editor on load

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you need to know where to disable them manually

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been there

native tangle
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yes like i found out today with the plugin i had lol

cursive dirge
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btw

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since you used unity in past

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did you used to use unity irc channels?

kindred viper
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We have a good dozen or so plugins in our project that are just sitting there doing nothing. I keep meaning to go through them all with the boss and tidy up a bit because when we migrated to 4.13 I had to update all those plugins too. It was a ballache for sure.

native tangle
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i lost 2 weeks of making an inventory system/tems/drops/npcs with ai. all because it crashed because i didn't know you can disable them in the projectfile. im sad i lost all that work /cry

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so Personally i think it would be amazing to be able to do this so new people know. I started out adding every engine plugin there was when i first downloaded unreal. if i knew this i could have saved myself from the head ache of deleting projects lol

kindred viper
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I would like to see a more base option for the engine in general. By default it comes with some bloat that you can immediately get rid of.

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they dont get packaged or anything so it's not a critical requirement but still... I have always disliked bloat in code.

native tangle
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same. this is not winblows bloatware is dead lol

cursive dirge
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@native tangle oh right, I should have linked Warrens youtube too earlier, really great stuff there for both Modo and UE4

native tangle
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yea i have not had time to do anything. was setting up a trip back to ohio. but now im back to working. im watching now THANKYOU โค

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ooo that has the trackball setting. now i see what you mean. that mode really is bad @cursive dirge thankyou โค

cursive dirge
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yeah

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I really can't believe they still default it on

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I only know one person that likes it

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everyone else finds it annoying

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other thing that annoyed me hugely at first was the "flick" thing

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like when you spin object, it keeps spinning

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I dunno if it's related to trackball thing, for some reason I haven't had issues with it anymore

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pretty sure some of the intro tutorials described it though

native tangle
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yea mine went nuts and spun for 3 mins haha

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i want to get rid of the white workplane. i don't like that. i just need a floor only

cursive dirge
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you can hide it

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but it can be super handy still

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when you need to model things in angles

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that vid I linked actually showed how to use it

foggy valley
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@cursive dirge aha!

native tangle
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yea but I don't

cursive dirge
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(the one with trackball thing)

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yeah