#ue4-general

1 messages ยท Page 41 of 1

worn merlin
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It's for university coursework, we have to make a game and a quick level using BSPs. We're not being graded on models / textures

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The coursework is to create a game in C++ but just quickly make a level in BSP to give it life

plush yew
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Ok well remeber to convert the BSPs to meshes if you want to save on performance costs later

worn merlin
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Yeah will do

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just using them for now so I can do rooms easily

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subtract boxes inside boxes etc.

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Do you know how to make the bsp brushes update in realtime?

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actually

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nevermind

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BSP brushes don't update my NavMesh

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Back to static meshes

plush yew
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what kind of static meshes do you need?

worn merlin
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Just basic buildings that I can walk in, some with upstairs

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Can be any static mesh really, to populate an outdoor scene

plush yew
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You could use hammer level editor and import it into unreal

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or you could use the "Architecture" meshes in the contentbrowser and build a scene, wall after wall/floortile after floortile

worn merlin
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Where about are the Architecture meshes

plush yew
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Still here?

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They should be in a subfolder of the Startcontent folder

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@worn merlin

worn merlin
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Oh I didnt include starter content

plush yew
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As you can see, it's quite versatile, and you can merge a set of meshes together to become a single mesh using teh merge mesh tool also

worn merlin
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Oh sweet

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I've never used starter content before, always used plain C++ no starter

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I can just create a new blank BP project and migrate the architechture folder over, right?

plush yew
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It's easier then that even

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Click teh add new button then click "add new feature or content pack"

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then you choose starter content from content pack

worn merlin
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Ooh awesome

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Thanks man ๐Ÿ˜ƒ

plush yew
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np ๐Ÿ˜ƒ

pallid flint
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What would you classify a Bot as if it Replicates GitPushes, Trello Board Changes, :X to Twitter Posts, Discord Notifications, Slack Notifications, IRC Notices <.<

marble lynx
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Skynet.

keen pine
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@marble lynx hahahaha

keen pine
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When my character lands in a jump at a low pitch it will begin to slide

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@plush yew @polar hawk @foggy valley would of of you heroes know?

foggy valley
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better shoes

keen pine
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@foggy valley ๐Ÿ˜ข Q_Q

plush yew
keen pine
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: Does anyone know why when I'm adding force to my character, if the pitch is low when you land it'll slide and not register that falling has stopped? this is killing me

plush yew
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@keen pine I would check if your surface is horizontal. Maybe it isn't and the engine thinks therefore that the falling doesn't have to stop yet?

keen pine
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@plush yew I'm currently using AddImpulse for the jump/lunge, maybe this is the cause

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Gah, it isn't that either

white drift
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Is there a way to create a project such that the base C++ project classes are named, say, Base, but the rest of the project shows up with the proper name?

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If I name it what I want to name it, I end up with really long class names and this annoys me.

shell nimbus
warm lotus
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Wtf did he leave already lol

zinc bison
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Im creating a component during runtime using NewObject, but when i register it crashes because the owner is null? I didnt think you had to set the owner anymore

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anyone have any ideas what could be going wrong

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nevermind! I got it

half basalt
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Hi guys, hows it going?

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I need a bit of help. Ive googled and it seems people have probably asked this question a bunch but a lot of the topics were from a year ago or more. Hoping somethings been done and im just stupid.

So, Unity has a function in the camera to allow you to set the viewport rect. Basically to allow you to choose where the game renders within the relative window, what aspect ratio etc. It also now allows you to pick which display each camera renders to.

In Unity, this allows me to create 4 cameras, set them all to display one and set each cameras position and size.

The reason I need this is because the project im working on is outputting one image and then using a video mixer of sorts, taking parts of the image and outputting it to different monitors or projectors. It's not a full game we are doing, just something small, and as such we are actually outputting one 3840 x 2160 image, and dividing the image into 4 parts.
One is 3840 x 1180, the rest are other sizes. In total it basically uses the entire 4K image and outputs each bit to the desired screen.

Is there any way to do this right now? The closest i could get, but it seems REALLY heavy and like a shitty workaround is to make a widget blueprint, set the screen size to 3840 x 2160, place a bunch of images, do targer renders, convert to a material and place the material on the images inside the widget.

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So ill have 1 scene, 4 characters, one background and the characters move around on this stage. 4 target render cameras each with the image resolution set correctly

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(rebuilt the engine to allow for larger resolution render targets)

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Be really good if there was a way or an engine mod that allowed me to do this.

ashen brook
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I think something's wrong with my editor ๐Ÿ˜„

keen pine
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@ashen brook Cook all the things

ashen brook
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yeah but... the log looks a bit off

vale silo
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feral dirge
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@half basalt Yes

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Look for FNAF camera system from KITATUS, has the basic ideas behind it

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I'll try and make a tutorial if I get a chance. Been so busy looking after the little one

half basalt
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oh awesome! Thank you!

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So making something similar to that should work! Excellent, ill take a look. Would love to see a tutorial whenever you get a chance.

feral dirge
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For now, look up render targets and render textures. Then create a UMG grid and put them up as a UMG

half basalt
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Yeah thats what I've done!

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so far

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4 render targets with 4 render textures

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and set up a UMG grid

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each render texture is set to its resolution (for example 3840 x 1180), put in the correct position. Seems to work but wasnt sure how heavy it is

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ill take a screenshot...

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@feral dirge is that what you meant? ๐Ÿ˜ƒ

feral dirge
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3840 x 4 is mental lol

half basalt
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its not 3840x4 ๐Ÿ˜›

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its one 3840 image

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Top part with the 4 girls is 3840 x 1152
left vertical is 1150 x 567 (blond girl)
right vertical is 1150 x 567 (other girl)
bottom right is 2540 x 1008 (shadows)

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total amount of pixels will fit within a 3840 x 2160 image

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Only going to be having a maximum of 4-6 characters on stage, with a medium density performance stage

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Anyway, how performance intensive is going this way? Going through unity I can get about 100 fps with the same setup... Toon shader, 4 lights, same resolution

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maybe 160 but our setup isnt fixed yet

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Planning to add an outline post processing effect, hope that will be possible

feral dirge
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Yes, it's performance intensive, no idea how intensive, that are various things you can do obviously to aleviate some of the issues

half basalt
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quite new to this so if you have any advice please let me know ๐Ÿ˜ƒ Would like to get it a stable 60. Not sure what im getting just yet as its a WIP

polar hawk
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unity cameras are much better than ue4

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unity doesn't have to go through render targets as much

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ue4 does

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best bet: rewrite ue4 renderer

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For best performance

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(At least the part that writes the final buffer)

half basalt
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okay, and i dont suppose theres any projects that have already rewritten it, right?

slim quest
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I need some help re parenting a child class

fallen schooner
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Anyone on tonight?

vale osprey
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@half basalt 4 separate render targets and composition into single image using post-process would be the easiest

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basically what you do already

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but I think some post-processes didn't work on render-targets and you can sample only non HDR

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at least it worked only with LDR for me in 4.12

half basalt
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In doing that though, am I rendering the same scene 5 times?

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also yeah, we need outlines too for the anime look

vale osprey
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you would do that anyway with multiple cameras

half basalt
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Well obviously if i had 4 cameras i would be rendering it 4 times i thought, not 5 times

vale osprey
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ahh, you mean last time for composition?

half basalt
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yeah

vale osprey
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good point, not sure

fallen schooner
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I feel like I'm missing something core about the Unreal Engine

vale osprey
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if you place a box in front of camera and place camera somewhere out of bounds of the level it should be fine

fallen schooner
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I tried using C++ for efficiency purposes and because I already know code

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but it feels incredibly inconvenient compared to blueprint.

half basalt
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To be honest, we are outsourcing this project to a different company, theyre a bit slow so i used my limited experience to see what I could do on my own

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ah, cool. Good idea

fallen schooner
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With all the lack of documentation and the constant recompiling

half basalt
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If i were to ask them to rewrite the source code as suggested before, is there anything i can point them to?

vale osprey
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@half basalt the best would be to actually change rendering pipeline and render all separate cameras into the same main g-buffer

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yeah, RHI - rendering hardware interface

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it's a part of the engine where you can define pipeline yourselve, but I don't think it's easy to do, plus most likely there is a ton of optimization in regards to specifi camera bounds. Like where the light are and etc

half basalt
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cool! Thank you! any idea how long it would take a small team of programmers (3 or 4 people) to go in and make these sorts of adjustments?

vale osprey
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no idea, I haven't touched RHI, just read about it and talked to a guy who was doing some chnages there

half basalt
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I see! Awesome, thank you! we are relatively early into the project...

vale osprey
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it might be helpfull to look into one project Toon Shading tutorial I think

half basalt
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maybe Ill just get them to switch to Unity..

vale osprey
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it's more or less around building custom pipeline

half basalt
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nice

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thanks! (Actually got a custom build of Unreal for the toon shading thing)

vale osprey
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half basalt
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haha yup! Thats the exact build I downloaded for 4.13!

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lol

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But he didnt seem to post much info on how he did it..

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but ill take a look! ๐Ÿ˜ƒ

vale osprey
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hmm, I'm not sure it's what I thought

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proven tulip
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anyone mess around with a hitscan shotgun before?

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bit of an interesting issue I noticed with it

weary basalt
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And the issue is?

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lol

polar hawk
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Insert dramatic music

proven tulip
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Normally you do a raytrace from the muzzle to the crosshairs but with a shotgun you add some arbitrary spread to the trace. The problem is that spread is the same at all distances.

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lol

weary basalt
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Dun dun DUNNNN!

proven tulip
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Im probably just not thinking about it the right way

polar hawk
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Spread is the same at all distances?

proven tulip
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At point blank I'm getting the same spread as far away so its like opposite of a shotgun

polar hawk
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Say the same thing with different words

weary basalt
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^

vale osprey
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spread is based on angle or starting location of ray?

proven tulip
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end location of ray

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im doing muzzle to crosshair

polar hawk
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Theres your problem

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What you want is get your forward/crosshair vector

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Then add a random unit vector in cone

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Voila

weary basalt
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^

proven tulip
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Don't you need the end location for a trace though?

polar hawk
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Start +modified forward ร— range

weary basalt
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Just multiply by 12379835290384

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What i do

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๐Ÿ˜›

proven tulip
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Oh

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LOL

polar hawk
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Remember, directions should be normalized

proven tulip
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I'm using the precomputed crosshair end point

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I just need to adjust the crosshair end point pre computation

polar hawk
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Normalize aim direction, scale by range

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That = direction at range

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Random unit vector in cone takes a cone vector

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That should be crosshair vecto I believe

proven tulip
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Thanks guys. I knew what my problem was, just wasn't sure how to modify my stuff to solve it.

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Oh ok

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Thats super useful

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Wow. You weren't kidding/

weary basalt
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Thats unusualfor @polar hawk

polar hawk
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I don't kid with code.

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I kid with kazoos

weary basalt
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Only kids with the Peole

polar hawk
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Now that you know how to do cone vectors, all I ask is any time you hear Remember The Name by Fort Minor, you remember my name

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#yolo

proven tulip
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Omg lol

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its too late for these shenanigans

half basalt
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@vale osprey Thanks man, will check it out!

proven tulip
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@polar hawk Is it normal that I would have to multiply the unit vector by ~100 or so to get a visible result

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Or am I missing something else

polar hawk
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A unit vector is literally 1 unit long

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Thus its name

proven tulip
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Right

vale osprey
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100 is like a meter

polar hawk
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A unit vector * weapon range = a vector with the range of the weapon

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If you want to blow your mind with usefulness, read up on the Unit Circle

proven tulip
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I did take vector calculus

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I just havent used it in years

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I'm obviously still missing something, I'll let you know if I figure it out

proven tulip
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Fixed it. Thanks again

zinc bison
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has anyone else had problems with timers? mine seems slow

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you know, its actually probably because Im calling it way too fast

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nvm I need to figure out something different I guess

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actually no maybe not, Im so confused lol. maybe 40 times a second is too fast

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and thats why its screwing up the timing

vale osprey
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๐Ÿ˜ƒ for how long you are setting it?

polar hawk
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If you need something that fast

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Use tick

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or a timeline

zinc bison
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timeline?

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yeah i probably need to use tick

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Im setting the timer in tick... but there must be something causing it to not get called fast enough

polar hawk
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Setting timer in tick?

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Dawg

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....dawg

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  1. Don't do that
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  1. You're probably resetting the timer every tick
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Will trust channel to explain tick, atm, g2g

zinc bison
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Its not resetting, Im checking if timer is active before setting it

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I'll use delta time or something and add it up

winter hemlock
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Where should i post for help with an UE4 issue?

zinc bison
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theres an answerhub

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or just ask here in one of the channels

winter hemlock
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Thanks ๐Ÿ˜ƒ

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I'm currently having an issue with foliage where it is being culled out after a set distance from me in any direction. I have my cull distances all set to zero. it's strange because the grass instance does not vanish at all. but the flowers seem to disappear

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my scalability settings are all on epic too

torpid ingot
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Min Max. What does it actually do to a vector?

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Does it construct a vector with the max of each band?

winter hemlock
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I have no idea what that means aha

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I managed to solve the issue by exporting out the asset, rescaling it and reimporting it back in

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strange!

shell nimbus
fresh merlin
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Hi y'all: Quick question about moving shadows with animated trees: I have a scene with a directional light (for the sun), a static building and animated trees. When I bake the lighting, the shadows from the moving trees are also baked. What should I change so that the tree shadows are always animated? (light is set to 'Stationary' atm)

sleek leaf
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Hey @fresh merlin

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iirc, UE blends between static and dynamic shadows in this cases depending on distance from the camera

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Cascade distance rings a bell

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will have a look in a mo (currently building lighting, so my machine is a brick)

fresh merlin
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ok - thanks for that. I am sure this has worked for me in the past, but baking my lighting just now seemed to burn in the shadows of the trees. Maybe when I play back the package it will work?

sleek leaf
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doubt it mate, what you see in editor SHOULD be the same as the package

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i'm at 92% on my lighting, i'll check in a sec ๐Ÿ˜„

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we've done that kind of stuff in house before

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my artist got super anal about the whole thing

shell nimbus
fresh merlin
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haha - I'm getting that way. In architectural visualisation, something as simple as moving tree shadows can be quite important (as nothing else tends to move)

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@shell nimbus - are the imported materials correct? Try creating new materials for each colour with a different Constant3 for each colour

sleek leaf
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Up the distance betwen your precomputed and cascaded shadows mate ๐Ÿ˜„

fresh merlin
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@sleek leaf - thanks fella. Will take a look

sleek leaf
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currently doing ArchVis stuff too.....kind of

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clients wanna see how their new products will look in supermarket, without having to pay a supermarket to do a test run

fresh merlin
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I'm experienced with ArchViz - just not at all with UE, let alone VR!

shell nimbus
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@fresh merlin dude elements should be exact same as 3ds max

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but it doesnt work on this mesh

fresh merlin
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@shell nimbus - send me the max file if you like and I'll take a look here

shell nimbus
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ok

sleek leaf
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out of curiosity, is your MultiSub applied to the whole mesh?

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you've not accidentally applied the mulitsub to SOME of it, and the individual materials to the rest, have you?

shell nimbus
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unhide all to see all scene. only curved glass ( on video ) mesh has this problem

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i created everything from scratch

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0 plugin used

sleek leaf
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looking at it now

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were you using Material ID's?

shell nimbus
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yes

sleek leaf
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its all using MatID 1 on my end

shell nimbus
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i create them for each try

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so its raw version

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1- just give material id 2 - 3 for some polygons.
2- assign multy sub with some colors like in video
3- import to ue4 ( tested 4.12 and 4.13 = same bug )

sleek leaf
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mmmm :S that's how i do my MultiSub stuff

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should work

shell nimbus
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if it works for you i will break my pc

sleek leaf
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see if @fresh merlin comes back with the same issue, all your polys came out as MatID 1 to me matey

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sorry ๐Ÿ˜ฆ

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nah its broke here too

shell nimbus
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no dude look at the top polygons

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i show in video

sleek leaf
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i've had worse issues with work, once spent 3 hours fixing bugs in a java code (we wernt allowed to use an IDE at the time, all notepad)

shell nimbus
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all colors goes top little polygons

sleek leaf
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turns out something i thought was a bit of fluff on my screen was actually a comma

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oh i know man, was looking at your vid as i looked at your file

shell nimbus
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i used reset xfrom

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any other tool for reset ?

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and answerhub killing me. i already posted 2 bugs and some other posts but no one cares about them

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its silly slow

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have to wait a year to get 1 answer

fresh merlin
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ok - you are using Corona. I need to convert to a vray scene first

shell nimbus
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true but its still a global polygon modellinmg

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am i wrong?

vale osprey
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@shell nimbus how did you mapped it in max?

fresh merlin
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Font and back faces, bottom edge and side edges are all ID 1

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Top endge is ID 2

shell nimbus
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111x111x111 uvw mapping for all arcviz meshes

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i think its not related with material id ( elemets )

vale osprey
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ok, and then you assigned materials by IDs?

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maybe you get a double polyogon there during import

shell nimbus
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hmm.. interesting ideas

vale osprey
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sometime mapping didn't worked for me until I collapse stack and turn in into editable poly or editable mesh

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can you count triangles in editor in UE4?

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just to be sure

shell nimbus
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on it

fresh merlin
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When I open your scene in Max, there isn't a material assigned to the geometry. It could be because I don't use Corona (only VRay), but I would have expected to see different IDs to the different colours you want.

shell nimbus
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152 polygons on max and 204 tris on ue4

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dude its raw format

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0 material on scene

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create a multy sub

vale osprey
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mmm, convert it to editable mesh, they should match then

fresh merlin
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'raw format'?

shell nimbus
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i mean only modelling

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no material

fresh merlin
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I figured you were going to send me the geometry with the material applied so I could test it out for you

shell nimbus
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prapering new one

vale osprey
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could try standard material too

shell nimbus
fresh merlin
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Yes - I'm seeing the same as in your videop

shell nimbus
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solved :S converting to editable mesh sols the problem

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this is just stupid

fresh merlin
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Who uses editable mesh these days???

shell nimbus
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dude i gonna cry

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and only this mesh effected for no reason

fresh merlin
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I just converted to mesh then back to poly and it works just fine. How did you create the geometry? Was it imported from somewhere?

vale osprey
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it must be "baking" material ID

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I had to do this sometimes to fix other bugs

fresh merlin
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@shell nimbus where did you create the 3d model in the first place?

shell nimbus
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convert to edit mesh and convert back to edit poly and everything is ok

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extrude the spline

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and some edit poly tools

fresh merlin
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yes - that's what I just said. Anything 3rd party?

shell nimbus
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bridge ....

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0 plugin

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i think its an 3ds max 2016 bug.

fresh merlin
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Oh well, useful to know for the future.

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(I just created a multi-sub chair and it came in fine)

vale osprey
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I get a lot of warning about degenerate tangents but in 99,9% cases everything works fine

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it just doesn't like Cap operation on outlines

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but sometime, it inverts polygons

cursive dirge
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@BoredEngineer#0100 I think you get that warning sometimes when your uv's are messed up or missing too

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@BoredEngineer#0100

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@leaden harness do you know what's up with the tagging?

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it breaks really often

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and when it breaks, it just breaks for specific users

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I haven't figured out what's the core issue

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like for example, @vale osprey seem to be offline atm, but can't tell anything else that would be out of ordinary

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and...

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it works now again

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doesn't matter if I use "Mention" or just type @ and use autocomplete

leaden harness
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@cursive dirge nope, not sure what might be wrong

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Maybe typing it like @cursive dirge is broken?

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nope

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I dunno ยฏ_(ใƒ„)_/ยฏ

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Works on my machine :-p

cursive dirge
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yeah, it seems to work now again

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but it's occasionally just totally broken for some users

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it then starts working again a while later

leaden harness
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Maybe something is broken with mentioning offline users

cursive dirge
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@vale osprey just testing, sorry about this ;D

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well

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boredengineer is still offline

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so I dunno

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I literally did the tagging same way and different way and it just didn't work initially

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you can see the test I wrote there

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there's nothing wrong with the text form

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it just fails to capture the user sometimes

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it can also break on desktop client and mobile client so it's not client specific thing

vale osprey
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@cursive dirge no worries ๐Ÿ˜ƒ

cursive dirge
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since you are here though, does the tagging ever break for you?

vale osprey
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You are right, I don't think I've even mapped most of those meshes

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Seen it ones I think

cursive dirge
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it happens like once a week for me

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and it keeps missing the tags for the same user

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if I tag some other user it still works

bleak copper
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Hmm... so is there a way to allow PlayerStarts to overlap with collidable objects, to spawn pawns (ie: free-floating cameras) that themselves have no collision?

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Like, a flag that says "don't check collision, I guarantee that I'll only be spawning noclip pawns".

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If no-one knows off-hand, I could check the source later.

keen pine
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@bleak copper just make a blueprint and make yur own spawner that has colliders etc

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if I read what you're asking correctly

bleak copper
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Not sure what you're saying.

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I'm talking about surpressing "Bad Size".

hard compass
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does anyone know how to make exponential height fog get darker the deeper you go?

bleak copper
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Don't think you can vary the color of Exponential Height Fog

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Could it be done in a postprocess material by using the scene depth buffer?

fresh merlin
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Good morning all. I just watched a UE training video on material instancing where the presenter showed how instances of materials are essentially 'free' when it comes to compiling. He ended up using a metallic material as the parent, but creating 2 completely different instance materials from this: one was brick and one was copper.
If you can create such different instanced mats from a parent, why isn't EVERY material an instance regardless if they are 'free'?

frank escarp
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the node graph has to be compiled

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while the instance variables are just variables that are tweaked

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the graph is like a program

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while the instance variables are just the default properties of that program

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and they are not free lol

fresh merlin
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But he seemed to suggest that you get far more interactivity with the viewport if you tweek instances rather than main materials all the time

frank escarp
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the main purpose its to have "supershaders"

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yes, that is true

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the system is made so you can have your tech artist do shaders with cool FX and stuff

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and then the artist just has to come, plug the texture maps, and tweak one or 2 variables

cloud cobalt
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At some point the graph needs to be compiled as a binary program that runs on the GPU

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That takes a few seconds / minuteq

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Then, every program can have parameters

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Material instances are just a set of presets to this program

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Setting a variable is obviously pretty much free

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To answer the question : you can definitely do one material for your entire game and just use material instances

fresh merlin
#

I see...I think.

frank escarp
#

materials with static switches do have to be recompiled in instances

fresh merlin
#

Thanks guys

cloud cobalt
#

It's just not usually worth it

#

If you're going to have 50 rock meshes, one master rock material makes a lot of sense

frank escarp
#

learning a bit about opengl/directX shaders goes a really long way to understand how the engine works

fresh merlin
#

I'm very familiar with creating materials in 3dsmax/vray. UE4 is quite different. I could do with a basic library to look at/study/use/copy ideally.

#

(just architectural type stuff really)

frank escarp
#

becouse 3dsmax is using "prebuilt" materials

#

just edits some variables

#

they also have a nodal system now, no?

#

main difference is that those run on CPU, while ue4 ones are GPU

fresh merlin
#

Yes, they do. I'm pretty old skool, but the slate editer is node based.

cloud cobalt
#

Rendering in classic 3D vs real-time is usually quite different

frank escarp
#

classic 3d uses "true" PBR

#

as its a pathtracer and things like that

#

ue4 is an aproximation of that

#

a pathtracer works on a BRDF, wich, simplified, its a probability function for where is the ray going to bounce

cloud cobalt
#

Yes, but more than that, classic 3D usually uses "automatic" materials

fresh merlin
#

Its pretty amazing and I'm enjoying the learning. Quite a lot to take in!

cloud cobalt
#

Real-time relies on custom textures for each object

frank escarp
#

classic 3d also depends

#

on Cycles, blender, you have a nodal editor that works directly on the brdf

#

you merge different shaders, like a gloss shader with a diffuse shader, or with a fresnel

fresh merlin
#

Here's a very basic question: in order to use a StarterContent material in my own project, do I first need to create a new project with the starter content included in order to migrate particular mats that I like, or can I 'import' materials directly into my own project by navigating to somewhere specific?

frank escarp
#

you can migrate

#

go to another project wich has the pack

#

click the assets you want

#

select "asset actions -> Migrate"

#

careful, that uses the dependencies

#

so it can bring a ton of stuff

fresh merlin
#

So I do need to create a project with the pack first? It seems a bit weird/wasteful.

#

(a separate project I mean: one purely for 'harvesting' assets)

bleak copper
#

But yeah

fresh merlin
#

Scenario: say I've found a nice cobble material in the StarterContent, and I want to use it in my own scene on a large floor surface. If I apply this material to my large floor surface, the scaling of the texture is wrong - each of the cobbles is enormous!
In 3dsmax, I would edit the UVW Map on the geometry.
What is the best procedure in UE4?

bleak copper
#

I mean, you can have every PBR shader be an ubershader with dynamic nodes.

#

But that is inefficient for several reasons lol

#

Well, as long as it uses the same shading model.

fresh merlin
#

(would I just but a 'master' TexCoord on all the various texture nodes?

bleak copper
#

Sorry, thought you were responding to me. If the material seamlessly tiles, and your model doesn't have any weird UV mapping things, then you would need to modify the material to make it tile.

fresh merlin
#

So a master texoord would be the way to go?

bleak copper
#

I can't remember if I duplicated the material then made a static instance of that duplicate per tile or not...

#

It's actually been since 4.9 that I needed to do that specific thing.

#

Since then I've always used solid shading, or custom UVs in Blender... just happened to work out that way.

fresh merlin
#

ok - thanks

bleak copper
#

On the TexCoord nodes, click them, then adjust the UTiling and VTiling

#

Higher number means more tiles.

#

I should not be doing this at 4:30 am lol

fresh merlin
#

haha

dense ravine
cloud cobalt
#

B is what I would write in shader code

#

You should try both and see the instruction count in the stats pane

#

To be honest, you're never going to measure a real difference in actual use

#

Unreal does billions of operations at every frame, you can get pretty wild with materials before it goes out of hand

dense ravine
#

i am encountering problems with the instruction count atm. values not displaying correctly. Need to close the window and reopen it again to get the real values >.< UE3.11 github version

cursive dirge
#

that's some ancient UE alright

#

(sorry, had to)

dense ravine
#

was meant to say 4.13 dunno why I worte 4.11 >.<

foggy valley
#

both of those are one instruction count each I think

#

so incredibly negligible

#

it'll use code folding to reduce them to that single instruction

dense ravine
#

thanks for the answers ๐Ÿ˜ƒ

vale osprey
#

@cloud cobalt you might go further than that, like single master material for all non-metals without masks or translucency

#

@dense ravine Append should be free, as it just constructs a vector or does swizzling operation

cursive dirge
#

@dense ravine sorry, I just woke up when I wrote that (and you wrote you use 3.11)

cloud cobalt
#

@vale osprey I did, actually. My game has around a dozen materials for the entire thing

#

Just pointing out the basic concept

vale osprey
#

then apologies for pointing obvious ๐Ÿ˜ƒ

cloud cobalt
#

I think we've already talked about material instances extensively, back when we trolled about whether LOD materials should have options to automatically remove SSS, etc

#

๐Ÿ˜„

vale osprey
#

yeeee, now I remember ๐Ÿ˜„

sleek leaf
#

just noticed, was Translucency fixed in 4.13?

cloud cobalt
#

What kind of fixing did it need ?

sleek leaf
#

i could be mistaken, but in 4.12, it didnt render in the correct order

#

so translucent surfaces FAR BEHIND the closest one would get rendered first

#

just made a set of sliding doors and the rendering seems to be working as you'd expect ๐Ÿ˜„

dense ravine
#

An other question^^
Which one of them is more efficient. B is saving on texture samplers but is there a cost to using the same texture several times with different UV scales?

sleek leaf
#

B

#

takes up less room in memory

dense ravine
#

yeah that is what I figured but I am more interested in some possible costs that maybe arent obvious

cloud cobalt
#

Like I said earlier, simple materials like that are never going to be really expensive

#

You should go for the easiest workflow rather than trying to optimize it

#

I mean, the most minute lighting change will have more impact on performance than this

#

(Still happy to answer, just saying, don't focus too much on it)

dense ravine
#

thank you. Was checking some materials and looking for optimizations. So will just pack the mask textures into one and call it a day since there is nothing else to do.

cloud cobalt
#

Did you try the gpu profiler,?

#

It gives great insights into what is actually slow in your scene

#

Run your game in the editor and type "profilegpu" in the console

#

I was super surprised by the results, like SSR and AA costing 2-3ms each

dense ravine
#

its all turned off already^^ most of the game is running smoothly at 60 fps on console have just some places still causing troubles

vale osprey
#

@dense ravine one texture sample takes something similar to 16 instructions, so if you can pack as much as possible into a single texture the better. Even better is to calculate what you read from texture when possible

#

so A and B will be more or less equal in performance

#

it's still 3 samplers and that matters more than what ever you sample 4 channels or 3 channels

dense ravine
#

so reusing the same texture still adds to texture sampler count?

vale osprey
#

you still read 3 textures in B right?

dense ravine
#

because in B its the same texture but i use different scaling and the according R,G,B channels only. Sorry that wasnt explained properly

vale osprey
#

so B is the same texture sampled 3 times?

dense ravine
#

yes i think so, but i dont know what counts as sampled or not^^

vale osprey
#

it will be faster than sampling 3 other textures, but it still very slow operation comparing to doing math

dense ravine
#

I see

vale osprey
#

but it will be faster only if you sampling is cache coherent

#

like all 3 samples taken from 32x32 square of texels

#

not from opposite parts of the texture

#

@dense ravine by "sampled" I mean shader instruction which reads from texture

dense ravine
#

is UV scaling happening before or after sampling? From my naive understanding i think its before

#

so if I use the same texture with 3 different UV scales, are they cache coherent or not?

vale osprey
#

it's happening before, they will be cache coherent only if texels that you sample are close to each other

#

even that doesn't guarantee it ๐Ÿ˜„

dense ravine
#

thanks, so the only real saving you get is the reduced memory footprint by packing. You can't really count on the other things being faster?

plush yew
#

This might be a dumb question, but is there a way to get textures back out of Unreal? e.g. you lose the original PNG and want to export a texture asset to get the PNG.
I've tried exporting, but it seems to give me an alpha-less TGA, which isn't much use.

dense ravine
#

works here, just tested

#

UE4.13.1

#

@plush yew

vale osprey
#

@dense ravine well even that is questionable, there are different storage formats. Like only 3 channel or 4 channels, or 3 channels + alpha, or normal map

#

UE4 uses BC5 format for normal maps, for the rest I don't know

dense ravine
#

maybe it converted the transparency to an alpha channel? have you checked it @plush yew

vale osprey
#

but if you have 1 texture for alpha or metallness it obviously makes sense to pack it into 4 channel texture

plush yew
#

Whoops, OK I checked with Pupp. Alpha is exported correctly, it's just Photoshop is stupid when reading TGAs

#

Yeah it's a 4-channel texture, it was a UI texture

dense ravine
#

is there a difference between 4 channels and 3 channels+alpha in ue4. I know that 3 channels + alpha is the same size as two 3channel textures of the same size.

#

@vale osprey

vale osprey
#

depends on used format, some of them have compression

#

let me check if I find link

#

but these are not all, I don't see BC5

vale osprey
#

anyway, this is just for reference, I don't know which of them UE4 uses besides BC5 for normal maps

dense ravine
#

will check them out๐Ÿ‘

plush yew
#

@dense ravine That's surprising to me, is there a way I can tell which of those two my texture is? 4-channel vs 3-ch+A ?

dense ravine
#

Ahh, sorry for the confusion. I was talking about 3 channel vs 4 channel texture.

#

But you should be able to test it yourself inside of unreal since the size is dispayed besides the used compression in UE @plush yew

patent ibex
#

did someone already try 4.14 preview (promoted branch)?

kindred viper
#

a few people have I guess. I hear better things than 4.13 so i'm optimistic ๐Ÿ˜ƒ

patent ibex
#

for some reason it keep crashing for me (and whole team) when i try to load map. fatal crash with no information at all
log's call stack blames MapBuildDataRegistry asset i suppose

[2016.10.11-15.32.10:601][361]LogWindows:Error: UE4Editor-Engine.dll!AActor::GetComponents<TInlineAllocator<24,FDefaultAllocator> >() [d:\development\unrealengine\engine\source\runtime\engine\classes\gameframework\actor.h:2730]
[2016.10.11-15.32.10:601][361]LogWindows:Error: UE4Editor-Engine.dll!ULevel::HandleLegacyMapBuildData() [d:\development\unrealengine\engine\source\runtime\engine\private\mapbuilddata.cpp:102]
[2016.10.11-15.32.10:601][361]LogWindows:Error: UE4Editor-UnrealEd.dll!UEditorEngine::Map_Load() [d:\development\unrealengine\engine\source\editor\unrealed\private\editorserver.cpp:2469]

anybody got the same problem with their maps?

cursive dirge
#

I've tried 4.14 promoted on 3 different builds

#

no map loading issues

#

but then again, it's not mean to be stable

#

so things could just break on individual builds

#

kinda curious though when they'll branch of the 4.14

#

would see what feats get locked there

craggy nymph
#

I'm working in BP and I've set a break point. When I play and hit the breakpoint, the game pauses. I would like to check the world outliner and see if certain actors are attached to another actor, or not. How can I check that? The outliner is greyed out and paused as well. Anybody got an idea?

keen pine
#

Is there anyway to more accurately setup the connections?

kindred viper
#

are you creating multiple spline instances rather than using a single spline?

#

@keen pine

keen pine
#

I was under the impression that it was all one spline, i just started clicking with ctrl + left mouse

vale osprey
#

Or your texture has something on edges

#

(Checking on the phone)

keen pine
#

hmm

#

Im having a real arse ache with these splines

#

they go crazy

kindred viper
#

it looks like the two spline points in the foreground are showing it as two splines

keen pine
#

do you name sockets in spline segments ?

kindred viper
#

ive never done that

keen pine
#

I'm going to end up failing the gamejam if i cant get this done :/ lol

kindred viper
#

you cant fail a gamejam but have hope. ๐Ÿ˜ƒ

keen pine
#

haha

#

@kindred viper any advice on spline setups?

#

I get a lot of issues like this

kindred viper
#

See landscape splines are slightly different than what I use. I build with regular splines and apply them to the landscape later. Just because I learned to do that before I learned landscape's had splines :p

keen pine
#

there is a better way to use splines to make roads?

kindred viper
#

I really cant say about landscape splines for sure. I have had no real issues with regular splines for roads though.

keen pine
#

May, I ask one more question mate and thank you for the help, where do you find splines to do that since i've got no experience

#

ah wait, actors

kindred viper
#

its an actor component

keen pine
#

i see it now, thanks

kindred viper
#

there is a function for apply spline to landscape that you can use. It essentially digs itself into the landscape as you would expect.

keen pine
#

any special manner to connect them to each other ?

kindred viper
#

Well with multiple splines you wouldn't connect them. You would either use a single spline and adjust the spline meshes along the way to suit, or if you did have multiple, you would just get the world location of the last spline point and set the new spline's location to that one. Maybe a slight adjust if the mesh overlap causes any z-fighting

keen pine
#

I see it now, thanks, I'll try and learn it fast so thank you

kindred viper
#

I can highly recommend the tutorial that zak parrish did on the UE Road Tool. It got me off to a flying start and I even got it done in C++ from that video when I had no c++ experience

keen pine
#

thanks man

keen pine
#

@kindred viper do you have any idea why the spline ends up going like this?

#

doesnt matter, it's local/world rotation setting

vale osprey
#

You've rotated node

vale osprey
#

I had bug like this but it was rotating 90 degrees and I couldn't rotate it back. Had to redo it, this is since 4.12

#

So unless you've rotated it yourself you might have caught it

keen pine
#

@vale osprey such a pain ๐Ÿ˜›

keen pine
#

If anyone at all can help can you pop into #graphics please?

cursive dirge
#

I just did height blending manually when I was still working on this jam

#

basically I had to as I wanted to use splatmap driven from materials instead of the built-in layering system

#

I could have just imported the masks for layers though but would have lost some of the control there

#

also

#

to the spline thing

#

landscape splines tend to deform way better than spline meshes

#

I had done those mods myself to the original tutorial months before that ue4 stream came out, there's nothing special on that, but after 4.9.2 spline component changes, I don't even recommend anyone to do the ue4 training stream approach

#

you can now control the banking from spline data directly

storm venture
#

my print to screen doesnt work

#

can anyone help? please?

zinc bison
#

anyone ever played with haptic feedback effect before? for some reason the frequency doesnt seem to do anything

#

I have it go from like 0 to 1... 0 to 100... 0 to 1000... over like a second, and its all the same

polar hawk
#

Known issue

#

For Vive at least

fresh merlin
#

Anybody able to migrate assets to network locations (mapped drives)?

keen pine
#

will an event tick occur only after the construction/begin event ?

cloud cobalt
#

After begin, yes

#

After construction as well

keen pine
#

@cloud cobalt thank you stranger danger

fresh merlin
#

Should an unwrap UV modifier be created for every single piece of 3dsmax geometry, even for objects that will only have 'colour' materials on them (i.e. no bitmaps), or do I just need to create this map channel if I want to apply textures?

#

(having said that, I think I need a UVW-unwrap just for the lightmass, right?)

keen pine
#

Does anyone know how prevent floaty falling? I've tried enhancing gravity but it doesn't help

vale osprey
#

@keen pine on a character?

keen pine
#

@vale osprey I responded to the dam wrong question, sorry man haha

#

it's on a character yes matey, my game is good but it's so dam floaty, ill check this out thank you

#

@vale osprey hmm still floaty, ill have to work out what the issue is

upper heart
#

anyone know if there is a console command that does what eject does in the editor?

foggy valley
#

you'd have to make a custom pawn for that I suspect

#

shouldn't be hard though

#

I doubt a console command exists, it'd be too easy to use it to cheat

#

@fresh merlin: if you're doing flat colour you can ignore the UVs - UNLESS you want them to receive static lighting. In which case you need to unwrap just to get the polygons in the index.

#

good unwrapping always pays off down the road

upper heart
#

aren't console commands blocked in real games anyways?

#

I mean there are a lot of them that would make cheating easy

foggy valley
#

not sure

vale osprey
#

@upper heart console works in non shipping builds if you need this for test

#

Maybe even for shipping you can enable it with a set of allowed command

#

Did you find "eject" in console?

upper heart
#

yeah that's what I figured

#

@vale osprey no I can't find an eject in the console

#

or anything like it

vale osprey
#

probably just an editor thing

#

you can make pawn like that as antidamage suggested

#

I think default pawn can just fly around

upper heart
#

yeah ik. I will go ahead and do that. I was just hoping for a shortcut

pure niche
#

hello, friends. ive been self studying unreal for quite some time now and i think i've gotten a grasp on things. can anyone recommend a tutorial for making a proper overarching game flow? like with how to setup loading screens, main menu, the game itself, and other sub menus and UI? i cant seem to find anything well rounded on the topic

#

like im well aware that this is basically a coverage for a multitude of features within unreal, and as far as i've gotten w/ reading and tutorials i can set them all up separately, but to link them and have them execute properly is what i'm having difficulty with. any help would be appreciated.

teal tulip
#

@pure niche there is not a complete package of tutorials for that

#

you have ShooterGame by Epic you can check all in one

#

about load screens is something you will need to use C++ or hack something with load maps in BP

#

not supported at 100%

#

there is a web callec shootergame or shootertutorial

pure niche
#

can you provide a link please? @teal tulip

teal tulip
#

that have example of a lot of things

#

the ShooterGame is in the launcher

#

you have to download in in the learn tab

#

about settings menus etc

#

you will have to buy marketplace content

pure niche
#

o shit, there's a learn tab. man i only just noticed this haha

teal tulip
#

to split all and check

#

or check some youtube videos

#

if there are

pure niche
#

@teal tulip twin stick shooter on their youtube channel?

teal tulip
#

what ?

#

you have different tutorials there

pure niche
#

oh sick, thats great.

#

gonna browse these for now. thank you for the directions

plush yew
cursive dirge
#

4.14 branch is finally out

#

well, "branched"

floral pagoda
#

yay

feral dirge
#

@pure niche You want a flow tutorial?

#

When it's finished, it'll cover the "flow" of three different types of game

#

There's three game projects that we cover within the book, how to recreate LSD: Dream Emulator in Unreal Engine 4, how to recreate a PS1-style turn-based RPG and a secret, awesome project for you to create all within the walls of this book!

#

And yes, I can self-promote all I fucking want because the product is fucking free ๐Ÿ˜›

polar hawk
#

TIL free = always self promote

zinc bison
#

if no ones busy can someone look at my question in physics channel? i keep getting warning spam about simulated skeletal mesh moving

#

i mean everything seems to function right, i just want to understand wtf is causing it

feral dirge
#

@polar hawk Hell yeah

keen pine
#

@feral dirge ill throw some beer money to buy that tomorrow. Looks relevant to my interests

feral dirge
#

You don't have to, but it's very much appreciated ๐Ÿ‘

keen pine
#

You worked hard

#

I will

feral dirge
#

โค

hearty island
#

I have a question about replication. If you set a variable to replicate in blueprint, and the variable changes only once, does it add lag to the game?

#

Just realized this is not multiplayer or blueprint. Wrong section I guess ๐Ÿ˜› Ignore me!

pure niche
#

@feral dirge thank you, ill give it a look now

lusty zenith
#

Is there any date tied to 4.14 preview or release yet that anyone knows?

cloud cobalt
#

Not that I know of

kindred viper
#

@lusty zenith there is a branch on the github atm so I am guessings its broken far enough away from the master build to be usable.

lusty zenith
#

Yeah we prefer a stable release before we integrate things though =p Cheers

#

Heard some rumors of it being ready soon, but normally that'd be a preview first, release later

cloud cobalt
#

Previews usually last for a month, so it's safe to say 4.14 won't release anytime soon

plush yew
#

I have a pretty specific question: I'm using the Visual Logger, but as I scrub through the timeline, the main viewport that shows the logger widgets doesn't update. It only updates when I click on it. Is there a way to stop the main viewport from going "idle" like this and force it to update every frame?

#

This is inside the editor itself

#

Oh, setting it to realtime fixed the problem

#

duh

cursive dirge
#

I vote 4.14 for xmas

#

It will not be a fast release like 4.13

#

They upgraded the whole physx and apex

#

So things need more testing

#

I hope at least, because who needs broken releases

cloud cobalt
#

I saw somewhere that 4.14 would have MSAA in forward

#

That would make a christmas release very appropriate

swift yarrow
#

i hope we get a few more 4.13 point releases tho

sand spear
#

Hello guys I'm trying to package a game based on UE4 source code from NVidia VR FunHouse , but i have this error in a blueprint project : Error Could not find file for staging also the source code built in shipping and win64

#

if add a empty C++ class to that project I get another error Missing UE4Game Binary

#

I tried build source with Development - Development Editor and Shipping ! Win64

safe rose
crystal ledge
#

sup everyone

#

a quick question: is anyone having the UE4 charshing hard randomly on the shader compiling today?

#

never had it this bad and for the number of different test projects

remote ermine
#

not doing that for me

crystal ledge
#

๐Ÿ˜ฆ

remote ermine
#

tried cleaning cache and letting it recomplie everything?

crystal ledge
#

Actually, thanks for the idea, i should try that

feral dirge
#

Anyone have any decent documentation on drag and drop?

#

Didn't realize it's so complicated to pull off, damn it

plush yew
#

What's the best way to get a minimal install of Unreal? I don't have a lot of HDD space... is there a way to get it without all the default content?

pallid talon
#

Question. When I create a Build, I get several warnings identical to this - "LogLinker:Warning: Can't find file '/Game/Materials/M_MasterWood'"
This was a material I had deleted a long time ago and I thought I had replaced all the surfaced with a new material. How do check what objects or code is referencing a Material that is deleted?

swift yarrow
#

@barf the new launcher lets you opt out of things like example content etc

foggy valley
#

.
Debug symbols are for losers

#

Winners don't do code

main falcon
#

you guys stink

red field
#

@foggy valley you suck

main falcon
#

get unity

foggy valley
#

^

fleet kayak
#

unity> unreal?

floral pagoda
#

@main falcon - Why? Unity is currently buggy and UE4 is allot better tool wise and rendering wise. The only thing going for Unity at the moment is C#. That avantage will go away very soon due to the fact that Xamerian is putting C# into UE4.

main falcon
#

sorry not thinking

#

@floral pagoda UE4 is much better, i just got mad since developing for mobile SUCKS with UE4

floral pagoda
#

@main falcon - Fair enough. I can see why you would say that. I think that epic is looking into a 2.0 version Unreal Frontend which should improve that. But not sure

foggy valley
#

the way UE uses C++ it's basically just like C#

versed pawn
#

Is there anyone who would be willing to build my game project for iOS and MAC? Don't have a Mac so can't do it by myself...

cursive dirge
#

@foggy valley I dunno about you but I still need to do the header nonsence

#

Which is my biggest annoyance on ue4 c++ vs c#

#

Also having coded unmanaged c++, lots of c# and now c++ with ue4, I still think c# is miles faster to code with

timber relic
#

Anyone here got experience with morph targets and transforms?

#

I'm trying to figure out a way to transfer morph targets off my character and onto a shirt.

#

without an artist revolt

cursive dirge
#

@timber relic you might want to tell what modeling too you are using as well

#

I dunno if there's any direct transfer thing for such case, shirts shape doesn't even match bodys shape 1:1

#

but for example, in Modo, you could probably first store initial morph position for shirt, then use background constraints on body and adjust the morph value on body to max, turn off background constraint, fix the issues on shirt and then store the new morph value on shirts max, repeat for other morphs if there are any

#

the logic there is that background constraint would force the shirt to grow size too as background (body) kept pushing the shirt outwards while it grew in size

timber relic
#

Modo. Hm.

#

Hey! @cursive dirge Good to see you!

#

Modo is a thought. A painful one, but a thought.

cursive dirge
#

well

#

if you use zbrush

#

you could just use lower subdivision level there and it's projection tool

#

with the same idea I just described

#

zbrush has layer system that allows you to store morphs

timber relic
#

We have max, maya, c4d, zbrush, substance... had not tried mod yet

#

Hmmm

cursive dirge
#

but for that to work properly, you'd need to have lower level subdivision mesh of the same mesh there

#

as if you project higher poly, it tends to just snap the verts to the body verts

timber relic
#

I was actually wondering about transform(bone) or other variants for simpler objects. Like... okay, I'm working with superheroes, right?

#

Now, superheros wear the fancy gloves with cuffs and bat-spikes and that stuff.

cursive dirge
#

anyway, I'm not any expert on modeling tools though, it's possible that there's some better way of solving that

#

that's just the only thing I could initially think of

timber relic
#

Most of the glove, I can just do with texture, then stick the spikes on the side - the trick is, a morph target may make the arm bulkier. I'm trying to find some way to increase the diameter of a band or the distance from center of a attached mesh.

#

nods.

#

It doesn't have to track one-to-one, just close to it, if that makes sense - I haven't messed with transforms much but I was thinking about dynamic scaling as being an option

cursive dirge
#

I think usually people would just skin the cloths with the char and that would solve the problem automatically

timber relic
#

Swappable clothes

cursive dirge
#

unless you need to do like ton of them, but if you look at games that do that, most of the outfits are usually some sort of hardsurface armors that don't need to use any skinning

timber relic
#

Superheroes. Pain in the neckl.

#

Hm. Good thing is Modo is british. Price keeps going down

cursive dirge
#

well, you can do similar things surely on max too

#

if it doesn't have constraint thing built in, I'm pretty sure there's some 3rd party script for it

#

also

#

it's more like "wrap this mesh on top of other mesh" kinda thing, so it'll not give you perfect results

#

zbrush'es projection tool can do similar things, it just does it in single step so you might need to do few steps for each morph value to make it deform nicely

#

but now that I think about it

#

artist would probably just fix the cloth morphs manually :p

#

like use inflate, move etc brushes on zbrush to make the cloth match body shape on different morphs

#

shouldn't take that long and will give better results

timber relic
#

Yeah, artist is saying 'no, 10 morph targets are too many, find a way to automate'. He's got a point.

cursive dirge
#

heh

#

does there even need to be mesh inside the cloth? is the cloth transparent/masked so you can see the arms etc under cloth?

#

it seems like lots of work for something that doesn't even need to happen

#

like if you want to morph the hand, but underneath the cloth, why?

#

oh right, it's probably more about using the body to make the morph and then plan is to just mirror it into all cloths?

#

you'd think someone would have created some scripts for that

timber relic
#

eah

#

Yeah

#

Surprisingly, can't find a darn thing that isn't a corporate proprietary tool that is rumored but not done.

#

Tried Creative Crash... not sure where to look.

#

... but I didn't search blendspaces on CC

#

Nothin

feral dirge
#

I wake up to read "Modo is a painful thought" - God damn it man, MODO is THR BEST thought

#

Modo is love, Modo is life

#

Also to the guy bitching about 10 morphs targets for the cloth...

#

Batman arkham asylum had approx 100 bones in the cape with 700 animations

#

So you can tell him from me that it's more than doable :P

#

Also have you looked at marvellous designer? It's marvellous for clothing

#

For game reference MGSV is the most recent one of note to use it

timber relic
#

It is. There's some weird stuff with the licensing and textures - apparently you can't repoly the mesh and use it.

feral dirge
#

You can just import your own mesh

#

Easy as Pi

timber relic
#

Yes, but then you can't use the generated textures according to their license.

#

Makes no sense to me.

feral dirge
#

That is strange but wouldn't be hard to work around surely

timber relic
#

Modo is a painful thought just because 'aw damn it another piece of software'

#

And 'moneys'

#

It is, however, something I had heard good things about. Modo can do this, you think?

#

Does Modo call it morph targets or blendspaces?

#

Hm. Is this it?

#

(cure thunder, lighting, mad scientist)

plush yew
#

anyone had any luck with modding support? Seems a bit... raw?

plush yew
#

I'm trying to install VS2015 with the minimum amount of stuff for UE4, can someone confirm which of these I need? Common Tools, Microsoft Foundation Classes, Windows XP support ?

feral dirge
#

@plush yew There's a decent guide out there SOMEWHERE

#

Can't remember where it is

plush yew
#

watashi-san your name is kinda freaky

worn merlin
#

Quick question, will it help my game in terms of frame rate to use Stationary or Static lights where I can rather than Movable? For some reason when I build lights using Stationary or Static, the lights disappear and the room is unlit but when they're Movable they're fine

tropic pilot
#

why does it say that Visual Studio 2015 isnt installed

#

when i just reinstalled everything

#

and yes i have checked "Common Tools" in the VS setup

#

found the problem

feral dirge
#

@tropic pilot Didn't select C++? ๐Ÿ˜›

#

Also

#

Works but says "HEY, VAN HELSING ACCESSED NONE"

#

Alright, I'll put an invalid check

#

"Now I'm not going to work at all!"

#

Fucking logic, lol

tropic pilot
#

@feral dirge yea

rapid pawn
#

How fast is Blueprint compared to c++?

cursive dirge
#

"depends"

#

also, speed is irrelevant for most gameplay code

#

unless you do something silly and do all the work on ticks

#

but you shouldn't do that on c++ either unless it's a thing that has to be done on tick

rapid pawn
#

I did something similar to test this: a ineffective bullet drop mechanic on tick

#

after some "shots" on blueprints: stuttering
in c++ though: stuttering(bad cpu) but less

#

I also try to avoid using tick

vale osprey
#

@rapid pawn so far I haven't see more than 2-3 performance boost from@moving code to c++

#

To get more you need to optimize engine code

#

Assuming your stuff is already optimized

rapid pawn
#

Right now nothing is really optimized here, i'm porting a source engine game that i made 2 years ago

#

i spend most of my time trying to understand the code that i wrote back then

keen pine
#

Will I have to take into consideration the angle of the camera when I use DeprojectMousePositionToWorld()

#

Just that it seems to be slightly off on the yaw when aimed towards a southern angle, since the camera is slightly back, raised high and angled towards the players I though that maybe the mouse position/direction would translate a little off

keen pine
#

A reference image for what is occuring

#

Red dot = mouse location

#
ACP_PlayerController* playerController = dynamic_cast<ACP_PlayerController *>(GetController());
    if (playerController != nullptr)
    {
        
        FVector mouseWorldLocation, mouseWorldDirection;
        playerController->DeprojectMousePositionToWorld(mouseWorldLocation, mouseWorldDirection);
        SetActorRotation(FRotator::FRotator(GetActorRotation().Pitch, mouseWorldDirection.Rotation().Yaw, GetActorRotation().Yaw));

        DrawDebugPoint(
            GetWorld(),
            mouseWorldLocation,
            20,
            FColor(255, 0, 0),
            false,
            0.03
        );

    }```
torpid charm
#

what is the best way to store level parts?

#

So I want to have a randomly generated level, and I want some parts to be composed out of different static meshes
Simply have an actor for each precomposed part?

safe rose
#

@torpid charm watch endless runner tutorial by epic

grave bough
safe rose
#

glare?

#

or bloom?

grave bough
#

whatever that giant reflective thing is in the top right

#

I feel like the skyshere is causing it but even if I hide it in the scene it shows ๐Ÿ˜ฆ

safe rose
#

top right?

#

I don't see anything

grave bough
#

lol, top left sorry

safe rose
#

You are talking about the beam right?

#

Well what looks like a beam anyway

grave bough
#

ya

safe rose
#

this is ortho top?

grave bough
#

yeah

#

when i switch to unlit top down it disappears but then i also lose the shaded relief which I need

safe rose
#

hmm

#

just tried various projects

#

can't repro

#

do you have a custom cube?

grave bough
#

no

safe rose
#

Maybe light source custom?

#

Did you start a new project?

#

see if it happens?

grave bough
#

will check now, thx

safe rose
#

If it does, recheck files

#

maybe corrupted install

grave bough
#

I figured out a workaround. I disabled the directional light from the SHOW > LIGHT TYPES > DIRECTIONAL LIGHTS

safe rose
#

strange that your directional light caused that

#

you kind of need it

#

but maybe you happened to be on a spot that just so happened to intersect it

#

I tried to find that spot

#

Couldn't repro

grave bough
#

it looks ok in perspective. I just need to take some screenshot of the map overview and it was getting in the way. I'll dig into it later and try to find the root of the issue but for now this works

hard compass
#

can you show a realtime gpu profile?

grave bough
hard compass
#

but that's just a single frame

grave bough
#

My player camera is not orthoview so I don't know how to kick out a realtime profile.outside the editor.

foggy valley
#

just roll with it and put a quest there

rapid pawn
#

google always helping me, search for "#ffffff"

feral dirge
#

WOAH

#

That's fucking awesome

eager blade
#

@grave bough I think it's caused by the the engine not being too happy with orthographic rendering. I got a similar effect by doing this in the material editor.

waxen vine
#

@grave bough try setting the material's metallic and specular to 0

eager blade
#

@waxen vine That's a lot of work if there's a lot of objects with different materials in the world. Especially if it's just to grab a top-down perspective of the world for a screenshot or map :/

waxen vine
#

@eager blade it's what I did for my last orthographic project not sure if there is a better fix.

#

but yes definitely dont do this for a map

cerulean sequoia
#

hooray.... unknown cook failure.... just what I needed

patent ibex
#

Any reason why my BuildConfiguration.xml is ignored while building engine?

warm sail
#

hello everyone anyone know how to interact with object like INSIDE the game , like push object or anything like that

sharp summit
#

Does anyone know if it's possible for one project to refer to data from another project... if it's there?

#

Not just a save file, but stuff like level data

rapid pawn
#

anyone here works with source engine?

ruby aspen
#

If I print a string in event tick in a blueprint (player controller), it outputs to the log constantly even when the game isn't running. Is this normal?

upper heart
#

does anyone know where to find this node?

#

found it

keen pine
#

On trace channels, what does ignore, overlap and block do? I know the deal with physical volumes but not trace channels

upbeat fern
#

well

#

ignore ..

#

ignores it

#

overlap goes through

#

and block stops the trace.

keen pine
#

Will they all return the object in the hit or is that only block and overlap

upbeat fern
#

-----------------------------------------------------------^

sleek forge
#

Hi guys ! I don't know if this is the right place to post stuff, but.. I've just finished working on a quick UE4 environment. I made the full thing in 5 days, including models, shaders and substances.

#

I am also giving away all the substances I've made for free so people can learn from them ๐Ÿ˜ƒ
https://www.artstation.com/artwork/y6xv8

ArtStation

Hello ! I am giving away the materials of the snowy road. Here's the link to each Substance ! feel free to break them down and use to your convenience ! Environment Screenshots : https://www.artstation.com/artwork/y6xWR Roof Slabs : https://share.allegorithmic.com/libraries/2367 Small Rocks: https://share.allegorithmic.com/libraries/2366 Snow: https://share.allegorithmic.com/libraries/2368 Wood Rough: https://share.allegorithmic.com/libraries/2369 FAILSAFE LINK : https://drive.google.com/file/d/0B6XncoKHLHp...

upbeat fern
#

@sleek forge hey mate, nice scene you have there, I'm not so sure about the long distance trees though

#

they seem to be very .. hard edged ?

sleek forge
#

Hey man !

#

Yeah, these trees are Loded pretty hard

#

hence why they look so straight

upbeat fern
#

ah yup, might be worth looking how to blend the edges a bit more

#

just to make them look a bit more natural

sleek forge
#

yeha, thank you for feedback man ๐Ÿ˜ƒ

upbeat fern
#

also how'd you do the rock pile ?

#

model wise

sleek forge
#

it's just a texture

#

with pom shader on it

upbeat fern
#

porn shader ey ?

sleek forge
#

yep exactly aha h

upbeat fern
#

so it's not a model .. ?

sleek forge
#

well it's just a curved plane

upbeat fern
#

no shit, looks real nice

sleek forge
#

Thanks man ๐Ÿ˜ƒ

upbeat fern
#

unless jpg artifacts.

sleek forge
#

it's artifacts I guess

timber relic
#

People might like this

upbeat fern
#

eugh, how do they still make software .. ?

#

(I hate them as a tech-artist)

floral pagoda
#

@upbeat fern Why?

upbeat fern
#

mainly thier character creator. it's not a pain in the arse, but also produces models you can just tell that have been made in iclone.

#

moreso a prefab complaint.

grave bough
#

Thanks @ReiMari and @waxen vine, definitely something with the specular as once I disabled it it went away. I just wanted to grab some screenshots of the overview for some offline art and planning so it doesn't have to be perfect. Some weird things happening in ortho mode though...

junior oar
toxic falcon
#

I HAVE A ERROR

#

I can't see the plugins in edit

cursive dirge
#

@sleek forge you removed all materials from share?

sleek forge
#

@cursive dirge Hi 0lento ! No, they're still waiting for approval, they asked me to fix the metal value ^^ They should be available in a few hours. If you want to download them, there's a failsafe link on the Artstation page

keen pine
#

This engine is killing me, it always feels like the engine is fighting back and some work that feels like it should be easy ends up being a pain in the arse

safe rose
#

lol

#

I can't even counter that

#

Well, this is the standard response to any issue really: Currently our resources are dedicated elsewhere and UE-***** is not a priority item for us to work on.

keen pine
#

I managed to do the same in Unity in a small fraction of time but UE4 is a more complete engine but its demotivating to get stuck on basic stuff

safe rose
#

Problems arise when you can't work with source build for whatever technical reason.

#

Hmm. not sure what you are getting stuck on.

#

Most of my "basic" needs are met

#

A lot of workarounds can be done

#

Should we have to resort to workarounds 90% of the time...probably not

keen pine
#

@safe rose thanks for the advice

safe rose
#

Eh, I didn't give any advice, I was bitching just as much as you

#

๐Ÿ˜‰

#

Oh, @polar hawk is awake

plush yew
#

hello boys and girls

#

I wanted to check before I do something stupid, when I load a new level, gameMode remains as it was, right?

#

I mean, it's not destroyed and recreated?

static coyote
#

I'm hardly an expert, but afaik Game Mode and Game State are the same in that they both exist only on the server, and therefore should be persistant while the program is running.

plush yew
#

Thanx, I hope you are right

static coyote
#

Me too! ๐Ÿ˜ƒ

plush yew
#

there is a comment saying
" * A GameMode actor is instantiated when the level is initialized for gameplay in

  • C++ UGameEngine::LoadMap(). "
#

that made me wonder

static coyote
#

Can you link that documentation?

plush yew
#

its on gamemode.h

static coyote
#

Oh I see, an actual code comment.

#

Anyway, I'm mostly certain that it persists. Based on the wording of that comment, I would say that it is instantiated the first time LoadMap() is called, and whenever that function is called again the new instance deletes itself (singleton pattern). I haven't actually looked at it though, so this is conjecture based on a common programming pettern.

plush yew
#

sorry it isnt persistent

#

it is created anew every time a new map is created

static coyote
#

Really? That's interesting. I suppose logically that does make sense, the game state is changing when the level is changing. Maybe what you're trying to have persist doesn't actually belong in game state?

knotty brook
#

GameInstance is persistance GameMode is not

#

if you want something to cross levels or from menu to levels, etc, use a GameInstance

slim quest
plush yew
#

How can you prevent Unreal from putting Data on your C Drive if you installed it on another drive? Wanted to package a project and UE4 just busted my SSDs Capacity with its "DerivedDataCache" Folder

#

And no I don't want to use my 128GB SSD for that....

#

And can I delete this "DerivedDataCache" without worries?

sand escarp
#

@plush yew in BaseEngine.ini you need to change the Paths in [DerivedDataBackendGraph] and [InstalledDerivedDataBackendGraph]

#

deleting the folder is abolutely save, once you fire up the engine again they will be regenerated though

plush yew
#

But if I do this correct then UE4 should put it back into my SSD, right?

sand escarp
#

if you change the variables in BaseEngine first it will be generated in the new directory, yes

#

and you can then get rid of the folder on C:

plush yew
#

There are also other folders like "4.10" to "4.14" can I delete them as well?

sand escarp
#

those would be the derived data caches for these engine versions. the change I suggested is per engine version (and it will be ovveridden by any engine update btw)

plush yew
#

Changed it and will test it out now. Keeping an eye on my poor little SSD ^^

#

thank you for the advice

sand escarp
#

you're welcome!

plush yew
#

Since I already asked here I assume that I may ask a question about packaging. How can you package custom functions if UE4 tells you this: "Unable to find package for cooking"

foggy valley
#

@slim quest congrats ๐Ÿ˜„

frozen geyser
#

Good evening all, I'm looking to build my personal sandbox environment, but I've got a series of questions, i appreciate your the help as I go through my list of milestones

foggy valley
#

do you have a box for your sand

#

that's step 1

#

I recommend something sturdy

frozen geyser
#

Hmm new snap-on wood tiling and blue walls

#

Oh and a big whiteboard on the wall

#

For pictionary purposes only

#

=p

plush yew
#

Nobody is familiar with my issue mentioned above? Custom functions in packaging can't be cooked because "some" package" is missing.

frozen geyser
#

So first question, is cloning a ue fork off github acceptable or should I use strictly perforce mercurial?

#

I want to save all my assets also

#

Like the project files for art and models

#

Unless I can use a gimp project file directly in UE material, would need to access each channel, last save is what would update in UE

slim quest
#

Thank you @foggy valley

#

It happened way faster than we thought. Super excited! Thank you for all of your feedback