#ue4-general

1 messages Β· Page 42 of 1

foggy valley
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it's always good when things move along at a good pace πŸ˜„

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no time to think about it, just do it!

rapid pawn
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@slim quest Gongrats

keen pine
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How are we supposed to handle animation sequences in UE4? I want my player to use animations I have, bend down, pickup, get up but none of these would be states, they would just be one off and I would like to make sure they match up to anything else such as animation of open a chest etc

foggy valley
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use a sequence, I've just started looking at them myself

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you can trigger an event with a sequence, which can be received in multiple actors that then play animations

slim quest
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@rapid pawn Thank you!

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We got some great feedback from this discord channel

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@foggy valley We have a meme on the wall: "If everything is under control you are going too slow"

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LOL

frozen geyser
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Can each shot of a sequence be like a segment of the game mode for that level like a way point system? You use the seq. to run the player through your entire game by using multiple shots segmented in some way.

foggy valley
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hehe

frozen geyser
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Some would be purely for cinematic, where each shot may be created and changed to fit the needs of the shot, but it returns to original player position

foggy valley
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not sure I follow Ghostik

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a good way to think of a sequence is any collection of things done at a certain times

frozen geyser
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The rest of sequences use would be for like moving a platform with or without a trigger

foggy valley
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so you play a sequence and it's the same as doing a bunch of stuff in blueprints, except triggered by time passing

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I would only use a sequence for relatively complicated things

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like if you want a platform to move, you'd move the platform until it reaches some destination

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the times involved probably don't matter

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you'd put the logic in the platform itself

frozen geyser
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In terms of the timing for a defined shot

foggy valley
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a sequence usually involves multiple actors synchronising somehow

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I need to look at sequences more but it might be possible to attach a blueprint to one to handle the events its generating, which would be nice

frozen geyser
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So basically, sequencer is the visual tool to blueprint interfaces?

foggy valley
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not quite

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lemme try to do another example

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if you want a ball to roll down a hill, you'd just do that logic in the ball, right?

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but if you want a ball to roll down a hill, hit something that then goes on to hit something else, that'd be a sequence

frozen geyser
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If you start the game, with the first shot in a seq. Wouldn't it then become possessable?

foggy valley
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sequences can be full on cut-scenes for example, or they can just be things that happen at specific times

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wouldn't what become possessable?

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a sequence doesn't have to BE a cutscene

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it could be a complicated reload animation

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or looting a chest

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you could still have complete control over the pawn while it reloads for example

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they're a bit like simplified animation graphs

frozen geyser
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Maybe if the scope of the sequence your editing is on the actor blueprint

foggy valley
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a sequence could be something as simple as setting some variables at the right times and the anim blueprint feeds off of it

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one thing I don't like is the UI for sequences

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it's just the bottom of a drop-down menu

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it must become irritating when there's too many

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there seems to be no way to delete them too

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also no way to import timings and events

keen pine
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@foggy valley can you directly tell an actor to use a specific animation and if so how does it handle animation states with that taking priority?

foggy valley
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rearrange your logic a bit

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every actor has an animation blueprint

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the animation blueprint can have events and properties

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the animation graph in the anim blueprint is always running but it's pre-configured

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so you set up events and properties to trigger the right actions in the graph

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that's nice and compartmentalised

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ideally your sequence fires off specifically named events that your animation blueprints for the player and the chest they're looking listen for

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I've only done events with sequences so far, there's probably more to it than that but I found that very useful

valid stratus
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there's a variable option to "expose to cinematics" which allows you to add a track from that BP to animate in sequencer, but is it possible to auto-record these variables during gameplay?

foggy valley
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not sure what you mean

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I might try that expose to cinematic thing though

tepid steeple
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Hi all. Does anyone know if there is a Linux version of the SwamAgent lightmass build client yet? I can't find any recent informaiton on the wiki of forums or answerhub. In 2014 someone from Epic staff said it was on the roadmap, just wondering if there's been any progress.

gloomy helm
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Is there somewhere that I can see the list of features for 4.14

grim sinew
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You can go through the github commits, otherwise you need to wait for a preview build

cloud cobalt
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From the roadmap :

  • Forward shading improvements
  • Mesh simplification
  • Profiling tools
  • Android N
vale osprey
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  • PhysX 3.4
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But this is peanuts to what normally full list contains

cloud cobalt
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I think those are the big ones

toxic nebula
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Lately the launcher is acting up for me again, constantly taking 15% of CPU and I have to end it from the task manager. Pretty annoying, especially since it launches itself whenever I open the editor

foggy valley
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it shouldn't anymore

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they fixed that

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are you on 4.13?

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they both fixed the CPU and memory usage of the launcher and stopped it from loading when the editor does

toxic nebula
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Hm. Maybe it only launches then when I open a project that is still on 4.12. But there should be only one version of the launcher, right? Pretty sure it was recently updated, but still (or rather again) getting the high CPU usage

foggy valley
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yeah just one version

valid stratus
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antidamage - Today at 1:56 AM
not sure what you mean

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i meant for example, if you had a "health" value on the player that set the colour of the model, while recording live gameplay from sequencer, i would want it to be able to auto record this value

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so that when the sequence is played back, the colour displays as it was in the original recording

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the expose to cinematics tickbox means you can add it as a custom track, but i want that track to get automatically recorded (the object transforms are auto recorded for example, but nothing else)

green spear
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I am looking into character customization. And is wondering about about work vs performance.
Would it be possible, and performance OK, to make one character mesh and change its shape to make all characters in a game? Either with bones, morphs or both.

vale silo
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no 4.14 pre1 today 😦

scenic chasm
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tomorrow most likely... tuesdays or thursdays...

vale silo
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ah, I see

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I figured Tue/Thu are for streams and Wed is for releases πŸ˜ƒ

scenic chasm
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you get get now on github and compile yourself.

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Never seen on Wednesday, but that would be cool!

vale silo
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meh

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I use pre-built stuff and I like reading nicely put announcement with pictures πŸ˜„

scenic chasm
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<laughs> So do I. even pre stuff is not as fun as the real release notes!

vale silo
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true

pallid talon
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Question, I have a floor created in 3D Max. Petty simple shapes. It has a custom UCX (Collision) on it with several versions "UCX_Floor01_00", "UCX_Floor01_01", "UCX_Floor01_02", "UCX_Floor01_03". When I import my floor FBX into Unreal Engine, only "UCX_Floor01_03" loads correctly. The other UCX do not register at all. Any suggestion on what's causing the others to not load? They are all pretty clean in shape, and are quads.

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Anyway to test an UCX shape to see if it has issues?

vale osprey
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@pallid talon are they convex?

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Check if vertices are wielded

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And that they have caps on all sides

pallid talon
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Vertices are all 100% welded. All polygon faces are facing correctly.

vale osprey
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any weird material on them or double polygons? have you tried ResetXForm on them already?

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usually this happens when they are not convex

pallid talon
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All materials in 3d Max are removed from the UCX objects. zero double polygons. I've also done a test by using the "Selection" and selecting for any N-Gons or Triangles. Zero found. Its all quads. I'll do a "ResetXForm now and see if that makes a difference.

vale osprey
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try converting it to editableMesh too

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don't forget to collapse it after ResetXForm

pallid talon
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yep, On it.

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On a side note, does Unreal prefer Editable Mesh over Editable Poly?

vale osprey
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haven't seen any difference so far, but I rarely use max

pallid talon
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No luck. UCX is still only working for one of the 4 UCX I've created.

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Very strange.

vale osprey
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screenshot?

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I had such bugs only when they wheren't really convex, had to move couple of vertices

pallid talon
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One sec, testing something.

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Ok, problem still exist...

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So this first screenshot is the actual shape of the floor with an unwrapping material applied - -

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This next screenshot i is the actual UCX. I've reduced it to just three.

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Unreal engine does not load the UCX for some reason.

vale osprey
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do they overlap each other?

pallid talon
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Nope, I have at least a 3 " space between them.

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As you can you see their shape is pretty simple.

vale osprey
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you sure it's all capped?

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try re-doing it πŸ˜„

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from a box

pallid talon
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I can assure you its all capped. But I can rebuild it from a box just to test. One sec.

vale osprey
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just don't have other ideas

pallid talon
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Yeah, this has been a problem only when 4.13 arrived. Wasn't a problem in 4.12 or prior. Also had the same issue on another project with 4.13. I magically fixed it by moving vertices around. It was as if it didn't like the shape of my UCX. But the shape was as simple as this one. Strange.

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Well I'll be damned.. Recreating the Boxes worked. wtf!

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Thanks Buddy!

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@vale osprey Good call man.

vale osprey
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no idea what the deal with those things, glad you solved it

pallid talon
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Another question. In my editor I have my "Engine Scalability Settings" under "Settings" to "Medium" My game runs fine in this mode, and rough when set to anything higher. What do I need to do so this "Medium" setting applies to my builds? Because when I create a built Win-64, the roughness returns. Telling me its not using the Medium settings I had for the editor.

open river
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Would this be a good place too ask about perforce integration in the editor? Specifically, at the moment I think you need to have a project file as the root....would it be possible to have the ability to use a plugin as the root for those of us working with SDK kits?

safe rose
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Anyone experiencing random crashes/stalls on project in 4.13?

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Usually happens after Play in New Window or Standalone

feral dirge
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Always

plush yew
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@pallid talon In DefaultEngine.ini you can set the engine's scalability settings. They will apply to your packaged version as well

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Such as: r.SSR.MaxRoughness=0.1

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Or sg.EffectsQuality=1

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There's plenty of good information to get more performance out of your projects there

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Especially the part about dynamic shadows: "However, this cost can be cut in half by enabling β€œSingle Sample Shadow from Stationary Lights” on your movable Actors. This feature makes shadow receiving on dynamic objects much cheaper at the cost of some quality. It doesn’t work for all scenarios, but is worth playing around with for your dynamic objects for potentially great performance gains. "

teal tulip
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@safe rose yeah the 4.13 work really bad

grave bough
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yes @safe rose, sometimes not even doing anything. I might just open my project and by the time i get a coffee and come back it's already hung... hopefully they can get the kinks worked out soon.

quick sequoia
feral dirge
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Check yo' collisions

quick sequoia
cursive dirge
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@safe rose I've had editor freeze after pie or if I use debug ever since 4.11 I think, mainly on bp projects

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it goes to a state where it just gets stuck to some eternal loop when you stop/pause and it'll take a while for ue4 to timeout it

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only way I've solved it was by wiping the whole intermediate + saved folders and regerenate them

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not sure where the issue lies but wiping the generated stuff helps for a while

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if I don't do that, I get frozen editor every time

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it's really frustrating and was also reason why I quit one game jam in past

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because I couldn't test sh*t

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I later on found about wiping the generated stuff helping on that (someone suggested that on answerhub)

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but each, it's super annoying

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more reasons for me to avoid blueprints altogether

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manic moss
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How long until the first "Will Unreal 4 support Switch" thread

tall pendant
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already there

plush yew
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Already seen one comment to that effect in a 4.14 thread

feral dirge
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Funny thing is, I've heard whispers it already does

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unofficially of course (the whispers)

pallid talon
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@plush yew Thanks for this. I'll look into it. It's strange that I must modify ini files to keep these settings on a build. Are you certain its not possible to bake this information into a final build? Im not a huge fan of adjusting engine files and ini files.

cloud cobalt
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@manic moss UE4 will support it

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Unity too

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They're publicly listed by Ninty as platform partners

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This is a good day, Switch announced, 4.14 P1

cursive dirge
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anyone tried simulate mode on 4.14 p1 ?

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it doesn't update anything on my projects viewport unless I keep clicking on the viewport

pallid talon
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Question, my game keeps going FULLSCREEN, and Im not sure where the Command is being executed. Its not in my Level Blueprint. Is it possible to search all blueprints for a node? Or a way to find why its going Fullscreen?

plush yew
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r.SetRes via console command node

cloud cobalt
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Okay, so MSAA is the most beautiful thing in the world.

pallid talon
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Valkrysa, was that answer for me?

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@plush yew was that answer for me

plush yew
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@pallid talon that is how the game would go full screen

cursive dirge
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there could be console command somewhere for "FULLSCREEN"

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I think you can force fullscreen from ini too

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but it shouldn't be enabled unless you've done that manually

plush yew
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not sure about searching specifically for it, but check game mode and player controller blueprints for a console command node

cursive dirge
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or level blueprints

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or game mode

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where ever people might sneak that kinds of things in

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although, if it's your project, you should know ;D

plush yew
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If you're setting resolution anywhere, check for if you have an "f" at the end of the set resolution command

pallid talon
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@Olento yes, this is what I want to search for, to see what blueprint has the console command "FULLSCREEN" somewhere. I can't find it and curious if there is a way to search for it.

cursive dirge
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yeah, no idea

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btw

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I tried simulate mode on new project

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same thing

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it doesn't update the viewport at all unless I keep clicking on it

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on 4.14 p1

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it used work on 4.14 promoted

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also

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there's not even dynamic directional light on 4.14 forward

bleak schooner
cursive dirge
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which is kinda bummer

safe rose
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Hmmmmmmmmmmmmmmmm 4.14.........

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Curious as to these Gamemode/state changes

cursive dirge
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@safe rose

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if you install 4.14 preview

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can you tell if simulate mode works for you?

safe rose
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Aye

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It's DLing

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sigh, sequencer in vr..

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wasted resources

cursive dirge
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yeah, that's kinda odd

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but I get VR games need cinematics too

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tbh, I don't mind VR editor development

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it's kinda needed if VR is here to stay

safe rose
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Sigh

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I figured out a way to beat those freezes

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have to click really fast back into editor, into folders, right after launching a new window

leaden onyx
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does anyone know why UE4 Source version is slower than released one in launcher?

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I mean way slower

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It's hard to iterate on game development like that :(, takes 5-10 mins just to load editor vs 1 min via launcher

safe shoal
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@leaden onyx The Source version has a lot more stuff, in terms of extra libraries etc that the binary build doesn't have.

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Could be that, but could be any number of things to be honest

leaden onyx
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Thanks for an answer, guess I'll need to find out how to disable them

safe shoal
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The first thing I would suggest is that if you don't need to source version, just don't bother with it

leaden onyx
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I do need I'm afraid

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there is a fix that won't get soon enough in UE4

safe shoal
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When you package the game, it also rebuilds the engine for example. Iteration takes fecking aaaages. If you've got a spare machine, setting up a build machine will save you a lot of time

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Ah bummer. Whats the fix out of interest?

leaden onyx
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ye but build is not a problem, performance is 😦

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broken spectator system

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ServerViewNextPlayer() does not work

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because of wrong PlayerState returned in one of the functions (refactor error by someone)

safe shoal
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Oh fair enough, I just wrote my own spectator system for mine haha. Most of the engines netcode for spectating and stuff is a bit one-dimensional anyway

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That's a pain in the ass either way though

leaden onyx
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yeah I thought to write my own too, I just iterated through all pawns and set target view, but there were problems that needed more code to work properly

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so I decided to go with UE4 implementation, to avoid much complexity

safe shoal
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I guess the thing to weigh up is, will using the source build cost you more time than doing your own spectator system

leaden onyx
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I see the point, but you can't deny the fact there will be additional fixes later on, or maybe even additions to existing functionality

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better be prepared for that

safe shoal
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Yeah that is true, you also get full flexibility with source build I guess!

leaden onyx
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yeah, so it would be great to find out how to make this difference less noticable, which I guess will try to do pretty soon

safe shoal
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Disabling some plugins and only downloading the stuff you need for source build may help. When you download the engine / run the scripts you can specify whether to bother downloading the libs for mac, linux, android etc.

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Though it's been ages since I did it so not sure what the command line args are

leaden onyx
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no problem, we'll find out

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guess it would benefit everyone here, because it is a problem everyone experience

safe shoal
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Yeah it can be a nightmare

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Also, if you're distributing around a team one thing we did was have the latest engine version you've built on a server somewhere, and built as a rocket build

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And we made a little system-tray tool for syncing the latest version, and artists / non-programmers can just treat it as a binary build

leaden onyx
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sounds good, not sure what is rocket build though

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that one?

safe shoal
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Basically means "launcher / precompiled" build - so when people download it, you don't have to rebuild the whole engine. ou just make the changes you want to the engine, submit it, and everybodies project treats it like a launcher build

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Which means no ridiculous compile times / package times etc

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It's a setting when you build the engine I believe

leaden onyx
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ah I see, thanks for letting know

safe shoal
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np's

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I would give you the tray tool but not sure I'd be allowed :p

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And it only works for LAN at the mo' anyway

leaden onyx
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ye, probably NDA, or just pure morale πŸ˜„

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its ok, knowledge matters most, writing support programs is not a problem most of the time

safe shoal
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yeah definitely

crisp fable
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Anyone tried exporting to HTML for shits and giggles?

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I keep getting an error to do with emscripten

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seems to be borked

teal tulip
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@crisp fable to me the normal desktop apps don't work correctly, so export to other platforms will be dead

crisp fable
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oic

eager blade
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@crisp fable (a bit late, sorry) I have had one project work in HTML although I think that was a blueprint only project, don't know if it works if it's a C++ project.

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It did take a bunch of messing around with stuff (I can't remember what) to actually get it to build without errors however.

ruby aspen
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Anyone know how to get the editor to open via remote desktop? It just instantly crashes, so I have to use Team Viewer to start it and then switch back to remote desktop lol

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Windows 10

torn bison
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My question is, is it possible as a dev to use the WebBrowser implementation, enhance it, and include that in my project?

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Answer: yes

feral dirge
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That's a great idea, I was going to do it in the launcher

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but in game makes a lot of sense

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You need to make a manual keyboard though, right? :/

torn bison
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@feral dirge Who was that last statement in response to?

feral dirge
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You, then I realized that we're not VR but couldn't be assed to delete the last part. But yeah, cheers for the idea πŸ˜‰

torn bison
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Oh, well I plan on it being for VR, so we're on the same wavelength

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As for a manual keyboard, idk. Why do you bring that up? Can the physical keyboard not work?

feral dirge
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I was thinking more for people using room-scale with no access to the keyboard

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so they can login to a site or something whilst inside VR

torn bison
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Ah, I see. Ya I don't think my use-case would benefit from room-scale, but I have not tried it so that may be an issue to think about.

cursive dirge
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ok

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so

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4.14 preview 1 does this funky thing on simulate mode

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it turns realtime off from viewport

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at the moment you click simulate

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when you stop simulate, it enables viewport realtime setting back again πŸ˜„

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so annoying

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I can manually go toggle the realtime on after clicking simulate though

manic heath
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Hey @everyone, I am currently having an issue where I can't force the navigation mesh to rebuild at all. I have tried the RebuildNavigation command as well as the other usual suspects like simply moving the volume etc. Has anyone got any ideas?

swift yarrow
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@manic heath you could delete your intermediate directory and reopen the map

still spear
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Anyone else's Get World Delta Seconds not functioning i 4.12.5?

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Anyway its functioning in 4.13 But still. Ouch..

plush yew
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Anyone try using the new PS4 controller wireless adapter with UE4?

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DS4 drivers used to work fine but the official adapter doesn't seem to work with UE4, works fine with steam.

worthy iris
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Hm anyone have a good way to kill GPU particles, say within a volume which would be great? using pixel depth in my rain material atm and testing that but seeing for any other options

urban salmon
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what about df checks?

worthy iris
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Tried a bit, I'd have to use a pretty high value which at that point it is blending them so it doesn't even look like its hitting the ground, looks a bit odd. so I have a pretty large emiter blasting GPU particles down and it all looks decent but ideally would like to kill them in a volume (car/building, etc) based on my search so far I think it'll have to be some tricky hacks and placement to make it look good/not enter instead of a outright kill volume

urban salmon
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i run into the same thing with my dust-field emitter set

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it's kind of a crapshoot

worthy iris
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PixelDepth is working pretty well actually but with using Translucent the value needs to be very high to really block it from the region of the player (4096+) using Masked actually is giving me a much "sharper" falloff with a low value but course doesn't look the best haha

urban salmon
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yeah

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i imagine "doesn't look the best" is an understatement.

vale osprey
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@worthy iris you could kill them by simple set of volumes

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Like a sphere - by checking if their distance is small enough from sphere center

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Pass sphere center as parameter, or multiple of them

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You could do the same with a box

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Inverse transform particle coordinates into a box and check if xyz are out of bounds

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Haven't done that but it's simple enough to just work out of the box

worthy iris
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Ahh I'll give it a go shorty and see what I can come up with! Thanks

rapid pawn
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Will there be any problem if i use the mobile renderer on a pc project?

foggy valley
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I don't think you can

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it's purely for previewing purposes I think

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nothing stopping you from using only mobile-level features in a desktop project though

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@rapid pawn ^

rapid pawn
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Found this on UE site front page

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thanks anyway @foggy valley

foggy valley
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aah

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handy

cursive dirge
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I dunno if that's needed anymore though

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isn't the mobile path forward?

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we'd be getting similar perf on new forward shading too

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unless they've gimped the mobile thing even further

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but desktop/VR forward doesn't have all highend options either

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and probably never will as it seems it's heavily VR driven feat

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if something is too heavy for VR use (but would work on desktop), I wouldn't get hopes up

frank escarp
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there is now a "simplified forwad mode"

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wich turns of EVERYTHING

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for desktop

cursive dirge
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@frank escarp how does one enable it?

frank escarp
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r.simplifiedforward 1 or something like that

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or simpleforward

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its on the 4.13 patch notes

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btw, it is very simplified

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like turns off nearly everything

cursive dirge
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it needs forward shading to be active, right?

frank escarp
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its a forward shading mode

cursive dirge
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I mean, if you just enable forward shading on editor, it needs to recompile all shaders

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that wouldn't happen on console command

frank escarp
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New: Simple forward shading path for scaling down to low end PC.

Support for a directional light in the base pass, which can be shadowed either by distance field shadowmaps or a single shadow factor from the Indirect Lighting Cache.

Binding and outputting to GBuffers is disabled when using simple forward shading, along with dependencies of the GBuffers.

Specular, normal maps and the 3rd SH band of skylighting are all hardcoded off. Materials are forced fully rough.

Enabled with "r.SimpleForwardShading 1", which can be changed at runtime.

Added "r.SupportSimpleForwardShading", which determines if the necessary shaders are compiled.

Removed "r.SimpleDynamicLighting", whose functionality (unshadowed directional light in the base pass) is a subset of simple forward shading, and was unused.

cursive dirge
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hmmm

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is there like checkbox on materials to make sure they support that?

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heh this thing though

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Specular, normal maps and the 3rd SH band of skylighting are all hardcoded off. Materials are forced fully rough.

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no normal maps πŸ˜„

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that's bit too simplified if you'd ask me

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it's not 1999 anymore

urban salmon
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that's odd

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all materials have specular

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it's generally set to 0.5 in the PBR implementation that UE4 follows

cursive dirge
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I don't think that's even meant to be PBR accurate

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I could accept everything else there but no normal maps is a huge issue unless you have a art that's stylized already

#

I guess one could use that for some "ultra low" setting in game

#

but there has to be something to bridge the gap to regular low spec

#

it can't be that low and medium look like there's been 10 years of development between them

urban salmon
#

i mean, forward shading in general is actually a step backwards overall

#

but i get the VR need for it

cursive dirge
#

well, we could debate on that

#

everyone jumped into deferred like it was something magical

#

"we can have tons of dynamic lightsources, yay"

#

when games started doing that, losing AA was a huge issue

#

but people kinda forgot about it

urban salmon
#

well, originally, it wasn't huge for games

cursive dirge
#

and deferred didn't look any better either

urban salmon
#

it became huge a generation later

#

deferred also gives you constant access to the G-buffer(s), generally, though

cursive dirge
#

yeah, but had they spent same time on forward, it would probably look way better now

urban salmon
#

which allows for a huge amount of debug and visual flexibility

#

it's so weird that break on loops is a left-side exec input

vale osprey
#

Deferred provides many other benefits, such ssao, depth based post processing for toon shading, smoothing shadow edges in screespace, refraction

urban salmon
#

yas

#

i wuv deferred

vale osprey
#

You can do MSAA with deferred since ages, it just takes a lot of work

urban salmon
#

it's just non-trivial due to UE's specific architecture

vale osprey
#

I think new OpenGL supports it too

#

Before it was limited to DX for a while

urban salmon
#

why would there be an API limitation?

#

oh, i suppose sub-pixel limitations

vale osprey
#

yeah, access to sub-samples

#

without it you have issue with pretty much everything what needs to read depth

frank escarp
#

well, msaa in deferred how

#

in a pixel border of a depth difference

#

if the sample is averaged

#

then your depth map is at half the distance

#

same with the normal

#

so then it would work wrong

#

unless its something i didnt know about

urban salmon
#

how's the MSAA implementation in the forums?

#

it didn't look spectacular

frank escarp
#

just found it

#

its quite a flashy technique to do msaa deferred

#

the 4.14 msaa works awesome

#

in forward

#

its god tier for Vr

#

but dat double render murders me

urban salmon
#

forward doesn't concern me

#

i spit in its general direction

vale osprey
#

@frank escarp that's how msaa behaves by default, since DX 10.0 you can access sub samples and decide which depth will be stores

#

The same with how much blending rgb will have and what to do with normal map

#

It was not available on OpenGL for a while, could be the reason why Epic never implemented it

frank escarp
#

yeah, but what i mean is that if you are doing msaa for your GBuffer writes

#

if you are on the edge of an object, one sample gives one normal, and the other subsample gives other

#

if they get averaged

#

it does odd stuff

vale osprey
#

The are averaged only on default settings

frank escarp
#

same with depth, becouse a lot of times people just save depth and normal, and world location is grabbed from camera

#

yeah, but if you dont average

#

then you dont antialias

#

your depth and normal gets a stairstep

vale osprey
#

you do anti-aliaze, it's a trade-off

#

you just need to be aware of it and threat it differently

#

you can get some artifacts on edges but it's not too bad overall

#

it's just more work

frank escarp
#

but then, when you draw your lights for shading

#

how do you sample the edges of the gbuffer?

#

upsample them

#

msaa only adds sampling to borders

#

that nvidia demo does some strange wizardry

#

or just go forward+, any of the different types there are

vale osprey
#

you sample them normally, there it no upsampling

#

you will see artifacts only when bright specular is on the edge

#

which gets hiddeb by bloom or tonemapping

#

if you want to see working example - arma 3

#

I've implemneted custom deferred render in another engine, more issues where from managing code as you needed passes that would work fine without MSAA if user doesn't want it

vale osprey
#

Overall people rarely used it because performance and memory bandwidth

#

Nowadays msaa is almost free

urban salmon
#

have you tried the UE4 implementation that's floating around the UE forums?

#

i saw it and glanced at it a couple weeks ago

#

but at the time i had a team afraid to have custom builds of the engine. they are dead to me now. custom builds abound.

gloomy pollen
#

this might be a dumb question, but is there a name for the method of how particle systems are built in UE4? Is there a 3rd party program that works like it?

urban salmon
#

it's just node-based

#

well, "module" based

#

basically, it follows a standard component structure so you can layer complexity on effects, rather than have each effect carrying the weight of unnecessary functinoality

gloomy pollen
#

so is this system exclusive to UE4 or is there 3rd party program to design particle system with and import?

urban salmon
#

i actually prefer PopcornFX for effect authoring, but the particle lighting/shading integration in UE4 isn't ace

gloomy pollen
#

ahh ill look at that software, i heard it before

#

thanks mate

urban salmon
#

yeah, it's wonderful

gloomy pollen
#

awesome πŸ˜€

urban salmon
#

effect authoring takes a bit longer, but you can expose all sorts of wonderful parameters during it

upper heart
#

anyone know how to render my particle system's kill box in the world?

#

I could DrawDebugBox it. but it takes weird parameters. center and extent

swift yarrow
#

if you show collision does it work?

storm ledge
#

So has anyone here done any leaderboard work?

#

Seems like you can't just get the global leaders atm.

#

It's there on the Steam side but not the UE4 side

lyric perch
#

Anyone know how to turn off that sound when you hit play in the editor? the ambient sounds that starts when you hit play.

proven tulip
#

Does anyone know why a linetrace would stop on collision but not register a hit?

#

It seems really inconsistent

#

For instance, I can do a trace through a leg of a mesh and it will stop the trace but not register a hit, and a second later do it again and it registers a hit

#

Here you can clearly see that the trace seconds apart hits the mesh in one but stops and doesn't register a hit on the other.

floral pagoda
#

@proven tulip - Check your collison channels would be my guess

proven tulip
#

Yeah, Ive set up the mesh to block on both visibile and camera

#

set up per poly colission on the mesh

#

My guess would be something to do with the model

floral pagoda
#

Per poly will eat your performance 😦

proven tulip
#

It was just a test

floral pagoda
#

ah ok

proven tulip
#

It sucks because the majority of weapons in my game are hitscan so this needs to be flawless

#

Even running in single player offline there are these inconsistencies

upper heart
#

@swift yarrow no show collision doesn't show it

gloomy pollen
#

are there some reasons why spheretraceforobjects wouldnt return some of the object in its trace? It seems to happen where there are a lot of actors in the trace, to test i spawn a bunch of all the same actor type

gloomy pollen
#

apparently i switched the trace to physicsbody earlier for something and it was a bunch of unnecessary objects, it appears it maxes out at 496 objects

#

switching back to pawn fixed it, derp

leaden onyx
#

yoohoo I found out how to build UE4 from source to be as fast as binary version provided with launcher

#

feels good man

errant lintel
#

erf perforce.. when you rename an asset and set the same name as an mark as delete asset, the plugin didn't revert and check out the new renamed asset :c

#

well you rename your asset and it's mark as delete kappa

coral urchin
#

does anybody know what exactly "Unknown Error" means when packaging a project?

plush yew
#

you'll have to check the rest of the stack leading up to the unknown error

coral urchin
#

it says I have 0 errors

#

but quite a few warnings

plush yew
#

With generic errors you just have to read back through the log until you hit something that seems like it'd cause it.
I had an issue like that the other week but looking back through the messages revealed that it was some plugins causing the issue.

coral urchin
#

I do see lots of "can't find file" warnings

#

but I just fixed up all the redirectors

cobalt owl
#

is it a good practise to make different behaviour tree for each ai character state?

feral dirge
#

It's good practice to find what you're comfortable with

polar hawk
#

YALL BETTER BE USING SOURCE CONTROL

worn merlin
#

Anyone know what could be causing my editor to crash after compiling?

#

It says Compile Complete but then when I click play, it crashes the editor with no errors

cursive dirge
#

next someone tells he's using dropbox for version control

#

seen that happen

plush yew
#

even better, git and mercurial both, being used inside a dropbox folder

#

Which is itself inside a google drive folder

clear wasp
#

does navmesh walking on charactermovement component work? i put a navmesh on my level and turned on navmesh walking on the charactermovement component, but the character still leaves the navmesh.

foggy valley
#

@plush yew back that system up with backblaze

#

and onedrive

#

one day two of them will merge as services and you'll create a loop that eventually fills the internet

plush yew
#

Let's just build this tower straight to heaven, what could go wrong?

foggy valley
#

what's the worst that can happen? god turns out to be a sentient file replication loop?

polar hawk
#

Zipbomb.zip

clear wasp
#

God? Heaven? what is this chat turning into.

polar hawk
#

Lol was not meant to be a link

clear wasp
#

which channel to use to ask about navmesh walking?

#

or Allar can provide private free tutoring

plush yew
#

Though it looks like in #gameplay-ai you'd have a good shot at having Ian respond πŸ˜„

clear wasp
#

i didn't want to use it for AI though. I thought you could use it for player character too.

polar hawk
#

Free private tutoring

#

Ahahahahahah

#

Out

clear wasp
#

i thought you would be up for it πŸ˜„

rain storm
#

Allar can teach you how to mmo

clear wasp
#

well since this is my first game, it should be an MMO πŸ˜„

rain storm
#

indeed :p

clear wasp
#

ok I guess Default Land Movement Mode is only useful for AI.

#

or at least the mode Navmesh Walking is only useful for AI

toxic prairie
#

worth getting the vive now or is new one coming this summer?

primal edge
#

"even better, git and mercurial both, being used inside a dropbox folder
Which is itself inside a google drive folder"

#

OK, I'll quit coding right away πŸ˜‚

foggy valley
#

get it now if you want one

#

I doubt the new one is as close as summer

#

they'll release it in parts too

#

first the controllers, then the lighthouses

#

and it'll all be backwards compartible

#

and finally a wireless HMD maybe 2018

primal edge
#

those toys getting super expensive πŸ˜„ specailly outside the US, you can sometime double the cost πŸ˜’

clear wasp
#

ok, i got player sticking to the navmesh by setting movement mode back to navmesh walking every time i get the event OnMovementModeChanged. Seems dodgy though.

foggy valley
#

yeah I'm outside the US

#

the vive cost $1500NZD including shipping and duty

#

exchange rate is only about 70 cents to the dollar

primal edge
#

the best way for me, is to ask someone coming from the US to bring it for me, customs in China is horrible ! last time i chicked vive, it was about 11k CNY, which is almost 2k $.

slim quest
#

Has anyone made DLC for a UE4 game?

foggy valley
#

for you the Vive ships from Taiwan, can you just buy one there in local currency?

primal edge
#

it will still under customs, unless there is a special rule thing for Maccau or Taiwan

#

China is all about sucking money from people, last time i got DK2, I've to pay half of it's price as customs.

foggy valley
#

yeah you just gotta carry it back in yourself

#

it might be cheaper to go to taiwan and buy one from the factory than go via vive

#

even easier to get an oculus and touch on a grant

primal edge
#

"on a grant"

#

???

#

πŸ€“ I'm ears

clear wasp
#

yeah, give me one on grant, btw i haven't made any games yet. oh...

foggy valley
#

not the epic grant

#

that might as well be imaginary

#

Oculus are open to throwing hardware around

primal edge
#

yea, I've tried this, but guess what ?

foggy valley
#

what happened?

#

they've changed their tune quite a lot in the last fortnight, like they're trying a new strategy

primal edge
#

worst!

#

when i reached them by email, they said what means "the are not interested in chinese develoeprs". I'm not Chinese though, and I respect China and Chinese develoeprs. But all my contest is targeting the wester market.

clear wasp
#

oculus ask for a link to most recent project... don't have one, don't think i can get free hardware πŸ˜„

foggy valley
#

that's fucking lame

#

that's such a huge market even if you were targeting China

#

Oculus just doesn't stop getting worse

floral pagoda
#

^

clear wasp
#

Looks like I will have to go with blocking volumes all over my level instead. Can't get navmesh walking to work the way I want.

proven tulip
#

@floral pagoda @frigid kernel Just in case you guys were curious I figured out my issue. When I was doing the line trace I was passing in my end point from a line trace performed earlier used to figure out the crosshair location. The problem was that this was the location of the hit and not an infinite ray so if I moved at all from the last time the crosshair location was calculated, the ray would be too short and not hit.

#

Definitely my own fault for not realizing that the crosshair location was actually the point of original contact and not the end point

leaden onyx
#

Russia is out of it too

#

oh well

frigid kernel
#

@proven tulip ALWAYS go deeper kappa

polar hawk
#

Facebook is banned in China

#

Oculus won't go there

#

Another advantage HTC has

primal edge
#

πŸ˜„

#

FB, Twitter, Googgle, Wordpress, Youtube, Blogs, Tumbler, ....

#

well, normal interned banned

plush yew
#

Still got Weibo πŸ˜ƒ

primal edge
#

πŸ˜’ worst social website ever

#

don't foregt we have QQ and Gov watching us

#

it's a plus too

#

πŸ˜‚

lavish delta
#

Hey everyone, does anybody have some insights on how to get a project with the helios SDI plugin packaged? Runs fine in the Editor / VR Preview...but I just can't get it to package.

plush yew
#

hello everyone. Can someone help me with a question about packaging a project with custom blueprint nodes?

gray forum
#

Hey guys. Is there a way for me to operate a CameraActor in realtime in UE4 with my mobile phone or tablet? I'm looking to track the rotation and position of a device I'm holding.

urban salmon
#

Has anyone else used CoherentGT?

south ridge
#

I need some advice on actors and components

#

I'm currently re-doing the old "train" actor we have in our subway train sim game

#

The train is made up of several complex (multi-component) pieces

#

For example the bogey is about 7 components

#

Previously I was thinking of a pretty silly straightforward way of having one actor with a ton of components, but that means that making a new train (or an unusual variation) involves managing a ton of similar-but-not-quite components and the actor ends up with hundreds if not a thousand of components

#

An alternative could be making some pieces of train actors and then just attaching actors to actors (which creates a single actor with merged components list anyway)

#

E.g. lets say I want to have a panel with 50 buttons and other components as a thing I can add or remove from the train. I could make a panel that spawns all components in runtime (then the panel would be just one component) - but lose customization in editor

#

Could make the panel an actor that gets attached (but then can't simply drag&drop the actor into level as it'd lack all the extra actors)

#

Or could make the extra panel and its components be inside train (but then I can't easily copy it into another train that isn't derived from this one)

proven tulip
#

I would recommend making anything that requires significant independent logic its own actor. You can then spawn and attach each actor as needed.

south ridge
#

Yeah, that's pretty much what I've stopped on after talking to a bunch of people

#

I will make a templating component in the actor which represents a position where an actor may spawn

#

(a panel)

#

So later a specific instance of the panel can be selected and would spawn with the train (and get attached)

#

Or using a UChildActorComponent

south ridge
#

Child Actor Component works great, just weird behavior and can't set a nice name for it

vale osprey
#

Do you know when their transforms are synced?

#

Like if you run some custom physics in child actor and it's based on Transform of parent

south ridge
#

"Replicate Movement" didn't sync anything for me

#

Cause child actor is part of parent, so I guess replicate movement is disabled (as it should be)

#

So I think the answer is "no", your child actor will not sync position and rotation

coral folio
#

Hey guys, i'm working on my first proj in Unreal with Kinect (using K4U Plugin) , so far i managed to get the interaction working on a Pawn Blueprint assigning kinect x coordinate to static mesh x coordinate.

#

now i want to animate that mesh on the y axis using sequencer but it's not working

#

it seems kinda buggy to me

rich stream
#

Anyone know how I can list unique assets used in a map?

#

ok, never mind. statistics. of course..

agile wadi
#

Hey fam. I'm trying to think of a nice way to do engine ingition leads for Automation. We have ~1000 block/cylinder/head/valve options so the system needs to be as procedural as possible. Are there any systems that can help other than the basic spline + spline mesh component?

#

The main issue is the distributor (thing the wires run into) needs to move, so manually creating the leads out of it for v2/4/6/8/10/16, inline & boxers will be stupidly expensive in time and effort.

#

I can easily enough generate the spline start positions and end positions, but i need a nice way to generate the leads between the dizzie and the first lead clip.

foggy valley
#

manually setting up the wires is the best option

#

doesn't sound like they ever need to change most of the path, just curve the destination chunk a bit

agile wadi
#

@foggy valley The dizzie type & position changes drastically depending on head type. So it could be at the front, back, side or split in two.

#

Then that depends on the engine block type

#

So running those leads down the side of the engine can be done manually, and just once.

#

But from the end of them to the dizzie can't, or we'd still have to make a few hundred bp.

#

Also hello Anti. I haven't been on in a long while.

foggy valley
#

ah so it's not just random engine running movement

#

you need a solver

#

lots and lots of raycasts from around the engine to determine a path

agile wadi
#

Yeah, I was hoping there already was one.

#

There is actually, but it doesnt take start and end positions :/

foggy valley
#

there's probably one used for landscapes that you can adapt

primal edge
#

--

#

what about a channel for console develoeprs? people with devkits always have troubles πŸ˜„

plush yew
#

Unfortunately we'd have to verify the status of each person to confirm they are in the developer program, and then they would also need a seperate channel for each

primal edge
#

yeah, it's kinda hard if it has to be done that way 😦

south ridge
#

@agile wadi you're gonna have to place nodes everywhere where the cable could go. It's possible to find routing pathing for each situation that would only follow the nodes

#

This isn't gonna be anywhere light on performance - both the path search and rendering the result will be super-slow compared to just drawing static meshes

#

For our game we had to solve kinda similar situation - we have subway tunnels which have cables (lots of cables routed around). Most of the cabling is pre-routed and pre-generated (so there are thousands of different models with all permutations)

cloud cobalt
#

So, important question from the 4.14 preview thread

#

Is the new LOD system the same thing as the Simplygon integration they've just announced ?

#

it looks like not, but the timing is curious

#

(It's important because Simplygon adds royalties)

gloomy pollen
#

i asked earlier and someone said it would take 10 pages to explain difference...

cloud cobalt
#

I don't care about the technical difference, really

#

I care about 5% royalty vs 7%

agile wadi
#

@south ridge Ouch, that's a shame. Did you do all of the generation and static mesh conversion in unreal?

fresh swift
#

Noob question - everytime I click the "category" dropdown of a variable/function in blueprints, the editor crashes. Any ideas?

feral dirge
#

Don't click it

#

πŸ˜„

fresh swift
#

Wow, thanks! That worked πŸ˜›

feral dirge
#

No problem dude

#

Nah in all seriousness, what engine version and usually you're supposed to type in the category, but clicking it shouldn't be crashing

fresh swift
#

4.12. I use the dropdown to add to a previously made category. Typing it in still works fine, so it's just a minor inconvenience moving forward if I can't get it figured out.

vale osprey
#

Do you have some special characters in the name or spaces? Maybe you are using reserved name

fresh swift
#

Nope none of that, the category names are the same they have been since I first set them. I was in the process of setting a variable to a previously made category when it crashed and then proceeded to repeatedly crash anytime I clicked the category dropdown.

vale osprey
#

uhh, tryed deleting Intermediate folder?

fresh swift
#

Ah that did the trick, thanks. Should I be deleting that folder for any random errors I come across?

swift yarrow
#

i always do it when i change engine versions.. it rarley fixes other issues but worth a shot

primal edge
#

another 4.13 πŸ˜„

fresh swift
#

hmm ok well thanks for all the help guys

feral dirge
#

I wonder in this 4.13 fixes the standalone bug

vale osprey
#

sometimes, when you have bug with objects placed in the level and deleting Intermediate doesn't help - delete object in question from the level and place it again. This solved bugs for me not just ones.

#

a typical scenario is when instance in the level just doesn't pick up proper default values, including cases when it tries to access values which are not valid to be used, like an empty string instead of some default value

plush yew
#

I wonder when this is going to get absorbed back into the mainline branch

#

It's an additional shader model that lets you do toonshading

#
feral dirge
#

Most like won't

#

It's b een like 4.9 hasn't it or 4.10

#

that people have been begging for it in the engine?

vale osprey
#

ahhhh, you have to set type to Curve first, then tangent handles will appear

spice scarab
#

Building a game. Last builds worked but this build gives critical error and doesn't finish. I was wondering if there are some "basic ways" of trying to fix that thing before trying to understand what happened before the error. Like deleting "saved" folder or something like that perhaps? And yea, I went with "full rebuild".

plush yew
#

@feral dirge yep I think thats about right, for some reason I thought there were talks about merging it in, but seems like it might have been dropped

spice scarab
#

And the last builds that worked always failed the first time but restarting computer made the builds complete. This time restarting didn't help.

south ridge
#

@agile wadi no, external tool

#

We generate meshes externally and then automatically import them all into UE4

#

There's no extra work to be done, it imports LOD's and sets up materials automagically

#

@agile wadi btw, I just encountered same kinda requirement in my game

#

I need to have a lot of variations of piping & wiring routing

#

But right now I'm considering just making an induvidual mesh for each (placing everything manually)

#

Specifically the lighter pipes

#

There's gonna be even more of them

knotty falcon
#

Looks like the inside of my PC before cable management.

Looks good btw

south ridge
#

Oh

#

I know what I'll do

#

Just make a bunch of variations of each independant section

#

So I can have more variations total. Since there are distinct sections of piping which only go from point A to point B

agile wadi
#

@south ridge That was the route i was going down too. As generic as i can for reused splines then unique ends to meet the dizzie. Still going to be a bloody mission though.

south ridge
#

Yeah, I can't really have runtime solution here since there's data being baked for the pipes

#

To give them nice dirt effects and scratched off paint and so on

cursive dirge
#

was this here already?

#

oh wow

#

2% revenue on "free" plan

#

yeah, right πŸ˜„

#

got excited already but that's just not happening

south ridge
#

Haha

cursive dirge
#

epic takes 5% sure, but it's the whole bloody engine...

#

not some mesh simplification

#

you still need to make the meshes too πŸ˜„

#

if all tool and middleware providers did this nonsense, devs wouldn't have any renenue share to themselves left

south ridge
#

I have an offer for you, @cursive dirge, you can pay me 1% of your revenue and make the LODs yourself

south ridge
#

πŸ˜„

#

I spent entire day today trying to figure out why none of the photos of train cabins I had matched up to schematics I had

#

Turns out pneumatics are almost arbitrary

#

As long as it's connected to correct pipe, nobody seems to care WHERE it gets connected

cursive dirge
#

oh wow

#
23:42 < rizu> well, that evens it a bit
23:42 < rizu> why can't they put all these terms in one place
23:42 < rizu> news said only "free"
23:43 < rizu> marketplace page said "external link", external link said register, had to manually navigate their site to find with the 2%
              thing and then navigate further to find the 25k / quarter thing```
#

quoting myself from IRC πŸ˜„

upper heart
#

lol

knotty falcon
#

Beats it's old price :P

upper heart
#

does a camera rotaiton question fit here? idk what channel would be best for it

cursive dirge
#

I'd better be doing some animation heavy thing with tons of skeletal meshes for that price though

#

I hope 4.14 lod system is not any way related to that simplygon deal

#

I'd be ok if I just got static mesh lod generation

knotty falcon
#

@upper heart C++ or Blueprint?

upper heart
#

Well if it's bp I can convert to c++. but my code for this is in c++ right now

#

it's really more math

knotty falcon
#

Then you'll want the C++ channel :)

#

Which is just called programming

#

My bad

#

@ue-programming

upper heart
#

no one answered there. so i felt it was too mathy, but yeah I won't post anywhere else

#

ty

knotty falcon
#

Ahh ok, yeah I'm not in front of a PC at the moment so my answers would all be "I think but it will probably break your code"

upper heart
#

hahah

feral dirge
#

@cursive dirge It's 2% above $25k per quarter

#

The $25k per quarter part is essential

cursive dirge
#

yeah, I know.. now

#

they definitely didn't announce it clearly on their news or on the links they gave

feral dirge
#

Yup

cursive dirge
#

had to manually find the deal

#

it's still a lot of money if you have a product that sells that well, for lod models

#

game better be focused on skeletal meshes in a way that there are ton of them

knotty falcon
#

And you better have a good artist

#

Because bad topology = horrid lods

south ridge
#

If you have a nice topology, might as well make LOD's manually

foggy valley
#

I want a woman with nice topology

humble crow
#

hah, I wrote sinplygon a long email about their priceing

#

like so much software in the early days (maya was 17,000 for the full version if I remember correctly)

feral dirge
#

ALL THANK DAVE

humble crow
#

😐

feral dirge
#

πŸ˜„

humble crow
#

but it could be everywhere part of lots of peoples workflow

#

but I don't know anyone who uses it b/c its so hard to get

#

I think it could be widely used at the right price, but I don't even want to try it b/c its learning and integrating into a pipeline which is work, only to still have a hard license

#

adobe was $3000 and hevily pirated until they went subscription, now everyone just pays permonth happily

foggy valley
#

yup

rotund tiger
#

Does anyone know how to change the paper2d plane from xz to xy?

foggy valley
#

in short - you can, but it';s a bad idea

#

gravity doesn't change direction

grave bough
#

anyone getting random freezes in 4.13.1 or .2? running windows 10 pro x64 and unreal will randomly lock up. I hvae to end task on thje project. Happens constantly.

feral dirge
#

Yup

#

Almost derailed my streaming

grave bough
#

4.12 was solid, gonna try switching back for now.

dawn prawn
#

Hi everyone. How can I make an object not collide with a specific object?

rotund tiger
#

I am trying to make a topdown game, I dont need gravity. So how would I change the paper2d plane from xz to xy?

agile wadi
#

Anyone hit Assertion failed: !LandscapeActor || LandscapeActor == Landscape errors when packaging?

#

The assert doesnt give any info at all. Pretty stuck as to how to debug this.

worn granite
#

Looks like your LandscapeActor isn't valid, or it isn't the same thing as "Landscape".

#

Iunno.

north sphinx
#

Hola boys, how's it going?
Quick one for u.. Is there a way to see a billboard trough an actor but not trough walls? (billboard placed inside actor)
Thanks a lot πŸ˜„

foggy valley
#

question of the week

#

actually there kind of is a way

#

I have a billboard attached to an actor that has to never be occluded. I threw it in an empty object and offset it, then I spin the empty object to face the camera

#

but you can ALSO do PDO in the material of your actor

#

if you set PDO to be +100 for the whole actor, it will draw behind anything up to 100 units behind it in real coordinates

#

it won't appear to move, it just biases the z sort order

#

so +100 = move back 100

#

but your actors feet will probably draw below the ground

#

so it's best to do it selectively

#

other than that the question doesn't make a lot of sense unless you have a billboard attached to an actor

#

and PDO can never be negative BTW. you can't bring things forward.

#

that makes it tricky to use

#

@north sphinx ^

north sphinx
#

Thanks @foggy valley much appreciated, i placed a patch disabling the depth test and making the billboard fade over a certain distance, as soon as possibile ill test this πŸ˜„

foggy valley
#

GL πŸ˜„

odd peak
feral dirge
#

Open Launcher, Learn Tab > In the Engine Feature Samples category @odd peak

plush yew
#

hello!

I have a level with perisistent and multiple streaming levels. As it is now it seems when I call OpenLevel, it seems that the game loads persistent level, runs BeginPlay and then loads streaming levels (I begin with a black screen and then layer by layer appear).

#

Is there a way to make the game load everything at once before calling BeginPlay?

feral dirge
#

Right click your streaming levels in the LEVELS window

#

and select "Always Loaded"

odd peak
#

@feral dirge Thanks, I see it's licensed for only use with unreal engine based products. Does that mean I can use assets from there to a open source plugin?

feral dirge
#

Depends what the plugin is for and how you distribute it

odd peak
#

I distribute it on github under free use

feral dirge
#

Then no to my knowledge

#

There are specific things you have to do with UE4 plugins, where they're a child of the UE4 branch

#

so people have to accept the TOS before use

#

To my knowledge

#

I'd make an Answerhub post, directed at legal to get confirmation

primal edge
#

first time to notice, the launcher still showing the "Verify" option, even after veryfying. And even more weird, that you can verify again, and again, and again πŸ˜„

plush yew
#

@feral dirge this is how right click menu looks for me

feral dirge
#

Try the area where the floppy disc is

plush yew
#

no difference

#

4.12 version

obsidian topaz
#

Anyone know when 4.14 is supposed to be released?

plush yew
#

Well preview 1 just hit the road

#

So I'm not sure we have any good way to know 4.14's release yet

obsidian topaz
#

There's a feature regarding cable component collision that I could REALLY use in my project, but I don't think its a good idea to update my project to the preview version haha

#

@plush yew

plush yew
#

For sure, I know a lot of people jump right into preview versions but I'm too cautious πŸ˜† prefer to wait until a version hits full release

obsidian topaz
#

@plush yew I might just backup my project and do a thorough inspection of everything before I actually get to work

#

The cable component collision is what I've been waiting for for a long time now hah

#

Where can I even download it anyways?

plush yew
#

It should be available in the epic games launcher now

#

checking

obsidian topaz
#

@plush yew Ah yup I found it

plush yew
#

yep "+ Add Versions"

obsidian topaz
#

At the very least I'll just mess around with the new features. I wonder if it would be possible to port over the new cable component back into 4.13

vale osprey
#

You could just test if it's enough for you and then migrate only when final 4.14 released

#

You could do physical cable with constraints, just don't do it natively aka connecting only pair of segments

#

Physics rope usually uses multiple connections per segment, as in connect a pair next to each other and then another connector over one

obsidian topaz
#

@vale osprey Hmm, why do you mean a "physical cable with constraints"? Do you mean a skeletal mesh phys rope as a placeholder?

#

what*

vale osprey
#

yeap

obsidian topaz
#

Ah I see, I'm just going to continue using the ye-old cables and proto the functionality in 4.14, then port it when 4.14 is released

still solar
#

Morning All, getting a missing receipt when trying to build a test build?

primal edge
#

Live

obsidian topaz
#

Anyone know where I could find a text-to-speech where I could use the recordings in my commercial project without any potential legality issues?

dawn prawn
#

Hi everyone. How can I make a simple laser sight draw where my weapon is facing?

obsidian topaz
#

Do a line trace from the tip of your weapon down its' forward vector, and draw your laser whereever it hits

alpine sorrel
#

qq - Are Player State variables persistent between levels like Game Instance?

feral dirge
#

No

alpine sorrel
#

Thanks

still solar
#

Hi everyone, need help on this... getting a missing receipt error when building

#

roject.Cook: ** COOK COMMAND COMPLETED **
Project.CopyBuildToStagingDirectory: ** STAGE COMMAND STARTED **
Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.AutomationException: Stage Failed. Missing receipt 'Toonami.target'. Check that this target has been built.
at Project.CreateDeploymentContext(ProjectParams Params, Boolean InDedicatedServer, Boolean DoCleanStage)
at Project.CopyBuildToStagingDirectory(ProjectParams Params)
at BuildCookRun.DoBuildCookRun(ProjectParams Params)
at AutomationTool.BuildCommand.Execute()
at AutomationTool.Automation.Execute(List1 CommandsToExecute, CaselessDictionary1 Commands)
at AutomationTool.Automation.Process(String[] Arguments)
at AutomationTool.Program.MainProc(Object Param)
at AutomationTool.InternalUtils.RunSingleInstance(Func`2 Main, Object Param)
at AutomationTool.Program.Main()
Program.Main: AutomationTool exiting with ExitCode=103 (Error_MissingExecutable)
BUILD FAILED

foggy valley
#

why does your cook output look so much nicer than mine?

agile wadi
#

Why do some blueprint actors invert their static mesh components when scaled by -1? I can't figure out why its inconsistent between actors.

#

The pipe and flange have negative scales on y axis. Why is the flange inside out? 😰

crisp sail
#

anyone try 4.14 yet? really want to use Nvidia Ansel 360 image capture

foggy valley
#

@agile wadi try a two-sided material

#

if that fails, use a worldspace normal map on it

#

the latter might break it more though

agile wadi
#

2 Sided is a crude workaround tho.

dawn prawn
#

how do I attach a fireball effect to a ball projectile when it is flying?

agile wadi
#

Turns out its caused by ordering. You have to set scales before you set the child actor class of a child actor component or it flips the normals.

foggy valley
#

aah

#

@dawn prawn use a particle emitter

feral dirge
#

Wtf, has anim recording been removed in 4.14?!

foggy valley
white drift
#

How would I debug a UI blueprint that calls out to the C++ side of my player pawn? I've tried setting a breakpoint on the function, but it's never called.

worn granite
#

Calls out to

"Hello, C++ side! HELLO! CAN YOU HEAR ME??!!!"
"..."
"Oh, the phone's unplugged."

So a few things I'd check: 1. The ref to player is valid. 2. The function you call isn't overridden in BP - and if it is, add a call to parent. 3. The actual call to your player is executed.

You can just use the visual debugger in 3, but printing a string can also work.

white drift
#

Yeah, turned out I missed a link. I'm more used to C++ only engines like Source. >_<

worn granite
#

It's always a wire, eh?

#

But you do know about the visual debugger, right?

white drift
#

Yeah. I tried it out, and it basically jumped from my breakpoint to the end without doing anything interesting - and then I realized I was missing a link between the setter for my player ref and the setter for the variable I was trying to fetch, so execution flow stalling out at my cast node made perfect sense.

worn granite
#

There's also a trace that you can watch without needing breakpoints.

#

It doesn't always work (you can often see gaps), but it's kinda cool.

white drift
#

:nod: anyway, thanks for pointing that out. Still wrapping my head around BP; I haven't done much with it yet.

worn granite
#

Lots of cool guys around on the server, so don't be scared to ask (except maybe Minimpoun lol).

wise bone
#

hi

covert socket
#

ahoyy

#

I wonder where people recruit for game projects these days

#

UE forum sorta seems quiet

wise bone
#

?

potent lark
#

I have a situation where I want to use the Perception Neuron plugin for UE, but apparently it works only with 4.12 at the moment. How much do projects change between versions, is it similar to Unity where there is no backwards compatibility? ( ie a project created in 4.13 will not open in 4.12 ? )

wise bone
#

I dont think it is backwards compatible, but you can try

potent lark
#

All righty

worn granite
#

@covert socket There's a job channel in the server, but if you find out where all the job offers are, I'd like a link πŸ˜‰

foggy valley
#

in here @silver reef

silver reef
#

Ah

#

But ya the tutorial on Unrealengine youtube page for blueprints was awesome

foggy valley
#

they're all awesome

#

it's amazing how much you can learn and how fast using them

#

they get those core concepts across

silver reef
#

yes they do

#

class blueprints = awesome

#

It doesnt seem theres any good collison assets for vehicles. Is there anything people know about them?

foggy valley
#

not sure what you mean

#

do you mean vehicle destruction?

#

someone was talking about that the other day here

#

brb. firing up the bbq

silver reef
#

i talked in marketplace about it

foggy valley
#

ah ok

silver reef
#

didnt if anyone else knew of something

silver reef
#

Does anyone know about a way to model damage/collision models?

thin haven
#

uh, new here. I'm thinking of picking up ue4 to make a simple 3d car racer. no graphical pizzazz, just to explore what I can do using both blueprints and c++

#

the problem is my specs: Win7 64 bit, 8 GB RAM, Radeon 6630M

#

will ue4 run on it?

#

the specs page in the wiki says 'DX11 compatible card' and I'm sure the card is DX11 compatible

#

also found something about running in DX9 mode, too, or OpenGL

#

as I said, not interested in top-of-the-line graphics

worn granite
#

processor?

thin haven
#

i5 dual-core at 2.30 Ghz

#

I'm mostly worried about gfx card

#

and I'd like to know if it will run or not before I download 10 GB πŸ˜›

worn granite
#

Well it all comes together.

#

You'll be able to run the editor though.

#

Not going to give you an FPS, but you should be able to get it running.

#

And there are settings you can change too.

thin haven
#

'able to get it running' doesn't sound good

hollow creek
#

I'm running on an i5 2.3 as well, but in a laptop with 4GB Ram and a GT870M.

#

It's a little sluggish on some stuff, but it works.

thin haven
#

I don't mind 'a little sluggish' πŸ˜ƒ

#

currently I plan for: a default vehicle + some boxes for buildings + scripting πŸ˜›

thin haven
#

reading through the license agreements... I know the GPL is not compatible, but the MIT is, so I could make the game open-source if I used the MIT license?

worn granite
#
#

Game code only, in other words.

thin haven
#

good to know

#

looking at download options, yay, smaller than I thought if I exclude stuff I'm not gonna use

#

... editor debugging symbols ~10 GB? uh, skipping that. any code I'll do, I'll do in VS, which has its own debugger functionality... I'll be able to debug c++ in vs without them, right?

worn granite
#

Pretty sure if you get a crash, the reporter will just say you don't have the debugging symbols.

#

So if you care about that, I'd get those files.

#

But you won't need them to simply debug your C++ or BP.

thin haven
#

I don't expect a simple game to crash

#

nor the editor itself

worn granite
#

That's fair, but the editor has crashed from things as simple as entering text before.

#

That no longer happens (AFAICT) but it's not as if the debugging symbols would help you.

#

At least, not with that.

thin haven
#

why the launcher shows me 4.13 if the main page says 4.14 preview is available?

thin haven
#

@worn granite thanks for being such a huuge patient help ❀

#

which do you think is better to go with for a first time user? is "preview" like "beta"?

worn granite
#

Yeah, I would definitely stay with the latest stable release.

#

In fact, I would wait to upgrade past 4.13 until you get pretty comfortable.

#

Unless something you specifically want to use is in a later version.

polar hawk
#

Don't upgrade to X.0

#

Wait for the .1

worn granite
#

And if you have a serious project, keep it on the major version it's on.

#

So 4.13.1 projects can be updated to 4.13.2, but I'd avoid migrating the project to 4.14.1

#

Perhaps just me being paranoid.

thin haven
#

ok, 4.13.x it is, removed all platforms except HTML5 as it's not that big, skipped debugging symbols, 3,5 GB to download... half an hour, the launcher says

rapid pawn
#

when i run the editor. the launcher opens, is it normal?

foggy valley
#

what version of the editor?

thin haven
#

I have the same thing, the launcher keeps opening when I open the editor without it to save some RAM

#

4.13.2

thin haven
#

hmm, what good is the little preview cam I get after clicking on something with an AI if it doesn't update?

safe rose
#

4.13.2 is bugged like a mofo

#

if your shit worked just fine in 4.13.1 and you don't need those "hotfixes", don't get "hotbugged"

vale osprey
#

@safe rose I got frame rate boost from it lol

#

but it got me disconneted from git πŸ˜„

safe rose
#

Ha

#

Yeah, you roll the dice when people touch engine versions to "fix bugs"

#

Which is why it would be nice for another stability release like 4.10

#

@arctic flicker any word on when such a release would likely take place in the future?

tall pendant
#

They actually talked about a new feature release / stabilized release cycle in a stream long time ago. so far it didnt happend. i assume this idea is on ice now. which is sub-optimal imo.

feral dirge
#

If there was word @safe rose - You'd hear about it πŸ˜›

#

Also, leave the poor man alone - he's on his vacation

thin haven
#

two questions from a poor beginner - 1) if I made a project based on a template and then make changes to it, it doesn't change the template, does it? and 2) can UE4 draw a debug (wireframe) sphere out of the box? via blueprints or code?

feral dirge
#

No, Yes

#

"Draw Debug" - type that into Blueprints

#

you'll see it

thin haven
#

thanks ❀

plush yew
#

i need to add a skeleton to a 3d model. what program is going to be the easiest to do so?

tall pendant
#

there are tons of tools for it. Blender is free and has a option for pretty much auto rig your mesh.

#

@plush yew

bright arrow
#

Quick question about the packaging options, in the package settings you have a build config option and then in the main file menu under package, there is a build configuration drop down.. If they are different from one another, which one does it use?

thin haven
#

hmm, any tips on how to avoid having to scrap the entire project because of silly mistakes?

#

using blueprints, not c++ so far

hybrid scroll
#

are there any big open source projects in unreal?

tranquil wedge
#

unreal tournament?

hybrid scroll
#

other than that πŸ˜ƒ

#

I wanted to look at structure and organization of things in bigger projects.

#

Creating individual systems is one thing, making them work together when there is a lot of them is another.

tranquil wedge
#

hm

#

Ark has modding tools

#

thats all I know

#

😦

worn granite
#

@thin haven define silly mistakes

polar hawk
#

push when door says pull

gentle ivy
#

#define true false

gloomy pollen
worn granite
#

I've worked on a project which did use it

dawn prawn
#

I looked on google, but couldn't find it anywhere. How can I make decals appear after an explosion? I know about spawn decal, but is there any guide on how to set up the material and spawn it in the right place with the right orientation?

gloomy pollen
#

should be able to do something similar for explosion

dawn prawn
#

@gloomy pollen , thanks

#

i will try it

fiery harbor
#

@gloomy pollen reroute nodes are cheap!

thin haven
fiery harbor
#

@thin haven launcher

#

learn tab I think

thin haven
#

why doesn't it say so in the webpage I linked 😒

fiery harbor
#

they should mention it, yeah

knotty falcon
#

(bit late) Yeah, reroute nodes are for people who actually want to read their artists BP!

thin haven
#

and the content examples are yuuuge

#

paused the download

spice scarab
#

Did my build just get a critical error because of a stump?

thin haven
#

how does one edit car performance in 4.13? the tutorial I found is waay older...

thin haven
#

also, is there any way to have a way to reverse breaking changes if you're using blueprints? sorta like I got used to source control as a way to control changes

obsidian topaz
#

So does anyone know if it is at all possible for me to port over the new cable component in 4.14 backwards into my project in 4.13? I don't want to transfer my whole project into the 4.14 preview for obvious stability reasons, but I can't see how (if it was possible) porting over JUST the cable component would offset my project stability

plush yew
#

any idea why a mesh would only show wile ejected in PIE but not when possessed ?

plush yew
#

@bright arrow They're the same no? I always saw the "Package Settings" that you get right below "Package Game" as a shortcut to the options in project settings

#

I generally use both of them at different moments and I haven't had any issues so I'm pretty sure they're just two GUIs for the same config

#

@obsidian topaz No they added new features to the cable component in 4.14

#

Or did you mean port as in the source?

obsidian topaz
#

@plush yew I mean as in the source

plush yew
#

Ah! Well yeah it's a plugin so you might be able to compile it for 4.13, but I have no idea

#

I wouldn't bother and just wait, 4.14 will hit stable build soon

#

I couldn't actually get collision to work with the default cable actor

ashen brook
#

Hey @plush yew! How have you been?

#

Chugging along?

plush yew
#

@ashen brook Hey! I've been good we're finishing up a short little halloween demo for The Wake

ashen brook
#

nice πŸ˜ƒ

plush yew
#

Forward shading is beautiful for our little scene

#

BUT steamvr isn't properly returning the chaperone params in a packaged build :/

ashen brook
#

bah

plush yew
#

bounds*

#

So our extra chaperone system (#safetyspikes) isn't working

ashen brook
#

heh

#

What's this The Wake btw? Not sure I'd heard of it before

plush yew
#

And I'm not really sure how to debug it

#

It's a zombie project we started on last year, never finished

#

There's a steam page for it

#

So we thought that we could at least release a small demo for halloween

#

Because some people were excited

#

We're not zombie fans we just happened to enjoy poking ragdolls, and that turned into a melee zombie hack n slash

ashen brook
#

hehehe

#

"poking ragdolls"

#

right

plush yew
#

πŸ˜‰

#

I was using phys handles to grab them. I removed that feature.