#ue4-general
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The reason is, some blend files store a large number of similar meshes
E.g. 20 variations of a single combination of meshes
20 sets of differently positioned 5 mesh objects, to be more precise
So it outputs 20 base FBX files, 20 LOD1's, 20 LOD2's...
Haha yeah if you had to do that manually that would be annoying
So does the UCX collison need to be in a seperate .FBX aswell?
Does anyone have a good workflow for perforce and updating plugins? I'm constantly faced with "Can't open for read, file doesn't exist" from the old versions of the files when I try to submit the new ones (which I've deleted since I've replaced the plugin folder with the updated one). Since I do this quite frequently, I'm wondering if there's a command to find all files that have been removed from the local workspace and remove them from changelists
@timber birch No it should be imported together with the mesh itself
So combine meshes on export
Or I guess combine on import would work as well
We haven't found a good workflow for exporting UCXs... they're quite finnicky since they always require each primitive to not overlap another primitive
they're quite finnicky since they always require each primitive to not overlap another primitive..... for real? thats probably why mine aren't working lol, Thank you ๐
Yeah check the documentation, they show you a nice image of a lollipop and how they set up the primitives
Yeah i see. thanks ๐
So that works, but if i add a second collision it stops working UCX_Object_01_00, UCX_Object_01_02, etc. but that doesn't seem to work
Hey guys, got a quick question: Have you yet seen any combat tutorials ? Not melee but more like martial arts ( mortal kombat etc. )
I do remember a rock/paper/sciiscor video about the guy who created the stuff for street fighter or soul calibur
cant remember
if i come across it ill tell you
(he uses a rock/paper/sciscor approach)
I'm looking for something really simple like a basic punch or something might do it :-?
thanks tho!
@sonic gust There's this guy on Youtube his channel is called TitanicGames, i believe he has some tutorials about sword fight
@timber birch thanks! I found some about sword fighting, was looking for something more hand combat oriented :-?
I cant find the gdc talks, but this google search: https://www.google.nl/webhp?sourceid=chrome-instant&ion=1&espv=2&ie=UTF-8#q=fighting games rock paper scissors does give quite a few interesting reads
nothing for regular punch stuff etc
that was the best I found
Does anyone know, as soon as i add a second collions object xxx_01_00 the collisions stops working, it only works with a single mesh :/
@timber birch Try adding just two boxes far off from eachother and see if the problem lays with the shape of your convex meshes
@plush yew Ill give that a try
Anyone have any clue why right click in 4.14 BP lags the whole Editor for like 10 seconds?
It didn't use to this prior to 4.14
@vale osprey So that's the only way to do it? That seems risky if I change what my components are named
@gusty summit I just ran into a similar problem with weird shadows where some of my two meshes meet, increasing lightmap resolution fixed it for me
I read through this thread - https://forums.unrealengine.com/showthread.php?9163-Strange-Shadow-With-Static-Mesh-Wall
Hello, I posted this in the answer hub but never got a reply, just wondering if anyone can help me here.
I have made a static mesh floor in Blender and imported it into UE4 everything worked perfectly until I lined the flooring up to fit and realised that they have a strange shadow on the corners of them every time lighting is generated any idea what might be causing this? Here is an example:
4902
Here is a video that rendered terribly however here it is anyway:
cool I was going the other way. Making the resolution smaller. But Ill give that a shot
Well no matter what i do nothing works with these collision boxes
@fallen schooner yeap, either hardwire them in constructor of the actor or search by name. I search by name and show warning if necessary component is not found
there might be a better way
I guess I'll have to engineer it myself
A shame. Unity allows you to setup the references as part of the prefab
@plush yew I have not seen any issues with intersection of primitives
I don't know where the recommendation comes from, as my entities have many collision meshes happily merged together when I parent them (they get all welded into a big combined body), so it's definitely not a numerical/simulation concern
Weird thing is
Btw
Your collision meshes cannot have more than 255 vertices and faces I think
The induvidual UCX objects
If i name one of the collision boxes UCX_GuardRail_A_Damaged and the mesh GuardRail_A_Damaged it works fine, but when i UCX_GuardRail_A_Damaged_01_00 It stops working and even when i add one UCX_GuardRail_A_Damaged_01_01 so i have 2 of them it doesn't work either
as soon as i add a number it stops working
my collision meshes are primitive boxes
wich is 8 vertices
It's probably something dumb in the import, try giving them shorter names or something
Without numbers
Just as a test
Ill try
Does anyone know how to upgrade a 32-bit project to 64-bit? I'm trying to generate project files but I only have VS 64 bit... It's throwing an error (no 32-bit compiler found)
So I'm trying to see what sense does it make to leave a tiny gap there. Inflated meshes would likely intersect anyway
You mean you want to change 64-bit to 32-bit?
It's 32 bit. I need to compile it manually but I can't because I have 64 bit VS.
Exact error is.. "UnrealBuildTool Exception: ERROR: No 32-bit compiler toolchain found in G:\VisualStudio\VC\bin\cl.exe
"
So I was wondering if there's a way to upgrade 32 to 64
@south ridge all the boxes have gaps between eachother, not touching eachother at all, so thats not it
Yeah, I'm just still curious why did they put it there
It seems nonsensical
I can't find anything in PhysX docs that would discourage intersection of collision shapes (except for some cases which don't matter much)
No idea, but as soon as i add a number it stops working... wish it would tell me why
I think it might not like you having two numbers there
I've found massive issues in FBX importing in UE4 before haha
They told me they won't accept fixes cause I guess 4.14 has rewritten FBX import stuff
Well
For example
If you read FBX content pipeline, you'll notice they mention _skinXX suffix
That is utter bullshit in all versions with old FBX importing code, it doesn't actually work
The code that was parsing _skinXX suffix never worked
I think the reason why people didn't notice it is cause either nobody bothered with it, or the 3d modelling software sorted the materials in their desired order for one or other reason
Blender exports material lists inconsistently so I had random swaps happening before I added _skinXX and fixed the code that handles it
Haha
I don't know
If they fixed it, it's not BS (they told me they would)
I think that you should mark your materials with explicit indices as a good tone & a way to guard against weirdness with exporter/weirdness with triangle lists in your 3d editor
I did not bump into the fact that _skinXX is broken until later
I think it's somewhat functional if your object contains only a single triangle mesh object or something. I don't remember exact conditions
The bug is that they sorted the list of UNIQUE textures, but then they read from list of ALL textures
Materials, I mean
They should have sorted unique materials list & read from unique materials list. The error made it read garbage data and order everything as it was exported anyway
@gloomy pollen went as high as I could with the l resolution, still no luck
@gusty summit are your normals correct
On those edges
E.g. it's not a single smoothing group?
Hey does anyone have any experience with SVN? im just having issues with other people connecting to it. I have the repo working and everything is fine on my end.
When my friend tries to connect it says that there is no working copy.
@south ridge Haha i see, does the collision boxes need unique mat id's?
New scene new boxes, same error
collision boxes should be without materials
also
they should be set to one smoothing group
e.g. they should be weirdly lit
Did you switch smoothing groups/remove materials?
The only other thing i did, was giving them all 1 smoothing group, didn't remove the material well not in 3dsmax
And thats not even the proiblem
the problem is with the exporter i am using, to speed things up
damn
I should've mentioned the smoothing group thing right away
Cause FBX/UE4 has no concept of smoothing groups
Smoothing groups are converted into induvidual mesh pieces, which breaks the whole convexity thing of those boxes
Aaah i see
well it works without those smoothing groups aswell
This exporter is the problem
I see
If i export via 3dsmax itself to fbx, it works fine.
But if i use this script/exporter it breaks. I should have tried exporting it without the exporter
Still thanks alot for your advice/help. It made alot of stuff clear ๐
okay, so, question.
i have a mech.
right now it's using a floating movement component
would I want to turn it into a vehicle?
despite it taking discrete footsteps (as a biped, anyway)
but it's procedurally generated movement
@south ridge the normals are correct on all the faces
i didnt know you could have edge normals
Normals are per-vertex thing
Per-vertex-per-face
Since faces can share vertices that are located in same point, but have different normals
But yeah, maybe lightmap size is too low or the lightmap UV map for that mesh is suboptimal?
Is there a way to force reindex of assets? I rebooted and now I'm missing a map that shows up in explorer only. My google-fu fails me.
@south ridge the normals are correct
@south ridge Finally everything works, including LOD export. Switched to a new Exporter wich does the job right. I can export all 11 meshes in 1 click now ๐ thats going to speed up alot
All signs point to my UMAP file being corrupted, can't even get it to show up in a new project while my other maps can. Now trying copying the Saved/Backup/ copies to another project, but its not opening, hanging on 70% for 15 minutes now.
Sweet!
@timber birch yup that's what I set up in blender for myself too
One click, everything exported
One more click, maps baked
@south ridge Haha yeah, exported 11 meshes with collisions and lods in one click.
Also collisions touching eachother doesn't matter
Still works
http://puu.sh/sqhU5/a24cbb20c8.jpg Purple wireframe are the collisions (left you can see they go through eachother)
I don't know why their guide says that
I couldn't find anything in PhysX docs about badness of overlapping convex collisions
Their own convex generator creates perfectly touching (and due to collision model bloat, straight up intersecting) pieces anyway
So durr
Haha maybe its from years ago? i wouldn't have a clue, I'm just glad it doesn't matter
I'm sure the guy who wrote it will go "Huh? Oh, uhhh", when asked about it
I dunno, we use dynamic lighting. I would hope so haha
But how do LOD's map to lightmaps of a highpoly model? The answer is either it's magic or they have their own lightmaps or something
Probably the latter
That lightmass recomputes lightmaps for static mesh under each LOD (potentially)
E.g. it substitutes the model as many times as many LODs you have
And computes pixels on its lightmap for each one
But... I'm not sure if it actually does that
Oooh
Our game is fully dynamically lit, so I don't care xD
Yeah i wonder...
We can't use lightmaps due to amount of lights we have (hurr)
I mean these are guard rails, so are lightmaps even used... in games that would use them?
We have so many lights and our levels are so big that lightmaps are impractical. I've stopped bothering with them when estimate for amount of lightmaps required reached 100 GB and was trending towards way more than 100 GB
100GB damnnnnnnnnn
That presumes that all things that deserve it get lightmapped at an adequate quality
Lets say the model has lightmap uv's
but lightmaps aren't used
is that a problem?
Not really, but you should disable lightmap UV generation so it doesn't consume extra memory by that extra UV slot
No performance penalty, but a tiny-tiny memory one I guess
Our level is about 30 km of train tunnels - two tubes running in parallel. The tunnels are complicated (the shapes of walls), so they don't even get lit well with low-res lightmaps
Hence the amount is impractical
Uhm
Yeah i'm not used to it, using lightmaps
CryEngine doesn't use lightmaps
So i'm not really sure if i should do it or not, if lets say people place ALOT of these guard rails
that would greatly increase the amount of lightmaps?
or does it share the lightmaps
if i place the same mesh twice
You don't have to use lightmaps
It does not share or reuse lightmaps, each static mesh is its own lightmap piece
Lightmaps get atlased together into big textures
Lightmaps are a wonderful optimization if you have a lot of static light that doesn't change much
I see, i think ill make the uv for the lightmaps and leave it at that, people can decide wether they want to use it or not correct?
If you are just making the assets, that is the best thing to do
Ensure your mesh is correctly lit under static lighting
Well that explains why it won't open LOL https://gyazo.com/9c5e5dfb203208164e70ec044dd8c1ce
@south ridge Cool thanks for the help ๐
Header and footer of the backup files match a good umap file so I don't understand why it won't at least show up to open.
Also what does UE4 use these days instead of SVOGI?
What's that?
@gloomy pollen Okay sorry, ill ask tomorrow different channel. ๐
No worries, data loss just sucks when you were doing your due diligence with backups.
Hello all,
When pacakaging for windows it gives error AutomationTool exiting with ExitCode=5 (5)
And in the console it shows Success - 0 error(s), 400 warning(s). Donno how to fix it as it doesn't show any errorsin the console
You should see probably a UBT Error in the Output window
Somewhere
They can be difficult to spot sometimes.
ERROR: UBT ERROR: Failed to produce item: F:\UE Project Backup\CykoolDemoReady\Cykool\Intermediate\Plugins\NativizedScript\Binaries\Win64\UE4-NativizedScript-Win64-Shipping.lib
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: Total build time: 57.44 seconds
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.Run: Run: Took 57.5786388s to run UnrealBuildTool.exe, ExitCode=5
This is the UBT Error it shows in the console
There will be an compile error further up that will most likely explain why it couldnt build that
In th console it shows few things will not be compiled but it indicates them as warnings not as errors
Copy and past the entire Output window in here
F:\UE Project Backup\CykoolDemoReady\Cykool\Intermediate\Plugins\NativizedScript\Source\NativizedScript\Private\cyKool__pf.cpp(10): fatal error C1083: Cannot open include file: 'Cykool/Classes/GameFramework/Actor.h': No such file or directory
That is why
anyone have a chance to fool around with the auto lod generation for UE4 in v4.14? I can't seem to get Max deviation, pixel error, or recompute normals to do anything.
Correct me if I'm wrong, BSP geometry tools are not available at runtime right?
I can't, at runtime, create new brushes and build geometry from them?
Nope
BSP is static
By the way it's not really recommended these days, static meshes are much better at prettu much anything
BSP is like the definition of static
Hi, I've had a chance to upgrade my project to 4.14 and I jumped right into testing the LOD creation.
Adjusting poly count by percentage works just fine. However, adjusting by "pixel error" or "max deviation" appears to do nothing. Strange. Also, updating normals appears to do nothing as well. Can anybody else reproduce this same problem? Is there something I'm missing?
Thanks! :)
-Neil (CaptainMigraine)
Guys how to Deal with this error
"Unattended -WarningsAsErrors -installed"
Getting this error while building the .exe
@robust owl hey man! going to be doing any streaming again?
I remember you were working on a killer level a lonnnnng time ago
that was the last time i saw you
must have been over a year ago
yeah I kinda packed up cold turkey and stopped working on everything
now I'm just doing my own thing
was really nice to see another enviornment artist streaming
very cool, and sometimes essential
it's awesome that you remember me
you still doing 3d
yea
? or just taking a break
awesome! I landed a job working with unreal day in day out now, before i only knew unity
now I'm working on a game from scratch
I don't wanna shamelessly plug my discord channel so I'll PM it to you if you're interested
added
but yeah I've been workin on my own game for little over a month now
and it's coming along...
I took a break to make a hat for UT
Hopeful it'll get accepted but I realize it's political satire so... might not make it in
Suppose one has to expose a c++ function in a plugin to blueprints but does not know how
what would that person do? Asking for a friend
(sure)
read this : https://docs.unrealengine.com/latest/INT/Programming/UnrealArchitecture/Reference/Functions/
Reference to creating and implementing functions for gameplay classes.
๐
Hey guys, anyone could help with interface.h ? i got a few pics in ue_programming channel
rama's got a more beginner friendly wiki post https://wiki.unrealengine.com/Blueprints,_Creating_C%2B%2B_Functions_as_new_Blueprint_Nodes
wow I haven't seen there was a programming channel, sorry for posting here
so in order to have a function exposed it must be a ufunction
jup
hello all, I have been working to package a game to windows but in the output log it gives the fatal error F:\UE Project Backup\CykoolDemoReady\Cykool\Intermediate\Plugins\NativizedScript\Source\NativizedScript\Private\cyKool__pf.cpp(10): fatal error C1083: Cannot open include file: 'Cykool/Classes/GameFramework/Actor.h': No such file or directory
Even after itried to remove the include file it shows the same error
I tried deleting the intermediate folder and rebuilding the project but this doesn't give the desired package
The intermediate folder is referencing to a location that wont' exists in the folder structure and i am unable to fix this . Because the changes made in intermediate file are overwritten evrytime
could anyone give me a leimans explanation of uv channels
I understand its how unreal renders things, and its my understanding unreal renders textures on the first channel, then lightmaps/uvs on the second?
sorta
unreal renders any textures on any channels
and a lightmap on the channel you tell it to
so is having the lightmap on the first channel wrong?
For some reason the edges of my mesh are super visible
no, you can pick which-ever uv-channel you want for the lightmap, but it does need to be properly laid out.
best is to cut islands along actual edges on your mesh, stay within 0-1 space, no mirrored or overlapping uv's, stay 1 pixel away from outer edges, and try to keep two pixels between uv-islands
keep in mind that the lightmap resolution dictates the size of the pixels
a lightmap of 64 has 64x64 pixels you can arrange your uv islands on
so I'm trying to light a whole house, and I've never manually created the lightmap before, so I'm using an addon called texture atlas to unwrap multiple meshes at once. It seems to work minus the edges being visible. And my lightmap resolution is as big as it can go 16384x16384 lol
texture atlasses wont get you any performance boosts
you shouldnt make one mesh out of the whole house
you seperate walls, floors, ceilings, windows, etc
think of ue4 as a lego engine
you build stuff up out of pieces
one big mesh house, plus one lightmap is basically the worst thing you can do
that way you can also reuse walls, ceilings, windows, etc
and thats where the modular workflow comes from
I'm only really doing one house for a virtual tour, so reusing parts isnt super important. That's essentially what I was trying before, but I didnt really understand how to do it
does each piece have its own lightmap? are they on the same channel?
you cannot expect to fly if you dont know how to control a plane
each piece has its own lightmap
also, why not check out all the youtube videos epic made, and the load of tutorials available there and on the forums
so right now my house isn't one mesh, its several. It is sorted into walls/floors ect. And I was unwrapping them each onto their own lightmap but it didnt seem to work
you asked this yesterday as well, that gave you almost 24h to find a few tutorials about it
Yeah I know it doesnt sound like I know what I'm doing but I have done a ton of research, I just wasn't getting the correct results
first hits on google
even just "lightmaps" on google gives you semi-identical ue4 related results
"ton of research"
Yeah I watched that first one. Sorry amigo damn
None seemed very helpful from a non uniform environment situation
its all good, but saying you have done a ton of research just sounds off.
especially when you mention stuff like an atlas creator that has nothing to do with lightmaps
i'd start with the basics
focus on modular and proper understanding of lightmaps
atlas creator does make me a lightmap though, and it works pretty great
but ill try and do it by hand
yea, you can tell from those seams hehe
that being the only problem
It just seems like the contrast is way too high
and its more a tool for making texture atlasses
hence the name
and besides that already being rather useless in ue4, for lightmaps its totally useless
anyyyyways
yeah thanks I'll give it another shot manually
if you hit other snags, dont hesitate to ask.
and if i come across like an ass, tell me and ill try to be nicer
im trying :p
even if you like it all automated, actually experiencing it trough doing it by hand gives you a better understanding of it all
its a good experience
Also I'm using blender, which neither of those tutorials use. Maybe thats my problem
I would like to ask some idea on how to achieve the following thing: I have a Silhouette of a shape. I also have tetris-like shapes. How would I detect when the shapes are in the correct orientation? Here is an example: https://gyazo.com/cc7b5fc7a54f1d253faf1bb445247ef0
I have literally no idea how would I do that kind of detection. The only idea I had is to hardcode the variables and lock the piece in position when it is in the correct location and orientation, but this isn't a viable solution for multiple puzzles like this, because in other shilouettes, every piece has to be in another orientation and location. Any ideas?
@versed pawn You already know all the possible orientations right?
@safe rose yes. As you can see from the image, this is the correct solution, so all pieces have their respective correct orientation for the solution.
Right
How are these falling?
Same as in tetris?
top-down?
Are these physics items?
top-down. They are layed on the floor. They are not physics items. All pieces rotate by 45 degrees. The player picks them up with the left click, places on the Silhouette mesh which has sockets, and snaps the piece in place. Then, the player just needs to rotate it to the correct rotatation
@gusty summit after my meeting i can set aside about half an hour in hangout to look at your screen on the ue4 side of things and tell you what might be off and how to fix it.
@versed pawn Hmm, okay, so there's no skills involved
So, just get the end points of each
and make sure the line up with the end points of the entrance
You can do it with either overlapping collision boxes, line traces (a bit costly, but doable), or by getting the correct up/right vector / face normal orientation desired of each shape
You can use sockets too
How can I approach creating an interactive text box using blueprint? In the same vein as Zork or other text based adventure games
@worn vault what do you have already?
I'll let Vic help you
I don't really have anything yet. I was reading around the web and I kept finding pretty old forum posts about having to use C++ or having to create listeners for every keyboard key. But most of those mentioned waiting for "UMG" to come out. So I was looking at UMG and I saw several types of text boxes and how you can set them to be interactable within X meters. But I don't really have anything solid
You need to have an editable text box, and then you need a way to trigger events based on what was entered.
Vic can give you more specific advice because he's done it.
I haven't tried using a database, but that could be way easier to manage all the strings
Though a switch is kind of limiting.
But my text games were pretty short, so I didn't mind manually inputting that
It really depends on what you need.
Either you build up a very very sophisticated system which reads every word entered
Or just keep it simple
Alright perfect, thanks. I'm going to read more on UMG. Would you mind me shooting you a message if I run into a wall in the future @safe rose ?
yeah, that's fine @worn vault
@worn vault https://www.twitch.tv/victorburgos_/v/94622132
You can watch 13 hours of the 24ish crunch I did
@worn vault you mean you want the player to input words and the game react to it?
I toyed with such an idea in my other project (Lua roguelike) but dropped it due to complexity
choosing from a premade list of answers is easier to maintain
I do want that, but I'm still working on allowing the player to type into the textbox part
ouch. and you want to do it all in blueprints? gonna be one tough ride
Actually if you've got a bit of money, there's a dialouge system that's all BP that parses text.
Might be worth a look.
what should I search for in the marketplace?
A versatile dialogue system built using Blueprint/UMG and actor components
When I was evauluating this for Ethos (which it was never used in the project, go figure) it was pretty solid.
This is the kind of thing Vic meant earlier.
But you can get good results without going this far.
Hey, question. Does Epic accept the same meshes but different materials applied for marketplace?
Oh sorry didn't know it exists
Or just ask in general, but tag @rustic fable @lost sigil @real mason
Which, I already did, so, they might already see your question
Haha cool, thanks for the tips ๐
a board for tutroails
been online for a while, but seems not much people voting there
well, could be cause there is never a link to it XD
haha, there were one on forums..but you know, Unreal community is super active, and posts leave the first page quickly
the ue4 c++ udemy course is on sale for $14 for black friday if anyone is interested https://www.udemy.com/unrealcourse/
thanks to @safe rose for mentioning it during one of the dev battles
just about done with that one, recommend
yeah i picked it up
BeepBox is an online tool for sketching and sharing chiptune melodies.
i have 0 c++ knowledge so looking forward to it
just an fyi, it starts off really really slow
^ listen to my creation
slow is good
like, assuming you don't know programming
ah then it might be awesome ๐
Why does UE4 feels unsharp/blurry compared to CryEngine wich is much more crisp/sharp
Depends on how you use the engines, if you are making blank statements like that you haven't learned how to use the engine to its capabilities.
You can't say something like that without some substantial backing up on your argument @timber birch
^
On the same page
Like, I can say that if I were to make a 2D game, and I ran into problems because of the limits of Paper2D (since that's been underdeveloped), I would go to GM2. It would just depend on a lot of factors if I couldn't really get what I wanted out of Paper2D in its current state.
But that would be the only time I would ever cheat on UE4
Aha, I am loyal
Loyalty does not give you $$$ in your pocket if you run into bugs or workflow is crappy
Yea...
Just ask your question...
Oh i came to that conclusion after playing Paragon
can we use previouse unreal engine version like 3 or udk assest for prototype
That is up to you
Unreal Engine 3 meshs?
i will now >:D
But, usually, your meshes are external ones, independent of the engine
infilitrator demo seem to become unstable after 4.13 for mac osx version
Macs suck
Next question ๐
next game jam?
You do game jams?
no but would like to try at it
@rocky tendon It's not a blank statement. I mean paragon doesn't look that sharp honestly. Wich is on the highest settings. Anyways its something ive seen and caught my attention.
when will we get paragon assest?
never?
Whenever they kill their baby and move on
LOL
8 years
yes
lol
hack n' slash
Then they would have to admit they can do MMOs
I wonder are there settings to make it sharper? cvars or something?
And I don't think anyone really wants that
they cant with the network setup in UE ๐
^
i wish i can port to ps4 with mac
let's enter the system via neuro connections
we can exort dominion of that world
Hey guys, I want some basic ragdoll death physics in blueprints
what node do I use to set the mesh to simulate physics?
is 4.14 stable? any experiences?
nope infilitrator constantly crashes on me past 10.4
gonna try converting project to .13 for a test
hey guys! Is anyone able to answer this question for me?
https://www.reddit.com/r/unrealengine/comments/5eg6hl/how_should_i_make_this_especific_character_for_my/
No acceleration at all?
Pawn.
You'll have to do some of your own code, but you'll get much more control.
Tip: Use sweep to be able to get hit events when you want to move your pawn.
Thank you @worn granite. The object in the screenshot is actually a controllable player. You play in 3rd person as that object with a following camera
I guess I'll go with a pawn class then
Is there any complex and extremely detailed physics tutorial that you know of? Physics in this game will be a huge part and I barely started and I'm already getting undesired behaviours
@daring elbow may want to try #legacy-physics
oh sure! Ty! Forgot about that
although
if it's about ue4 character, it's more of a coding issue
I like the list though
I'd wipe "perfect" away when talking about realtime games ๐
oh I saw the image now
so it's not a character
hey guys
I might be a bit stupid but I can't get attachToActor to work
my BP is working fine with other methods like destroy
basically I want my player character to be able to drag a corpse
so I use a multisphere trace and attach corpse objects to my mesh through a socket
except it just doesn't do anything
to be more precise
the corpse is attached in the world outliner
but it doesn't physically attach itself
anyway if someone knows how to help me, please pm me the solution as well since I'm off to bed
My SplineMesh doesn't deform correctly, it stays a straight cylinder. I have highlighted the Spline red in the picture.
Has anybody else encountered that issue?
Well, it's working as expected, isn't it ?
I mean you don't appear to have any cuts in your wireframe
Splines won't generate additional geometry
Until GPU makers invent spline triangles, there is no fix for that ๐
do either smaller segments or just add loops there
๐คฆ
I need a bit of a help. I'm working on my proc-gen city again now that UE is back to behaving sanely
and I want my roads to end at a certain side of an intersection
so, there's a couple of gotchas here: 1) intersections aren't guaranteed to be 4-way (you can have a T, too) 2) if a side is taken, I should mark it somehow
I tried making an enum for the four sides but I'm a bit stuck
can a struct contain an enum? b/c I could then use an enum plus a bool indicating if the side was available...
@thin haven It can.
you can certainly have enums in structs
array of bools using a NSEW enum would seem sensible
Or just plainly four bools
okay, tested enums (by hand) and it works. I'd hate to tick/untick four sets of bools so I'll go with an enum to control the side and possibly a bool for the procedural part, when it comes
no more roads trying to reach an intersection's center ๐
next step: adjust the direction of the start/end points. rotations/orientations are so ๐
not sure if this guy has posted on forums or somewhere else but this adventure / third person action template (not released yet) looks awesome. Has pretty much every feature you'd want https://www.youtube.com/watch?v=rQOFgk2-J9A
How do I control whether my game automatically takes focus on launching? It seems to not take mouse focus on launch. I found the BP node "SetFocusToGameViewport" but I was wondering if there was something in a settings file I could change, maybe
I seem to recall a setting, try project settings and then look for editor-viewport? maybe?
don't have editor open atm
OK thanks
also fun aside: 2-step process to crash unreal:
- Copy some blueprint nodes
- Paste them into a Hex box in a color picker
hrm, interesting.
i can't add a float curve reference to a structure
yup, with a 100% repro
Don't you think releasing templates hurts the dev scene?
dont you think releasing an engine for free hurts the dev scene? :p
I hope you are exaggerating, but look at steam its flooded with shit EA and "full" games and I think its because its become this get rich quick pipe dream/fad to gamedev. I just feel if you can't manage to build something to level of what I see in templates, you are not going to be successful making a good game....
then again, if you want to test a vert slice of something you want to build, these templates can be quite handy
i understand your concern, but its still a great thing for beginners, for testing, etc
and those who use it for a get money quick scheme, they should choke on dicks, or try filing a lawsuit against jim sterling hehe
Indeed, I refuse to believe all the people putting out the shitty work are all self deluded thinking "they made a great thing" like its their labor of love.
best example of that is that minecraft-looking day-z thing, hundreds of copies hehe
Do regular instanced static meshes cull with distance? I mean all the instances at once.
Hello all. I am trying to move a static mesh component of an actor, but it wont let me grab the handles. Rather, it zooms me in and out. Any idea why this might happen?
It actually does not matter what the object is in the blueprint actor. I can't grab light handles, static mesh handles, etc. Can't rotate them either
Got my answer, didn't realize you had to be in game view for things to cull properly in editor.
Has anyone ever had lighting affect their Terrain like this? Don't know how to fix it.
That's a known issue of cascade shadow maps
I think
Maybe not
Sometimes CSM's have precision problems when you go far away from world origin and so on
But that can't be it, since that makes similar banding, but always related to the lights axis in some way
Anyone know how to fix this stripy effect after packaging a build?
@south ridge Is there anything I can do to "Fix" it for now, even if its an ugly fix
@worn merlin sadly I don't know, that issue doesn't seem like what I thought it was
Try messing with CSM settings, but I'm not sure that will do much
Ah okay, thanks
Has anyone had a chance to mess with the SimpleVehicleMovementComponent introduced in 4.14 yet?
Thanks!
np
Hello Folks
I am in trouble
I have a pair of UAssets I made yesterday
They no longer appear in the editor
They are in the file structure, but I can't seem to make the editor notice them
I've already tried deleting the Intermediate and Saved folders from the project and re opening the editor but the files are still not found.
rip
hi gang. i'm having trouble making this shape quads. will this suffice?
thanks @safe rose
I'm getting a little frustrated.
@fallen schooner why?
A blueprint I made yesterday is not being detected by the editor even though it exists in the directory
4.14
I managed to get it back by reverting source control
But I have no idea why it went away.
I've got a weird bug where a font doesn't appear in baked builds, it shows up as a bunch of squares, anyone know what might be causing this?
UMG font ?
it's an text renderer component, in-world. Using EngineFonts/RobotoDistanceField
is it just me or to "move" a folder in ue4.13.2 does not do anything except cloning the folder without moving the assets and dependencies?
nvm had to fix up redirectors after moving
for the steam awards: The โAll of aboveโ Award โ Currently The Witcherยฎ 3: Wild Hunt
hello
there is a new version available of unreal.... is there any way to update my engine to the latest version?
i dont want to download the whole engine again
I probably have a very noob question.. so yeah I just made a character and all its ready! But.. when I started playing the character walks away from the camara and appear back again over and over... Fix?
I probably have a very noob question.. so yeah I just made a character and all its ready! But.. when I started playing the character walks away from the camara and appear back again over and over... Fix?
I probably have a very noob question.. so yeah I just made a character and all its ready! But.. when I started playing the character walks away from the camara and appear back again over and over... Fix?
@covert pebble did you perhaps animate it with root motion?
Hey! I made a tutorial about transferring Blueprint to C++ https://www.youtube.com/watch?v=ykrrXMQ3RqM
I used the Spline Track Generator that Zak Parrish created during one of the Training Streams
One of my first tutorials of this length. Hope it might be helpful for some of you ๐
you did convert the thing for current spline component though?
or did you still do the banking on array?
(which makes zero sense today when spline component can handle it)
@mint birch ^
I converted the project as it was made in blueprint in unreal's training stream. So yes, with banking / scaling using the Data array
yes I guess so. But haven't thought about actually updating it. Would've been a good addition... oh well
@ashen brook maybe not? That root thing sounds useful xD
Can you show me a screenshot of the place to add the root motion? I can't find it.
Well I'm not currently home so I can you you :( but I'll send you a pic when I'm home! Ty!
sounds good ๐
๐
Explained some stuff regarding my open world works if anyone's interested.
https://80.lv/articles/creating-realistic-virtual-landscapes/
@quartz ether Good read thanks
@quartz ether interesting.
Also:
One of the custom functions I have which I really like allows you to share the same color information between your landscape layer and your meshes based on world position, allowing for a more seamless
transition between the ground and rocks.
whats the function called?
oh I see
i have a weird ass problem
bought new motherboard, graphics card and CPU and bought Windows 10 when i now run the game im making in standalone and then exit it UE4 becomes "Not Responding" :S why....
I have that same issue in 4.13 I think
only happens in standalone, not in pie or new viewport
don't think it was there in 4.11
How would I go about getting a second camera view on the screen , I would like to have something that would look the same as the preview.
I would like to have both the aI character(tiny one) and my player character camera on the screen, but not split screen. the size has to be changeable
@tropic pilot Might be a win10 related issue.
it sucks ๐ฆ
is there a channel for particles i wonder?
hasn't VictoryBPLibrary been compiled/made for UE 4.14 ???
how would you guys do something like Pudge's hook from dota. Where the chain extends from the player to a dynamic distance?
might be win10 related then
are you all on Win7 still?
@upper heart id stretch a mesh between two points and change UV-value depending on length. One pointis homing to enemy, other point is on player
I didn't think of changing uvs. Is that easy?
would you make the end (hook) a separate mesh then?
yea, could attach it to the 2nd point
and not sure how hard as I never had to do it
but you'd take length between point times/devide/wahtever math to the uv's
okay, cool
yeah I was looking at the Cable Component
I don't see how to specify a mesh with that tho
@tropic pilot: yeah, Win7 here, no problems with standalone game and UE4, even when I had massive performance problems with my project due to my own goofs
@fierce tulip I feel like stretching the mesh primarily on one axis is going to skew it quite a bit
oh, i expected it to be just a flat plane mesh with fake chain texture
ahhh if that was the case I would probably just use the cable component
no it's actual geometry
thats a shitload of geo hehe
it's not too bad. the entire character is under 18k tris. the chains are wrapped around his neck and go out in front of him.
haven't checked how much the chains are by themselves
but yeah I'm not sure how this could work with real geometry
Im guessing they are "hiding" part of it and making it visible somehow. god of war used planes so I can kinda guess how it was done
but actual geo
somewhat same as how they do gates with chains prolly
abzu is a decent example
12:35
ahh yeah that makes sense. I guess I would have to calculate how much to show
dang yeah now I regret making these geo
they are animated as the character moves and things and it looks pretty sweet tho because there are bones in the chain links
This sucks ๐ข
i wont be able to make games now cause of stupid fucked up shitty ass Windows 10....
is there any way to offset graphs such as stat scenerendering and stat gpu? I can't see them in VR
๐
guys please help me. is there somebody online who speaks english to help me with an issue on ue4?
is it possible to get the skysheres from the editor into the actual level?
@gusty summit how do you mean?
background?
Probably
Id say its just a cubemap or something
It will be in the Engine content somewhere
Using UE 4.12, my PIE no longer reflects what happens when I run the game in Standalone mode
anyone know why?
What do you mean? Can you explain further
When the game starts up, I add items to player's inventory
In Standalone, this happens consistently, as expected
In PIE this does not occur
When I unequip and item from the player's loadout, it is move to the player's inventory
In Standalone this works as expected
In PIE, the item never shows up in the player's Inventory UI
When players collide with a Pickup actor I built, they are granted an item into their inventory
This works as expected in Standalone
but in PIE, the collision no longer occur between Player and Pickup
Theres' no back button so I have no way to go back, can't close the program, only option is to end process
esc
thanks!
happens sometime
Why don't they just put a back button?
lol
where's my back? lol
Does the Unwrapping UV:s increase performance inside game or is it mainly for static lightnings to work correctly?
its for textures and lightmaps
not much to do with performance
though proper lightmap setup can help you lower the lightmap resolution needed
Unwrapping is only a way to add texture mapping, if anything is has a neglegibly negative impact on performance since there's a very tiny amoun tof extra data
so in a way.. it could be a performant thing
You would get highest performance if you did not use any lighting at all
Thanks.. I am just owndering that what is this SetupMips. It sometimes consume lot of ms:s http://imgur.com/a/oHuVr
I was wondering that will it come because i use material that hasn't been unwrapped. I don't kinda need it in that specific mat
and it is used a lot
sorry
meshes
Oh right btw, if you use tangent space normal maps, you must UV unwrap your model in some way
HZB is just related to HZB occlusion so it's occlusion-related probably
And occlusion problems coming from lightning when it hits the mesh, right?
Occlusion is just testing which objects are seen on screen
So it would omit them from rendering if they are occluded
Aah... So in my case, it could be that it will render lots and lots of unnecessary sides of the objects
i already started to wrap the UV:s. I think it was stupid for not wrap them while making the models
Wow.. No more frame drops.. Steady 90
Whats the best way to leave in level notes to view back later? For example, I want to leave a note on a section of terrain
Someone of you ever had a problem connecting to any Epic Games service ( website, wiki, Game Launcher, Games ) but only from Epic Games ? Everything else in the internet works.. but once I visit Epic Games stuff my internet is killed..
If it would be a ban.. then it wouldn't kill my internet.. I guess.
really specific question. But after the upgrade to 4.14 when you try to reimport one part of a multipart fbx file it just reimports the whole thing. Has anyone encountered this/know how to get it back to the way it was
can anyone answer my question about simplgon plugin
@whole thistle we made our own small actor which is just a message with XYZ coordinates
@topaz kettle ??
thats the only question I cant answer as I havent used that LOD tool for ue4 yet.
Unreal Engine 4 (UE4) now uses a special version of the Android SDK called CodeWorks for Android 1R4. This version of CodeWorks for Android was designed specifically for use with UE4 Android based projects. If you have other versions of the Android SDK installed, it is highly recommend that you uninstall them and then re-install CodeWorks for Android using the CodeWorks for Android 1R4 installer that is bundled with UE4. This way you can ensure that the Android SDK you are using will be compatible with UE4.
is this still the case? Codeworks Android 1R5 came out
hello!
Setting up for development for the Android platform.
hi
i did several tests with my minigame.. it launches, but some maps fail to package
ive been thinking of making a little demo but i think im too young and not experienced for that DX
my profile picture explains pretty much what i wanna make
hey guys im pretty new to UE, been messing with it a bit but whats the best way to learn which params/nodes(?) to use in BPs when you're trying to achieve something? I feel like im randomly guessing....also whats a good way to get a handle of terminology so I know wtf im asking lol
@lyric tiger This YouTube series was very helpful for me: https://www.youtube.com/playlist?list=PLZlv_N0_O1ga0aV9jVqJgog0VWz1cLL5f
@lyric tiger Also, the docs for UE4 are here: https://docs.unrealengine.com/latest/INT/
I recommend browsing the Engine Features sub-menu on the left
For organization and nomenclature
Also, right-clicking in the blueprint graph with Context Sensitive OFF lets you dig through all of the available nodes in Blueprints, which is nice to learn what is available.
I dropped over 200 dollars into the marketplace this morning in support of some of the developers that I know to be awesome creators. Keep it up. And have a greate xmas.
Yeori, (Those are some sick ass Particle effects btw)
hey all, easy one for you I think ๐ - when I migrate assets from one project to another that project doesn't show those migrated assets in UE4, though they are shown in Explorer. They are only shown when I close and open the scene again, is there a refresh/update option for project to sync all new assets/folders?
Woho! It is possible to use Reflection Capture without building lights! ๐
I still wonder. How would you solve switchable lights in a scene where you have prerendered light?
switchable lights should be dynamic lights that getting mixed with the baked light in the map.
Yes, but that wouldn't turn of the light that already is built into the scene right?
If I have a room with only a dynamic light that can be switchable. Then the scene would be rather boring and crisp lacking indirect light.
Yes, thats why it takes alot of time and effort to blend baked and dynamic light into "one piece"
I take that means there is no way of solving this without leaving out precomputed lightning from places where you want to switch off the light.
@leaden perch i will give it a look, thanks
Well. I gtg, Thank you for your input. If you add anything more to the subject please highlight me.
@vale osprey your talk in #fab reminded me of something kinda amusing
So we have our subway trains in the game right
Theoretically we also couldn't reproduce them in the game since they were made by someone and theoretically that someone holds a copyright
But we are very lucky
train factory was in Easter Ukraine? ๐
Because 1) the trains were produced in a country that no longer exists, 2) one of the companies that made them no longer exists, 3) the company that still makes them barely exists, 4) that company filed for a trademark we use (a logo on the front of the train) in 1999 and it expired in Russia in 2009
It was only filed in Russia too
We are not a Russian company, but also their trademark expired from exclusive use
from what I understood, many companies won't really bother with anything if you ask nicely
There's nobody we could ask haha
for them it's easier to send you a letter "yes you can use our logo in your racing game" then try to collect money
but people do get pissed if you don't ask at all
@south ridge yeah, I get it, just commenting on overal situation
Yeah, usually it's easy to just write to the company
Which is what we'll do when we try to make metro networks from other cities
And other types of trains
with guns it's slightly different case as those guys do want money from you and certain limits of how their products can be presented
USSR-made stuff is generally weird
For example, lets say you have a Moskvich car
Who do you ask for permission to use its likeness? There were multiple factories making these in the USSR
And there is a company which still makes them in Russia
But technically none of the original companies still exist
Even when they did exist, who was the rights holder to the idea/the design of the car?
It's hard to find out, but likely it could be traced to some sort of engineering institute or something, but good luck finding the exact person/team who was listed as the designers
Cause in USSR attribution to engineers worked in weird ways
Technically everything was owned by the state (the factories were state-owned)
But the state no longer exists xD
If USSR was still active, permission to use its trains would have to be asked for from the government of the USSR
yeah, I think only KBs could retain those rights, but KBs where rarely invloved in consumer market goods
yeap
was there even any licensing invovled?
cutting in, but: I'd like to add something resembling cat's eyes (http://www.worldhighways.com/EasysiteWeb/getresource.axd?AssetID=40218&type=custom&servicetype=Inline&customSizeId=14) to my game's roads. do you think it's better to use an emissive material on the road itself or add tiny meshes?
@vale osprey yes, to an extent
@thin haven from my experience for this sorta effect it's best to use sprites/billboards
I think there is Iranian company that makes copies of Moskvich or old Lada, with a different logo
they make copies of peugeot too ๐
Although an emissive effect is the 'proper' solution, you will find emissive effect fading out very fast distance-wise
@south ridge can sprites be emissive?
Of course
You want additive emissive sprites
Additive implies unlit (emissive) automatically
I just want the edge of the road to be indicated. the effect needs not be very strong...
Problem with just making it emissive is that you don't usually get that many pixels of it on screen
The dot would be seen far away, but the size of the dot on screen might be 0.2 pixels
Which would prevent it from rendering
the dots far away are less important, so it's fine if the effect doesn't render
In our game, we use this for traffic lights and other things, as they are seen very far away - a sprite is used to clamp visual size of the traffic lights lightened pixel to 1.0
trying to find out how does one make sprites in ue4....
documentation is killing me ๐ฆ
material billboard component is one way
Anyone have a good way to scroll through the event sale page?
Can anyone help? - - when I migrate assets from one project to another that project doesn't show those migrated assets in UE4, though they are shown in Explorer. They are only shown when I close and open the scene again, is there a refresh/update option for project to sync all new assets/folders?
need to migrate to the other project its content folder, no other folder
also fix up redirectors first
yep, I've migrated into the content folder but it didn't sync, how do I 'fix up redirectors'?
found it, not helped a great deal though
if you have loads of troubles @static imp we can join a hangout and ill guie you trough
I must have troubles, I don't even know what a 'hangout' is!? ๐ it's not a massive issue so no worries, more an annoyance!
hi, is there a keyboard shortcut to lock the orbiting of the camera around a selected actor in the editor view?
anyone know why the editor keeps having TEXTURE STREAMING POOL OVER xx.xx MB problems?
Are your textures quality set to epic?
the default texture quality levels limit texture pool to ridiculously low values
it's because there was a cvar for auto-managing the streaming vram pool
added in 4.14
well then i got nothin; you can increase your pool size
The editor may have auto throttled your settings if it detected poor performance
it only detects poor performance when loading a map
is there an option to disable that?>
Yes you can disable it.
do you know where that setting is? I can't seem to find it.
Its in the Editor Preferences. Not sure what category though sorry i dont have access to the engine at the moment haha
I'll keep looking, thanks
I think its called Monitor Editor Performance.
Oh, that's a checkbox in the quick settings bar at the top of the editor, it just doesn't have a hover text to explain what that means
and just found that in Editor Preferences which explains that option
sweet
I've only been using UE4 for a few months so little things like this are good to know. kind of annoying when everything drops to lowest quality and super low resolution scaled up to the viewport, heh
Usually when the toast message appears you get an option to disable it.
anyone know if in RPC, _Validate functions are run on server (for example if u call from client)
so would it be comparing local client value with server to validate ?
I never get a toast, just the red text overlay. Should be fine now though
@daring saffron: My reading of https://docs.unrealengine.com/latest/INT/Gameplay/Networking/Actors/RPCs/#validation implies that it doesn't -- it runs on the endpoint that executes the RPC function. Specifically it says "it could notify the system to disconnect the client/server who initiated the RPC call" -- disconnecting the server wouldn't make sense if it ran on the server.
Designating function replication across the network
@daring saffron The other part is that client RPCs are only executable by the server -- if a client runs a client RPC on an actor owned by another client, the function just runs locally, it has to manually go via the server to execute on the owning client. (I wish UE didn't silently execute client RPCs locally for actors owned by other clients.)
Does anyone know of a group or site that offers nonprofit mentoring for unreal?
Not specifically UE, but Stephanie Hurlburt gathered some individuals and posted a list: http://stephaniehurlburt.com/blog/2016/11/14/list-of-engineers-willing-to-mentor-you
Recently I put out a public call on Twitter asking engineers to mentor more people outside of work. I was pretty overwhelmed by how many accomplished engineers and all-around nice people responded! Posting this here so that people can remember who responded and come back to this list if they need to ping people in the future. Don't be shy, don't be afraid to reach out to these engineers to ask for help any time. Make sure to introduce yourself a bit and explain what you'd like guidance on. They can help wit...
Some of the individuals specifically list UE.
Are you looking for a mentor, or are you asking for another reason?
hey i'm on there
I am looking for a mentor.
I want some mentos
specifically with multiplayer aspects of ue4
@wintry raptor: As a fallback, there's always #multiplayer ๐
already posted there....realistically I only need about 1 hands on mentoring session.
I meant asking the specific questions you have, not looking for mentor
My questions are too open ended unfortunately.
@wintry raptor: How time sensitive is this, and what's your timezone? I'd be happy to try to answer your questions with what knowledge I have.
its a personal project, so i suppose its not very sensitive. I am EST, but I keep late hours.
Weird issue I'm having with mouse input. Works fine in editor, but it won't work at all in a packaged build. The weird thing is, it DOES work if the game DOESN'T have focus
like I can tab to a different window, then move the window so I can mouse over the game, and the cursor moves and acts properly
but when the game has focus, it ignores the mouse entirely
what does the bot do?
@rapid pawn you asking me?
anyone
What bot?
Oh, @plush yew?
It publishes some messages in #lounge at least, and respond to !gameidea there.
anyone doing anything interesting with procedural mesh component?
@tranquil cliff thanks
how to get a callstack from a packaged game's crash? (Debug Game mode, debug files are included)
crash reporter appears, shows the callstack but it seems it is not saved anywhere
Hey guys. Doed anybody know, why this might happen? https://yadi.sk/i/FYRDq548zkCbv
Same material. But separate window have like strached UV.
stretched*
I have 1920 window there, but viewsize outputs like 1650
I've been messing around with the ProceduralMeshComponent for a while, and after many revisions I've got a version that's sort of ready for other people to see.
This is all built with community assets, thanks go out to :
@koderz for his RuntimeMeshComponent
The OceanPlugin guys and gals
AaronWith2As for the grass BP
Me for my UnrealFastNoise plugin :)
Hello all, How can I change the view from camera that is pointing to the ground by default to the camera of the FirstPerson when we start a game in Level BluePrint
is there a way to see the baked lightmaps after light building?
@kindred mountain awesome! that looks great
also your first post, the one with grass looks fantastic
what's the difference between PMC and RuntimeMeshComponent?
is it just the plugin version that some guy made rather than the officially released one?
nvm answered my own question, it seems even more advanced than PMC https://www.unrealengine.com/marketplace/runtime-mesh-component
Component for rendering procedurally generated meshes at runtime with full collision support!
@proper quiver yeah, the pmc is old and outdated, only use the rmc
RMC misses some feats PMC has though
like slicing and turning proc gen meshes into static meshes in the editor
unless those have been added already
I was procedurally generating these buildings using unrealjs and sending it to a PMC but the PMC part was the bottleneck
maybe I can do it way faster now with RMC
@cursive dirge rmc can do both now.
the rmc part will definitely no longer be the bottleneck @proper quiver
and that building looks really awesome, what is unrealjs?
How do I avoid my player from spinning when looking straight up/down?
@fiery harbor unreal.js https://github.com/ncsoft/Unreal.js
write javascript and have it do unreal stuff like spawn actors, inherit blueprints, send UE data
I'm very fluent with JS so that's how unreal was first introduced to me
been making a lot of procedurally generated stuff and sending it to the procedural mesh component
"It may take anywhere between 10 and 40 minutes to finish compiling, depending on your system specs."
Still sits and watches
HOLY CRAP THIS LOOKS AWESOME!
https://www.semanticmerge.com/
Shane C++ support isn't implemented yet, only C#, C, Java, etc
SemanticMerge - The diff and merge tool that understands C#, Vb.net, Java and C
@scarlet echo nani?
if it doesn't for blueprints, what's the use case?
everyone already is probably using a source control
Wait, is this a rebranded Plastic?
Plastic SCM provides a Unity plugin to help game developers and artists get the best out of Unity
But not UE4 plugin yet
@safe rose might be something to keep an eye on for when C++ support is added + also might be handy for people's side-projects outside UE4 or relating to UE4 Plugin development
I might ping the devs though to see if they plan to make a Plastic UE4 Plugin as that would be handy
currently use BitBucket Server with LFS with a bit of SVN on some repos with scripts mirroring to our BitBucket + we've used Perforce a lot in the past
may consider moving to Plastic if it's any good?
haven't personally used it but I've heard from a few people that it's pretty decent
I and many others would probably use Plastic over Perforce if they implemented a UE4 plugin for sure
@scarlet echo ohhh....lookie here: https://github.com/PlasticSCM/UE4PlasticPlugin
But, it's not advertised...wonder why
@safe rose maybe because it states in Beta? then again I get not advertising it in alpha but beta... really?
Right
Since Git is still in beta
And Git is implemented in UE4
So........wtf yo, it's the same guy btw
lol just noticed that
@proper quiver yeah the RMC is a lot faster than PMC, with more options available. The github version is a fair way ahead of the marketplace one atm
sweet thanks ๐ new toys
Is there a hard limit for a lanscape's size?
Is 16km x 16km doable with origin shifing?
single player?
also, isn't kite demo about that size even without origin shifting?
it's not a good idea though
(to do that big world without shifting the origin
but if you shift it and do single player, I don't see why not
is there any documentation on shifting anywhere?
I did try it a while back but couldn't make sense of what it was doing
I dunno if there's any official docs
it's briefly mentioned here https://docs.unrealengine.com/latest/INT/Engine/LevelStreaming/WorldBrowser/#worldoriginshifting
System for managing large worlds including origin shifting technology.
was kinda surprized that epic didnt use that for kite
tech existed back then already
would have been ideal demo project to showcase the feature
ah I hadn't read about the ApplyWorldOffset actor method override, that'll do the job
@gloomy helm yes 16 km isn't much
[PAID] Lead UE4 dev. FTE. DOVER NJ. Relocation assistance will be provided. Starts ASAP! Team of 10-20, will be working for US Army. Get at me ASAP!
Does anybody have an idea why alt+enter isn't working for me to enter fullscreen mode in a UI screen? It works just fine in-game. Testing stand-alone. It seems when input mode is set to ui only the alt+enter shortcut isn't caught. Setting r.fullscreenmode to 1 doesn't work either
Looks like my pull request entered the queue for review, very excited about maybe starting to regularly contribute to source ๐
Hmm
So question
Does UE4 have any sort of body groups support
E.g. I want to have a tank model. Some tanks have an antenna, some have extra fuel tank, some have extra bits of armor
I want a single static mesh which has a set of different body groups on it (so two tanks sharing same static mesh would have different set of fuel tanks, armor, antennas)
@south ridge You might want to look into the flyweight design pattern, as that is pretty much what you described: http://gameprogrammingpatterns.com/flyweight.html
