#ue4-general

1 messages · Page 46 of 1

south ridge
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I need to give the object a random predictable set of details

green spear
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Anyone who is using AutoHotKey and UE4? I am trying to make a script work only for UE but I cannot seems to find the right name for "#IfWinActive"

south ridge
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For example, two objects with different seeds should have different bolt arrangements

buoyant echo
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So I posted this before, but I was told to clarify what I meant;
"Hey all, quick question. If I'm trying to set up Perforce, what's the best way to do it? I followed their 5minute tutorial, and I tried port forwarding my router, but no dice. 😦
It reads it internally but not externally."

safe rose
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@buoyant echo check out assembla ;)

burnt drum
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hi does anyone know if hidden mesh gets transform updated?

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e.g does a 1P Arms in FPS Games gets processed if you don't see them ( AI having them ) .. or should they be destroyed.

buoyant echo
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The one you were sponsoring, @safe rose ? I will. I was going to contact you about having one but I'm not entering game jam just yet haha

bleak schooner
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just noticed I got an email from that earlier today, you guys might find it interesting

dark musk
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wow

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so I got a few asset packs from cyber monday, imported into project, found out there's a ton of folders they spilled out into my project root content folder, so I decided to move them

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why on earth does the editor need to re-import every single asset to relocate ?

agile wadi
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What would be the best way to temporarily make an actor transparent? Through material parameters so you don't need to switch in materials?

dark musk
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UE4's file management is probably the worst I've ever dealt with in -any- application

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my project won't even open without crashing UE4 now

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great.

velvet fern
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i wouldn't call it the worst but yeah, it's not pleasant to deal with

dark musk
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after re-importing the assets and trying to move around specific ones I needed, the content browser decided to delete them from the hard drive from a Move

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I just wasted an hour over nothing because it's broken.

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AWESOME

dawn crescent
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hi guys, i have a real quick question regarding nave mesh, how can i extend it so it goes through the door way?

fiery harbor
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the height is too much there?

dawn crescent
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nope.

fiery harbor
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you mean the thing on the left or the other?

dawn crescent
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both doors

fiery harbor
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the collision of the door is probably too inaccurate

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or the navmesh resolution too low

safe rose
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@dawn crescent is your collision block a solid box around the door?

fiery harbor
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or the pawn radius too high

dawn crescent
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what do you mean by navmesh resolution? i apologize if this is a dumb question

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there is no collision block on the door

safe rose
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You should probably watch some tutorials

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Would you if I linked you some?

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sigh, I swear there was a stream recently

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On nav mesh proxies and such

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Why can't I find it

dawn crescent
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I would definitely watch it. I know it's a simple fix which is why it's so frustrating

safe rose
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Well, it's not

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Because there are many factors

fiery harbor
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the navmesh has a cell size that you can reduce, then it has a higher resolution

fiery harbor
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the door definitely has some collision, otherwise the navmesh wouldn't stop there

safe rose
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Well, that and/or level has no collision

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that top space

fiery harbor
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I'm looking at the door on the left now

safe rose
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same thing

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so, yeah, it either has a blocking collision

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or not collision at all

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no*

fiery harbor
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is has no stairs, so not same thing

safe rose
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ah

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but look

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I don't know, too hard to debug with that screenshot

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@dawn crescent show us the door static mesh editor

primal edge
buoyant echo
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does anyone here work with perforce? I'm having some issues with the permissions tab, it's not letting me access it

weary basalt
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Reload your connection to p4a

buoyant echo
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I've restarted my pc, and all, and the perforce server is on my comp.

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I've tried looking it up on google, but couldn't find anything.

weary basalt
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Do you have a depot selected?

buoyant echo
weary basalt
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Thats odd. Are you logged in as a superuser?

buoyant echo
weary basalt
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Your just using localhost right?

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Thats really odd

buoyant echo
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I have my ports open now, but yeah, I'm logged in through local port.

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I cannot find anything related to this issue.

weary basalt
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Ive had it before but a relog usually fixed it

buoyant echo
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Everytime I open admin panel, the permissions tab is lit up for a split second, then disappears.

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@weary basalt I just tried disconnecting the connection, and reconnecting.

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Still nothing.

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Is it due to a license file?

weary basalt
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Well i was just thinking it might be licence related

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Do you have to many users?

buoyant echo
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Only the two.

weary basalt
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Hmm

buoyant echo
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Wouldn't make sense to prohibit a SU from accessing permissions even if that was the case.

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I'm honestly a little stumped 😅

weary basalt
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Nar but perforce do weird shit like thay lol

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Ummm im a bit stumped to

buoyant echo
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I even tried opening with Admin

weary basalt
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Does the log show anythingn?

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Does it report the disk usage and all that?

buoyant echo
weary basalt
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So doesnt even have a disk usage request?

buoyant echo
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nope. Also, I can even "view permissions" on a user, but I can't interact with anything on the page.

weary basalt
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Make another superuser account and login with that maybe?

buoyant echo
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How would I go about doing that

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It's set up that only that one account has SU, and since I can't really modify any permissions, I can't really do much about that.

weary basalt
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Yeah stupid me haha of course you cant make another SU

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Umm yeah that looks odd

cursive dirge
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I actually ported those assets for ue4 on some uni game project (as there's no restriction on unity asset store eula for them)

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also had to make "unity master material" in unreal for this

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as I was too lazy to convert all the textures manually

primal edge
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😄 as part of respecting Unity's EULA, and for the love of Unreal..I have those lessons in progress for a while now

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😂

cursive dirge
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hah

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yeah, too bad you can't do same the opposite way

primal edge
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projects will be downloadable for free

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^_^

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rules 😄

cursive dirge
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early ue4 samples didn't hold a note that you couldn't use epics samples for non ue projects

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but they added those notes pretty quickly

primal edge
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well, enough that epic put the full sourcecode 😄

buoyant echo
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@weary basalt It says it can be either service, operator, or standard, so I think standard is the right one.

cursive dirge
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I did one unity school project with ue4 content too :p

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but then had to swap the content when they just popped in the restrictions in the middle of the project 😄

weary basalt
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Id check my configuration but im not at home haha

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Im out of ideas @buoyant echo short of deleting the depot 😛

primal edge
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hahah, Unreal 🤓

buoyant echo
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Don't go saying that, I have my partner working on it! Lmao 😢

weary basalt
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If you dont fix it in a few hours when i get home ill see what i can find out.

buoyant echo
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please do

dawn crescent
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@safe rose good news I was able to get fix it after changing some of the Collison options for the static mesh

safe rose
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@dawn crescent who knew

buoyant echo
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@safe rose I don't think Assembla is too good of an option, as I can't really afford it, nor do I believe I'll get the hang of it in 7 days 😛 Thank you for suggesting it though

safe rose
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@buoyant echo Assembla is easy mode

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...

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Like, all you have to do is, create workspace, add a p4 server

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Go to command prompt, enter all info

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bam done deal

buoyant echo
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Fair enough! Maybe one day. I'll try it once I'm more familiar with SCM's and working on projects. I'm still very novice. 😃

pallid root
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What is the best way to handle weapon rotations. Say I attach 2 different weapons from 2 different sources to a model and one has an x forward vector and the other has y. How do people typically handle this? Do they edit the original asset to fix the forward vector, add a checkbox to rotate on begin play if the model requires rotation (what im currently doing) or is there some other trick?

tawdry quail
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is there any big difference between x32 and x64 packages ?

patent siren
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@pallid root if the guns are like that i give them their own sockets

buoyant echo
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@weary basalt any fixes?

safe rose
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@tawdry quail yea

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Users who can play it and file size

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And types used if in cpp

tawdry quail
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thank you, that is valuable information

safe rose
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No problem

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The more I think about it

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I do not think there is any particular advantage or reason to package 64 in a BP only project

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32 shipping saves quite a bit of size and it works as intended and for everyone. we cannot access 64 bit variables in bp.

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Unless that has changed without me realizing it.

tawdry quail
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wow, so it turns out I have been using bigger files for nothing all this time

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good to know!

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also x32 is compatible with, duh, x32

fiery harbor
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@safe rose lol this is not about 64 bit variables you would access or not access from BP

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you should always package 64 bit if the platform supports that

cloud cobalt
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x64 has better performance and enables more memory

fiery harbor
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if you package 32 bit then your game can only use way less memory than it might need

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limiting any desktop ue4 game to ~ 3GB ram is super stupid

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so @tawdry quail, always package 64 bit

tawdry quail
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neat-o!

obsidian nimbus
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hmm i have 16 gig ram but it hardly ever go over 8, i put my virtal mem pretty high

safe rose
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TBH, it depends entirely on the game @fiery harbor

cloud cobalt
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32bits is basically legacy software, it's interesting if you target very low-end machines or Windows XP systems

safe rose
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Some games barely even use more than 2GB of RAM

cloud cobalt
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UE4 didn't even support x86 (32) when it came out, for good reason

fiery harbor
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@safe rose then thats not ue4 games

safe rose
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Sure it is

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Anyway

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Shipping to 32 and 64 is the way to go

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If your game can support 32

fiery harbor
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and even if you dont need the ram, 64 bit allows you to do nice stuff like AVX-256 that can double performance for some calculations

safe rose
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You will be able to cater to everyone

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Even if 64 is more prevalent in OSes nowadays

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Some people have not upgraded

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Again @fiery harbor NOT related to all games

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Or rather relevant

tall pendant
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please let 32bit die already 😛

fiery harbor
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yeah 32 bit basically has died already

safe rose
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I mean, I agree 32 is old school

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But, you should not discount it, just because you like 64 bit better

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that's just stupid

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If you are going to sell a game, you are going to want to cater to as much of an audience as you can

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32 has not died

fiery harbor
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therer is no 32 bit audience

safe rose
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There are still millions of players running on 32bit OSes

obsidian nimbus
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ill never serve those 32bit sobs 😛

cloud cobalt
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As a matter of fact, 9% of Steam users use 32b (including a lot of Windows 7)

safe rose
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Exactly

fiery harbor
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not players that could run any ue4 game

tall pendant
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how big is the install base of 32bit OS's?

safe rose
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Sigh

thin haven
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definitely not died. I made a mistake of downloading a game in x64 version and finding out my older comp is still x32

cloud cobalt
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Arguably, 32b OS are installed over shitty hardware

safe rose
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I don't think people actually do much research

cloud cobalt
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No one has 4GB RAM and a 32b OS (no one with half a brain anyway)

thin haven
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yeah, but said shitty hardware is still in circulation

safe rose
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Anyway, I stated my case

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If you choose to completely neglect a shitload of players, that's on you

thin haven
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with those criteria, my old desktop, my Dad's old laptop and his current desktop all qualify as shitty

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and they are all still working

tall pendant
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define shitload of players @safe rose

cloud cobalt
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To be honest we're talking about people with 2GB RAM.

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More is usually 4GB, which requires 64b

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So 2, or the rare 3GB

fiery harbor
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those people are irrelevant for ue4 games

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unless you do some super stripped down 2d stuff

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my game needs at least 16GB ram

cloud cobalt
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(3GB memory is basically what happened when OEMs couldn't be assed to support 64b)

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(Hey, let's do the top we can !)

obsidian nimbus
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homebrew wii games 😛

thin haven
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@fiery harbor maybe not ue4 games indeed, but there's a ton of games that can still run on those. so when releasing, best to have both versions

fiery harbor
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whats the result of FMath::Pow(-0.3f, 0.9f)?

safe rose
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Roughly 9% of Steam Users who actually DID a survey

cloud cobalt
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Already sait it 😃

safe rose
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Use 32 bit OSes

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ah

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With over 125 MILLION ACTIVE USERS

cloud cobalt
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But like I also said it overlaps with the 15% or so with 2 or 3GB RAM

safe rose
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That's something like 10 MILLION

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unless my damn math is off

fiery harbor
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ue4 games only run on the top ~25% of steam users anyways

obsidian nimbus
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it might be kinda dated

cloud cobalt
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@safe rose Most of those won't run UE4 anyway

safe rose
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11millionish

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That's 2016 survey

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Oct 2016

obsidian nimbus
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ppl with those pcs use steam for CS 1.6

thin haven
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@fiery harbor nice to know that my crappy laptop counts as top 25% of anything lol

obsidian nimbus
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and CS 1.6 only

safe rose
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Anywayyyyyyyyyyy

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Like I was saying, do what you will

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But don't say that there isn't a market in the 32bit relam

cloud cobalt
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8% of Steam users have 2GB or less memory, so no UE4 for them

safe rose
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realm*

cloud cobalt
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So it's probably fair to say 32b UE4 isn't a market

fierce tulip
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you dont want to know @wild kestrel his pc then, theoretically it shouldnt be able to run ue4 at all hehe

cloud cobalt
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Think of the GPU that goes with those 2GB

fiery harbor
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can ue4 even run on a gpu with less than 2GB VRAM?

cloud cobalt
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Sure

fierce tulip
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yes it can

fiery harbor
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you probably dont want to use 4k textures then

cloud cobalt
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It can handle 512MB VRAM

tall pendant
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how many out of those ~9% using HW that can actually run a UE4 based game? it narrows down those number even more. Ofc if you want to maintain and ship 2 build depots for it. Go ahead.

thin haven
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@fiery harbor yes it can, my gpu has 1 gb vram and as you can see from me posting basically every day, I can dev fine

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as long as I don't aim to have SUUUPAAAA graphics lol

cloud cobalt
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Anyway, I think the idea is that high-end games can ship with just x64, and games that target anyone should release as 32b as well

fiery harbor
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well 32 bit is definitely not relevant for any VR devs 😛

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we can agree on that

cloud cobalt
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My own game has a hard time running on an older i7 CPU, so I'm not looking into 32b

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😄

obsidian nimbus
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my core 2 due couldnt do crap with ue4, even if it was 64 bit

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20 min to change a material ,. wouldnt even build a blank project

patent siren
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Because its a core 2 duo lol

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Most computers now are 64 bit so why not just use 64 bit

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Ue4 is more GPU intensive than anything

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So if you have integrated intel graphics good luck

fiery harbor
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@cloud cobalt haven't tested my game on any other CPU than mine but I think it would be horrible on older CPUs too

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I usually fill all my 12 threads with AVX-256 stuff so any older CPU would die...

patent siren
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Ive used a quad core i5

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It was all good

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Now i use a 6700k and its great

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But its all about that gpu

obsidian nimbus
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well, ue4 actually didnt run that bad on a core 2 duo, there just was stuff u couldnt do

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could still get 60 fps on projects with stuff goin on

fiery harbor
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most projects arent CPU intensive

obsidian nimbus
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you can make BPs and test em no problem

patent siren
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Compiling is cpu intensive

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I think the cpu compiles shaders

obsidian nimbus
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yea

patent siren
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Might not though

obsidian nimbus
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it does

patent siren
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My game has like 50k shaders lmao

fiery harbor
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well thats editor time, so only you have to have a good cpu and not the end user

patent siren
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Yeah

obsidian nimbus
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if u do a lot of shader compiling and cpu render/ physics sim get a decent cpu and it will save on ur power bill 😛

patent siren
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I need another 16gb of ram

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Then my pc will be godly

fiery harbor
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RAM is cheap

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compared to CPUs and GPUs

patent siren
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I use ddr4

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Which is way more expensive

fiery harbor
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DDR4 is not more expensive @patent siren

patent siren
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It is?

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Especially 3000mhz

fiery harbor
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well I'm fine with 2400

patent siren
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I like to go overkill

fiery harbor
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compare a single DIMM 16GB DDR3 with DDR4

patent siren
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Like getting a 1080

fiery harbor
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I use 2x 16GB and 2x 8GB DDR4 currently

patent siren
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Thats a lot of ram bud

obsidian nimbus
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i dont think 3k$ pcs are worth it, better buy a 1.5k$ pc double as often

fiery harbor
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RAM is cheap, a 1080 is not cheap

patent siren
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My pc is worth like 2.4k

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1080's are so overkill

obsidian nimbus
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kindaz depends on what u do with it offc

fiery harbor
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for VR nothing is overkill

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everything is too slow

patent siren
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idc about vr right now

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Im sure i will one day though

fiery harbor
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its good to care about it now that everyone is focused on it

fierce tulip
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owninator - Today at 4:25 PM
i dont think 3k$ pcs are worth it, better buy a 1.5k$ pc double as often
or assemble your own

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unless that was meant hehe

patent siren
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Who focuses on it?

obsidian nimbus
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well, build ur own pc doesnt save as much as it used too

fiery harbor
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@patent siren Epic, Nvidia, AMD, Valve

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all the big guys

obsidian nimbus
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u shouldnt order from dell or alienware if u want cheap good pc

patent siren
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Yeah but the consumer doesnt rn

fierce tulip
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@obsidian nimbus true, though my current pc was 50% refurbished hardware, so saved at least a few 100 bucks on that

patent siren
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If you live in us its cheap to build a pc

obsidian nimbus
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i bought mine from marktplaats

patent siren
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In some places its easier to buy a pre built

fierce tulip
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hehe marktplaats, where dreams come together

obsidian nimbus
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he had 4770k i7 but fucked his bios

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got it dirt cheap

patent siren
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Lmao

obsidian nimbus
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his power supp cost 180 euro new and mobo 200, cpu 330 had more stuff in it and got it for 500

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otherwize i would have gotten parts and put it in my old desktop, this was way and way better tho

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only his vid card wasnt that good, 660 gtx, the rest was good brands high end stuff

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he posted pics of his speccy... i look at it... yea he fucked his bios, wnet there too see if it was fixable and it was

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usually its just bad pc deals on there tho, ppl think they can still sell the pc they bought for 2k$ for 1.5k after 2 years

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but sometimes ppl get mallware on their pc and think its time for a new1 😄

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i wouldnt want to try save 10% by getting used products, but when u get 50% off and it all still has 5 years factory warranty..

tropic pilot
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any 3D moddler / animator interessted in working on a little project im currently working on, it's very small and in no need for anything fancy or hard moddels / animation 😃 plz pm

cloud cobalt
tropic pilot
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no answer what so ever

cursive dirge
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@tropic pilot then probably need to provide more details

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usually people are not lining up to do your job

cloud cobalt
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@tropic pilot You should probably include much more detail about your project

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Some screenshots / gameplay video go a long way

humble crow
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also there are better places to look for modeling talent than the unreal discord/slack channel like maybe polycount?

weary basalt
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@buoyant echo sorry mate i didnt get time to have a look. I will now though and ill get back to you with what i find.

buoyant echo
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Thank you @weary basalt

dark musk
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why does UE4 cook -all- content in \Content\ even when the flag for Cook All Content isn't checked in the packaging settings?

fiery harbor
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what else should it cook if not all content?

hazy lynx
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does anyone know the URL of unreal PS4 forum?

tall pendant
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you should have access to it, if you have confirmed your dev status with epic

hazy lynx
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yep

south ridge
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You're not davor from FP, are you

hazy lynx
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FP?

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guess not 😄

south ridge
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Yeah, probably not. Just a same nickname

hazy lynx
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what's FP

south ridge
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Facepunch

hazy lynx
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ah 😃
Nope, not me 😃

dense ravine
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has someone any ideas why my axis mapping for mouseY and Controller Thumbstick Y isnt working in the build but works perfectly in the editor? UE4.13.2

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It's a firstperson character if it helps

versed pawn
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When I launch my game I got a steady 60 FPS but it drops constantly until it's not playable anymore. No errors or warnings after stop playing. Is there any way to find out which Blueprint is causing this?

dense ravine
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you can use the CPU debugger for this. It shows every single BP and the time it took

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should be easy enough to find the culprit

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@versed pawn

versed pawn
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where do I find this CPU debugger?

dense ravine
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Under windows/devtools/session frontend

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in the profiler tab

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cant explain in more detail right now, I am in a hurry

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but should be enough info to get you started

versed pawn
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Thank you very much @dense ravine

void shuttle
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Hello! I am curious about a workflow on working on one project/scene with two pcs. The scenario is that I want to work on blueprints and stuffs on one pc meanwhile the other pc is baking light on the same project. I am losing too much time over waiting for the baking to be finished.... Is source control going to work, so that I want to test stuffs and work on programming and when ready to just merge the updated blueprints and stuffs?

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Any advice is appreciated. The amount of work that I could have done meanwhile waiting is huge. 😄

dim geyser
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I can't get Ansel working in any of my projects, I even tried the 3rd person template and Alt+F2 does nothing at all.
I've enabled it through plugins window btw

void shuttle
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Anyone?

cursive dirge
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@void shuttle use version control like it's supposed to be used

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if you make changes on one computer, push them to the remote repository when you are done and only then change the computer

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if you want to bake the lighting, do that as a separate task and don't touch level itself on the other computer

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also, you don't really need to use level blueprints

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they are bad design anyway

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also

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do take a look at swarm

void shuttle
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"if you want to bake the lighting, do that as a separate task and don't touch level itself on the other computer" this is the problem for me, that I need to wait for the building of lightmaps to be ready and not work on teleport blueprints for example on the same level. Its not about adding and changing content.

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Thats why I am curious for some kind of solution to that.

cursive dirge
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you can have sublevels

void shuttle
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streaming levels you mean?

cursive dirge
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and now with 4.14, you can have lighting on it's own sublevel altogether

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you can stream them in, but they can also always exist on the map

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for example, take a look at shootergame sample

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they have 2 sublevels on it and they are always loaded

void shuttle
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Ignore my question for the streaming, I misunderstood you.

cursive dirge
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you can split different items to sublevels and still keep editing them simulaneously

void shuttle
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mhm

cursive dirge
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but all in all

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4.14 lighting scenarios should work really well for your thing

void shuttle
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yes, it comes to 4.14 at last as solution, gotta wait a bit more for hotfixes etc

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Thank you for the suggestions!

cursive dirge
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np

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basically you could use sublevels already on older versions

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like put gameplay as a sublevel

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and keep lighthing and map itself on base level

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but 4.14 lighthing scenario thing will allow you to keep lighting itself as completely separate thing so that should be handy for light bakes

void shuttle
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and the blueprints on another sublevel? is it going to work ?

cursive dirge
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yes, it works

void shuttle
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I am asking because every time I try to work on blueprints meanwhile I am baking, the lightmaps are broken when finished

cursive dirge
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oh

void shuttle
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but never tried to put the blueprints on sublevel

cursive dirge
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you edit a blueprint in the world, that has static meshes etc?

void shuttle
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yes

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no

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its just blueprint

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yes

cursive dirge
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it shouldn't affect lighting a one bit

void shuttle
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character blueprint

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its not in the scene

cursive dirge
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character is dynamic thing anyway

void shuttle
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yes

#

I dont touch anything on the scene as content

#

just the nodes inside the blueprints

humble crow
#

the unreal editor update everone wants, but no one is talking about...

#

Bigger noodle drag/connect boxes for blueprints

#

just selection areas, not visual size

#

everyone who works with bp mis-drags a noodle or selects a node when you wanted to drag off a noodle

thin haven
#

👍

fierce tulip
#

@humble crow I can actually top that

#

REROUTE NODE IN MATERIAL EDITOR!

humble crow
#

altho I think thats a bigger request than make the selection boxes larger on bp noodle i/o

#

but voted for b/c yeah!

plush yew
#

Nice, 4.15 the great material cleanup begins

kindred marlin
#

Reroute nodes are great for making the wires easier to see and understand where and what they do.

#

Surprised that isn't in the material editor already.

buoyant echo
dim geyser
#

Has anyone successfully enabled Ansel in his project?

fiery harbor
#

@fierce tulip lol thanks for sharing

#

didn't think they would ever do that in the near future

raven cedar
#

well, be fair John, it only took 3 years

#

my favorite part is the ticket creation date, when noodle routing was the first thing I saw being asked for when UE4 dropped. That date is still 8 months past the first time I saw it asked for. lel

knotty brook
#

Anyone use linux as a lightmass build box OS? Windows Server is $$$$

#

Bonus points for a headless server

upbeat valve
#

Hey all i am quite new to ue4 any project ideas ?

tall pendant
#

depends on your current skill level

upbeat valve
#

i have dib and drabs is the issue

#

what where you going to suggest

#

@vale halo any ideas

vale halo
#

Ummm

#

@knotty brook Swarm is a thing, so I guess it shouldnt be too hard, not tried myself tho I fear, not powerfull enough server hardware

#

Do you want to do more art, BP or c++ @upbeat valve? 😄

upbeat valve
#

BP

vale halo
#

I personally started off with an economy system I think

#

Tho that is UMG (widget) specific

upbeat valve
#

ok

hushed sand
#

Hi I'm new to UE4 !
I'm using a comboBox in UMG and I can set a variable based on the string output.
But I want my variable to be something other than what's in the ComboBox.

How can I do something like this V but without using hundreds of "branch"
IF option1 > SET variable to "1"
IF option2 > SET variable to "2"
IF option3 > SET variable to "3"
etc

#

Maybe I'll try something with array and whileloop

#

But if there is something better than this, you can say it

thin haven
#

try select node?

hushed sand
#

Select node ?

thin haven
#

yeah, just like branch is a node

#

try typing 'select' in your umg graph

hushed sand
#

Yep, just tried to find doc azbout it but nothing.
It seems to be the good things to use, I just have to try it a little bit.

#

Thanks

thin haven
#

np 😃

versed pawn
#

Is anyone somewhat familiar with 3dsmax? I would like to have a question.

zinc bison
#

has anyone had issues with Draw Material to Render Target? if so I have some issues in ue-graphics channel

#

its annoying me. render target textures have artifacts and its frustrating

plush yew
#

Hello guys, do anyone know a good article on how to design your game inside unreal with some good practices? Something like this https://unity3d.com/learn/tutorials/modules/intermediate/scripting/coding-practices or this http://devmag.org.za/2012/07/12/50-tips-for-working-with-unity-best-practices/ . And something to when to use blueprints instead of c++ or c++ instead of blueprints. Sorry if its asked a lot here but i couldn't find anything. The official documentation doesn't have something like that as far as i know too. Thank you

Unity

Unity is the ultimate game development platform. Use Unity to build high-quality 3D and 2D games, deploy them across mobile, desktop, VR/AR, consoles or the Web, and connect with loyal and enthusiastic players and customers.

Dev.Mag

This article gives a list of best practices for working with unity: it covers the process, working with art and prefabs, class design, project structure, and many others.

woeful wedge
polar hawk
#

Thats my face

#

wheee

#

Still working on getting the Linter through the marketplace

woeful wedge
#

Good job then, thanks. We used that as a base for our project and worked well.

#

but... no fancy glasses not your face

plush yew
#

very nice resources

#

i have to find something about project structure yet, on base classes and etc , but i think maybe most of this comes from experience

woeful wedge
#

True that, poject structure will come from experience, but on the other hand you can just use whaterver you used before. In Unreal it is not that different. In short either you structurize by resource components or the feature. Then you can add aditional layers above and keep structurizing small items same way but inside those layers.

worn granite
#

@plush yew It'll come from experience, but a good start would be the gameplay framework. https://docs.unrealengine.com/latest/INT/Gameplay/Framework/ https://docs.unrealengine.com/latest/INT/Gameplay/Framework/QuickReference/

Core systems, such as game rules, player input and controls, cameras, and user interfaces.

Short overview of classes for game rules, characters, controllers, user interfaces, etc., that make up the framework for the game.

plush yew
#

thank you very much @worn granite !

worn granite
#

And C++ should be used for the "heavy lifting"

#

That seems to be the general rule of thumb

plush yew
#

Can you give examples of "heavy lifting"?

worn granite
#

sure

#

(bad code, but if your BPs look like that, its heavy lifting)

#

Another

#

Because generally speaking the larger your BP the more error prone it tends to be. Large BP are harder to debug. Etc, etc.

#

Complex or large? C++.

#

Simple? BP. Not because you can't make stuff in BP. But because if you hit a BP bug in a complex BP, you will want to pull out hair.

#

The only exception might be marketplace packs- if you don't want to jump through extra hoops to get a plugin approved.

plush yew
#

Thank you very much @worn granite , this will be extremely useful for me

worn granite
#

Something more practical here

#

This shouldn't be in BP, but it is.

plush yew
#

wow

worn granite
#

Inside the collapsed graph

cursive dirge
#

last image looks like it's just bad design

#

oh

worn granite
#

Actually all 3 of those screens

#

4 now

cursive dirge
#

I mean the 2nd image

#

this wasn't scrolled down

#

yeah, they all are messy

worn granite
#

I'd call them all bad.

safe rose
#

Those BPs are OP

#

Like

#

I don't even

cursive dirge
#

you can make messy c++ too

worn granite
#

The last two actually do something worth their complexity.

cursive dirge
#

like totally unreadable mess

south ridge
#

Hold on, I'm gonna show my material BP

worn granite
#

Point wasn't that BP is messier than C++

cursive dirge
#

oh no

worn granite
#

But if you write that, do it in C++.

#

Easier to clean up. 😉

south ridge
#

The weird backwards connected stuff on top is my version of re-routing nodes

worn granite
#

Another 'bad design' example

cursive dirge
#

also

#

level blueprint

worn granite
#

This one was long enough ago I can't figure out what it does.

#

Actually it was some type of level scripting.

#

Not really the object's core functionality. But I just can't remember what this was meant to do.

south ridge
#

OH, one sec

worn granite
#

Anyway, these aren't the best examples. I'm showing bad design to also show the visual complexity. If your BP are that visually complex, move to C++.

south ridge
#

I have something on-topic my friend sent me from his UE4 work

#

I wonder if I can drop an mp4 here...

worn granite
#

You can, but it won't embed

south ridge
#

Okay, I guess it doesn't do embedding

#

Yeah

worn granite
#

Best to youtube it

plush yew
#

does gfycat accepts mp4s?

south ridge
#

One sec

#

Does this embed

#

gfycat had to cut this to 15 seconds

safe rose
#

um

#

I am no Animation Expert...especially in regards to MP...but...something doesn't seem right about that

south ridge
#

Hahaha

#

Yes

fiery harbor
#

http://puu.sh/sCkKX/08c13ad01e.png
wondering if theres anything to improve that?
34ms is a lot and since this is VR it totally doesn't work like this, performance needs to be way better

plush yew
south ridge
#

Just... put a pixel depth node in your postprocess and that's it?

safe rose
plush yew
#

nah i figured it out i needed a scenetexture scenedepth node

fiery harbor
#

@safe rose has nothing to do with what I asked

#

but yes I've read that

safe rose
#

It had everything to do with it btw

fiery harbor
#

no, that blog post is about how to find slow stuff. my question is about how to fix slow navigation

safe rose
#

@fiery harbor how much AI do you have?

#

Nav Tick Time is the Navigation System, so I am assuming this is navmesh related

#

Are you generated it on runtime?

#

Probably since you're doing voxels

fiery harbor
#

thats a better question, in that case it was 500 AIs. not doing any navigation though, just standing without moving

safe rose
#

Hmm?

#

500 AIs not doing anything?

#

Not on NavMesh?

#

Or on NavMesh

fiery harbor
#

navmesh is generated, but not used since the AIs don't move currently

safe rose
#

What happens if you take it out?

#

Like, does the number drop

#

See if this is NavMesh or AI BT problem

fiery harbor
#

there are no BT

safe rose
#

Okay, so take out the NavMesh then

#

and then profile it again

#

If it's the navmesh, then you'll just need to start playing around with all those wonderful settings

fiery harbor
#

of course it is a navmesh problem, I don't need to profile that, its named "nav tick time", if I remove the navmesh that will of course disappear

fiery harbor
#

I saw the async thing there

#

that looks promising

safe rose
#

Check out that dirt areas update

#

dirty

#

Drop it by half

fiery harbor
#

I'll first check the async nav updates

safe rose
#

If you want more info, there was a stream about these settings a long time ago @fiery harbor

fiery harbor
#

the async nav generation seems to mostly fix it 😃

safe rose
#

Well that's good

#

But yeah Mieszko did a stream once

#

And he went over most of the settings

fiery harbor
#

yeah, thanks!

#

I watched some streams with mieszko

#

he's great

safe rose
#

Yeah, he needs to do another one

fiery harbor
#

I'm on master so I always hope stuff is better now than back then

sour shard
#

hi victor im checking out your tutorial on 4.13 widget interaction component, i was getting it working in september but was having a hell of a time

#

probably because i was using blueprint tutorials and converting them to c++ by hand

#

@safe rose have you seen aynone do widget interaction component with c++ yet?

safe rose
#

@sour shard Nope, but I meant to do one

#

Just, time has been escaping me lately

sour shard
#

actualy now that i see the video it is one i was using in september, awesome

safe rose
#

What problems are you having?

sour shard
#

i have to load up my project to give you more detail, i just finished my fall quarter and will have time to work on my project again now after finals 😄

safe rose
#

I just finished up my Fall Quarter too 😃

#

What school do you go to?

sour shard
#

awesome, i go to UCSD

safe rose
#

F you

sour shard
#

where are you attending?

safe rose
#

That's an awesome school

#

SCAD

#

If I didn't have my house, I would have probably went west coast.

sour shard
#

good deal, you in a CS program too?

#

i assume

safe rose
#

Nope, Game Development

#

UCSD has one also

sour shard
#

ahh cool, yeah i got into the MATH/CS program here, so more math oriented

safe rose
#

Ah

sour shard
#

but i finally got enrolled in a Graphics programming course for winter

safe rose
#

You don't plan on doing Game Dev full time?

sour shard
#

so ill get some good OGL experience under my belt

#

actualy im interested in developing VR applications

#

more than games

safe rose
#

Hmm

#

Learning VR GameDev isn't a bad idea?

sour shard
#

so the UMG menu system for unreal is of high interest to me

#

yeah why not use UE for applications?

safe rose
#

But, I guess it depends on your curriculum

#

Right, they don't use UE4?

#

I thought they did

sour shard
#

oh at my school?

safe rose
#

Yea

sour shard
#

no the class im taking is pure OGL i think, ive never seen UE4 folks on our campus

#

i know unity has done several workshops

#

they're all over

safe rose
#

Ah, then, that's their platform

#

Interesting.

#

Actually that makes more sense now

#

Since I read that Unity book from the professor at UCSD

sour shard
#

the guy that ill be taking the class from is a srs graphics researcher though,, so i'm excited to learn from ;him, maybe i could get some sort of job at his lab

safe rose
#

I should have put 2 and 2 together

#

If you have any choice in the matter

sour shard
safe rose
#

Find a studio doing VR work

#

Film or Game Dev

sour shard
#

thats the guy

safe rose
#

But VR is everywhere now

sour shard
#

yeah vr is a budding field, very cool

safe rose
#

He seems legit

sour shard
#

what i'd like to do is start my own company after school

safe rose
#

The guy I was talking about is Sanjay Madhav

#

Ah

#

He's from USC

sour shard
#

yeah

safe rose
#

not UCSD

sour shard
#

close 😛

safe rose
#

close

#

I lived in SD for 3.5 years

#

I miss it

#

A lot

sour shard
#

oh nice

safe rose
#

I was stationed at Miramar

sour shard
#

yeah ive lived here about 14 years now

safe rose
#

Yeah, I'm pretty jelly

sour shard
#

ahh cool, yeah i used to work on miramar road

safe rose
#

So yeah, USC is the one with the Game Dev program

sour shard
#

yes and UCSC

safe rose
#

Yeah, the only "real" Industry Guy we have at SCAD Sav, is Jack Mamais

sour shard
#

the apps i think are were you can have some real killer applications in vr, not just the games, but games are good too

pallid root
#

That looks sweet. I wish my school had a game dev program. Most we did was XNA apps with C#

safe rose
#

He was Lead on Crysis

sour shard
#

oh cool

#

yeah a real industry guy is nice to talk too

safe rose
#

Yeah, I've gotten a lot of his classes

#

Even though he teaches AAA style shit

#

And I want to go Indie

sour shard
#

yeah same

safe rose
#

He's the best since he's the hardest

sour shard
#

basicaly indie but for apps

safe rose
#

Everyone wants to avoid him

pallid root
#

THose are the best teachers to take classes from

safe rose
#

I agree

sour shard
#

yeah i like profs like that, but this quarter i had 100% theory and math

safe rose
#

Everyone else is taking the easy path

sour shard
#

probabilities, group theory, theory of computation

#

ill be glad to get back to programing classes

safe rose
#

I've taken only ONE CS Math class

#

It was on proofs

#

and some other crap

pallid root
#

Discrete Mathmatics?

safe rose
#

And I was like wtf

#

Yeah

pallid root
#

that class is brutal

safe rose
#

Mostly discrete shit

sour shard
#

ahh cool, yeah these are math department math classes,

safe rose
#

I was like is this

sour shard
#

upper division math courses are a pain

safe rose
#

I was hoping to learn some gamedev math

#

but nah, totally not what I was expecting

#

I thought I was going to fail that class

sour shard
#

ill definitely be using linear algebra in my graphics course

safe rose
#

But I pulled an A somehow out of my ass

sour shard
#

nice

pallid root
#

That's how I felt when I took computer graphics. Was heavy heavy math, like writing equations to do curves and such

safe rose
#

Yeah Linear Algebra is KEY

#

Calculus also obviously

sour shard
#

i dont have a problem doing that per sey, though i heard the math problems on the exams are a pain

safe rose
#

I would have loved to have learned proper math for game dev before actually working in engine

#

But that's not how stuff went

sour shard
#

this is the class that i could take once i finish the intro grahphics course though

#

that one looks like the shit

safe rose
#

That's cool

#

I have a class like that

#

It's called Physical Computing

sour shard
#

nice

safe rose
#

And pretty much we take various hardware, program some stuff on it, make some cool out of it

sour shard
#

yeah also want to do a HID class too if i can

#

ive always wanted to get my hands on a kinect

safe rose
#

So many classes

#

So little time

sour shard
#

havent bothered though since i mmade an investment in my vr kit

safe rose
#

I am only two quarters away from graduation

sour shard
#

nice, yeah i have this year and next to finish

#

seems like you have plenty of example works online

#

wish 4.14 was done dling so i could actualy look at my project again 😛

#

this is the first time ive been on discord, im usually on the #unrealengine on freenode

#

ahh atleast i can still load it in 4.13

safe rose
#

never even heard of freenode

sour shard
#

oh its irc, its like discord from the 1990s

#

😄

pallid root
#

😄

safe rose
#

I'm pretty old

sour shard
#

actualy freenode has quite a few people on it

safe rose
#

I might not look like it

pallid root
#

I can never get into IRC I only go on it when desperate

safe rose
#

But, I still haven't ever heard of freenode

#

mIRC was the shit back then though

sour shard
#

freenode is the largest irc network now

safe rose
#

And vent

#

and ts

sour shard
#

yes i still use mirc 😛

safe rose
#

good old days

sour shard
#

yeah unreal engine channel on freenode has almost 200 people and a few knoweledgable folks like daekesh

#

that help out

#

this community on discord though seems a lot larger

#

yeah i think the main issue i was having was not being able to actualy click the UMG button

#

ill have to dig into the code a bit to see where its failing

safe rose
#

Yeah, if you follow along from the first video, you shouldn't have any issues

sour shard
#

yeah i guess thats the problem im not using bp so its going to be a little different then on the video, i might just try a new project on 4.14 and see if i can get it to work from scratch

safe rose
#

Ah that's right

#

If I get a chance this weekend I'll do a c++ version

#

Finals set me back almost two weeks from work

sour shard
#

yeah, finals do that for sure

#

i got one on monday and two on wednesday

#

your video is self contained right, you didnt post a github of the code or aynthing?

safe rose
#

nah

sour shard
#

oh right

#

ok so i remember now, basicaly your video puts stuff in the world using the editor

#

and i spawn everythign in my app dynamicaly via c++

safe rose
#

so?

sour shard
#

and i saw some post from a UE4 guy about how widget interaction component has a bug

safe rose
#

all it is are actors

sour shard
#

where it wont work if its spawned dynamicaly vs placed in the editor

safe rose
#

hm

sour shard
#

which was supposedly fixed in 4.14

safe rose
#

Never knew that bug, I never ran into it

sour shard
#

have you ever tried to spawn all the actors during runtime?

#

yeah cuz i remmeber, i did get it working for the placed widget

#

so ill just try it again in 4.14 and see if it affects anything

south ridge
#

I spawn thousands of lights and don't get lag for some reason btw

#

Well, I guess hundreds

sour shard
#

the post from nick darnell

#

Looks like in 4.13 it defaults to auto-activate false (I've fixed this for 4.14 - to be true). So if you spawn it dynamically, make sure to call Activate on it.

#

though i thought i did activate it, ill have to check my code

safe rose
#

Yeah...

#

I posted the fix

#

😃

#

But, I guess, I thought you meant something else

sour shard
#

yeah i havent seen anything since around september so i probably missed that

safe rose
#

The fix is in there?

#

You just had to activate it

sour shard
#

i dont see anything where it would be activating so maybe i have to make that api call

#

that could be it right htere

safe rose
#

activate is a component thing @sour shard

#

base component thing

#

so it's probably overwritten

#

ya

#

bAutoActivate

#

people should learn to mention on the forums

#

I didn't even realize people posted on my threads

sour shard
#

well good tutorials will always get responses

#

i also remember seeing your procedural mesh slicing demo which was awesome

#

im making a little procedural mesh library for myself

safe rose
#

I wish I was that talented

#

I mean, I suppose if I really applied myself...

#

But, I barely have enough time to learn Multiplayer on my own 😦

sour shard
#

well we'll see how it ends up 😛

#

id love to make it general purpous enough to release to the community though

#

right now it basicaly just creates picture frames for loading content into and you can dynamically resize them

sour shard
#

alright i actualy got the interactions to work

#

had to send a press and release then i got the clicked even

sour shard
#

anyone pre order touch?

#

i should be getting mine on the 8th

#

im curious what the ue4 suppport for them is at the moment

versed pawn
#

Is there any way to see which BP causing the game's FPS to drop dramatically? I know this kind of stuff can be done in the session frontend, but I don't know how to use it.

thin haven
#

a most probable culprit is a BP which is doing stuff on tick

versed pawn
#

I have quite a few BPs doing stuff on tick

thin haven
#

try unlinking the stuff they do on tick and seeing if performance improves

#

as for session frontend, to use it you need to launch editor, press tilde, type stat startfile

#

it will start recording data to a file on disk

#

start PIE, once you have had enough of the recording (see the stutter, whatever) you press tilde and type stat stopfile

#

you might need to type it several times for it to catch

#

then you open session frontend -> profiler tab -> load -> navigate to projectname/saved/profiling folder/UnrealStats

#

you should see a folder with the name of your map and system time at which you did the session recording

#

you open that and look at the profiler results

versed pawn
#

@thin haven Thank you very much!

thin haven
#

np

#

but try the naive method of unlinking first

#

profiler graph is nice for seeing when exactly the stutter happens, but really difficult to read

#

as it includes all the engine functions too, such as all the PhysX... start physics, prephysics, end physics...

versed pawn
#

Oh, I see. Yeah I'm doing the unlinking right now.

thin haven
#

a second thought is, if the stutter happens on game load, it's probably the physics

#

you can also try pressing tilde while in PIE and typing stat unitgraph to see if it's the code causing the stutter (game) or the graphics (GPU, draw)

#

in my case, I forwent the optimizations as I'm ultimately limited by the GPU

upbeat valve
#

Anyone here got any good ideas for beginer projects

thin haven
#

@upbeat valve: depends on what you want to make. since it's ue4, I'm guessing you want a 3d game, but still there's a ton of genres. do you want shooter? rpg? racing? something else?

upbeat valve
#

i would quite like a survival game (i know cliche or what ) @thin haven

thin haven
#

well, for a beginner I recommend looking at umg inventory in learn tab in launcher. also content examples are invaluable

#

the tutorial is for c++ and I assume you'll be doing it in bp since you're a beginner, but the concepts are the same

upbeat valve
#

ok cool thanks

#

is it worth worying about work flow or not at this stage

versed pawn
#

@thin haven This is really weird. In editor it says it's 60 fps. When I play in the editor, it starts from 60 and starts to go down gradually. Even on an EMPTY MAP.

#

@thin haven Okay so when I change the game mode to anything else, it's okay. But when I change the gamemode back to the firstperson one, the fps drops constantly

#

@thin haven alright, so I figured out that the FPS drop comes from the game mode itself, not the pawn or controller. The weird thing is I don't have ANY logic inside the game mode.

#

@thin haven Okay, so the problem was in the HUD. I wasn't cautious with the Even Recieve Draw Hud. Looks like that also ticks every frame, so after I drew the crosshair, I created a UI widget(it seems like every frame), that is why it was stuttering.

thin haven
#

@upbeat valve: I guess not

#

@versed pawn: glad that you solved the problem

tropic pilot
#

seriously this is killing me.......

#

as stated befor, when i launch my game in standalone and then quit to editor the editor becomes (Not Responding) and i have to kill it via Task Manager -.-

#

anybody else had/have this problem

still bough
#

so for modal input, think it's better to set flags corresponding to the mode and check them in the action handler, or re-do input bindings when the mode changes?

burnt drum
#

@vale osprey hi i saw your post on the forum

#

it seems that charcter movement component has options to change how it interacts with physics object

#

but changing that doesn't do anything .. do you know why

vale osprey
#

hmm, honestly no idea

#

it seams that even in templates characters behave differently

burnt drum
#

perhaps some settings change

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do you know of any method to make player not push certain physics objects like it's a beach ball?

#

mass actually means nothing

vale osprey
#

need to dig into character movement component code

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they do their own physics there

burnt drum
#

i find it baffling that the entire section of optiosn do absolutely nothing

vale osprey
#

maybe you need to enable physics on capsule?

burnt drum
#

if you enable physics you can't move

vale osprey
#

just guessing I haven't touched this

burnt drum
#

unless u apply physics on it

#

then it would be using actualy physics simulation

#

i assume this section is for the kinematic simulation to 'fake' the physics simulation

vale osprey
#

should be

burnt drum
#

if (bEnablePhysicsInteraction)
{
SCOPE_CYCLE_COUNTER(STAT_CharPhysicsInteraction);
ApplyDownwardForce(DeltaTime);
ApplyRepulsionForce(DeltaTime);
}

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this runs on Tick

#

which means it shoudl work

#

maybe somewhere else is pushign it

vale osprey
#

ApplyDownwardForce - is it like a gravity?

burnt drum
#

no

#

seesaw

#

u step on seesaw.. it pushes down

vale osprey
#

ahh

burnt drum
#

i suppose that's what it's for...

#

yet regardless of unchecking this... it still applies

still bough
#

hmm

#

it does something

#

with it turned on, I can easily roll around a physics-enabled sphere and without it the sphere just barely wiggles away from me

#

I think it wiggling away is the sphere itself responding to the collision

burnt drum
#

i turend it off

#

and i can push a 10,000kg mesh like it's made of foam

still bough
#

what shape is your mesh

#

with it off, a sphere will move slightly away from the character, less so if I turn up angular dampening. A cube doesn't budge, even with default angular dampening

#

so I think it's probably related to the physics object itself and it's friction settings

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turn it on, and the cube tumbles as you'd expect and the sphere moves smoothly

burnt drum
#

eveyrthing seems to be consistently being pushed very easily

#

but the idea is that if you off this. it shoudlnt' be able to push at all .. no?

#

the physic object is set at 30,000kg at the moment

#

i'm avoiding touching damping settings coz it sems to make it feel floaty ( like plastic bag )

still bough
#

I think the sphere isn't moving because it's being "pushed" but because a sphere has an infinitely small contact point with the ground and is therefore unstable

burnt drum
#

but does it go the direction where u move?

still bough
#

it moves away from collision

burnt drum
#

wait so you're saying it doesn't push at all for u if u off?

still bough
#

which I think is just it responding to overlap

#

if I have a cube it doesn't budge when I push it

#

with it off, yes

#

if I turn off physics collision in the character I can't push physics object al all

#

which makes sense and supports my theory

burnt drum
#

lemme try on a new blank project

#

i hope at least it works then i can filter whhat went wrong

#

@still bough thanks for the tip

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it seems to work as you said in a blank project

#

which means something is wrong with my code

next talon
#

Hello

#

I got a question can anyone help me?

burnt drum
#

@next talon why not just state your question here

next talon
#

I am gonna ask it but I wanted to know if anyone might be able to help me

#

It has to do with Mario models and animations in UE4

#

I want to try a personal project with it but when I import the model fully rigged it doesnt play animations

tall pendant
#

If you don't drop the actual Question, how would one know if she/he can help you? Just droping the Question here is always better...

burnt drum
#

did you ask it to play the animations in the first place?

next talon
#

I set it to play animation asset and selected thirdperson_run

#

But then it swapped to blueprint \

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My model just stays like that

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Im running it off the blueprint the same one as the default thirdperson actor

plush yew
#

default third person bp uses an anim bp, if you want it to still just use the animation asset you'll need to set that

next talon
#

I set it to everything the default actor used and it still does that I want it to pretty much act like the default actor but with the mario model

plush yew
#

Does using a post process blendable on a scenecapture change the FOV?

burnt drum
#

@still bough been spending the whole night on this.. i can't seems to figure out what's causing my char to push physics objects around regardless of EnablePhysicsInteraction being on

#

any clue?

plush yew
#

ah wait, maybe I misunderstood your question. you want it to act just like the default character and just swap out the model

vale halo
#

@next talon Umm you will probably have to retopo (or w/e that is called) your character to the epic skelleton if not already done and transfer the anims or something

next talon
#

Yes

vale halo
#

I think I may know a vid on that

next talon
#

Alice That is correct

#

@vale halo I dont know how to do that. Really this is my first time trying to swap models

plush yew
#

the thing is

vale halo
#

There are probably other videos that teach you this better, but this video covers the basics on what you need (I think) https://docs.unrealengine.com/latest/INT/Videos/PLZlv_N0_O1gYqSlbGQVKsRg6fpxWndZqZ/_XyjMeAb3fw/index.html

In this video, we create our project and go through the process of importing the characters that we will be using for the series. We set up our folder structure and create some of assets that we will be working with throughout the series. We also do a little bit of animation retargeting for the characters that we will be using in an attempt to get most of the prep work out of the way.

plush yew
#

your mario model doesn't have the same skeleton and animations

vale halo
#

^ that

plush yew
#

so that is why you can't just drop in and be done

vale halo
#

But it may still be ab le to be done using the methodused in that vid

next talon
#

I set it to skellatal mesh and selected the default actor as its base skeleton

vale halo
next talon
#

@vale halo Thank you Ill try that

#

😃

velvet estuary
#

So uh hi there.

#

My project wont open.

next talon
#

Does anyone know why my character stands above my map? heres a screenshot

worn granite
#

You have some object with a large collision shape.

#

See if you can figure out what you're standing on and reduce its collision size.

#

@velvet estuary Hey. If you're going to ask for some help make sure to describe your problem in greater detail.

#

You said you can't open your map right?

velvet estuary
#

Yep, crashes upon opening

#

shall I send the crashlog?

#

I have it copied to the clipboard

#

Also Jacob, I had a similar porobem but im not sure if its the same issue. Are you sure the collison on the map is correct?

versed pawn
#

I did not want to export every single button separately, that is why I ask this texture masking

worn granite
#

@versed pawn Make a new texture for the object, and paint the areas white that you want to use. Everything else is black. Take your "pressed" effect and multiply it by your button mask, then add that to your base color/emissive/etc.

#

That's not the most efficient way- you could pack that better, along with using some trickery to have the masks be much smaller textures.

velvet estuary
worn granite
#

How much RAM do you have?

#

Because it's not enough 😉

velvet estuary
#

I have 12 gigs

thin haven
#

O_o and you get a ran out of memory crash....

frank escarp
#

@versed pawn Use a texture

versed pawn
#

@velvet estuary After I updated to 4.14, I get this running out of memory stuff too. I also have 12 GB... In 4.13, never had any problem

velvet estuary
#

It works fine on my computer at college

frank escarp
#

have a map that is greyscale, for example

worn granite
#

So if you've got another map you can use a launch param to open a different map.

frank escarp
#

in perfect 10 intervals

#

so 0.1 grey, 0.2 grey. etc

#

you can also use multiple masks

worn granite
#

You just need to take things out, reduce overall memory usage.

frank escarp
#

then, just mask it

velvet estuary
#

Unless I use another computer at college....

frank escarp
#

there is a material node called "distance"

velvet estuary
#

It really only works on one computer

frank escarp
#

it gets you the absolute of the distance beetween the value you set and other value

#

so if you want to only shine the "0.4" key, then you do a Distance node with a parameter that is also 0.4 and do a One Minus on it, then multply it

#

the idea is to end up with a mask that is only the 0.4 grey texture as white, and all the others are black. Then you plug that into the Emmisive

worn granite
#

Much better solution ^

next talon
#

@velvet estuary Yeah the map imported with no errors at all

frank escarp
#

i do something very similar for a "dissolve" effect on my VR guns

velvet estuary
#

It also doesnt work if I open earlier versions

versed pawn
#

@frank escarp hmmm. Not a bad idea. I never used the Distance node yet. I'll try

frank escarp
#

i have kickass videos of that, but they are toob ig

worn granite
#

UE4Editor.exe MyGame.uproject /Game/Maps/MyMap?game=MyGameInfo -game

#

Something like that should let you specify your map and reduce the size of your assets before opening.

frank escarp
#

i show it a few times in the begging of this video

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but its quite fast

#

basically, i dissolve with a greyscale

worn granite
#

Woah, nice

frank escarp
#

if param < greyscale then alpha = 1

#

but for the actual shiny edge

#

i do distance

worn granite
#

!

#

That's really cool though.

frank escarp
#

the cool part is that you can abuse it to make thing dissolve with shapes

#

its with a greymap

#

so black = gets transparent first, white = gets transparentt last

#

if you make it have fancy shapes, you end up with exactly the shape you gave it

#

let me take a pic of the node graph

worn granite
#

I'm going to play with it

versed pawn
#

Alright

frank escarp
#

i got the idea from a unity video

#

he does black white effect, but you can send that into Alpha in a masked material

worn granite
#

I think I'm going to try making something that ends up using that at some point in it.

velvet estuary
#

Eh crap im still lost on trying to open this

old bone
#

@velvet estuary Not sure it will fix the problem, but I was getting such error with the memory leak loop when i changed version of my UE, so please check for such loops in your code

velvet estuary
#

Loops?

#

Do you mean when a uh...

#

ah

versed pawn
#

@frank escarp Not a bad idea but I still don't understnad how I'm going to mask out only the parts of the pressed buttons. I mean, If I mask out one button for example, I cannot mask out another one, because it will overwrite the one before, right?

velvet estuary
#

Node loops into itself?

frank escarp
#

this is the graph

#

this case uses a world aligned noise instead of using a texture

#

but it is the exact same idea

velvet estuary
#

Cant wait to get to the stage where my materials are a clusterfuck

frank escarp
#

you would plug the greymap texture into the bottom part

#

kind of messy tho

#

materials get messy FAST

velvet estuary
#

Maybe Im not allocating enough RAM to Unreal

frank escarp
#

too bad im not very sure about the custom hlsl code node

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becouse this stuff is absolutely trivial math

#

couple lines or so

versed pawn
#

yeah, well I'm gonna try this, and report back tomorrow if I managed to pull this off or not. Thank you so far!

worn granite
#

It's apparently worse than using the graph

frank escarp
#

you can also do masks