#ue4-general
1 messages · Page 46 of 1
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"
For example, two objects with different seeds should have different bolt arrangements
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."
@buoyant echo check out assembla ;)
hi does anyone know if hidden mesh gets transform updated?
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.
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
has this been shared before https://forums.unrealengine.com/showthread.php?130046
119382
SequencerPro
SequencerPro is an Unreal Engine 4® Plugin designed to extend the use of Sequencer within the engine. This plugin is not ready, but I have developed many of the features which confirms this can be done. I want to confirm the interest for this type of plugin, as I've gotten a lot of request recently for this type of control over Sequencer.
Imagine Sequencer being akin to After Affects.
In Production: Unconfirmed
just noticed I got an email from that earlier today, you guys might find it interesting
wow
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
why on earth does the editor need to re-import every single asset to relocate ?
What would be the best way to temporarily make an actor transparent? Through material parameters so you don't need to switch in materials?
UE4's file management is probably the worst I've ever dealt with in -any- application
my project won't even open without crashing UE4 now
great.
i wouldn't call it the worst but yeah, it's not pleasant to deal with
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
I just wasted an hour over nothing because it's broken.
AWESOME
hi guys, i have a real quick question regarding nave mesh, how can i extend it so it goes through the door way?
the height is too much there?
nope.
you mean the thing on the left or the other?
both doors
the collision of the door is probably too inaccurate
or the navmesh resolution too low
@dawn crescent is your collision block a solid box around the door?
or the pawn radius too high
what do you mean by navmesh resolution? i apologize if this is a dumb question
there is no collision block on the door
You should probably watch some tutorials
Would you if I linked you some?
sigh, I swear there was a stream recently
On nav mesh proxies and such
Why can't I find it
I would definitely watch it. I know it's a simple fix which is why it's so frustrating
the navmesh has a cell size that you can reduce, then it has a higher resolution
the door definitely has some collision, otherwise the navmesh wouldn't stop there
I'm looking at the door on the left now
same thing
so, yeah, it either has a blocking collision
or not collision at all
no*
is has no stairs, so not same thing
ah
but look
I don't know, too hard to debug with that screenshot
@dawn crescent show us the door static mesh editor
some one is jalous of the Unreal's sexy selection orange outlines 😂
does anyone here work with perforce? I'm having some issues with the permissions tab, it's not letting me access it
Reload your connection to p4a
I've restarted my pc, and all, and the perforce server is on my comp.
I've tried looking it up on google, but couldn't find anything.
Do you have a depot selected?
Yessir @weary basalt
Thats odd. Are you logged in as a superuser?
Yeppers.
I have my ports open now, but yeah, I'm logged in through local port.
I cannot find anything related to this issue.
Ive had it before but a relog usually fixed it
Everytime I open admin panel, the permissions tab is lit up for a split second, then disappears.
@weary basalt I just tried disconnecting the connection, and reconnecting.
Still nothing.
Is it due to a license file?
Only the two.
Hmm
Wouldn't make sense to prohibit a SU from accessing permissions even if that was the case.
I'm honestly a little stumped 😅
I even tried opening with Admin
Just this
So doesnt even have a disk usage request?
nope. Also, I can even "view permissions" on a user, but I can't interact with anything on the page.
Make another superuser account and login with that maybe?
How would I go about doing that
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.
I feel like it could do with this, @weary basalt?
@primal edge that kinda reminds me of this 😄
I actually ported those assets for ue4 on some uni game project (as there's no restriction on unity asset store eula for them)
also had to make "unity master material" in unreal for this
as I was too lazy to convert all the textures manually
😄 as part of respecting Unity's EULA, and for the love of Unreal..I have those lessons in progress for a while now
😂
early ue4 samples didn't hold a note that you couldn't use epics samples for non ue projects
but they added those notes pretty quickly
well, enough that epic put the full sourcecode 😄
@weary basalt It says it can be either service, operator, or standard, so I think standard is the right one.
I did one unity school project with ue4 content too :p
but then had to swap the content when they just popped in the restrictions in the middle of the project 😄
Id check my configuration but im not at home haha
Im out of ideas @buoyant echo short of deleting the depot 😛
hahah, Unreal 🤓
Don't go saying that, I have my partner working on it! Lmao 😢
If you dont fix it in a few hours when i get home ill see what i can find out.
please do
@safe rose good news I was able to get fix it after changing some of the Collison options for the static mesh
@dawn crescent who knew
@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
@buoyant echo Assembla is easy mode
...
Like, all you have to do is, create workspace, add a p4 server
Go to command prompt, enter all info
bam done deal
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. 😃
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?
is there any big difference between x32 and x64 packages ?
@pallid root if the guns are like that i give them their own sockets
@weary basalt any fixes?
thank you, that is valuable information
No problem
The more I think about it
I do not think there is any particular advantage or reason to package 64 in a BP only project
32 shipping saves quite a bit of size and it works as intended and for everyone. we cannot access 64 bit variables in bp.
Unless that has changed without me realizing it.
wow, so it turns out I have been using bigger files for nothing all this time
good to know!
also x32 is compatible with, duh, x32
@safe rose lol this is not about 64 bit variables you would access or not access from BP
you should always package 64 bit if the platform supports that
x64 has better performance and enables more memory
if you package 32 bit then your game can only use way less memory than it might need
limiting any desktop ue4 game to ~ 3GB ram is super stupid
so @tawdry quail, always package 64 bit
neat-o!
hmm i have 16 gig ram but it hardly ever go over 8, i put my virtal mem pretty high
TBH, it depends entirely on the game @fiery harbor
32bits is basically legacy software, it's interesting if you target very low-end machines or Windows XP systems
Some games barely even use more than 2GB of RAM
UE4 didn't even support x86 (32) when it came out, for good reason
@safe rose then thats not ue4 games
Sure it is
Anyway
Shipping to 32 and 64 is the way to go
If your game can support 32
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
You will be able to cater to everyone
Even if 64 is more prevalent in OSes nowadays
Some people have not upgraded
Again @fiery harbor NOT related to all games
Or rather relevant
please let 32bit die already 😛
yeah 32 bit basically has died already
I mean, I agree 32 is old school
But, you should not discount it, just because you like 64 bit better
that's just stupid
If you are going to sell a game, you are going to want to cater to as much of an audience as you can
32 has not died
therer is no 32 bit audience
There are still millions of players running on 32bit OSes
ill never serve those 32bit sobs 😛
As a matter of fact, 9% of Steam users use 32b (including a lot of Windows 7)
Exactly
not players that could run any ue4 game
how big is the install base of 32bit OS's?
Sigh
definitely not died. I made a mistake of downloading a game in x64 version and finding out my older comp is still x32
Arguably, 32b OS are installed over shitty hardware
I don't think people actually do much research
No one has 4GB RAM and a 32b OS (no one with half a brain anyway)
yeah, but said shitty hardware is still in circulation
Anyway, I stated my case
If you choose to completely neglect a shitload of players, that's on you
with those criteria, my old desktop, my Dad's old laptop and his current desktop all qualify as shitty
and they are all still working
define shitload of players @safe rose
To be honest we're talking about people with 2GB RAM.
More is usually 4GB, which requires 64b
So 2, or the rare 3GB
those people are irrelevant for ue4 games
unless you do some super stripped down 2d stuff
my game needs at least 16GB ram
(3GB memory is basically what happened when OEMs couldn't be assed to support 64b)
(Hey, let's do the top we can !)
homebrew wii games 😛
@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
whats the result of FMath::Pow(-0.3f, 0.9f)?
Already sait it 😃
But like I also said it overlaps with the 15% or so with 2 or 3GB RAM
ue4 games only run on the top ~25% of steam users anyways
it might be kinda dated
@safe rose Most of those won't run UE4 anyway
ppl with those pcs use steam for CS 1.6
@fiery harbor nice to know that my crappy laptop counts as top 25% of anything lol
and CS 1.6 only
Anywayyyyyyyyyyy
Like I was saying, do what you will
But don't say that there isn't a market in the 32bit relam
8% of Steam users have 2GB or less memory, so no UE4 for them
realm*
So it's probably fair to say 32b UE4 isn't a market
you dont want to know @wild kestrel his pc then, theoretically it shouldnt be able to run ue4 at all hehe
Think of the GPU that goes with those 2GB
can ue4 even run on a gpu with less than 2GB VRAM?
Sure
yes it can
you probably dont want to use 4k textures then
It can handle 512MB VRAM
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.
@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
as long as I don't aim to have SUUUPAAAA graphics lol
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
My own game has a hard time running on an older i7 CPU, so I'm not looking into 32b
😄
my core 2 due couldnt do crap with ue4, even if it was 64 bit
20 min to change a material ,. wouldnt even build a blank project
Because its a core 2 duo lol
Most computers now are 64 bit so why not just use 64 bit
Ue4 is more GPU intensive than anything
So if you have integrated intel graphics good luck
@cloud cobalt haven't tested my game on any other CPU than mine but I think it would be horrible on older CPUs too
I usually fill all my 12 threads with AVX-256 stuff so any older CPU would die...
Ive used a quad core i5
It was all good
Now i use a 6700k and its great
But its all about that gpu
well, ue4 actually didnt run that bad on a core 2 duo, there just was stuff u couldnt do
could still get 60 fps on projects with stuff goin on
most projects arent CPU intensive
you can make BPs and test em no problem
yea
Might not though
it does
My game has like 50k shaders lmao
well thats editor time, so only you have to have a good cpu and not the end user
Yeah
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 😛
DDR4 is not more expensive @patent siren
well I'm fine with 2400
I like to go overkill
compare a single DIMM 16GB DDR3 with DDR4
Like getting a 1080
I use 2x 16GB and 2x 8GB DDR4 currently
Thats a lot of ram bud
i dont think 3k$ pcs are worth it, better buy a 1.5k$ pc double as often
RAM is cheap, a 1080 is not cheap
kindaz depends on what u do with it offc
its good to care about it now that everyone is focused on it
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
unless that was meant hehe
Who focuses on it?
well, build ur own pc doesnt save as much as it used too
u shouldnt order from dell or alienware if u want cheap good pc
Yeah but the consumer doesnt rn
@obsidian nimbus true, though my current pc was 50% refurbished hardware, so saved at least a few 100 bucks on that
If you live in us its cheap to build a pc
i bought mine from marktplaats
In some places its easier to buy a pre built
hehe marktplaats, where dreams come together
Lmao
his power supp cost 180 euro new and mobo 200, cpu 330 had more stuff in it and got it for 500
otherwize i would have gotten parts and put it in my old desktop, this was way and way better tho
only his vid card wasnt that good, 660 gtx, the rest was good brands high end stuff
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
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
but sometimes ppl get mallware on their pc and think its time for a new1 😄
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..
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
no answer what so ever
@tropic pilot then probably need to provide more details
usually people are not lining up to do your job
@tropic pilot You should probably include much more detail about your project
Some screenshots / gameplay video go a long way
also there are better places to look for modeling talent than the unreal discord/slack channel like maybe polycount?
@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.
Thank you @weary basalt
why does UE4 cook -all- content in \Content\ even when the flag for Cook All Content isn't checked in the packaging settings?
what else should it cook if not all content?
does anyone know the URL of unreal PS4 forum?
you should have access to it, if you have confirmed your dev status with epic
yep
You're not davor from FP, are you
Yeah, probably not. Just a same nickname
what's FP
Facepunch
ah 😃
Nope, not me 😃
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
It's a firstperson character if it helps
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?
you can use the CPU debugger for this. It shows every single BP and the time it took
should be easy enough to find the culprit
@versed pawn
where do I find this CPU debugger?
Under windows/devtools/session frontend
in the profiler tab
cant explain in more detail right now, I am in a hurry
but should be enough info to get you started
Thank you very much @dense ravine
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?
Any advice is appreciated. The amount of work that I could have done meanwhile waiting is huge. 😄
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
Anyone?
@void shuttle use version control like it's supposed to be used
if you make changes on one computer, push them to the remote repository when you are done and only then change the computer
if you want to bake the lighting, do that as a separate task and don't touch level itself on the other computer
also, you don't really need to use level blueprints
they are bad design anyway
also
do take a look at swarm
"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.
Thats why I am curious for some kind of solution to that.
you can have sublevels
streaming levels you mean?
and now with 4.14, you can have lighting on it's own sublevel altogether
you can stream them in, but they can also always exist on the map
for example, take a look at shootergame sample
they have 2 sublevels on it and they are always loaded
Ignore my question for the streaming, I misunderstood you.
you can split different items to sublevels and still keep editing them simulaneously
mhm
but all in all
4.14 lighting scenarios should work really well for your thing
https://docs.unrealengine.com/latest/INT/Engine/Levels/CollaborateWithSublevels/index.html (that's not about the lighting scenarios but about sublevels in general)
You can use sublevels to collaborate with other designers working in the same space.
yes, it comes to 4.14 at last as solution, gotta wait a bit more for hotfixes etc
Thank you for the suggestions!
np
basically you could use sublevels already on older versions
like put gameplay as a sublevel
and keep lighthing and map itself on base level
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
and the blueprints on another sublevel? is it going to work ?
yes, it works
I am asking because every time I try to work on blueprints meanwhile I am baking, the lightmaps are broken when finished
oh
but never tried to put the blueprints on sublevel
you edit a blueprint in the world, that has static meshes etc?
it shouldn't affect lighting a one bit
character is dynamic thing anyway
yes
I dont touch anything on the scene as content
just the nodes inside the blueprints
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
👍
altho I think thats a bigger request than make the selection boxes larger on bp noodle i/o
but voted for b/c yeah!
Nice, 4.15 the great material cleanup begins
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.
in case someone hasn't noticed:
Has anyone successfully enabled Ansel in his project?
@fierce tulip lol thanks for sharing
didn't think they would ever do that in the near future
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
Anyone use linux as a lightmass build box OS? Windows Server is $$$$
Bonus points for a headless server
Hey all i am quite new to ue4 any project ideas ?
depends on your current skill level
i have dib and drabs is the issue
what where you going to suggest
@vale halo any ideas
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? 😄
BP
I personally started off with an economy system I think
Tho that is UMG (widget) specific
ok
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
try select node?
Select node ?
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
np 😃
Is anyone somewhat familiar with 3dsmax? I would like to have a question.
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
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 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.
@plush yew if you are planning to code I would start here https://docs.unrealengine.com/latest/INT/Programming/Development/CodingStandard/
Standards and conventions used by Epic Games in the Unreal Engine 4 codebase.
Good job then, thanks. We used that as a base for our project and worked well.
but... no fancy glasses not your face
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
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.
@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.
thank you very much @worn granite !
And C++ should be used for the "heavy lifting"
That seems to be the general rule of thumb
Can you give examples of "heavy lifting"?
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.
Thank you very much @worn granite , this will be extremely useful for me
wow
I'd call them all bad.
you can make messy c++ too
The last two actually do something worth their complexity.
like totally unreadable mess
Hold on, I'm gonna show my material BP
Point wasn't that BP is messier than C++
oh no
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.
OH, one sec
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++.
I have something on-topic my friend sent me from his UE4 work
I wonder if I can drop an mp4 here...
You can, but it won't embed
Best to youtube it
does gfycat accepts mp4s?
One sec
Does this embed
gfycat had to cut this to 15 seconds
um
I am no Animation Expert...especially in regards to MP...but...something doesn't seem right about that
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
anyone know what the postprocess material to output scenedepth like this is? https://dl.dropboxusercontent.com/u/3405058/UDN/PPRendTarg01.png
Just... put a pixel depth node in your postprocess and that's it?
@fiery harbor you read this yet? https://www.unrealengine.com/blog/how-to-improve-game-thread-cpu-performance
nah i figured it out i needed a scenetexture scenedepth node
It had everything to do with it btw
no, that blog post is about how to find slow stuff. my question is about how to fix slow navigation
@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
thats a better question, in that case it was 500 AIs. not doing any navigation though, just standing without moving
navmesh is generated, but not used since the AIs don't move currently
What happens if you take it out?
Like, does the number drop
See if this is NavMesh or AI BT problem
there are no BT
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
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
I'll first check the async nav updates
If you want more info, there was a stream about these settings a long time ago @fiery harbor
the async nav generation seems to mostly fix it 😃
Well that's good
But yeah Mieszko did a stream once
And he went over most of the settings
Yeah, he needs to do another one
I'm on master so I always hope stuff is better now than back then
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?
actualy now that i see the video it is one i was using in september, awesome
What problems are you having?
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 😄
awesome, i go to UCSD
F you
where are you attending?
That's an awesome school
SCAD
If I didn't have my house, I would have probably went west coast.
ahh cool, yeah i got into the MATH/CS program here, so more math oriented
Ah
but i finally got enrolled in a Graphics programming course for winter
You don't plan on doing Game Dev full time?
so ill get some good OGL experience under my belt
actualy im interested in developing VR applications
more than games
so the UMG menu system for unreal is of high interest to me
yeah why not use UE for applications?
But, I guess it depends on your curriculum
Right, they don't use UE4?
I thought they did
oh at my school?
Yea
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
Ah, then, that's their platform
Interesting.
Actually that makes more sense now
Since I read that Unity book from the professor at UCSD
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
thats the guy
But VR is everywhere now
yeah vr is a budding field, very cool
He seems legit
what i'd like to do is start my own company after school
yeah
not UCSD
close 😛
oh nice
I was stationed at Miramar
yeah ive lived here about 14 years now
Yeah, I'm pretty jelly
ahh cool, yeah i used to work on miramar road
So yeah, USC is the one with the Game Dev program
yes and UCSC
the apps i think are were you can have some real killer applications in vr, not just the games, but games are good too
That looks sweet. I wish my school had a game dev program. Most we did was XNA apps with C#
He was Lead on Crysis
Yeah, I've gotten a lot of his classes
Even though he teaches AAA style shit
And I want to go Indie
yeah same
He's the best since he's the hardest
basicaly indie but for apps
Everyone wants to avoid him
THose are the best teachers to take classes from
I agree
yeah i like profs like that, but this quarter i had 100% theory and math
Everyone else is taking the easy path
probabilities, group theory, theory of computation
ill be glad to get back to programing classes
Discrete Mathmatics?
that class is brutal
Mostly discrete shit
ahh cool, yeah these are math department math classes,
I was like is this
upper division math courses are a pain
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
ill definitely be using linear algebra in my graphics course
But I pulled an A somehow out of my ass
nice
That's how I felt when I took computer graphics. Was heavy heavy math, like writing equations to do curves and such
i dont have a problem doing that per sey, though i heard the math problems on the exams are a pain
I would have loved to have learned proper math for game dev before actually working in engine
But that's not how stuff went
this is the class that i could take once i finish the intro grahphics course though
that one looks like the shit
nice
And pretty much we take various hardware, program some stuff on it, make some cool out of it
yeah also want to do a HID class too if i can
ive always wanted to get my hands on a kinect
havent bothered though since i mmade an investment in my vr kit
I am only two quarters away from graduation
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
never even heard of freenode
😄
I'm pretty old
actualy freenode has quite a few people on it
I might not look like it
I can never get into IRC I only go on it when desperate
freenode is the largest irc network now
yes i still use mirc 😛
good old days
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
Yeah, if you follow along from the first video, you shouldn't have any issues
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
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
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?
nah
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++
so?
and i saw some post from a UE4 guy about how widget interaction component has a bug
all it is are actors
where it wont work if its spawned dynamicaly vs placed in the editor
hm
which was supposedly fixed in 4.14
Never knew that bug, I never ran into it
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
I spawn thousands of lights and don't get lag for some reason btw
Well, I guess hundreds
@safe rose oh yeah, i found that bit about the widget interaction bug on this post: https://forums.unrealengine.com/showthread.php?120846-4-13-Widget-Interaction-Component-Tutorial
No frills tutorial on how to get the Widget Interaction Component up and running in 4.13. There's a lot of stuff that I need to explore more on and figure out, but this will get you to a good place really quickly.
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
yeah i havent seen anything since around september so i probably missed that
@safe rose yeah heres my code to create it in my player pawn: http://pastebin.com/MMj7zfRV
i dont see anything where it would be activating so maybe i have to make that api call
that could be it right htere
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
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
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 😦
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
alright i actualy got the interactions to work
had to send a press and release then i got the clicked even
anyone pre order touch?
i should be getting mine on the 8th
im curious what the ue4 suppport for them is at the moment
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.
a most probable culprit is a BP which is doing stuff on tick
I have quite a few BPs doing stuff on tick
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
@thin haven Thank you very much!
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...
Oh, I see. Yeah I'm doing the unlinking right now.
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
Anyone here got any good ideas for beginer projects
@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?
i would quite like a survival game (i know cliche or what ) @thin haven
well, for a beginner I recommend looking at umg inventory in learn tab in launcher. also content examples are invaluable
also this tutorial: https://wiki.unrealengine.com/Survival_sample_game
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
@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.
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
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?
@vale osprey hi i saw your post on the forum
I have an armored vehicle whose mass is set to 45,000Kg. A player character whose mass is less than 100Kg can bump into it and send it flying. That's not exactly realistic. Is there a way to fix this?
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
perhaps some settings change
do you know of any method to make player not push certain physics objects like it's a beach ball?
mass actually means nothing
i find it baffling that the entire section of optiosn do absolutely nothing
this whole section
maybe you need to enable physics on capsule?
if you enable physics you can't move
just guessing I haven't touched this
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
should be
if (bEnablePhysicsInteraction)
{
SCOPE_CYCLE_COUNTER(STAT_CharPhysicsInteraction);
ApplyDownwardForce(DeltaTime);
ApplyRepulsionForce(DeltaTime);
}
this runs on Tick
which means it shoudl work
maybe somewhere else is pushign it
ApplyDownwardForce - is it like a gravity?
ahh
i suppose that's what it's for...
yet regardless of unchecking this... it still applies
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
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
turn it on, and the cube tumbles as you'd expect and the sphere moves smoothly
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 )
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
but does it go the direction where u move?
it moves away from collision
wait so you're saying it doesn't push at all for u if u off?
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
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
it seems to work as you said in a blank project
which means something is wrong with my code
@next talon why not just state your question here
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
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...
did you ask it to play the animations in the first place?
I set it to play animation asset and selected thirdperson_run
But then it swapped to blueprint \
My model just stays like that
Im running it off the blueprint the same one as the default thirdperson actor
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
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
Does using a post process blendable on a scenecapture change the FOV?
@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?
ah wait, maybe I misunderstood your question. you want it to act just like the default character and just swap out the model
@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
Yes
I think I may know a vid on that
Alice That is correct
@vale halo I dont know how to do that. Really this is my first time trying to swap models
the thing is
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.
your mario model doesn't have the same skeleton and animations
^ that
so that is why you can't just drop in and be done
But it may still be ab le to be done using the methodused in that vid
I set it to skellatal mesh and selected the default actor as its base skeleton
Aye this is what you want I think: https://www.youtube.com/watch?v=IdPGolf1DgI 😃 Hope it helps, but gotta go now 😦
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?
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?
How can I mask out parts of a texture from within a material? What I would like to do is to light up only the pressed buttons on the Stargate dialer, not all of them:
https://gyazo.com/7e99a02a99885e502c7cb5bbed832b0f
I did not want to export every single button separately, that is why I ask this texture masking
@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.
Heres my crash log, put it in a .TXT because, well you know, crash logs are long.
I have 12 gigs
O_o and you get a ran out of memory crash....
@versed pawn Use a texture
@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
It works fine on my computer at college
have a map that is greyscale, for example
So if you've got another map you can use a launch param to open a different map.
in perfect 10 intervals
so 0.1 grey, 0.2 grey. etc
you can also use multiple masks
You just need to take things out, reduce overall memory usage.
then, just mask it
Unless I use another computer at college....
there is a material node called "distance"
It really only works on one computer
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
Much better solution ^
@velvet estuary Yeah the map imported with no errors at all
i do something very similar for a "dissolve" effect on my VR guns
It also doesnt work if I open earlier versions
@frank escarp hmmm. Not a bad idea. I never used the Distance node yet. I'll try
i have kickass videos of that, but they are toob ig
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.
i show it a few times in the begging of this video
but its quite fast
basically, i dissolve with a greyscale
Woah, nice
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
I'm going to play with it
Alright
i got the idea from a unity video
he does black white effect, but you can send that into Alpha in a masked material
I think I'm going to try making something that ends up using that at some point in it.
Eh crap im still lost on trying to open this
@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
@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?
Node loops into itself?
this is the graph
this case uses a world aligned noise instead of using a texture
but it is the exact same idea
Cant wait to get to the stage where my materials are a clusterfuck
you would plug the greymap texture into the bottom part
kind of messy tho
materials get messy FAST
Maybe Im not allocating enough RAM to Unreal
too bad im not very sure about the custom hlsl code node
becouse this stuff is absolutely trivial math
couple lines or so
yeah, well I'm gonna try this, and report back tomorrow if I managed to pull this off or not. Thank you so far!
It's apparently worse than using the graph
you can also do masks