#ue4-general

1 messages ยท Page 54 of 1

plush yew
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you have sullied my monitor ๐Ÿ˜ฎ

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we've only just met though

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๐Ÿ˜›

sharp crest
plush yew
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Unity is garbage, UE4 for life. also what is ๐Ÿ˜ข Engine?

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in seriousness though, Unreal is not supported by SpatialOS, so I have to use Unity until they get support

sharp crest
plush yew
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rumor is Spatial gets Unreal support in March

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spatial?

sharp crest
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Whats SpatialOS?

plush yew
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helps you create infinitely scaled persistent worlds

sharp crest
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Sounds nice, wonna show us what you are working on?

kindred viper
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when I clicked the link, Discord opened Edge browser. The disappointment was real.

sharp crest
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xD

plush yew
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wait, does that allow me to use multiple PCs in order to run one instance of Unreal Engine?

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what happens is it creates multiple instances of unreal across as many machines as you need

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and those run the server side simulation

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oh

sharp crest
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Hmm so you need multiple PCs to run a game with this? lol

plush yew
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you don't think about the PC's

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it probably works with just one as well...

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that is all server side and invisible

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if you have 5 players it'll run with one

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if you have 6000 players it needs 2

kindred viper
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sounds like a scalable cloud server system for unreal multiplayer am I right?

plush yew
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@kindred viper yep! once they get unreal support working

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but for the next few months it is unity only

kindred viper
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I would have thought Unreal supported this already but you live you learn ๐Ÿ˜ƒ

plush yew
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a few mmo's have already been made with it

sharp crest
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lol wtf

bronze lava
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make it happen

plush yew
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I dont need MMO servers

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in that case you don't need spatial

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I am going to write an AI that will replace online players

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for anything less than mmo spatial is overkill

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and just makes things more complicated

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it will be massive multiple offline rpgs

kindred viper
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thats pretty standard practice though. I wouldn't be debugging multiplayer without AI

sharp crest
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@plush yew Impossible

plush yew
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why?

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its actually on the border of impossible, but not impossible

sharp crest
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Cuz poeple have mind, bots dont :P
And that means that poeple will do stupid things sometimes, and bots not :P

kindred viper
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I wouldn't say impossible. It's just a really subjective process to code stupidity :p

plush yew
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oh you would be surprised how advanced AIs are nowadays

kindred viper
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I mean... online people are generally stupid :p

sharp crest
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Yep! xD

plush yew
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welll, I dont want to replace nasty online players

sharp crest
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Also, you gotta make them noobs when they play first time xD

plush yew
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no one said anything about copying the average gamer xD

sharp crest
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xD

kindred viper
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theres loads of great articles about making learning AI. Nobody ever writes AI with altzheimer's though. That could be useful

plush yew
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what I was talking about had more in common with storytelling AI than an enemy AI

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well whatever

sharp crest
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Well I guess you can copy what the regular players do

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Save everything that they do and just tell the bots to do it but a bit different

plush yew
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thats not my goal though xD

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I want a peasant to act like a peasant

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and not like a 15 yo kid who doesnt know how to spend his time

sharp crest
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I want a pizza that acts like something tasty as hell that I'm going to eat, do I get it? No

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Why? cuz I didnt order one!

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xD

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lol

kindred viper
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here's a thought. Non-observable AI. What determines the rules of AI that cannot be observed. I mean, you would never know what it was doing, therefore it could be doing anything. Even plotting your demise. I say all AI must be observed. This is called the Synthetic Paranoia Observation Rule.

sharp crest
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English please

kindred viper
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I need to lay off the coffee for a while.

sharp crest
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I'm gonna work on AI for my game soon, hopefully it will turn out good :P

plush yew
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@kindred viper thats actually a concept that I am heavily abusing for my AI

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or at least a concept similar to what you stated

kindred viper
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technically un-observed AI works quicker than observed AI because results can be determined with no rendering or manipulation of assets so to speak. It's all done on paper and the complete result, once observed, can be determined and rendered appropriately. So it does make sense to account for non-observable AI in terms of optimisation.

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I just don't trust em ยฌ_ยฌ

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they might steal my code !

plush yew
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nah I wouldnt worry about that (in your case)

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๐Ÿ˜›

kindred viper
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I've been on a bit of an AI binge recently. Not so much in terms of games development though but things like the AI beating professional poker players. Also things like what happens if you give AI the ability to code itself and when we get to the point in human history when we can make things from atomic level interaction, how will we deal with computers that can learn our entire history in seconds and have the ability to create objects from it's surrounding resources.

plush yew
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I am doing stuff with AI lately as well

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but more in terms of development

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not particularly for games though

kindred viper
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My next AI expedition is going to be a dungeon master AI for deciding a dynamic experience of traps, puzzles and enemies to fight. Should be more fun than a standard enemy AI

plush yew
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i guess I am aiming a little higher...

supple lake
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anyone know of a good way i could create a good space like bullet?

fierce tulip
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space like bullet?

supple lake
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like a laser

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like a bullet from a clone trooper in star wars

safe rose
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Lasers!=bullet

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Projectile maybe a better term though

supple lake
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yea

safe rose
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So what's the problem?

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Just make a beam particle

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and put it on a projectile

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and go pew pew

fierce tulip
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yuck beam particles :p

safe rose
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Or, use an emmisive

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on some skinny mesh capsule thing

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make it really glow

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and make it go pew pew

supple lake
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hmmk

safe rose
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probably easiest

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and faster

supple lake
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to use beam particles?

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or emmisive?

fierce tulip
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thats almost 1:1 the projectile Kylo Ren managed to stop, but for some reason without scenery it looks dull

safe rose
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Han Solo or No Solo

supple lake
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yea thats along lines of what i wanna make

safe rose
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Make it pew pew then

supple lake
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to use beam particles?
or emmisive?

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which is easier

fierce tulip
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mesh based particles

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folow those tuts and you can basically make anything

safe rose
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ya, show me the money

supple lake
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watch all 10 and ill be good in terms of making any particle my tiny brain can think of?

safe rose
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fuck 3dsmax tho

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@supple lake Depends how tiny your tiny really is

supple lake
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as tiny as tiny get

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s

safe rose
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Well if tiny is as tiny gets then there is no hope for tiny as is

fierce tulip
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well, you can use any 3d program you like. I just started with 3dsmax and stuck with it

safe rose
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I know I know

supple lake
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i use maya:p

fierce tulip
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also works

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but as a 3dsmax fanboy, id suggest modo or houdini

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but well.. money

safe rose
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I still have houdini licenses

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and never really used it

fierce tulip
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same, no time to play with it much though

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shakes fist at 24 hour days

safe rose
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You have 24 hour days?

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Mine are 38.4 hour days

fierce tulip
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my god man, teach me thy ways

safe rose
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You don't want them

worn merlin
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Anyone know how to add an Event trigger on a Sequencer Timeline? Nothing happens when I click it.

brave horizon
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@worn merlin So it's firing the event, is anything listening to the event?

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as in, have you bound another event to listen for sequencer?

past pilot
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has anyone used the auto LOD? i set mine to foliage type and if i try to adjust the triangle reduction it crashes every time

feral echo
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Is there any way to get mesh picture in ue4 without doing manual screenshots? Like, some function or something?

plush yew
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@feral echo what? so you basiclly wanna take a screenshot?

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or what do u wanna do?

brave horizon
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@feral echo Try execute console command 'shot'

plush yew
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or yea, shot if u just want to save a screenshot

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but 'mesh picture in ue4' kinda sounds like you want a camera feed or see trough portal or whatnot ๐Ÿ˜›

sharp crest
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Hmm where would I want to save variables that shouldnt be removed when the player dies?

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In the character or the controller? I assume the character but just to make sure

feral echo
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@plush yew no, I want to get "preview" picture of mesh for user interface. Like in content browser

plush yew
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aaah

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that might be some feature of 'Slate' (the framework used for the editor ui)

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actually, what i suggested is prolly the easiest approach

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youd make a map that has a camera and can loop trough all your meshes that need a thumbnail

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then some script to loop trough and take and store screenshots

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btw @sharp crest i would say in the controller, you dont want everybody with the same character to share their variables right

sharp crest
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Hmm what how that could happen lol? @plush yew
And hmm not sure about that but doesnt the controller gets "removed" when the player dies?

plush yew
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hmm

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thought it just gets told to respawn

sharp crest
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hmm then I guess it doesnt matter?

plush yew
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i guess ๐Ÿ˜›

sharp crest
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:P

south mulch
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hello there, is there a way to have a colored background for the material thumbnails in the main viewport?

velvet fern
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is there a way yet to isolate unused assets?

fierce tulip
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I just select all assets, press delete, cancel any that's linked :p

velvet fern
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works i guess

velvet fern
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nevermind, it's textures streaming

signal shore
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If someone wanted to break down the difference between the World Outliner and the Content Browser, would it be that everything in the world outliner is just for the current level and it contains objects that are already "active" / spawned vs the content browser having assets you first have to make active by either spawning them or like assigning them in the project settings?

plush yew
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content browser is for the stuff on your disk

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world outliner is for the stuff in UWorld

signal shore
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i guess technically GameInstance is not in UWorld then?

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because i edit game instance or game state from the content browser

kindred viper
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GameInstance is derived from UObjectBase so it's an independent object and doesn't require UWorld

signal shore
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is everthing in UWorld an actor?

kindred viper
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not necessarily

signal shore
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do you have an example of what wouldnt be?

kindred viper
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a component would be one. Anything that isn't an actor and requires UWorld basically.

signal shore
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is a component always tied to an actor?

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or are there non-actor components?

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a component always has some sort of parent, or?

kindred viper
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Components need an actor but Actor Components are like a self-contained version

signal shore
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thanks

plush yew
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@signal shore stuff like GameInstance is being instantiated by the engine at startup

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the engine makes sure that it's "always there"

golden tide
oblique fern
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how should i handle steam leaderboards using blueprints?

safe rose
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But, short answer, you don't

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It's bugged

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There are some plugins that fix it though

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I think it was @plush yew actually

oblique fern
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ok ty

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i wouldn't know how to make a class from it as he describes.. or at lesat how to and then recompile everything

oblique fern
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i have a website, i wonder if i could just connect to it using blueprints, and upload/download the high scores myself

worn granite
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@oblique fern well you can use a plugin that'll let you access a REST Api

brave horizon
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Packaging a game for windows takes me 6 hours (or so) is that standard?

tiny ivy
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Has anyone got the Steam overlay working on 4.14.3? I've tried everything for a couple days now and nothing will show up.

oblique fern
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@tiny ivy - when i launch stand alone, or packaged, it works for me

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ok i lied, maybe not the packaged game

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from older forum for shipping - This is Normal don't worry, you simply need to add in your final release folder the Steam DLL Needed and of course your app_id.txt

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that didn't help eitehr, steam dll is there. added the app_id.txt containting the app id.

tiny ivy
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@oblique fern That's a jumbled mess, I don't know what you're saying.
Did you get it to work? If so, what'd you do?

oblique fern
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for shipping yes, filename s/b steam_appid.txt and it goes in Project name/Binaries/Win64

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steam_appid.txt just contains the app id and nothing else

tiny ivy
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What about running as as standalone game.

oblique fern
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i downloaded the sdk awhile back, and copied the DLL's over, following instructions from a website or two

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then updated my defaultengine.ini file to contain the app id

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and the steam sdk version somewhere in the ini file

tiny ivy
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I did all that and enabled the steam subsystem plugin in the project, but when I run as a standalone game, steam doesn't do anything.

oblique fern
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for leaderboards i would like to iterate and display the top 20 high scores, but apparently that is broken. i can only display my score

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you put in the '480' app id?

tiny ivy
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Yes. I've tried multiple tutorials, and have tried the preinstalled 132 version and the updated 139 version. Enabled the plugin...and still nothing.
I've gotten it to work easily on older engine builds.

oblique fern
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kind of weird on mine, folder in packaged game says 'steamworks132' but i have sdk version 138 downloaded. thought i had used the version 138.

tiny ivy
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What's the folder name for your engine version? 4.14 or UE_4.14 in the Epic Games folder

oblique fern
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in the projects folder in project, nothing like that.. epic games folder, is there one if so how do i find it

tiny ivy
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Some people are saying adding the steam_appid file fixes it. @oblique fern Did you say you had one from compiling or something? What does the file look like. I don't know how to format it.

oblique fern
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it's a simple .txt file, containing the steam app id only inside it. i didnt say anything about compiling

tiny ivy
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I just reinstalled steam and all my engine versions. I downloaded a project that has been said to have "working steam" ingtegration...and still nothing works. This is so confusing

weary basalt
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Are you logged into steam?

tiny ivy
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Steam is logged in and open @weary basalt

weary basalt
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Have you added the NetDriver settings to your .ini?

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Did you include the Steam Online subsystem to your Build.cs

tiny ivy
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Here's my ini

[/Script/EngineSettings.GameMapsSettings]
EditorStartupMap=/Game/Levels/MainMenu.MainMenu
GameDefaultMap=/Game/Levels/MainMenu.MainMenu

[/Script/Engine.GameEngine]
!NetDriverDefinitions=ClearArray
+NetDriverDefinitions=(DefName="GameNetDriver",DriverClassName="/Script/OnlineSubsystemSteam.SteamNetDriver",DriverClassNameFallback="/Script/OnlineSubsystemUtils.IpNetDriver")

[OnlineSubsystem]
DefaultPlatformService=Steam
PollingIntervalInMs=20

[OnlineSubsystemSteam]
bEnabled=true
SteamDevAppId=480
GameServerQueryPort=27015
bRelaunchInSteam=false
GameVersion=1.0.0.0
bVACEnabled=1
bAllowP2PPacketRelay=true
P2PConnectionTimeout=90

[/Script/OnlineSubsystemSteam.SteamNetDriver]
NetConnectionClassName="/Script/OnlineSubsystemSteam.SteamNetConnection"๏ปฟ
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Don't know where my Build.cs file is

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If it's a C++ file, my project is only blueprints. I've tried adding a c++ file but it gives me an error

weary basalt
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Oh ok

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[/Script/Engine.GameEngine]
+NetDriverDefinitions=(DefName="GameNetDriver",DriverClassName="OnlineSubsystemSteam.SteamNetDriver",DriverClassNameFallback="OnlineSubsystemUtils.IpNetDriver")

[OnlineSubsystem]
DefaultPlatformService=Steam

[OnlineSubsystemSteam]
bEnabled=true
SteamDevAppId=480
bVACEnabled=0

[/Script/OnlineSubsystemSteam.SteamNetDriver]
NetConnectionClassName=OnlineSubsystemSteam.SteamNetConnection
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That should be the minimum stuff you need

tiny ivy
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Testing it

weary basalt
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Then you just need to enable the Plugin

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Just to make sure you understand, if your game is multiplayer with Dedicated Servers, you need an C++ project to be able to build the Dedicated Server executable.

weary basalt
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Really you should just need to enable the steam plugin

tiny ivy
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This happened after trying to create a C++ file to make it a C++ project

weary basalt
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Oh, once its a C++ project you will need to recompile it.

tiny ivy
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I've got visual studio. How do I do that

weary basalt
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You should have an .sln file in your Project directory now

tiny ivy
weary basalt
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Right click .uproject and see if you can Generate the Solution File manually.

tiny ivy
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That didn't work. Looks like a plugin. I'll remove it and try again

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Awesome

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Have the sln file now

weary basalt
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See if it will open a project solution for you

tiny ivy
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Parsing everything. Seems good so far

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Scanning for additional files

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It says "Ready". What do I need to do now?

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I have a blank visual studio window...at least it looks blank

weary basalt
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Does your solution explorere look something like that?

polar hawk
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Hey, are you working on a Pod Racer?

weary basalt
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NOOOO SHSSS

tiny ivy
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@weary basalt Yes

polar hawk
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Ah, you must be working on Not Pod Racer

weary basalt
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mUST BE

tiny ivy
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Right click on my "game" name and build?

weary basalt
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Click this button or press F5 or F6

tiny ivy
weary basalt
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Press F5

tiny ivy
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Out of date. Build it?

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Clicked yes anyways

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Build errors ๐Ÿ˜„

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Do I have to remove plugins before building? The AdvancedSessions plugin is causing an error

weary basalt
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Is it an .dll or is it open source?

tiny ivy
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Open source

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Removed it temporarily to see if I get a new error.
Now I get

Failed to produce item: C:\Users\rojo8\Documents\Unreal Projects\Solanum\Binaries\Win64\UE4Editor-Solanum.dll    Solanum    C:\Users\rojo8\Documents\Unreal Projects\Solanum\Intermediate\ProjectFiles\ERROR    1    
weary basalt
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Go to the Output tab, ignore the Error tab

tiny ivy
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========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========

weary basalt
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Yeah thats great we need the error mate haha

tiny ivy
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1>------ Build started: Project: Solanum, Configuration: Development_Editor x64 ------
1>  Creating makefile for SolanumEditor (changes to module files)
1>  Performing 7 actions (4 in parallel)
1>  PCH.Solanum.h.cpp
1>C:\Program Files (x86)\Microsoft Visual Studio 14.0\VC\INCLUDE\crtdefs.h(10): fatal error C1083: Cannot open include file: 'corecrt.h': No such file or directory
1>ERROR : UBT error : Failed to produce item: C:\Users\rojo8\Documents\Unreal Projects\Solanum\Binaries\Win64\UE4Editor-Solanum.dll
1>  Total build time: 4.22 seconds
1>C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V140\Microsoft.MakeFile.Targets(37,5): error MSB3075: The command ""C:\Program Files\Epic Games\UE_4.14\Engine\Build\BatchFiles\Build.bat" SolanumEditor Win64 Development "C:\Users\rojo8\Documents\Unreal Projects\Solanum\Solanum.uproject" -waitmutex" exited with code 5. Please verify that you have sufficient rights to run this command.
========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========
weary basalt
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You must not have corecrt.h

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1>C:\Program Files (x86)\Microsoft Visual Studio 14.0\VC\INCLUDE\crtdefs.h(10): fatal error C1083: Cannot open include file: 'corecrt.h': No such file or directory

tiny ivy
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Any idea on how to fix it?

weary basalt
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Get corecrt.h??

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lol

tiny ivy
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Oh duh ๐Ÿ™ƒ

weary basalt
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You most likely need to update your visual studio

polar hawk
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Are you on VS 2013?

tiny ivy
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15

weary basalt
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is corecrt in Common Tools?

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Id run a repair on your VS install.

tiny ivy
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Alright. I'll try that

tiny ivy
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@weary basalt Repaired then reinstalled VS2015 and getting the error D:

weary basalt
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You may have to google the issue im not at a computer to help you further at the moment sorry.

tiny ivy
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Thanks for the help, though. I wouldn't have gotten as far as I did without it.

kindred mountain
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@tiny ivy you need to set your gamemodule as the startup project

tiny ivy
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@kindred mountain What does that mean/What do I click

kindred mountain
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in visual studio in the solution explorer, you'll see 'Engine' and 'Games' top level folders

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open the 'Games' one, then right click on the one that is your project (probably the only one), and selected 'Set as startup project'

tiny ivy
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Got it. Thank you ๐Ÿ˜ƒ

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Still getting the C:\Program Files (x86)\Microsoft Visual Studio 14.0\VC\INCLUDE\crtdefs.h(10): fatal error C1083: Cannot open include file: 'corecrt.h': No such file or directory error ๐Ÿ˜ฆ

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Have no diea how to fix this

kindred mountain
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something up with your VS install. May not have included the required stuff in the install?

tiny ivy
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@kindred mountain I think so. Whenever I try to reinstall it says "VS may not have fully installed. Detected another install, already." But I've checked all the folders and files, and programs from control panel but can't find it.

weary basalt
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Do you have older versions still installed?

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If so you should remove all of them and just install the latest VS

tiny ivy
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Should I have that many?

weary basalt
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Those are redists they are required. The last one is what you need. If you have anymore that look like the last one?

tiny ivy
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I only have that one. It said earlier that both 64 and 32 bit duplicates existed, now just 32 bit

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Not too worried about it anymore. I've been trying to make a game for over three years and run into stupid issues like this every day. I'm just done.

weary basalt
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Dont give up. Perseverance is important. Do some research on the issue and see what you find.

idle cobalt
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Hello all. Have some question about linking UE4 and VS 2015

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Is this only IDE i can link with UE4?

kindred mountain
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I think there are ways to get other IDEs if you want to spend the time investigating it

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but really you're best off just using VS

idle cobalt
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oh, thanks) just curious about. I currently work with NetBeans, so that is why i'm asking. Always need to learn something new)

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and VS 2015 Community Edition is suitable for work with UE4?

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or i need to catch up Enterprise or even Pro?

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already found answer ^^

weary basalt
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Community Edition is perfect for new comers.

cloud cobalt
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Community works for everyone save big-ass companies

polar hawk
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^not big ass, huge ass

idle cobalt
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studying now official UE4 documentation to prevent stupid questions :)

polar hawk
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Like, mega

cloud cobalt
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Yeah, something like 250 computers if I remember well

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Which is quite generous and honestly surprising, coming from the company that sells Office by the hundreds dollars

idle cobalt
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quote from help - This guide is about learning how to write C++ code in Unreal Engine. Do not worry, C++ programming in Unreal Engine is fun, and actually not hard to get started with! We like to think of Unreal C++ as "assisted C++", because we have so many features to help make C++ easier for everyone.

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hah)

cloud cobalt
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Yeah, C++ in Unreal is nothing like regular C++

idle cobalt
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oh, that is nice (and weird same time) ๐Ÿ˜‰

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Shroedinger C++

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hm... from that moment i readed from docs, UE4 providing a huge variety of initial Classes.

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so, simple thing could be implemented only with engine resources

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interesting, very interesting

tiny ivy
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Been working in UE4 for over three years... Didn't realize there was documentaion.

idle cobalt
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@tiny ivy hah)

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Russian? ๐Ÿ˜ƒ

cloud cobalt
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There is some, though not enough

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Starting with Blueprint to get a hold of the thing is a good idea

idle cobalt
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already reading about them ๐Ÿ˜‰

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i'm fairy moderate with C++ and Lua, so i don't fear of pure code ๐Ÿ˜‰

weary basalt
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You will fear UE4 source

idle cobalt
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"They shall know no fear..."

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hm...

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Model in UE4 consist from 3 things - Mesh, Texture and Material. Am i right?

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also, optionally, Animation could be added to this

cloud cobalt
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More like mesh, lots of textures and material ๐Ÿ˜ƒ

idle cobalt
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hah) that is exact i wish to mention) thanks)

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so, if i wish to add some object with model in level, i need to choose Mesh, lay on it Textures and Materials, and after that i can work with in-game Model, right?

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just trying to understand algo of common work

cloud cobalt
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What usually happens is that the artist creates a low-poly mesh, along with a normal map, albedo, and other textures ; then imports that in the engine, creates a material that uses the textures, and setup the mesh to use that material

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From the code side you usually only worry about the mesh itself

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Same for adding it to a level

idle cobalt
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and if i need to change object texture (or material) after some event were triggered? i need to use Blueprint to do such kind of thing?

weary basalt
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You could use C++ but yes, blueprint works to

idle cobalt
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and main question (i hope i don't start holywar) - which way is faster to compute? ๐Ÿ˜ƒ

cloud cobalt
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It doesn't really matter

#

@idle cobalt The most important thing is to do something that works well and is easy to change

#

Performance is something you worry about if you need to, when you need to

idle cobalt
#

nice way of mind

#

thanks for tip ๐Ÿ˜‰

weary basalt
#

C++ is much faster, but it really depends on the needs of the project ๐Ÿ˜ƒ Like @cloud cobalt said, if your new i wouldnt worry to much about that right now.

#

Just learn the basics first.

cloud cobalt
#

Usually performance doesn't really matter because most games are limited by the graphics first, it takes lots of logic to have performance issues on the CPU

idle cobalt
#

curious about pre-made templates in engine...

#

need a tip - is it more suitable to make a long way by my own and make some template-like app or i just need to use pre-made template and change it to my needs? which way is more suitable for learning and experience gaining (wow, such a PRG style question)?

#

about first - i need to have a full understanding of all engine elements involved in template to write my own

#

about second - i can see a working example and get understanding of how that damn thing is suited

#

ah, sorry, people

#

i already received a answer while re-reading a question lol ๐Ÿ˜ƒ

cloud cobalt
#

I guess it depends on what you're doing but generally you should start from a template and modify it

#

Even if you're going to rewrite all of it later, at least you have something to start from

idle cobalt
#

for now i'm just learning the engine

#

i have a short period of critical mass of knowlenge (about one-two weeks) to begin make simple things in totally unexplored enviropment ๐Ÿ˜ƒ

#

so, best use is study pre-made template and modify it a bit

kindred mountain
#

if you're new to UE4 then starting with a template would be sensible

idle cobalt
#

oh, thanks for tips ๐Ÿ˜ƒ

#

for now i imagine such algo for me

#

start template project, learn it preciselly, to reach a fully understanding of process flow...

#

and after that try to change some things to make this template project looks like i wish to make ๐Ÿ˜ƒ

#

sorry for my bad English, it isn't native language for me

cursive dirge
#

re: c++ is x times faster than blueprints

#

^that doesn't matter for most of the gameplay code at all

#

if you game logic takes even one ms to compute but you only do it once every now and then, you wouldn't care. You only care for things that can actually affect the perf (like mentioned before)

idle cobalt
#

thanks, already understand that ๐Ÿ˜ƒ

cursive dirge
#

yeah, everything with heavy iteration / lots of data and you want c++

#

also

#

you can do pretty much everything in c++ that you can do in blueprints with ue4

#

but blueprints are more limited than c++

#

bluprints are also a lot faster for trying out new things, as they tend to be properly documented vs ue4's c++ api

idle cobalt
#

but can i code some Blueprint Brick directly with C++ in VS 2015, can't i?

cursive dirge
#

also, you can just throw in BP nodes and things usually just work

#

with c++ you need to figure how to setup the whole thing before you can use it

#

blueprints are unreals own visual scripting, you can only do them in ue4 editor

idle cobalt
#

a useful mention, thaks!

#

will keep in mind that

cursive dirge
#

you can however code a parent class in c++ and inherit it into blueprint

#

that's how ue4 engine classes work too

idle cobalt
#

Blueprints is good for fast prototyping

cursive dirge
#

they have base c++ classes

#

I'd say learn bit of both

#

you'll need to undertsand both when you use ue4

#

then use whatever feels good for you as your main programming target

idle cobalt
#

and if i need to callback some heavy to perfromance Blueprint node often i need to re-write it in C++ to get a performance boost, yep?

cursive dirge
#

yeah

#

you can just write parts in c++ and expose them to blueprints if you prefer that

glacial belfry
#

Can anyone tell me why when doing a simple level change, my placed actors double spawns?

cursive dirge
#

only thing that's way trickier if you want to do the opposite

#

but from c++ to blueprints, it's an easy path

idle cobalt
#

hm... i got some understanding here... thanks a lot! But still some things are confuse me

#

first - i read about Actors, Pawns, and Controllers

#

^^ in UE4 docs

#

Pawn is positioned as subclass of Actor

#

so, if i create an Actor (in example), i can use a Pawn to bind to it? Or Pawn is a static sub-class, which is could be created even if no Actors present in Level?

cursive dirge
#

pawn inherits actor class already

#

if you need player controllable actor, you use pawn as base type from the beginning

idle cobalt
#

oh, understad

cursive dirge
#

your pawns can of course control other actors if you wish to do so

idle cobalt
#

no need for additional class to implement this, ok ๐Ÿ˜ƒ

cursive dirge
#

idea behind it, is that player can posses one pawn at a time

#

this also means you need to rethink the controls beyond pawn if you do something like RTS where you need to move lots of actors directly, but that's more of special case with games

#

usually you mainly control only one thing at any given time

idle cobalt
#

hm... UE4 don't contain RTS Pawn Controller? 0_o

cursive dirge
#

not out of the box

idle cobalt
#

hm. ok

cursive dirge
#

I wouldn't worry about that unless you really need to make RTS

idle cobalt
#

that is nice challenge to me ๐Ÿ˜‰

cloud cobalt
#

That's what the templates are for

cursive dirge
#

but there's no RTS template

idle cobalt
#

indeed i need it exactly to make some RTS prototype ๐Ÿ˜‰

cursive dirge
#

well, there is on the marketplace

#

ah

#

well

#

there's strategy game example on the launcher from epic

#

it's more like tower defence

#

but you can see how they did that there

idle cobalt
#

yep, saw that

#

will examine it more closely

cursive dirge
#

I've never done RTS myself but I'd start by treating all word units just as actors and keep the pawn (if needed) just to control everything

karmic aspen
#

Hello everyone.
I ask this here because I don't know in which channel it fits.
I'd like to know if basic collisions (sphere, capsule, cube) are calculated using vertexes or using continuous functions.
In the editor, I see them as spheres with a certain number of polygons. Is that their actual "resolution"?

cursive dirge
#

@karmic aspen proper channel for that would be #legacy-physics as it's related to physics engine

#

but no, primitive collision shapes are not using vertices

unreal sonnet
#

I made an RTS prototype a couple years ago

karmic aspen
#

@olento famn, missed that.. thanks!

cursive dirge
#

that's why they are a) cheaper to use b) more reliable

karmic aspen
#

I see, thanks a lot!

idle cobalt
#

@unreal sonnet wow) and how is it? challenging?

cursive dirge
#

np ๐Ÿ˜ƒ

idle cobalt
#

i keep in mind the process of creation in fact ๐Ÿ˜ƒ

unreal sonnet
#

When I said prototype, I mean it was just a demonstration of the gameplay mechanics. That's all, sadly. Let me show you an old Youtube video I put up a while back of it

idle cobalt
#

oh, would appreciate that ๐Ÿ˜ƒ

cursive dirge
#

@karmic aspen also, if you wonder about physics/collision implementations on lower level, you can just check physx documentation instead of the ue4 one (ue4 docs just describe the things at higher level)

idle cobalt
#

@unreal sonnet looks nice) similar template is in engine

#

called 2.5D

unreal sonnet
#

Yeah I started with the Top-Down template and deleted a lot of stuff

idle cobalt
#

will check it more closely today ๐Ÿ˜‰

unreal sonnet
#

I later added group hotkeys and that Starcraft2-like group #s showing above the bottom UI panel

#

But that was as far as I got before I got discouraged and stopped

idle cobalt
#

inspiration - is the most important thing in programing ๐Ÿ˜ƒ

#

more important that ever engine possibilities ๐Ÿ˜ƒ

unreal sonnet
cursive dirge
#

btw

#

not free but most of that stuff is pretty inexpensive in case you need some ideas on the implementation

#

there's probaby some free tutorials around too

unreal sonnet
#

Do people actually pay money for that? I didn't know I could've packaged my crap and got money for it

cursive dirge
#

you can

unreal sonnet
#

I feel like a chump

cursive dirge
#

everyone else does it

#

I would not use marketplace "code" for actual product

idle cobalt
#

@unreal sonnet hey) your RTS implementation is looks good)

cursive dirge
#

but you often learn a thing or two or get new ideas when you see others implementations

idle cobalt
#

did you mention about pathfinding?

#

and collision?

unreal sonnet
#

@idle cobalt If you want I'll zip the project folder and you can use it

cursive dirge
#

most probably just use ue4's navmeshes

idle cobalt
#

no, thanks ๐Ÿ˜ƒ no challenge in that way of work)

#

i wish to make my own, step by step, with mistakes and a lot of brainstorming

#

that is cool

#

UE4 provide those navmeshes to all Pawns in Level? by default?

unreal sonnet
#

@idle cobalt Not by default - you have to place a navmesh actor in the level

idle cobalt
#

and it is a single Actor widering across all level?

#

or there could be more than one than one NavMesh with different rules? (like marsh with slowing movement etc.)

unreal sonnet
#

I think it's a single actor across the entire level, but maybe you can go to stuff like that. I'm not an expert on that

idle cobalt
#

ok, will experiment with this stuff more closely ๐Ÿ˜ƒ

#

oh, wish to ask some hardware question

#

i have a GTX 1060 3 Gb + FX 8350 (8 cores) and 8 GB Ram

#

is this system suitable for comfort work with UE4?

#

forgot drive - i have SSD Kingston NOW 60 Gb, where UE4 installed

#

it hits recommended specs in docs, but i wish to prevent bottlenecking ๐Ÿ˜ƒ

kindred mountain
#

it's fine

#

more memory wouldn't hurt

idle cobalt
#

RAM? i'm planning update to 16 Gb with set from 2x8 Gb DDR3-1800, should be fine ๐Ÿ˜ƒ

heady root
#

hi do you know console command to set windowed fullscreen?

fierce tulip
#

r.setres 1920x1080 f

#

(IF you want another resolution use that instead)

kindred marlin
#

@fierce tulip That sets it to fullscreen, not borderless windowed which is what @heady root wants.
You want to do the full command but instead of "f" do "wf"!

#

So it would be r.setres 1920x1080wf

fierce tulip
#

oh yea, derp

kindred marlin
#

Has anyone using 4.13.2 run into the issue where the Level Sequence in the Cinematics does not work when using a rail? I've got that going on, but my further testing shows that it is something in my project.
I looked around online to see if anyone else had similar issues to no avail.

heady root
#

@kindred marlin when I typed wf it's only fullscreen not windowed

kindred marlin
#

wf is Windowed fullscreen, which is the same as borderless fullscreened. You asked for windowed fullscreen.

#

Just w is windowed.

#

Kaftan - Today at 9:14 AM
hi do you know console command to set windowed fullscreen?
heady root
#

is there any option to set fulscreen with border ? ๐Ÿ˜›

kindred marlin
#

That is called fullscreen. It will make it so that it does not act like a windowed program.

#

...

#

Has anyone using 4.13.2 run into the issue where the Level Sequence in the Cinematics does not work when using a rail? I've got that going on, but my further testing shows that it is something in my project.
I looked around online to see if anyone else had similar issues to no avail.

heady root
#

@kindred marlin I've said it wrong I want to change resolution without changing size of a window. For example window size is 1280x800 but the resolution is 720x480

kindred viper
#

that sounds like you need direct viewport control. Not blueprints.

kindred marlin
sacred crater
#

Hey all, looking for some opinions. In a 2D enviorment, what would be the best method to draw lines between 2 points?

mortal crown
#

guys i need a little help please, i'm making a topdown game, i made a new character so i could play with that one, but everytime i start on play to test stuff, it keeps creating another character and makes me play that one instead, the one i made, every blueprints were made from scratch and i checked the character documents on the ue docs but i still can't play that character

kindred viper
#

@sacred crater : Not sure if the HUD had anything particular but DrawDebugLines has been useful for me in the past. Sometimes I just have a simple mesh that I stretch and resize if I need a persistent line but that's in 3d terms.

sacred crater
#

Hmm more of a production ready solution

#

doing it with DrawDebugLine now but that's not really good for a non-dev visualiziation

kindred viper
#

indeed.

sacred crater
#

Any ideas?

#

Was gonna post in the forums but stopped that when i didn't know what sub-forum to post it in and eventually got distracted by my code :p

kindred viper
#

well when I switched out DrawDebugLine I make a simple cylinder mesh and resized it. You could do it with a plane too but I was in 3d so I needed it to be solid. I tried it with a material at first but I had issues with that.

#

I would check the hud class though because I never had use of it at the time so there might be something more appropriate for 2d

sacred crater
#

Hmm yeah i thought of drawing it on the screen

#

Might be the best solution

#

Gonna try that for a sec

sacred crater
pallid compass
sacred crater
#

because either shaders are compiling or it has no texture @pallid compass

pallid compass
#

Its got a texture on it, half of them work the other half dont :/

#

Texture works fine on two other grass meshes but not this one

#

hmm

#

There is no shaders compiling either

#

This id driving me up the wall omg

#

Fixed

#

Erm how do u make a static mesh bigger for the foliage tool

upper heart
#

does anyone know how collision works with tesellated meshes?

cloud cobalt
#

No change

#

Tessellation is just display

upper heart
#

ahh okay

cloud cobalt
#

Maybe particle collision is affected, but definitely not the rest

#

I'm not sure about traces against "visibility" either

upper heart
#

hmm so how do you create collision meshes for a tessellated mesh?

cloud cobalt
#

Well, for static meshes, it collides against what you set up in the editor

#

Tessellation shouldn't affect your mesh that much

upper heart
#

this is for a ground mesh, so it seems like my feel would be going through the floor in areas or I would be hovering in others

cloud cobalt
#

General piece of advice about tessellation, POM etc : use it for terrain

#

Don't use it for static meshes

#

You're going to get more predictable results with LOD

upper heart
#

what exactly do you mean by terrain?

#

I'm using it on the main cavern floor of my cave

cloud cobalt
#

Well, terrain. The thing you can editor in the editor

upper heart
#

ahh

#

you mean ue4 specific terrain

cloud cobalt
#

Yeah

#

Tessellation makes a lot of sense there since you may want to generate detail

#

On a mesh, basically, why not use LOD ?

#

For your collision question - Maybe test whether the "visibility" collision channel is affected by tessellation ? I'm not sure about that one

#

It makes sense that it should, though it also makes sense if it doesn't

upper heart
#

well my static mesh is a very large ground piece

#

I haven't used unreal's landscaping stuff

#

I am using tessellation to add more detail to the ground. it is a rocky, cave like ground

cloud cobalt
#

Yeah I understand. What i'm saying is, doing more smaller meshes with full detail at LOD0 + dithered LODs would achieve the same result as tessellation, but collision would be more predictable

#

Anyway, test with Visibility

south ridge
#

It's a good advice

#

Adding extra polygons onto a static mesh will probably be cheaper than placing a POM material over it all

upper heart
#

so is displacement also only display?

cloud cobalt
#

Well, "simple" collision, the one that is used for most physics, uses only what you generate for your mesh in the staticmesh editor

#

It can be completely alien to the mesh itself

#

So yeah, in simple collision, all material effects are ignored

#

What I'm not sure of, is what happens if you use per-poly collision

#

Or if you use a trace against visibility

#

It might be affected in these cases

upper heart
#

okay, I'm testing it out now

#

no it doesn't block visibility

kindred marlin
#

Has anyone run into the issue where the Level Sequence in the Cinematics does not work when using a rail? I've got that going on, but my further testing shows that it is something in my project.
I looked around online to see if anyone else had similar issues to no avail.
Here is an example of it not working: http://i.imgur.com/8RSiMD8.gif

upper heart
#

complex collisions also ignore it

kindred marlin
#

Rotation on the camera works, but not the position on the rail.

cloud cobalt
#

@upper heart Yeah, I thought so

#

So your best bet for this is to do regular meshes with highly detailed LOD0

#

It's not like UE4 has issues with multi-thousand of tris on a mesh

#

Then you can generate / model accurate collision

#

It might be wrong at different LODs but that won't be as visible

upper heart
#

yeah, right now I have a few ground meshes and they are < 4000 tris each. and then I displace a bit to add more detail

#

so I should break these into smaller more detailed meshes and create LODs to optimize?

#

how does collision work with LODs? can you have a different collision mesh per LOD?

cloud cobalt
#

You have lots of options

#

The default is to have one simplified hull that's generated from LOD0

#

But foot placement probably traces against the mesh itself (aka Visibility)

#

You can also setup collision to use complex per-poly

#

You can choose which LOD is used for complex collision

upper heart
#

yeah I use complex collision for some things. Like sticky bombs that stick to walls

cloud cobalt
#

You can't have multiple collision LODs

#

So you might do a LOD0 that collides at LOD1

upper heart
#

I see. I guess the closest LOD is really the most important

#

it will be hard to see collision issues further away

cloud cobalt
#

Welcome to physics ยฏ_(ใƒ„)_/ยฏ

upper heart
#

๐Ÿ˜ƒ

#

well thank you for the help. this was very helpful

cloud cobalt
#

You're welcome

slim mica
#

Best way to downgrade my project version?

sacred crater
#

@slim mica not possible

#

Ue has no backwards compatiblity

slim mica
#

I've read that, sounds really surreal lol

#

What about loading just a map, is that possible?

sacred crater
#

Nope :/

#

Unless you manage to import all static meshes from the newer version in the same hierarchy in the older version

#

and then copy paste the level content

#

but that's hacky

#

Why do you want to go back?

slim mica
#

I need to get a plugin

#

I was using preview to make the project

#

I have to redo everything, omg lol

sacred crater
#

Yup

plush yew
#

hey

#

have you ever had an issue with camera not allowing you to rotate after certain angle?

velvet fern
#

how can i make the viewport show the full cinematic with camera cuts?

gloomy apex
#

guys, I saved my project about a week ago, took a break and now i cant see the projectiles from FP blueprint - i havent touched anything

fallen schooner
#

What is the difference between IsValid and != null nodes?

#

It seems like I would want to use IsValid more often.

weary basalt
#

IsValid is basically the same as not null checking

#

I guess you have the added benefit of IsValid also checking for the object not pending kill

#

Just null checking could still return an reference to an pending kill object

fallen schooner
#

I figured that was the case.

idle cobalt
#

Hello all)

#

so, yesterday i were able to create an RTS Camera with zooming and mouse scrolling ๐Ÿ˜ƒ With tutorial, of course) First little step of a human, but great jump of community ๐Ÿ˜ƒ

idle cobalt
#

hm... get stucked in State Machine. Need help, please!

#

In UE4 we have a nice Behaviour Tree Editor. It provides a easy-to-understand and implement Beahviuor tree

#

if i not mistake, main principle is - creating a list of possible states (End State Machine) and wia Behaviout Tree just change current object state to correct for current gameplay situation

#

like simple Peasant have a Idle State, Move State, Working State and Flee State

#

am i right?

#

or this is too complex method? and any other more simple exist?

kindred mountain
#

behaviour tree isn't really about states, it's about decision making

idle cobalt
#

hm...

#

a bit more clear for me now, but still some fog is there...

#

so, example Unit (Peasant) have 4 possible states

#

and wia Behaviour Tree (BT) it can make some decisions (like mine resources near target location or flee from enemy who attack him at current moment)

crude rock
#

So Uhm.. My Foliage painter isn't showing the instances of my foliage actors anymore.. and i can't add or delete any of my foliage anymore..

idle cobalt
#

and i need to add Controller influence to this example unit to BT (to make this unit to do some certain thing, other words - force him to change it state)

dusky thorn
#

hi all. Someone has information about DistanceMatching that I mention @LDelayen

keen kiln
#

ANY WAY to pplace clutter layers in patches?

#

like in bottom half nnot ttop

winter patrol
#

I have a problem in UE 4.14.3. I made a few set of stairs with the linear stairs brush in my project two weeks ago, then deleted them and now as I was building lights in my level the stairs came back but to a different place. They are not selectable, nor are they even in the outliner.

#

I have a level that has just a directional light, a sky sphere and a skylight and nothing else.

#

The stairs disappear when I save the level or if autosave comes on.

#

And appear again when i build the lighting.

#

and with everything hidden

plush yew
#

hey, Ive sculpted a landscape that was using a height map (using that heightmap as target) and now the collision seems broken..

#

what is missing for that to work now too, the collision still seems to be using the old landscape shape

#

ah works now, toggled overlap events and now it seems to behave

spice urchin
#

@keen kiln yeah use a texture with the patch shapes you want and make layers LERP between one and the other based on that texture

keen kiln
#

@spice urchin landscape layers? what about on a single landscape layer?

spice urchin
#

kinda depends on how you make your landscape layer, but yes

#

what's your material setup like?

keen kiln
#

20 or so materials

#

layers

#

15 maybe

#

cant remember

#

setup differently

#

near + rf

#

far*

gusty kayak
#

My eyeballs are on fire

spice urchin
#

if you want to get fancier with it i'd also try using the Slope Node

keen kiln
#

ive been adding a ground clutter actor

spice urchin
#

if you use the grass node like that you can have objects placed based on which layer or part of a texture is white/black

keen kiln
#

what are the 2 orange nodes doing?

#

colour and mesh?

spice urchin
#

one was just to colorize the texture differently

#

so the patches would show up

keen kiln
#

woops

spice urchin
#

the grass thing lets you distribute meshes on landscape based on texture information and/or layer info

keen kiln
#

how do i add it to bp?

spice urchin
#

no need, it's all built into materials

#

you do have to make a grass type file and assign static meshes to it, but none of it is blueprint-work

#

what kind of objects are you trying to distribute anyway?

keen kiln
#

grasses

spice urchin
#

oh yeah this is definitely the way to go for that

keen kiln
#

idk how to place that niode

#

grass

spice urchin
#

this will walk you through it more carefully

keen kiln
#

ok tyvm

spice urchin
#

yup no prob

#

this is the only way to go for grass - if you try painting it with foliage tool it can get very expensive if your world gets big

#

this will auto-cull it in a good way as well

keen kiln
#

happen to have a screen shot of it in use?

spice urchin
#

yeah

#

the nice thing with this method is - you can assign color-matched grass assets to different layer sections

keen kiln
#

horizontal dark patch vs rest?

spice urchin
#

yeah

#

different color grasses are being applied automatically on different layer colors

#

it gets more complicated if you dig deeper

keen kiln
#

any more complex tuts?

spice urchin
#

not that i know of. i've been cobbling together bits and pieces of info from a lot of sources

#

and a lot of trial and error

#

i mean youtube has some

#

i'd check there

#

the newest stream covered some of this

#

i prefer the text-based documentation honestly, easier to take it at my own pace

#

but the videos can be good too

keen kiln
#

that grass node appears in the bp search bar after going though those steps?

#

or is already there under 'grass'?

spice urchin
#

it's not in blueprint, it's material editor

#

if it's in blueprint i'm not sure where or why

keen kiln
#

that grass node appears in the ME

#

AFTERWARDS?

#

BEFORE?

spice urchin
#

can be put anywhere

#

it's an output node

#

so it doesn't connect into the main area

#

here i'll show you

keen kiln
#

TY again.

#

[Question] Performance - mesh proxys - how can you increase performance when using multiple hi poly meshes other than individual mesh LODs?

spice urchin
#

culling, turning off dynamic shadows

#

give them cheap shader settings for the most part

#

expensive material + high-poly will generally be doubly expensive

#

if the hi poly meshes are skinned, then reducing bone count will also vastly improve performance

#

some of these answers are pretty dependent on what kind of meshes we're talking about and what situation they're being used in

keen kiln
#

yeah got all those

#

proxys?

#

what are they?

spice urchin
#

no idea

#

sorry

dusk widget
#

Hey, if i have a question about camera, i should ask in witch topic ? ๐Ÿ˜„

#

which*

tall pendant
#

this channel should be correct or according to what you use #blueprint , #cpp

dusk widget
#

Okay :3 Well I'll go use this channel :p Just for know if someone have tips for Camera setting for a RTS / Moba, about FoV

spice urchin
#

gah it's frustrating that there aren't any nodes in UE4 for utilizing wind actors in level that aren't Speedtree

#

do not want to use Speedtree

weary basalt
#

The engine is open source. Your more than welcome to integrate other solutions yourself. Epic uses speedtree so it has support. It wouldnt make sense for them to add something they wouldnt use themselves. Thats one of the reasons being open source is great.

spice urchin
#

good point, i need to bug programmer about that

#

i know wind actor affects Neofur

#

so it couldn't be too far off

keen kiln
#

is there a way to transform foliage specifically mirror in a axis

spice urchin
#

what do you mean mirror in an axis?

#

like rotate? or simply render on both sides?

keen kiln
#

you can

#

nevermind

#

unless.. can you do it without using the red green or blue arrows

#

?

#

scale -ively?

spice urchin
#

oh i see you want to be able to flip the actual shape to it's like an inverted shape

#

so left leaning stuff leans to the right etc

#

yes you can

#

you can set all the values to be in the negative

#

or you can have it random between

keen kiln
#

ticking random rotation will give varying x and y -ive, +ive values?

#

when painted in foliage editor

spice urchin
#

how do i invite someone here?

keen kiln
#

idk

cursive dirge
#

!invite

plush yew
cursive dirge
#

@spice urchin ^

spice urchin
#

ok thanks

fallen schooner
#

I am making a tower defense game. I have basic enemy and tower functionality and am ready to build the wave system.

#

I currently have a game mode that handles spawning the player pawn and placing objects in the world based on level data.

#

For the wave manager, would it be better to make it an actor component of the Game Mode, or its own actor spawned in the scene?

#

I'm leaning towards component, since we will always need one.

latent shadow
#

I'm a programmer (mainly c++) and looking to improve my unreal experince more, would any artist be interested in collabing with me on some form of a short learning project (1-2 weeks of work during work/college)? If you are interested pm me

#

didn't know where to ask hope it's ok here

past pilot
#

anyone install 4.15 yet?

#

and is it not on github yet?

#

nvm apparently a launcher glitch

fallen schooner
#

Did 4.15 just come out?

#

What are the features?

grim sinew
#

Epic posted yesterday that they're targeting within a week. I doubt that it would come out a day later.

tiny ivy
#

How do you guys add compatability for steam? Do you just enable the steam subsystem plugin and add the config options to DefaultEngine.ini?

#

Is there something I'm missing? I can't get it to work for the hell of me

grim sinew
#

thought Epic said runtime landscape deformation was impossible

kindred mountain
#

think that guy has done it with procedural meshes. Pretty impressive, although I want to know how he updates the collision without hitching (if he does, looked a bit hitchy in vids)

tiny ivy
#

@grim sinew It isn't with blueprints

grim sinew
#

Why would it need to be with blueprints?

tiny ivy
#

That's just what Epic said. You can deformate landscapes in runtime from blueprints. You've been able to do it in C++ for a while

grim sinew
#

Ah, really? That's interesting. I wonder what's stopping it from working with blueprints then?

kindred mountain
#

I thought the landscape tools were too embedded in the editor to be able to manipulate them at runtime ?

glacial belfry
#

is it posible to have Unreal not do a complete recompile of all modules when cooking a project using a custom version of the engine?

thorn forum
#

hey guys, quick question, I am trying to design a very basic level like a survey, where anonymous users will submit data and these data will be displayed on the next level. Anyone has done something similar? I have no idea where or how to store the data, if I have to use a plugin or something. I don't care if it's internal or external like a mysql or mongodb, or a simple csv. For example, Level 1: i need inputs of ID, age group, Gender -> level 2: 10 survey questions -> level 3: results based on all participants. Any references would be extremely helpful and much appreciated.

thorn forum
#

The problem here is, there is no live update for the data. Read and write to the csv in real time

loud vapor
#

Are you attempting to get this data to be local only or sent to a server?

thorn forum
#

Local for now, the survey will be used on one computer

loud vapor
#

Just save it in game save files? Everytime you need to read them, do so

thorn forum
#

Do you have in mind of any guides or tutorials about game save files? I am quite new to all this ๐Ÿ˜ƒ

#

The idea is, everytime the game restarts, a new person submits another set of data

loud vapor
#

Yeah you just read the save game data then iterate on that

#

Then save it out again for the next person

thorn forum
#

interesting. Awesome Kanga. Much appreciate your time. Reading time

loud vapor
#

More than welcome!

thorn forum
ancient mist
cursive dirge
#

@ancient mist you shouldn't crosspost the same question to many channels, just post it in most suitable channel and then if you don't get replies, you can ask other people to take a look at your problem on channel x

#

crossposting is bad because people often follow just specific channels and you split the conversation into mulitple channels

ancient mist
#

roger!

tawdry quail
#

does anyone have a blog suggestion or really any resource on how rendering works in videogames? I remember I found this insanely good blog with burning books or something but I lost it ๐Ÿ˜ฆ

craggy nymph
#

I recently started reading "Essential Mathematics for Games and Interactive Applications". I like it. Not sure that's what you're looking for though. http://www.essentialmath.com/book.htm

tawdry quail
#

I'll check it out, thanks

heavy flicker
#

If i set my light source to movable, does it make any diff if i build lighting?

heady root
#

hey anyone know how can I set windowed fullscreen on 1920x1080 monitor with 720x480 resolution? Without using r.ScreenPercentage

cloud cobalt
#

Nope

#

Windowed fullscreen keeps your desktop resolution the way it is, and uses that to render the game

#

Contrary to regular full screen when the game hijacks the screen and set it to whatever resolution it wants

viral mantle
#

Ok so I want to press a button on my UI and cast a spelll what steps should i take to make this happen I've got the button I'm assuming I need some kind of target system for my spell to hit and an animation / character animation for castung the spell with particle effect is there anything I'm missing here?

thorn topaz
#

Anyone seen this? I'm trying to use the unreal merge tool for subversion conflicts and when I click merge, I get: Assertion failed: Revision.IsValid() [File:D:\Build++UE4+Release-4.12+Compile\Sync\Engine\Source\Developer\Merge\Private\Merge.cpp] [Line: 44]

boreal crown
#

Was UE 4.15 released? There's no news article about it but when i go to install UE4 the 4.15.0 option comes up as the default.

past pilot
silent drum
#

So, it's official?

past pilot
#

dunno, its confusing

silent drum
#

Now I can't do anything productive until I read the release notes

past pilot
#

as far as i can tell its not supposed to be out lol

#

wonder if its a misbranded preview 5 or something

cursive dirge
#

@boreal crown @silent drum @past pilot ^

silent drum
#

Awesome

cursive dirge
#

odd that they still haven't updates github

silent drum
#

That came out sooner than anyone expected

#

And yeah, GitHub is always a bit late on releases

cursive dirge
#

they usually do that prior to official launch

#

really?

#

I've seen releases there before official launch

#

maybe it's just my memory playing tricks on me

silent drum
#

4.12 and 4.13 in proper release form took about a day to hit GitHub IIRC

tall pendant
#

yay for color grading controls!

silent drum
#

I guess it varies from release to release

#

Oh yeah, I just remembered it's hotfixes that usually arrive on GitHub late

#

My memory is the one who's playing tricks lol

kindred marlin
#

Anyone know of how to diagnose a memory leak when you stop the game in the editor? It ws fine while running, but as soon as I stop it shoots from ~2gb of RAM to maxing out.

kindred mountain
#

circular references causing the GC to spaz out?

kindred marlin
#

Must be, but I compared the blueprint using the same exact plugin in another project and it doesn't leak. I even made sure my code was the same. ๐Ÿ˜

#

I routed around the plugin and it works fine without leaking, now I just have to figure out why it is being stupid.

gloomy apex
#

So, I have an idea about a game mechanic that i want to make for a project of mine for portfolio for GD university. And everything I come up i have to learn about and stuff, im very limited that way because i dont know what i can or cant do. Anyway I want , for example to have a gun that shoots, lets say arrow, when they hit something( a wall or floor) white color starts spreading radially from the inpact point. And whatever get colored white, has no collision

#

now I learned that i have to build walls and floors from small blocks, so i can control collision, but i am wondering how to do the effect itself. I already did a simple gun that applys a decal, but that looks shit

cursive dirge
#

ok, now github has it too

versed pawn
#

Good news

kindred viper
#

god I hate that. It's a tagged release. Which means I can't get it directly from Github for windows. They really need to fix that issue

cursive dirge
#

they tag all releases

#

it's here too

kindred viper
#

yeah its annoying somewhat. I mean once you are aware of it, you just get it direct from the site but when you want to update within the client it can bork your setup

cursive dirge
#

yeah, it's bit stupid

#

not as stupid as their bulk commits

#

where you have like 40k files changed in single commit

versed pawn
#

Wow, that was unexpected

kindred viper
#

something I found odd about Perforce is I can't seem to find a way to do Pull requests. All my commits are directly into the depot. Not sure why

cursive dirge
#

gl finding out what broke your thing with that

sturdy turtle
#

or it's just me?

blissful reef
#

just you

cloud cobalt
#

Oh hi @blissful reef ! Nice work on the widget blur

blissful reef
#

Ill take all the credit even though it was MattK

cloud cobalt
#

Thank him then ! ๐Ÿ˜ƒ

main cobalt
#

There are a lot of people trying to become game developers without thinking about anything that goes into developing games
Eg. People on the unreal forums with "I like x mechanic from x AAA game is there a tutorial to make that thx"

#

I don't get it

cursive dirge
#

@main cobalt you cant find those tutorials?

#

Btw, this is more of a topic for #lounge

vale osprey
#

time to update!

thorn forum
#

Yeah, the UI Blur Rects and Cooking Blueprints to C++ are awesome features

#

anyone has experience with JSON Query ? Is it reasonable easy to read and write data sets ? I am trying to create a survey in UE

vale osprey
#

Want to try full nativzation, previously it would just fail on MMT

past pilot
#

im curious about this cooking blueprints to c++, would be nice if you dont understand a section of c++ but know how to do it in blueprint being able to see roughly how its done.

vale osprey
#

I don't think it's human readable, easier to find specific node implementation in the source

past pilot
#

oh, so it just takes blueprint overhead off in an unformatted easy to read way then

vale osprey
#

from what I understood yes, it's still not as optimal as hand made c++ for the same reason

past pilot
#

ive been doing prototype in blueprint and then trying to do c++ version to replace it when i know what i want it to do and how, was hoping this would help with that ๐Ÿ˜ฆ

vale osprey
#

it helps greatly, working like that myself

#

worst case scenario you can look at implementation of the specific BP node in the source of the engine. Overall its not too difficult to just find things by wiki search or asking here

past pilot
#

i just hope they fixed crap like BP debugging being broken. I get issues where dedicated server wont have instances listed, client wont have any listed and all worlds has a bunch listed yet none are server lol. its completely random too. it will work fine then get progressively worse lol.

kindred viper
#

I avoid blueprint debugging when possible. It's only good for a "top layer" debug approach. If you need to get into the real nuts and bolts, it saves tonnes of time to use the debug symbols and VS2015

unreal harness
#

I need to know how to animate. NOW!

#

I'm fucking pissed because everything on fucking youtube is about the unreal engine when it's completely different from unreal editor!

safe rose
#

Cool Story Bro

#

The engine changes every few months

#

You can't expect people to constantly update their YT vids

cursive dirge
#

I hate it when unreal engine is all different than the editor

safe rose
#

I am assuming this is the problem

#

Let me know if I am wrong

unreal harness
#

I just need to know how to animate in Unreal Editor!

#

Not unreal engine!

safe rose
#

Um

#

What

cursive dirge
#

well

safe rose
#

The

#

Fuck

cursive dirge
#

you shouldn't

upper heart
#

lol

safe rose
#

Are you talking about Persona?

#

Making small edits?

#

Or what the hell are you talking about?

unreal harness
#

Animation.

cursive dirge
#

guy wants to animate in editor

safe rose
#

Animation...

cursive dirge
#

just let him

safe rose
#

Yes...

upper heart
#

hrm a bunch of my materials look different in 4.15, can someone else test this out for me? should take 2 secs

safe rose
#

What about it?

upper heart
cursive dirge
#

@upper heart new tonemapper

upper heart
#

super orange

cursive dirge
#

yes

safe rose
#

Yeah TONE MAPPER

cursive dirge
#

people complained about that

safe rose
#

is the best

cursive dirge
#

it's "By Design"

safe rose
#

That's "TRUE PBR"

#

TRUE PBR

unreal harness
#

GUYS!

safe rose
#

"TRUE PBR"

upper heart
#

sigh

safe rose
#

GUYS

cursive dirge
#

@upper heart you can use the old one

safe rose
#

@unreal harness Seriously, what are you asking for?

cursive dirge
#

it's one console command away

unreal harness
#

How do I import something from the unreal engine into unreal tournament editor?

#

Like animation!

safe rose
#

No idea

#

Go to Unreal Tournament Discord chat

unreal harness
#

I DID! They know JACK SHIT!

safe rose
#

But thanks for clarifying wtf you wanted

vale osprey
safe rose
#

Yeah, well, I doubt we'll do any better

unreal harness
#

Has NOBODY done it?

safe rose
#

99% of us don't mess with UT

cursive dirge
#

@vale osprey oooo

#

it's tuner version

#

lowered springs

unreal harness
#

Well I want to to make the game better!

safe rose
#

@vale osprey It fugly but cool

#

@unreal harness Get gud

cursive dirge
#

@upper heart ```The Film Tonemapper (r.TonemapperFilm=1) and DBuffer Decal (r.DBuffer=1) support have been enabled by default for new projects.

These settings can be reverted via project settings and the related cvars.

Bloom defaults have also been tweaked to match the new look. ```
#

@upper heart just use 0 for old one

safe rose
#

@unreal harness Then apply at Epic

upper heart
#

@cursive dirge r.TonemapperFilm=0 this guy?

safe rose
#

@upper heart yes

cursive dirge
#

yeah

upper heart
#

okay cool, I'll try that out

unreal harness
#

Will they expect me to know everything from the get go?

fierce tulip
#

@upper heart nontheless the bloom behaves differently as well

cursive dirge
#

@unreal harness they need to be impressed :p

fierce tulip
#

so even reverting it wont make stuff look exactly the same

#

(also, next time read changelog)

unreal harness
#

Well I know nothing then!

safe rose
#

@unreal harness Are you being serious?

#

๐Ÿ˜ฆ

unreal harness
#

YES!

safe rose
#

Cool

unreal harness
#

All I've done are hand-drawn concept art,

#

one measly peice of paper!

cursive dirge
#

@safe rose like he'd admit he's trolling even if he was ;D

vale osprey
#

@cursive dirge with Nativization I can spawn twice as many BP tanks than before

safe rose
#

I know

#

@vale osprey whoa

unreal harness
#

I'm not!

safe rose
#

Nice

cursive dirge
#

@vale osprey because it doesn't do half the physics?

unreal harness
#

You guys are the professionals, are you not?

safe rose
#

Moar tanks OP

#

No

vale osprey
#

potentiall ๐Ÿ˜„

safe rose
#

We are trolls

#

That live under bridges

#

And pretend we are game devs

cursive dirge
#

I think his tanks are bit too hippy

safe rose
#

One sec, Mom is yelling from upstairs

#

His tanks are cool

cursive dirge
#

I mean, they are meant to deal some damage

#

but none of them have functional firepower

safe rose
#

It will turn out to be an awesome game in 10 years

#

;')

cursive dirge
#

it's all peace and love kind of thing now

vale osprey
#

without nativization its compiled correctly, weird

upper heart
#

okay, I guess I need to go read up on the new tonemapper

cursive dirge
#

sorry, I shouldn't start trolling on this channel

#

look at those images ๐Ÿ˜„

#

that's take some time to get used to

#

that bloom doesn't work like it used to

#

this pic ๐Ÿ˜„

upper heart
#

lol

#

so how does the bloom work now?

#

didn't go over it in that thread

vale osprey
#

aweful

upper heart
#

๐Ÿ˜ฑ

vale osprey
#

nahh, it's just some small bug somewhere

cursive dirge
#

bug?

#

it's by design ๐Ÿ˜„

#

answerhub should explode with these

#

now that 4.15 is out