#ue4-general
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so it follows some curve in tonemapper then
so is it the bloom color or the bloom intensity that is different now?
their games are using the new table with full strenght actually
the bloom behaves more realistic is the only proper way to put it i guess
bloom is not using tonemapper's color correction I guess
welp, looks like Nativization somehow influence variable/properties
Fokker can't foking fly anymore
@vale osprey does anything from MMT work properly with nativization?
well, previously it woudn't compile at all
so there is that
๐
things work weird, not as usuall
maybe they just supress all the error conditions now
hmm, the thing is, suspension on that tank is c++ component
ehhh, now executable just crashes
it could be beacuase project started so long ago
there are like 4.8 version even
effing tonemapper
Is there even evidence that it works correctly on HDR displays?
@cursive dirge but you might be right - some of the safety checks might be off, so divizion by 0 or etc leads to weirdness
I wasn't aware that HDR displays are even sold to public ๐
There are HDR TVs.
"Get your tech news from UE4 release notes!"
if the tonemapper and HDR support work together
I dunno
it's such a niche target audience
at least we have @fierce tulip here who actually likes the new thing
people will adapt for sure
im loving it
It'd be fine if they only enabled the tonemapper when it detects an HDR display.
but they'd need some docs for it
fire looks fucking so much better now
yeah my emissive doesn't even look emissive anymore
like how to achieve the old effects with the new way
@fierce tulip do you know how to enable it by default?
I don't judge the new system yet but I'd love to know how we do bloom properly now
the old or new tonemapper?
new
its enabled by default
basically I would just need to tune sun/sky color
do you have adaptive brightness thing enabled?
nope
but yeah, you should be able to match the old looks by tweaking settings
I'm not fan of the oversaturated look though
might leave it like, this contrast is good for color blind people
hmm subsurface seems to behave weird though
how do I get actual emissive now? all of my emissive is just gone...do I have to mess with the bloom in the post process?
stay in 4.14 :p
@vale osprey lol, I read your comment too quickly, "might leave it like, this is good for blind people"
Said that bloom was toned down for the filmic tonemapper. Just turn it up again.
๐ฉ
๐
@floral heart in the postprocess settings?
Sure. (And when you get an HDR display and you've got this shiny bright spot on your screen, well, I guess we'll deal with that when we get to it...)
Start up time is worse?!
for me at least
could be just first runs?
nah I've ran like 20 times by now. I'm talking debugging from visual studio. I haven't ran the editor by itself, but I never do that anyways
@fierce tulip how do I make a glowing red light with the new system without lightsource looking just white/light pink?
like, if I want to make bloom effect on cars tail lights
if it looks white in the middle, it's not really more realistic
currently building light :p
turning up bloom intensity and doing r.TonemapperFilm 0 doesn't fix it. Makes me feel like a ton of stage lights are being pointed at my face even tho the bloom isn't as intense as it seems to be. It's blurring everything..wtf
so.. we can't use emissive anymore?
Of course we can
<_< this is why you should read changelog instead of just moving to 4.15
The behaviour of color for large glow values has changed, that's it
I'm just experimenting with my project in 4.15. I've been stuck on 4.12.5 for a long time and I need to eventually upgrade...
@cursive dirge Use small emissive values (like < 10), make bloom higher (around 0.5 ?)
Works fine for me
Obviously the new tonemapper tweaks the color in possibly unintended ways
But emissive still works
its actually fine that it becomes slightly white @cursive dirge its just not what you expect
but irl it becomes slightly white/pinkish as well
yeah, if it's bright
I'm staring at a blue light. If I defocus, it just becomes a blurry blue.
That might be more of a DoF thing, though.
@cursive dirge I had values in the 500 range for emissive, previously - and a 0.01 glow
I changed to 10 and 0.75 on 4.15
https://i.gyazo.com/cf8a2e0516c104270f48ff55da390681.png im really liking it :p
We know.
lol
if you want the old glow back, you might want to fake it with an opacity mask
glad we have a new tonemapper instead of fixing steam ๐ anyways I guess I'll stay at 4.12.5 until I can devote a bunch of time to fixing blooms, since my map has a ton of emissive on it.
thanks for the help guys
This is my game - bloom works
@cloud cobalt maybe too strong shadows??
Floodlights have a low emissive and stay yellow, engines have high emissive and move to white
an additional input for bloom falloff might be nice though
In space, those shadows are too weak.
@slim mica It's by design, we want the shadows really dark. Planets are invisible at night, too
I see :p
honestly i have no problems with bloom here
everything seems to look overvibrant
with the new tonemapper
I guess they are after that kind of look
Unlikely, if you think the effect on SDR monitors is intended.
ACES is known for oversaturate stuff. Thats why i hoped for something like Hable^
its a cinematic tonemapper afterall (ACES)
tuning the contrast down helps a bit
so what is the default tonemapper? is it custom?
the old tonemapper I mean
pre 4.15
Yeah
checking the particle a day pack thing, that might be horrible hehe
lol
Diagonal is 17 inches, how it's usually measured. Not sure why they insist on mentioning 13.
ahh
They don't pull the same silliness with their other monitors. Are they trying to mislead you into thinking you're buying a smaller monitor?
haha
Or maybe the "diagonal" size is in error and it really is 13 inches.
Buy it, claim you expected it to be 17 inches diagonal and want a refund. Amazon will mail you a bitch slap, COD.
Edit: Redundant.
was this tonemapper exprimental? makes zero sense to all of a sudden make this the default and force it on you with changed bloom settings
It's been here for some time
It says experimental in the changelog.
It's from 4.8
"added a new Tone Mapper to achieve more filmic look"
^enabled with the cvar we now set as 0 to get the old look
I'm sure they tweaked it in 4.15 but it's not experimental
I'm not seeing it in the 4.8 notes
"Post Processing Enhancements and Tools"
"added a new Tone Mapper to achieve more filmic look"
"Open the console and enter: r.ToneMapperFilm 1"
Oh there it is. Edge took forever to load the page. ๐ (I'd change the default browser, but discord's the only thing dumb enough to use it anyway.)
If you want to go deeper in this thing the best is to get a 4.14, enable the thing and try
You point that out just as I finally installed 4.15.
yeah I got that too
when I built lighting
it's new
and pretty big
to help baloon my git repo
maybe its a combined lightmap file?
i haven't done a full build yet. so not sure what else is in it besides lighting
Distance fields, precomputed visibility, lighting
ah okay
I guess ?
That stuff used to be in the level asset
It's better for Git to have it in a separate file
Then you can track real changes, if all build stuff goes there
ah okay so the umap should be a bit smaller than hopefully
The new tonemapper made things look quite a bit darker for me
4.12.5
4.15
Good excuse to master the autoexposure.
^ this is what I have too
@cursive dirge maybe use an old trick we did in udk for sunglow. we emitted one spherical gradient particle near the sun (permanently) that would result in a nice glow. perhaps if you keep the glow of the red lights low, and spawn a particle close by, it might portrait more like how you want it.
Yeah, the tail lights were bit bad example as cameras tend to see them as white, I dont think they look like that in real life though
and just to say it out loud, I can fully understand peoples frustration when something like this comes along and changes your visuals.
yeah it's just hard because we have been developing a certain way for so long and now I try and upgrade and I don't recognize my level anymore
I haven't even tested out my particle systems, I'm scurred
if its anything like my particles, the amount of change needed is rather limited.
then again, I rarely use full color. its always a little on the white side.
and yea, an additional material input that add glow regardless of emissive str might be a really nice addition.
though not sure how'd that work under the hood
It's not like you have to update always
right, I'm still on 4.12.5 tho
I need to eventually get off it
each time I go to upgrade I hit a showstopper and stay lol
It's okay to freeze the engine version at some point
Adam Davis just passed this on: http://www.oscars.org/science-technology/sci-tech-projects/aces might be interesting.
NEWS: check out ACEScentral.com the filmmakers portal to all things aces!
@opal ridge what do you need help with?
--
hmm, Im getting loads of warnings about collision enabled, but not having collision on meshes inside blueprints, that make no sense.
https://i.gyazo.com/0e2ca623ae9353899459764ba652a6ec.jpg gee i wonder if my emissive values are off
yea hehe
additionally, something seems to mess up LOD's in 4.15
https://i.gyazo.com/2c318364de7d503fff28cb69c0e0a66f.gif
yeah my cave map probably looks similar. haven't opened it up yet
That light bloom looks straight out of ark lol
everything in that game is the surface of the sun
If you want blue in ACES, apparently you need to use a hue between 200 and 225.
yea they been complaining since first preview
0,0,1 is a hue of 240. 0,0.25,1 is a hue of 225, and even then there's a marginal pinkishness to it when it overbrights.
๐
Is there a way to prevent steam vr from launching every time I launch the editor?
Disable all VR plugins for that project. Other than that, I don't think so.
I recently heard from a tutorial guide sort of thing that lighting, art, and shaders very often makes the difference between a AAA game and something you pooped out on the weekends. Does anyone have any recommended guides for any of those three things? I checked out the Unreal Engine Lighting guides video stream recording but it wasn't very helpful for this sort of thing, I felt. I've also gone through the BlenderGuru tutorials and videos discussing lighting, color, and composition and thought those were good but I was hoping for something more applicable or relevant to Unreal.
jfaw the fastest way to make a scene look good is FILL IT
empty scenes look ugly and noobish
the more shapes are in your scene, the more the light and shadow works for you to create visual interest. it's a lot easier to make a forest look good than a desert
if your scene is indoors, exact same premise applies. an empty room will look bad even if it has great textures. the more you fill it with objects until it feels like you're in Sherlock Holmes personal den of curiosities, the better scene will look. Emptiness and austerity are the enemies of visual interest with art, that's why most VR games look so terrible, they're often made by architectural 3d artists that don't really like to do "props", just walls and doors
indeed. clutter. then grime, dirty textures. Nothing is perfect. Make meshes with flaws. Then yes, lighting and composition will sell the entire thing. You dont need 100k polygon assets and 2k textures i..e to your point yes, movies have been using light and shadow 100+ years, its all you really need to "trick" people.
anyone could provide me with the ue4 mannequin so i can import it into maya to use it as scale?
I've been trying to get the Steam overlay working in 4.13-4.15 for three weeks now and I'm going insane. Is anyone able to help me debug the issue? I've tried using v132 of steam, also have updated to v139. I've reinstalled all the engines and steam multiple times. The DefautEngine.ini is configured correctly, and steam is running with me logged in, but I never get any overlay running in Standalone and steam doesn't say I'm playing Spacewar
@distant lion just make a new project for example from thirdperson template, find the skeletal mesh for the mannequin there from content browser, right click, there should be a submenu for mesh actions (cant remember exact naming) and select export
Hi what's the best way of showing a text file in the content browser? I need to include the CC license text file alongside the thridparty art I'm distributing with the sample
so for some reason i cant use 4.15, thought it was just foliage but even being in an editor window is lagged to hell and stuttering badly on a i7 6700k 64gb ram raid 0 ssd setup. The only thing is the R9 290 and it didnt have these issues ๐ฆ
Hi everyone
Is there any way i can use the source control plugin (Inside UE4) to set up a local repository for a very large project? (34gb) I've been trying this for like a week. Tried setting up an online repo with git LFS but that failed because some files were way too large
:\
@gritty vale How big are the files and what service are you using (Github? GitLab? etc)
I already tried with github
but wanted a private repo so using Bitbucket now
and I'm handling everything via source tree
what's the max limit?
my content folder is approx 2.5gb
and can I hook up gitlab with the in editor source control plugin?
And can I just sync the content folder and the source ? Sorry I'm new to this
No worries
I was just busy
You can hook it up to gitlab I Would assume
Just enter the details in the source control plugin
Gitlab works fine for up to 10GB
34GB is too big for any hosted service, you'll need your own server
But 34GB is yuge
You should definitely never version the Intermediate, Build, Binaries or Saved folders
Version Sources, Content, Config, PLugins if any ; + .uproject
oh okay. Gitlab doesn't seem to have a setup for windows though
Use Sourcetree
thank you so much kind stranger ๐
Is it possible to add a pack I downloaded as a zip file to the Vault in Epic Launcher?
Some folder I have to drag it to maybe?
Packs are only added to the Vault if you actually purchased it through the Marketplace.
It's free.
Is it on the Marketplace?
If its not on the Marketplace it wont appear in your Vault, there is no way to get an external pack onto your Vault
So not possible to put it in vault, I have to add it manually to projects?
Yes
Okay, thanks.
@gritty vale besides the mentioned folders to ignore, you should never put content in version control "just in case". I have separate asset placeholder projects and I only migrate assets that I actually use/need in the main project
Even if you use some marketplace assets, they often come with additional content like demo maps etc. You wouldnt want to put things like that in your version control.
I was thinking about that since I don't require all of the assets in the content folder, thank you ๐
If you have the assets on git repo already and have made commits for them, it's in the version history already
So just deleting those afterwards will not make the repo size smaller anymore
If it is a relatively new project, it's easier to just slim down the project and create a new repo.
The project is on my hard - drive. I'm setting up a git repo for it the first time
is there a way to cook used assets only when packaging for an ios binary?
I'm trying to paint trees on to a terrain, and I want the size of the trees to vary (but constrain proportions). The scale x setting seems to have no effect. The trees stay the same size no matter what. Any reason this could happen?
digging through GDC playlist, this was quite entertaining:
https://www.youtube.com/watch?v=pLbmZT70rtA&spfreload=1
@winter niche
are you refereing to "Paint Settings"?
https://docs.unrealengine.com/latest/INT/Engine/Foliage/
System for rendering instanced meshes on the surfaces of other geometry for use as foliage or other ground cover effects.
Hi everyone, does anyone know if it would be possible to have realtime data, like heartbeat/stress/... streamed into unreal?
possible....yes
you could run a separate thread that handles the outside data and sync that for ue4's gamethread whenever you need it
Alright thank you, I will start looking into that then!
@vale osprey Saved for watching later!
Anyone know if UAT is standalone?
Ala can you run it without needing to install the engine?
@vale osprey I copied a tutorial here: https://youtu.be/so4Ru1Dvugs?t=4m58s, and that works, but when I change Scale X like in the video on some other trees I have, it doesn't effect the sizing. The other trees come from the Squad SDK; could it be that they're some how locked to their size?
Oops, didn't mean to make a big video in the chat.
Btw
To add to questions earlier about storage
Anyone know any nice online/offsite backup solutions to back up about 500-1000 gigs of data?
git
"git"?
I'm gonna set something up with my own hardware, but it's not a completely nice solution
@south ridge FexNet - unlimited size, nice 1 GBit channel, 7 days free access, and cheap premium
So for the solution to qualify it has to be less than $30-40/month
It's a super strict limit, but I can set up my own backup thing for that much per month
@winter niche hmm, no idea, could check on Squad forums, maybe they use some custom variation of the static mesh for them
Okay, thanks.
I had bug with foliage painter when you try to paint over other static meshes which are scaled
amazon glacier?
I've considered amazon, but it seems too expensive
Is it really? For 1000 GB?
I have 300GB of stuff on there, my last line of defence photo backups
like 1$ a month or something
You get charged for your data pulls, that's where they make their money.
very cheap for storage, and you pay for retrieval
yep, but a good value last line backup
Sure.
if I ever need to use it then my apartment has burned down so a few quid for the download is the last of my worries
Do you not pay for putting data into it?
Trying to understand what "requests" is too hmm
Should I count that one file is a request, or should I pack the backup into big chunks etc
Hmm
I will try it
Btw
Unreal engine question: can I assign tags/info to assets?
I wanna assign some text comments to my asset
Editor-only, just to give people an idea on what the asset does or smth
I have to get quite close to my dynamics lights to see the shadows, how can I fix it?
Oh man, in BP interface, if im sending a command to player BP from the world bp, howd do i set the target for the interface message
hi guys, i intalled ue4 yesterday, and,, after a first look to the 3d creation tools, i went into the programming part... well... i see that basically there are 2 different way: c++ scripts, and blueprints... but, which are pros and cons of each one ?
( i'm pretty new to this )
hi, folks, any partical reason to use private/public for c++ code? I know the idea behind them but in practice does it have any values for, say, modding?
If your team is small and communicates well, then it's mostly just for modding
Usually you put things under private if using them blindly may cause issues the other programmers might not realize, as a way to limit that kinda stuff away via an API which doesn't require intricate knowledge to use it
Has anyone ran into issues getting spotlights to work? I have an empty medium sized room made out of StaticMeshes, no skybox and no atmospheric fog and I cant get any light to come out of a spotlight I spawn
point lights work fine, but nothing for the spotlights, on static, stationary, and movable
oh
they brought back in "Features Toure 2014" into launchers learn tab
they had that removed for a long time
it's not updated for latest engines though
is there a way to cook used assets only when packaging for an ios binary?
by default only referenced assets are cooked
How do I send a compiled plugin to someone without sharing source?
4.15.0 seems just as full of bugs as 4.14.3 was... new bugs... frustrating bugs... lol
Noob question: I've created a new level in First Person Shooter template, with the floor and lighting already there. The floor StaticMesh, has scale 1.0 1.0 1.0 by defautl over in the details panel under transform, but it's much thiner than it is wide or long, yet it's 1x1x1. What are those units, and why do they imply a cube when the floor mesh is shorter than it is long/wide?
foliage wont cull, have to shut it off, Now my skylight stopped lighting my scene... If i add a new skylight it turns on the one that isnt working and bleeches everything out, delete the new skylight back to no skylight....
@south ridge where can I modify this setting? I probably messed something up before
what bugs @past pilot
How can I make my foliage always be perpendicular to the horizontal plane, rather than perpendicular to the ground?
Put another way, my trees are going in at a right angle to the ground, rather than just facing vertically up, to sky.
So on a 45 degree, they're sloped out.
45 degree hill*
@loud vapor you need to send them content of your Plugin folder, without source folder. Just don't forget to compile it. Compiled version will be in Binaries folder
Its allgood, i worked out the publish plugin feature :)
So does anyone know how to add extra node points in a material in the 4.15 feature? I forgot whats it called
Re-route nodes?
double click on wire?
BP's work like that as well
I haven't actually tested the reroute nodes in mat editor
yea doubs click
oh right, I forgot I was supposed to check it myself too
Looking for a mentor
you are doing that udemy course arent you? ๐
I'd disagree with the need for specific mentor, while it could be helpful, single person never knows as much as a big community like this for example
@heavy flicker just checked, reroute nodes work just the same way as in blueprints so either double click on wire or search for reroute node
I'm not doing the udemy course I just have some questions sometimes that seem very basic and don't want to ask them publicly to avoid embarrassment I have ideas about things but I don't understand the steps I need to take to do them maybe someone to help break down a process into single elements to learn and teach myself
well, usually if you wonder about something, you are not the only one, in fact, most of the answerhub questions are really basic
so you'd probably find most of your answers just using unrealengine search
I'll have another look
The strange thing is, you can kind of only expect to get help with problems of simple to medium complexity. Sometimes you work on something really complicated and pull your hair out for days, but you also know, asking for help won't work, because someone else would have to spend a few hours to go over the code you've done, to get up to speed and understand what you're doing. Only then could that other person figure out a solution. At least that's my feeling.
it still helps as describing your problem helps with understanding it better
Hey guys, I'm kinda in a pickle here. Is there any way to change the far clipping plane? I can only find near clipping plane.
@winter niche turn off "align to normal" checkbox in foliage painter for any asset you want to stop aligning to terrain
Yeah, thanks @spice urchin.
hi
not sure which section to post this in so im just posting it in here. I am trying to make jumping, crouching and maybe double jumping the only movements the character can do i setup the input actions already but when i turn off walking as the default movement in the blueprint he doesnt jump or do anything when i press the buttons for the other movemnts, is there a way to make this work?
Ok thanks :P
what could cause Unreal engine to fail finding the SteamSDK dlls even if they are present?
@spare topaz : updating the engine to include the steam SDK changes and still using the old method to load it.?
yeah, I changed every reference of v1.32 and tried to use it like I would do with the binary version of unreal engine
activated the plugin, added the configuration to defaultengine and modified the project.build.cs
Hi guys I'm new to this discord server and wanted to say sup. Is there a place to find a detailed rundown of how each software operates in the development lifecycle and which ones are absolutely necessary to creating a 3D video game (loosely defined) - > IE UE4, Maya, Zbrush, Substance Painter, Substance Designer, etc.
not that I've found, mostly because it depends on the studio
workflow can change and no program is absolutely necessary
others can be found or you can create your own
@halcyon marlin ok thank you
@vale osprey I don't have any problems with my code I want to be able to ask a question it might just be I want to know how to explode something by having my character walk over it and someone could just say ah that's an overlap event or an on collision event and then be able to look into it when I search it gets kinda fuzzy if I don't know what I'm looking for
many different ways how you can do it
I would monitor for collision or overlap event on the thingy that you want to explode
let's say you want to make an anti-tank mine. In this case it's easiest to place all logic inside of the mine. Like wait for something to get into trigger volume, then check if that's a tank and not a person, or check mass of the object and etc. and trigger
but if you want to make a minefield then this approach is kind of sucks as you will have a lot of "heavy" objects in the level
in case of minefield, you could make a component, which is added to a vehicle/person when they enter "volume" of the minefield and from this component calculate chances of triggering mine
^just an illustration that it all depends on context
Hey guys, sorry to interrupt, but I have a quick question.
I want to prebake an animation in C4D and then import an FBX of it into unreal. I dont care about the skeleton since its just an asset, not a character. How should I do this? Make a single joint and bind to it?
I know that importing FBX wants a skeleton..
yeah, i'd just bind a base bone, like, for placement
a bRoot or something
most meshes want that anyway if you're going to end up moving them around/controlling them
if you want it only as a guide object, you could export it with some primitive mesh and then manually "follow" the bone
you mean a guide object in terms of my mesh or the bone?
I don't think you can export animation with just a bone
I mean - only bone, without any triangles associated with it
so purpose of primitive is to just export and import animation
oh wait, i think i get what you mean
2 files, one for the skeleton, one for the mesh, right?
i want to do combat for my game ranged/magic/melee im just struggling to find where i should start
i was having a play around with custom projectiles last night with no mesh and a particle effect for magic but got stuck on the damaging of the box
I realise there's a free melee template but I feel in order to understand somthing I need to go through it
@sudden sphinx yes, if you want to keep your mesh disassociated from animation
like if it's just a camera path
Well okay so I'm actually having a lot of trouble with this. What I'm trying to do is use deformers in C4D to animate something. I want to bring that baked animation into UE4. I got it working with the 4.13 alembic stuff, BUT, every time I close the project, the materials tab on my meshes goes away and I cannot put a mesh on it
very weird
any ideas on how to set the material on an alembic? If I could do it through code that would work as well
yeah im trying. but its weird getting PLA (point level animation / vertext animation) out of c4d. works great for alembic, but UE4 ate my materials, so...
Does anyone know by any chance those who work in the AAA industry know what's the standard tool you use for terrain generation editor? (World Machine, Vue, Terragen etc.)
I wouldn't think there is one tool they all use. There are different requirements for different terrain setups so I would presume they would filter through anything that was tailored to their specific needs.
Yea makes sense
half of the job is finding what works
I'm not sure if some of you heard of World Creator 2 but its out for beta now, looks great, and simple. Nice to see a new competitor. https://www.youtube.com/watch?v=OekL3YFl4Wk
There is thread on forum regarding UE4 integration
Ohh, standalone, nice
what worries me with World Creator 2 is that you are limited to a patch of world, compared to how World Machine approached this
Feature on website quote "World Creator has no limits in terrain size nor terrain resolution. The only limit is your HDD / SSD. Create ultra large and vast terrains with a precision of 1 m per pixel.
It is not required to create power-of-two terrain sizes anymore โ create whatever size you want - truly powerful, truly unlimited detail."
can I create a 2 x 2 m ultra-detailed terrain
just in this video you can see that edge is processes as "end" of the world
with no respect as to if you want to use it as a tile
but it's beta, so...
Yea I haven't seen anything about tileable yet, just terrain size. Something we could suggest they could add
Though I do like that they have a nice editor of selecting a piticular area, and optimize it for like a game area. It has a pretty good brush tool
logging in to vote that. Nice one @plush yew
thanks, I hope this will be a thing, I spent 3 hours on that post >_>
thank you
but I didnt want to finish my plugin because as I said in the post, it doesnt make sense as a plugin but should rather be integrated into the engine
yeah UMG is a fickle mistress and core changes require some thought from the slate side which Epic are obviously the masters of. Oh and Nintendo coders if the hype is to be believed :p
lol? nintendo coders love slate?
they recently states their developers have mastered unreal 4 engine. I presume that includes UMG/Slate ๐
*stated
lol
@tepid hound good news ๐ pre-ordered it but have been trying to pretend it doesn't exist until it hit beta or later
the pictures were broken apparently, reuploaded: https://forums.unrealengine.com/showthread.php?137206-UMG-Themes-Ability-to-set-up-themes-and-apply-them-to-any-Widget-from-the-UMG-editor
What sources do you guys use to find cheap non-Western 2D artists?
Where do you go about finding the aforementioned Russian groups?
I just googled for them
When creating a material function, is there a way to see the instruction count of that function without placing it in a material, noting the instruction count, hooking it up and check how much the count increased?
I don't think this is possible as instruction count depends on a lot of things
Like the same function willbhave different effect if material is translucent or not
Maybe there is a way to see generated hlsl code, that could give a better impression
How does the hlsl code help with quickly checking how much the function approximately costs?
Er
You can see generated HLSL code already (for the entire material)
And you can compile that HLSL manually if you wanna
You could plug it into shader toy and compile
@south ridge ohh, that's cool, how do you do that?
Shader toy is GLSL though, isn't it? So, that shouldn't work.
Anyway, that would probably take longer than placing the node in a material ๐
I just thought it would be neat to at least get some number in the material function graph, even it might be higher if hooked up to certain material inputs.
Well it would take 5 minutes to convert
So why not just add it and compile in materials?
The same function can be hooked to vertex or pixel shader
Instruction count would be different too
Anyway, would be nice to have some easy way to see code
Oh, btw, to see the hlsl code in the material editor: Window-> HLSL Code
Super! Thanks
I was about to say, why is it hard xD
Honestly had impression that ShaderToy supports hlsl ๐
Has anyone had any luck converting their project from 4.14->4.15? My build is successful but during startup it triggers breakpoints in AnimBlueprintGenerated.cpp
is the microphone and refresh icon part of the engine? and can i turn them off?
Thats NVIDIA ShadowPlay
ah
Hm
General question
How can I ensure that certain assets do get cooked even if there are no explicit references to them
Is there a way to get the Substance Plugin to work with 4.15?
@south ridge I thought it cooked everything from content folder by design, whether you wanted or not
unless you specifically ignore maps etc (I could be mistaken though)
@heady bridge yes, download the plugin from their site or update the 4.14 manually
but their new plugin supports new SD6 features so I'd recommend using it instead
it should be in the marketplace when Epic finds time to update it there :p
Thanks @cursive dirge
is the accepted answer here really correct? https://answers.unrealengine.com/questions/342361/c-equivalent-of-getrotationxvector.html
it seems like the suggested answer converts the whole rotation to a vector, not just the x-axis like the blueprint node does
or am i misunderstanding something fundamentally here?
the way i understand it the blueprint node GetRotationXVector would create a vector (x, 0, 0)?
@Soleone it would NOT create x,0,0
so the answer there is correct?
I'll check the answer, brb
what i'm confused by is why its called XVector as opposed to just saying e.g. GetRotationAsVector
Is there a YVector and ZVector variant as well then?
i probably don't really understand the difference between a Rotator and a Vector
I'd use the last answer, although I didnt check the source implementation for the node to be 100% the same thing
There are no y or z variants
does a Rotator have "more" information than a Vector? Or does it hold the same info just in a different format?
Rotator uses quaternions internally
So it has better internal data that doesnt for example get gimbal locked like euler angles could (which we use in editor)
but a rotator is just 3 values for each axis between 0 and 360 or?
and vector is also 3 values for each axis but with different values (i guess also having lengths)?
@signal shore rotator is 4 floats internally, it just gives out the values in angles for the blueprints as we can't deal directly angles with quaternions
it's a usability thing
oh wow. I just checked, it is three floats
wait one sec
ok thx for trying to help, but i don't think i'm getting he basics here really. still dont understand why its called XVector. think i'll read this http://www.oldunreal.com/wiki/index.php?title=Mechanics_of_Vectors_%26_Rotators
yeah, I kinda messed up on the rotator as I really thought it was using quaternions ๐
I know for certain that unreals transforms DO use quaternions to store the rotation, so I remembered that rotators did that too but apparently that's not the case
unfortunately no idea either yet what a quaternion is and how it relates to vector/rotator
don't mix those X, Y, Z (+W) into regular euler angles for X, Y, Z axes
they are not the same thing
Y, Z and W contain imaginary number part
if you want to melt your brains with these, you can take a look at https://en.wikipedia.org/wiki/Quaternion
In mathematics, the quaternions are a number system that extends the complex numbers. They were first described by Irish mathematician William Rowan Hamilton in 1843 and applied to mechanics in three-dimensional space. A feature of quaternions is that multiplication of two quaternions is noncommutative. Hamilton defined a quaternion as the quotient of two directed lines in a three-dimensional space or equivalently as the quotient of two vectors.
Quaternions are generally represented in the form:
a + bi + cj...
oh boy, hello rabbit hole
but in the nutshell, you can just think of it as system that can hold the rotation better than euler angles but you can't directly modify it without doing conversions with math
in general, you don't need to understand quaterinions math itself, but you do need to understand why it's there and why euler angles are sometimes problematic
for example, in unreal, if you go past 180 or 360 (depending on the thing you rotate), values flip into -180 or 0
if you then want to use absolute world rotation, you can imagine how things will get confusing when you'd want to move the thing past those points
if you go past 360 you dont end back at 0 or 1?
like i have an angle at 270 and i add 95, i dont end up with 5?
i have a lot of theory to catch up with
if you look at the actors transform, you can see it lets you input only values from 0 to 360 using the sliders, but you can also input manually negative values there
I also realise I struggle to explain this as I've had to deal with so many different euler angle issues in past that I mix more special cases into the basics now
but anyway
the values flip when they go over
I see the editor using 0-360 range but you somewhere see -180 to 180
just watching a video, seems like the big advantage to quaternion representation is that you can interpolate cleaner between two rotations
it's less error prone in probably all ways
Gimbal lock is the loss of one degree of freedom in a three-dimensional, three-gimbal mechanism that occurs when the axes of two of the three gimbals are driven into a parallel configuration, "locking" the system into rotation in a degenerate two-dimensional space.
The word lock is misleading: no gimbal is restrained. All three gimbals can still rotate freely about their respective axes of suspension. Nevertheless, because of the parallel orientation of two of the gimbals' axes there is no gimbal available ...
that's what you can get with traditional euler angles
So is 4.15 a stable release?
@cursive dirge all things were cooked in earlier versions I believe, but I've just done testing
What I did was select only some maps for cooking
Then create a patch with OTHER maps selected
The end result is that patch was 400 mb - it included a lot of assets previously unused on the initial map
So i have an animated box, and i imported it as skeleton mesh, its in 3 parts, it animates fine, except there is only 1 material slot on it even tho its 3 items?
I made new material slots, but its not going in the right place, anyone know where iv fucked up my pipeline?
is there a way to make actors allow overlapping while in-game?
don't make them block collisions
enable-disable overlapping basically
or, just don't put physics colliders to actor
or, just move the actor without physics sim
or.. whatever applies to your situation
so there isn't
...
sure, lets agree on that then ๐
all things I mentioned would allow it but if you don't want to
@pallid compass you need to go back to Max or Maya and assign different materials to the different parts, that will create separate material IDs
if it's in Maya just select the mesh faces and assign different materials
in Max you could select by Element (5 key) and do the same
I don't understand how to get to the blueprint for the FPS template...all i've been able to find is a C++ header file? It seems to me the FirstPersonCharacter graph is the blueprint representation but I keep getting errors for various things that says it's not. I want to get the mouse to release from the FPS module so i can click a UI I made but whenever I try to do stuff like that, I always run into a problem with the blueprint not being the PlayerController. For now I've been scripting most of my stuff in the level blueprint I think..
Is there any way to set flags (like SaveGame) in the properties (fields) of a structure done in the editor?
dont know where to put this so here goes: right so im trying to move my characters spring arm that is attatched to it in the viewport, but it wont move
I'm looking for a way to flag assets as placeholders, so an artist can then filter by "placeholder" and start working up update and replacing those assets. Anyone have any suggestions on a good way to do that? It looks like the asset manager has the ability to tag stuff like this, but there's no UI or workflow for it in the editor
I would use Collections.
This document covers the use of Collections within the Content Browser.
@still bough
Anyone ever had a problem using Sequencer? When I go from 1 level sequencer to another there's a split second where the camera changes to some random position in the game -- No camera exists where it's even looking so it makes no sense why it's doing this
I dont properly know how to use Sequencer I should add. I'm up against time so I had to change cameras by creating multiple level sequences and at the end of the timeline, trigger an event which sets the player controllers camera view target to be the next camera
Do anyone know of an MemLeak when attempting to select an docked tab and it thinks it needs to move that tab as if it was in Docking mode?
Editor hangs and Memory consumption goes crazy
is there an easy way to figure out where a ubergraph/pin entry points is in a blueprint? I'm getting output log spam on a tick event but its just listing this:
Function /Game/Cycling/BMX/Blueprint/BMX_Bike.BMX_Bike_C:ExecuteUbergraph_BMX_Bike:0B4E
but it not clear where in the BP that is ๐
I can't remember where I can set default player name :c
I find it ! inside GameMode
If you agree, please bump.
https://forums.unrealengine.com/showthread.php?137330-Landscape-performance-issue
@quartz ether Ark devs don't agree, they stuff in 40+ layers
@cursive dirge Sure has the worst performance of the year.
how do i change the lenght of a spring arm though blueprints
There is a Set node for that.
anyone know where i can find the "made with ue4" video to put in the trailer of a game made with ue4?
Epic has an Press Kit on their website that has content like that.
oh ok thx
Okay, so...
http://streamable.com/video/dcj2c
The spring arm just doesn't seem to work properly!
I cannot even begin to think of what could be causing it, posting it here hoping you have an idea
What is the desired behavior your looking for @plush yew ?
Oh hey
yeah, it's meant to collide with walls and objects, effectively creating camera "target" on the surface
I use it to point the character's eyeballs where the camera is looking
Except for whatever reason it clips through walls and seems to collide with a wall that isn't there
@weary basalt so thats that
The Springarm uses a channel to determine if it needs to collide with something or not. Objects you want it to collide with need to Block that channel. Check what channel the Springarm is using and make sure that your objects are Blocking that channel.
You will find those channels in the objects collision profile settings.
I assume if I want visible objects to block the springarm I'd want to pick Visibility, right?
yeah it's still not colliding unfortunately ๐ฆ
Yep Visibility would be a good one to use. Try attaching a larger test object to the end of it. Its difficult to tell if its actually colliding correctly or not due too the small size of the sphere you have attached.
Also ejecting from your character and looking at it in the editor from a different angle might give you a better perspective on it.
Use the Visualization Buffers to check the different channels in the editor window. Visualizing collision channel might help you understand whats happening.
Thank you!
hm
its almost as though it checks collision in the wrong direction
and then uses that as though it checked on the left
weird
I cant think of anything else that would be the cause. Im not infront of an Editor right now so i cant help you further im afraid.
I'll post another video in just a moment to give you a better idea, just in case
Otherwise I'm in complete despair
Thats very odd.
@weary basalt I'm honestly starting to lose my mind over this
I've looked everywhere
why? how?
There is an option on the Springarm called dohittest or something. Make sure that its on.
Should all the input be in the Character/Pawn or should some be put into the Player Controller?
Yeah, Devils that's on
@plain gazelle depends on your needs. Anything that moves a Character i put inside the CharacterBP, some people like to use the Controller.
Hi guys need your guidance with some lighting knowledge!
Our student project have a very stylistic style and I got a pretty good blend going between our landscape material and the grass in a well lit area, the problem however is when the grass is in shade, the colors amlifies as hell with the AO and the blend between the material and grass is waay off.
should I just keep tweaking the directional light / sky light until it matches or do you have any tricks up your sleeves regarding this?
On a second note i get these black spots sometimes, should I just increase the light map resolution or is there something else? Cheers mates!
anyone have a translucent water texture i can download
O_o
makes a 1x1 pixel image, blue, with 10% alpha
65,164,223 this is my original water, donut steel
Can anybody tell me what has changed in regards to lighting from 4.12 to 4.15?
In my 4.12 levels the lighting can build in just a minute. In 4.15, it literally takes 10ish
Both scenes have so few assets in them. It stinks so badly :(
Have any default settings changed?
@upper yew it really depends on the scenario
Oh wait i just realized i think my 4.12 landscapes are a lot smaller than my 4.15 projects lol
What do you mean by it depends on the scenario though?
Well are they the exact same?
is there a easy way to set editor viewport to desired size?
Oh. I'll look at that in a few minutes. Ill get back to you
Is updating SteamSDK to 1.39 an impossibility currently? yup, stuck with 1.32
@Kanga yep. It took the 4.12 one about 30 seconds to finish from 0-100%. It would take minutes in 4.15 for it to finish 0-100%. There is definitely something not right.
And its so painful to wait like that xd
Heya! Has anyone tried Fortnite yet? I am excited to play on the alpha. Difficult without an invitation
@tribal silo try using vertex normal cloning from a flat plane to your grass so it accepts light and shadow the same. Also tinker with mesh distance field settings in static mesh viewer, set to 0 on resolution to disable. Also if your lighting is static, perhaps try unlit for grass and use color variations of grass for shadow regions
In 4.15 Unreal supports Alternate Frame Rendering with SLI. I'm wondering if anything needs to be enabled to activate AFR SLI support? I didn't noticed any performance boost after the engine update.
Don't you need to contact nVidia and ask them for something ?
for real?
I don't believe AFR works out of the box
SLI is shit technology, to be honest. It's always better to have a bigger, single GPU, unless there is no better GPU
Maybe confirm that with Epic though
doesn't matter what some people think about SLI, people still have the gear and we should support that
I think i will call nvidea and epic.
I'm not a fan of the tech either
to this point i'm using two GPUs for Octane. I just want to give SLI a try. But if it is so complex and I need a special profile from nvidea I'll stick to one GPU. ๐
if your game will become popular and it really needs a separate sli profile, then I'm sure it's easy to arrange
you can also use other games sli profiles on your own game afaik, so for example if some bigger UE4 game enables AFR SLI, like Ark, Squad, Conan, Paragon, UT etc, you could try using your game with their sli profile
Though it probably requires same UE version, same rendering pipeline
I'll give that a try
So with Unreal is it best to develop with Multiplayer in mind from the start or is adding it in later not very difficult? I've noticed that a lot of the networking is built right in. I just started porting a project over from Unity and want to know what's best before I write/port a bunch of stuff
I know with Unity if you didn't start with networking you'd want to throw your PC out the window when you tried to convert things
You should develop with consideration of multiplayer
Alright well I just finished porting the basic physics for the player so I suppose I better read the networking docs.
You can change pivot in your 3D editor you made the asset with
@echo marlin do note that unless you use unreals character movement component, you'll not get Unreals network prediction
ue4's characters have netcode built-in
anything else and you only get like variable and function replication
well, you can replicate other things too but in general, you'd end up writing all clientside predicition, server authorization etc code yourself then
@upper yew - We are seeing a LOT of performance issues with 4.15 going from 4.13. Level loading right now is taking exponentially longer than before, frame rate has also dropped by 300% .. I'm curious to hear what other changes happened in the engine that could be causing this
@bright arrow Yeah I have also noticed a HUGE loading time increase as well. I'm glad to know I'm not the only one. Thanks a lot :)
@bright arrow have you done complete cleanup of temporary files?
Saved and int. folders were wiped, is that what you mean?
Before we would be sittin at 11ms for all 4 threads, and now Frame, Game and GPU sits around 50 and draw around 5
Shader cache?
Cause I got just the opposite from switching to 4.15 and after cleaning all temporary files
Hmm, maybe.., What we did is a totally fresh compile of the engine, then the project to the new engine.. Pretty sure we rebuilt all of the shadres but I'll check the cache.
I don't know if this is a gpu think, there's my profile gpu results: http://i.imgur.com/S8h9uV8.jpg
my draw thread is 5ms
but how do I clean the shader cache?
Strangely enough though these performance issues are only happening on certain maps
@regal mulch shouldn't there be a Report Bugs tab at the end?
What?
Anyone else seeing an Assertion Failed creash in the editor related to Engine\Source\Runtime\Engine\Private\Streaming\TextureStreamingBuild.cpp line 371 ? Which is check(BoundState.Texture == nullptr || BoundState.Texture == Texture2D);
Crash log: https://hastebin.com/oguseqipon.md
What do you guys thing, would be the best way to create a highlighted lines in a skill-tree system like this? Like, when player selects some skill, the line starts slowly highlight and go from one skill to another, until the icon is highlighted too?
@bright arrow DerivedDataCache folder is usually in the temp folder of the engine, not the project itself. On windows its in one of thise AppData folders
C:\Users\NAME\AppData\Local\UnrealEngine
how do I disable this relative new and very very usefull feature of showing render mesh wireframe in cyan color when I want to see only collision:
in old versions of UE4 you would see only dark blue mesh of the collision primitives
can I set that back somehow?
@fierce tulip - We've found an issue with your pack and 4.15
How much QA work did you do with the rock pack and 4.15 ?
wondering if you already know about this and updated
it has to do with the way 4.15 handles collisions
and for some reason it's only an issue with your modular cave pack
tell us! we are all curious, not only Luos ๐
Not saying it's a problem with the pack persae just a problem with the way 4.15 interacts with this pack
Because what I'm seeing here isn't making a lot of sense.
These settings results in 12-13ms on all cpu threads
These settings result in 30ms on all cpu threads
Even though I manually set all responses to ignore, my threads go through the roof when collissions are enabled
everything else is turned off in both instances, CCD. Can affect nav, etc etc, all off
and just to make things that much more confusing, the performance issues only kick in when our cave level(built with the luos modular cave set) is a streaming level inside of our main persistent level.. loading it on it's own is fine
synchonization of physics bodies to unreal bodies would be a difference
how many objects are involved?
thousands
are you using async physics scene for something?
can you set them as Static objects?
they are already set as static objects
so in theory, it shoudn't try to sync them
could be new bug
but is there any interaction with those objects? like you are running raytraces or something like this
not that I know of, there shouldn't be any interaction with these objects.
cause you know, you are adding more collision bodies into the scene which have to be taken into account
and WorldStatic are copied by default into async scene as far as I remember
@bright arrow I just do the regular walktrough I normally do.
what is exactly the problem?
sounds more like a 4.15 problem in general than my cave pack
Not saying it's a problem with the pack persae just a problem with the way 4.15 interacts with this pack
can you show me a few screenshots of the scene with "show collision" enabled?
additionally, what was the original version of the pack you are using?
lemme check that
Last Update I pushed to the project for this particular pack was 8/6/2016
have you pushed any updates to the marketplace since then?
Hi guys. This is the project, I am making and I am from Slovakia... So I can not start a kickstarter from here... I would like to make a partnership with someone, WHO can start a kickstarter for a share.. https://steamcommunity.com/sharedfiles/filedetails/?id=815057054 this is the project, send me a message, if you are interested
Hi everyone, I need a bit of help; it's probably really simple, but I am like 2 days new to UE4 and I have been watching tutorials and stuff. Can someone look at this pic and please tell me how I can make the sphere more round, currently it's kinda jagged.
wrong link
@meager breach Tesselation ๐
@meager breach https://docs.unrealengine.com/latest/INT/Resources/ContentExamples/MaterialProperties/1_8/
An overview of the Material Instances example level, example 1.8: Tessellation
โค
@meager breach Or just use a sphere with more polygons and use LODs over distance
I haven't got a clue how to do that, I've only been reading and watching tutorials ๐
@bright arrow I havent really kept dates, but that date is afaik past me optimizing collision.
I cant really find any issues that should/could cause this :/
@grim sinew Or that, but I was under the assumption he's just using the default sphere model in UE.
i am
So use the material tesselation. Be aware cards that dont support DX11 wont work.
You'd be better of learning to use LODs
SkyboxBP_1204 Large actor receives a pre-shadow and will cause an extreme performance hit unless bCastDynamicShadow is set to false. Anyone know where I can find this variable?
In the mesh.
is it normal for an fps weapon linetrace to come from the camera?
or should i switch it to come out of the gun
i feel like having it come from the camera is just more solid
ty @rancid tinsel I've also figured out LOD ๐
Depends on the gameplay you want. Games like CoD linetrace from the camera.
Is it normally considered a flaw if someone can peak their head above a wall and still get to shoot?
I feel like thats okay
This allows your player to seemingly shoot over walls when their gun maybe completely obscured from view.
Right
@storm venture we do it from the gun and then offset from the view to put it to the center of the camera focal point.
Alot of modern shooters do it that way nowadays
It prevents wall cheating.
I don't follow, so where is the line trace coming from?
The line trace STARTS at the gun muzzle.
And a line trace from the camera, gets the centre focal point.
You then use that for the end ๐
Hes saying the end of the linetrace is where your crosshairs is pointing in worldspace
^ sorry I dont explain things too well
๐
ohh i understand
I like that, i'll probably end up doing that tonight
thanks ๐
Funny enough - That actually works in third person too!
You almost have to do it that way in third person.
Almost? You definitely have to.
Lol
Otherwise you end up with bad aiming controls , and frustrated players. Trust me ... I know from experience haha
You could do it parallel to the camera trace.
That's true
If you trace from the camera in TP whats to stop you from shooting a wall behind the player lol
You don't trace from the camera for the shot itself.
Images courtesy of an answerhub user:
That's normal tracing.
That's what you want to be doing.
Hey quick question guys and gals, what would you call the mechanic where by say your in an FPS game and you walk upto a wall and the weapon comes close to your body due to your character being to close to the wall it would overlap?
Does that actually have a name. Im drawing a blank.
It wouldnt be holstering or stowing
lowering your weapon?
Yeah i thought of that but it just doesnt seem 'right'
lol
Wondered if anyone else had a better way to describe it
I'm pretty sure that's the "correct" name for that.
Hello everyone ..we will be hosting a multiplayer livestream for 'Eximius' : An FPS/RTS Hybrid game at about 8 hours from now. follow us and watch for some intense multiplayer match
If anybody here knows a bit about error logs, I would for you to take a look on a problem I have with the engine randomly corrupting maps
https://answers.unrealengine.com/questions/566030/project-crashes-on-startup-corrupted-map.html
hi anyone know how to integrate project with the steamwodks account?
@glacial belfry I checked the error log you posted, but I can't see any errors... From the log it looks like everything is fine. Anyone else get back to you yet?
@glacial belfry The one thing I saw is that it looks like it's loading the map from a directory which doesn't match up with your content directory. (But that may be an engine quirk that I'm not aware of)
@gloomy helm actually the complexity viewer is broken, not the landscape demo grass
Hmm, im still getting a massive performance decrease with the grass, might be something else though
@hollow creek so.. I was doing some backtraking and for some reasons, its no the map it self, but some blueprints contained inside it
For some reason, som of my blueprints get corrupted and they crash the engine on open
@glacial belfry That's very stange man. Glad you found the cause. Weird that it doesn't show in the error log. (Or did I completely miss it?)
@hollow creek nop, there is nothing that indicates this.
and it is VERY worysome, because it fucks up everything
Damn... Best of luck man! Hope you get it sorted!
Had to roll back 2-3 hours of work through different commits until I found a "pure" version of the BP
luckily, I could copy that up to another commit and save some of the work
Thank heaven for source control ๐
Is there any hotkey to move an actor to the cursor in Editor?
how can i add this 2 blend poses by bool to the final anim pose ? the upper one is the layer that throws grenade while crouched and the lower one is not a layer but a condition based blend pose by bool,, now how to add both of them to the final anim pose ? so that when the condition is true for the individual anims , then they will fire off based on the condition
I would try in ue-animation Channel
You get a greater chance on getting answers if you post the question in the "right" channel.
ok
Would implementing believable hover physics using the Character Movement Component be crazy? Seems that's the only component with built in networking with prediction and all that.
you would need to manually integrate something like velocity based spring to escape from fps dependency
@echo marlin ask @safe shoal about the fun in that
if i have bugs to report, or ideas/suggestions about ue4, where could i possibly have anything todo with ue4 devs?
being unable to do anything about so many things is killing me
bugs > answerhub
suggestions > feedback for epic on forums
yea sure, only i only have the Supporter role.. so my posts will never be viewed by anyone.. like ever..
I got replies on all of my Bug Reports
then lol, im marked by a stuff member there for calling him something bad for a really stupid reason
:p
i guess im gonna have to create a new acc
i have been needing an ew username anyway ๐
Is there any difference between graphical setting Epic and Cinematic?
What is this error doing on my pc ?
Ummmm, no. I do not have a mounted USB drive.
This happen today, after I plugged a new WiFi Adapter to my USB HUB.
is the only solution for this to crank up lightmap density? its already at 512...
Clicking Continue proceeds further tho.
no, that's a prod build of the lighting
hmm
512 isn't much
so when you launch the game it looks like that?
What does the UV look like for the ground mesh ?
its a single poly plane
How large is it ?
prety large, I cranked up the lightmap density to 2048, it improved a little, but not that much
trying 6k now
but that sure seems unnecessarily large
Lightmaps are just like regular textures, so if shadow details are 1px wide, and your mesh is 5 meters wide, you need at least 1024
Baked lighting is expensive on space
ya, need the gpu space tho, game isn't big so I have room to spare
Consider other approaches, such as making the shadows more blurred
what's the best way to blur a static shadow?
I think you have some options on the light like the area radius ?
I haven't worked a lot with static lighting on UE4 :/
this is a directional light
No idea then, sorry ๐ฆ
np, thx tho
looking better
increased shadow exponent on dir light lightmass settings, helped fill in some of the jagged edges
@tender violet static shadows = baked. Baked shadows = textures that Unreal 4 has created to emulate shadows
yes I know ๐
so you will always be limited by resolution on that front
what's the platform exactly?
ps4
i mean you could turn off static and just go full Dynamic
not good for vr
oh right, yeah you're duplicating all your everything...
May I ask a question about exporting?
permission granted
๐
Soo, I'm trying to export my map so another game can catch it and use it in the game, But. The file format is APK which doesn't exist anymore because udk is now ue4?
UPK*
well sounds like you really just want to export the layout and everything as FBX. it's not very hard to export a terrain as FBX, but there's usually a lot of instanced assets that will be replicated inefficiently if you do that
if you managed to export all the laid out assets anyway
are you exporting over to another engine or what?
correct
yeah i have assets from UE3 and i'm not sure there's any way to move them back and forth other than to go back to the core art assets and reconstruct things
like materials etc
maybe i'm wrong, but my experience with this has been pretty bad - like Unity to Unreal type difference
sorry man
so there is no way to make upk files anymore?
not that i can find, keep asking though, maybe someone in Programmer chat might know
i think it's unlikely
UE3 and UE4 are completely different on many aspects
You're not going to have any kind of portability
Hm
Well the game is Rocket League, from what I've seen they have upk as map format.. I don't think theres another way to load the map ingame if it's another file format
Well yeah, RL is UE3
You need UE3 tools to work with that
UE4 is a different generation
You can still download UDK
where?
Download link included
There are plenty of mirrors on the net
Cool ๐
probably wont be as easy as ue4 because ue4 has this perfect reflection tool
Well UE3 is a decade old
That's gonna be pretty hard I guess
Anyone know how to get Visual Studio to stop complaining about this:
It compiles fine but it annoys me xD
intellisense is picky
if you do more things with c++, you may want to use visual assist and disable intellisense
not sure if VS2017 has improvements to those things
Strangely it only started having a problem after I imported the KismetMathLibrary header
anybody here using plastic scm?
If I have a this material setup with switches for near+far tiling, detail, uv tiling etc, and i want another mesh to just use the most basic options (no tiling, uvs etc) would i be better off making a new material or just unchecking the boxes and disabling the more complex options and makjing a MI(edited)
Any of you ever have a booth at GDC? Trying to figure out how many promo cards I should order.
for every bug I squish... 3 more apper!
As Ive watched some speed level design videos, Ive noticed people sometimes work in the "unlit" view mode. Is there a reason for this?
Hey, I'm having a problem with duplicating components I'm stumped on, anyone think they can help?
@upper yew Performance reasons.. also helps you view things differently... shadows can make you miss things or place things incorrectally
Total noob here - working with blends and need some help - can have stream up to show - pm me if you can help ๐
blend shapes ? or materials
where you stuck ?
do you mind if i pm you with my twitch so you can easily see?
if your stuck once your in engine.. that's beyond me.. I just know maya to ue4 pipeline ๐
Git source control
I have a code project that an artist pulls from git. He is on a mac. A specific plugin will not let the project open on Mac. In the .uproject we just need to set this plugin to false for the project to be able to open (he won't be opening any assets that use the plugin code, only adding his art).
How can I set up a local repo gitignore (.git/info/exclude) to ignore pulling or pushing the .uproject file as well as anything under Source/
@keen kiln create a material instance
In the original materal add a lerp with the alpha as a parameter and have the distance blended material on the b of the lerp and the standard on the a
That way you can control it however you need
@loud vapor thanks. I after the best performance option
i have it set up
i can switch between all my options but idk if it'd be better to just use a simple material instead of using a a material will 100+shaders
but instanced
and the big one is alkready being used all over the level anyway
Performance wise, go for a seperate material
how does one match an animations 'speed' to unreals so it dosen't moon walk? I have done it manually to a degree, but wondering if there is a more precise way. I noticed that the blendspaces editor has grids only, so can I even set manual values anyway?
@sturdy ruin there's something that got added for weighted animations that you can use to accurately match foosteps to speed
oh ok - ill have a look - thanks
I faintly remember recently seeing/reading about blending between two material instances. So you set up two instances with several parameters and then you can blend between the instances, interpolating all the parameters at the same time. Can that be done or did I just dream this exists?
Or was that blending post processing settings/volumes?
@keen kiln for the perf thing, you can use static switches on your master material, that way you can opt out shader code that is not used by the instance
guy, do you know when version 4.16 will be launched? (more or less...)
expect it to be out in the summer and you'll not be dissappointed
if one had to guess, I'd say May earliest
sometimes they do roll new version really quickly but that's more of an exception then
cough 4.13 cough :p
@snow spindle past release dates (taken from github releases so dates could be +- 3 days off) 4.5 17 Nov 2014 4.6 3 Dec 2014 4.7 24 Feb 2015 4.8 10 Jun 2015 4.9 29 Aug 2015 4.10 11 Nov 2015 4.11 31 Mar 2016 4.12 1 Jun 2016 4.13 1 Sep 2016 4.14 15 Nov 2016 4.15 15 Feb 2017
lol that 4.13 turnaround
ufff ok
but yeah, May/Jun probably
I need 4.16 cause in this version epic resolves a issue with 3D widgets
then just build from the master?
or cherry pick the fix for 4.15 and build that one
Id say hes not useing source
I remember hearing about 4.13 and being delighted as we are making a VR game and forward renderer was experimental in it (iirc). When we switched out project, it literally died a death. Half the stuff just wasn't working anymore. We persisted with it for a while but after about 4 weeks, we gave up the ghost and reverted. bear in mind, no source control. So it was reverted by hand and rebuilt.
I have preached it for the past two years, but I cannot convince the boss to use it
ikr
I've literally taken to keeping my own source control copy and just merging stuff but I still have to get 60gb files and go through the process everytime I want to update. I'm used to it now but damn, I could have saved a good thousand hours over the time we have been working on it
Seriously your boss is an moron lol
I guess the main reason being he doesnt want to pay for it?
no he doesn't understand it properly. He's not a coder, he's an artist. So I understand his natural aversion to it, but 1. he does code logic in blueprints and 2. there is a team working on it, all taking fresh copies, and copy/pasting updates all over. Most times I do everything twice or three times. He is very capable of learning it but he is so busy with doing literally everything, he has no time to learn it and doesn't care to.
Its so simple to learn though, especially for an artist, you would only need to touch the in editor SourceControl stuff
CheckOut -> Edit -> CheckIn
Simple
yeah it's literally a case of check out, edit, check in
I would even manage the server and do any rollbacks. I did start him learning how to use Git, which he understood, but the visual studio side confused him a bit. He can build source now though.
Why is he learning code stuff when hes an artist, thats what you hire programmers for lol
Get an Perforce server and just let him play with SC in editor only
lol
because he's a one man show. He outsources some stuff but he's literally running a company by himself, organising it all by himself. He's on his 3rd released title now so persistence is working.
Ah ok
one man show doesn't mean you shouldn't use version control though ๐
indeed. I use it for my one man stuff
Exactly, im surprised he managed well enough to go without it
it's just so risky
thats what I respect about him a lot. He gets it done, even if it's not the right way
something corrupts and you may need to make a lot of work again
I hope he does at least backups on regular basis
yeah there is always a backup somewhere
one time though, his kid smashed his backup drive :p
....
seems well organized ๐
I think it was 3 months work lost that time