#ue4-general
1 messages ยท Page 57 of 1
I mean with your game, just to verify it happens on my end too. I dont have my own game on steam so can't tell much otherwise
gotcha
yeah, this did not happen on last major release 4.10.2
i am not even sure its unreal related...
It could be coinsidense
@lavish glacier I can test your game now
I saw you mention the possible issue on the update notes too
it tries to execue "RunAsAdmin" script
I've never EVER seen any game on steam to require admin rights to install redistributables
i've seen it happen
I mean, on a account that is actually admin
it now prompts me if I let the script execute
I run my account as admin but I still require notification for such things (unelevated admin)
when I installed Ghost Recon last week it pinged me for confirmation
@lavish glacier for what it's worth, I first denied the access, game still started (naturally as I already have the redists here)
I then tried to start the game again, and it kept asking for the admin rights
so I allowed it (please don't hijack my computer) and it ran the redist installer again
after that, it didn't ask about that again
I tried restarting steam too and the game launched right away without running that script
Hey guys, I am not sure if this has allready been asked here before. But does AMD Ryzen improve gamedevelopment with Unreal engine?! Because I have read that the Ryzen is really good at multitasking.
Like compiling C++ code or baking other stuff
I am asking this because I am about to build my own first pc
as I have heard it yes
An 8-core Ryzen is better than a 4-core intel for builds/lighting etc
how to create check for bad or good location in editor? Like if I want to create blueprint that could be placed only with certain conditions
Some circle around actual object that wiil light green or light red, only in editor
Basically I want to check if there is any collision when objects will be placed on level
I suppose I should check construction script..
How do people handle the different branches of the UE source?
I cloned the official UE repo and am using the release branch currently. But now I want to have a try at Nvidias Volumetric Lighting branch. Given that the UE repo folder is huge: Can I just switch branches or will I have troubles with regarding to the dependencies or something?
Good afternoon all, I've worked out setting up cameras with sequencer and rendering them. The problem is that I want to render out the 'game mode' where I run about the scene. If anyone has any pointers I'd appreciate it, I've googled it but can't really find what I need, cheers
Currently don't have source control, soi I've made a number of full copies of the project folder onto a hard drive.
What are some ways that I can slim it down without hosing the backups? (I know about the Intermediate and Binaries folders)
Hey people! Im trying to load a level.. but i keep getting stuck at 56% and the UE4 editor Freezes.. When i rightclick to load the objects i freeze at 71%.. i tried reverting to several revisions earlier, removed saved+intermediate etc.
other people seems to be able to open the level.
reinstalled UE4 engine aswell as fresh copy of the project.. no luck
@cursive dirge thank you! i guess it set the "installed" flag somewhere, its not setting it for me here.
np
Are there outstanding issues between UE4 and GIT?
I've got a guy on the team that doesn't want to use GIT because he says there are issue with it and UE4.
I've never had any issues with that combo, but then again, I don't use the git integration on the editor either
no idea how well that works
hey can someone listen to this I wana know if it's any good or not
That's been my experience too Olento
guys what kind of file extension "thirdperson character is ? so that i can download some new characters
o.0
you might just want to play with the third person BP before tryign to add any new messes
er... meshes... lol
Is there a way I can check for light leaks? Like if i left a whole in my cave for example, or would be just be done manually?
Haha still haven't been able to sort out my game ๐๐
Im trying to access a github link and im logged in but it keeps saying it cant find anything
How do voxel games handle collision?
I am generating a unique mesh with a marching cubes algorithm, but I'm having troubles trying to implement a performant way to get collisions and alter the mesh.
Hm, think I will scrap it for now.
how to add blueprint label
Anyone know how to install Nvidia's VXGI for UE4?
yeah but I haven't done it since 4.9
@heavy flicker you need to compile this https://github.com/NvPhysX/UnrealEngine/tree/VXGI-4.14, use instruction there https://github.com/NvPhysX/UnrealEngine/tree/VXGI-4.14 ('how to build'
good luck ๐
So would i use this compiled version or would i stick to to the epics launcher 4.14?
theres no installer/ready-to-use version of vxgi ue4, fyi
compiled ue4 is a separate ue4
it will be listed as 'other' version in your epic launcher
ohh ok so what practical use can i use the compiled version for my project?
you gonna need to copy and covert project to vxgi ue4
how stable is it in comparison to the other 4.14?
well, its just added vxgi, rest should be same, but dont take me seriously
and i tested vxgi 5mins, it just murders my gpu brutally
what gpu do you have?
fuck well i aint gonna get any luck with my 780
there are settings tho
lower quality, better performance
but yea, vxgi isnt exactly realtime
why you want vxgi by the way?
for my final year project at uni im doing an environment and i want to push the visual benchmark but also im curious how it works from the stuff ive seen from other people
if you want something similiar to dynamic lighting, use distance fields
already got DFAO enabled
you can tweak a bunch of settings with vxgi
you can get it running on a low-mid tier card quite well
i had my stuff running at 60+ fps
open area, lot of trees and shit?
on a 960
its a very small scene and should be lit quite dim, only 2 major light sources coming in, but its not gonna be real time. its gonna be a pre-rendered footage so it doesnt matter if in the end it runs at 5fps
/w multibounce
makes no differnce for me if i use baked or movable, plus it would take too long for production lighting to build
uhm
if time is more important then quality then you could try vxgi
baked lighting gives me better results than dynamic lighting
tbh lightmass can look better
yea, but its confusing if you dont learn it properly
as there are many other stuff engine has that can overlap
like low quality default lightmass settings
lightmass ao disabled by default (i think)
or default enabled ssr ao, which is just a fast and cheap ao
you should read archviz threads about lightmass
these folks know how to make a nice lighting
hey have you got any links i can follow up?
was about to paste ๐
๐
but maybe just download koola scene, its free
and study it
called lightroom i think
sweet il check them out
Two disparate questions:
Besides the job channel, what site/resource would you recommend for finding Unreal developers to hire?
If you were onboarded onto a new UE4 project with no documentation or training, what process would you go through to familiarize yourself with the project?
You can post an thread on the official forums job board.
Depends on the progress of the project. I generally would jump into the editor first and play around to see what they have then start running through code.
The process would be different depending on your chosen ffield i would imagine.
The UE4 training streams, are the VODs collected somewhere?
Aren't they uploaded to the Unreal Engine youtube channel?
I've never looked for one, but they show up in my recommended links all the time
weird I'm subscribed to the UE4 channel
oh nope haha nvm my bad; I was subscribed to the UT4 channel! thanks I got the vods
So does anyone know how to fix conflicts in SVN with UE4? Is there a conflict editor or something?
what kind of conflict?
If it's not a text file, you don't.
I thought there was a merge tool or something. I know there's a diff tool for BP
Hey guys I have an issue with my editor
Snap to normal.toggle is bugged
Is there a shortcut for it?
Resetting your layout might fix it?
hi guys, anyone is having problem with switching UE version back to pre 4.15?
my map just disappeared
generally, switching back to older versions is problematic
I'm just trying to compare my lighting with LPV in 4.15 vs VXGI in 4.14
but now the map is gone if I open the project in my 4.14.3 source build ๐ฆ
put your diff engine versions in separate branches if you need to keep em
I'm having both engine versions with me now, I've been able to switch among versions/builds and the same map works fine, but since 4.15 I think they've changed the map format so that the old versions can no longer see 4.15 maps
you just can't guarantee that projects will roll back to previous versions. Best to assume they won't
thanks, lesson learnt ๐
as you say, sometimes they can fine, sometimes now ๐
first thing I do before upgrading version is create a new branch on the existing one
@tall pendant PRO CLICK. mods please sticky that or something!
There really needs to be a list of links to really good threads on the UE4 forums or really good answers from the Answerhub. I feel like that's a very untapped source of material because most of the good stuff goes unnoticed by the community unless you were there for it shortly after it was posted.
I tried yesterday, would be great if someone could point me in the right direction today - I've worked out setting up cameras with sequencer and rendering them. The problem is that I want to render out the 'game mode' where I run about the scene. If anyone has any pointers I'd appreciate it, I've googled it but can't really find what I need, cheers
Hey all, any idea on why Unreal Engine crashes when pressing play if I revert an asset from source control? (Also, it says that the asset failed to revert because it's currently in use)
Hello! Could someone tell me how to get the game version for a packaged game? My config files are empty for some reason
we need to know it for updates ๐ฆ
Hey guys! anyone here willing to give a pros&cons when choosing either dynamic or static lighting for a game? especially for large scale environments
or link to a discussion about it
@blissful kestrel I have a rudimentry understanding of it, but dynamic you can do more with it but will result in a performance hit. static is baked in when you do a lighting build, so is better on performance
yeah basically dynamic lighting is done at runtime, it's expensive....but it is dynamic. Static lighting is done during build, but is static
how can I rotate the root of a skeletal mesh inside the Blueprint? All I see is Scale
Is there a shortcut to close the current tab like the texture 2d details?
okay, found it. It's CTRL + F4
Hmm Swarm Agent failed to kick off.. works with a colleagues computer..
I removed everything related to UE4, reinstalled, cleared Appdata, Saved/intermediate etc.etc. my colleague can build all of our levels.. but even if i copy his project, i cant build.
If i use another level in the project, i can build light.
tried rebuilding the Lightmass module in VS?
VS?
VS = Visual Studio
ah, no i didn't
but i removed all epic content and reinstalled.
[Interface:OpenChannel] Error: System.IO.IOException: Processen kan inte komma รฅt filen C:\Program Files (x86)\Epic Games\4.12\Engine\Binaries\DotNET\SwarmCache\AgentStagingArea\v1.9193097137F5E6FCC8E1F5D97588CEDE9E48F1C1.mtrlgz eftersom den anvรคnds i en annan process.
vid System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
vid System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy, Boolean useLongPath, Boolean checkHost)
vid System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share)
vid NSwarm.FSwarmInterface.OpenChannel(String ChannelName, EChannelFlags ChannelFlags)
Couldn't copy project. Check you have sufficient hard drive space and write access to the project folder. (What givces, I've been writing in this folder since the beginning) and I have plenty of space
Thats what i get from Swarm. but it works on other levels.. and i cleared the entire cache before
It basicly says "The process can't access the file c:/....."" because it's used in another process".
I don't have any other swarmagents active, neither locally or on the network.
Hey guys anyone know why sometimes my game hangs when reloading a level?
has anyone had issues dragging and dropping assets into the engine? Like I drag an FBX file and it has the "Not allowed" symbol over it no matter how long I hold it over the content browser
@solid matrix Does using the import button work on the file?
ive discovered that if i have open editor, any videos (youtube/twitch and so on) arent playing anymore - theyre just frozen, thats a some known buig in 4.15?
hmm, something related to hardware acceleration, after disabling it in chrome, ue4 doesnt freeze videos anymore
So I've run git init in the project folder but I'm still getting the error "Failed to enable Git source control. You need to initialize the project as a Git repository first.".... thoughts?
Did you go to the Connect to Source Control option int he editor?
Anyone know of some good tools/plugins to use for lipsyncing?
If anyone cares I eneded up setting it manually. I'm not impressed with the GIT interface in the editor.
@kindred marlin facerig
Thanks, it seems as though you have to prebake all of the animations rather than doing them live. I was looking into FaceFx and also the OVRLipSync plugin as that was ported from Unity to UE4. The animation guy said that the OVRLipSync was low quality and wants to use FaceFx but that hasn't been touched since ~2015...
There is the reimport function for assets, right? So UE has to store the location of the original assets somewhere. Is there any way I can get to that?
I seem to have lost the original model for one thing on my disc, can't find it anywhere, but it is in my Unreal project.
Nevermind, Unreal doesn;t know where it should reimport it from.
hey, a strange request,(that probably will be denied by everyone lul), but I am running short on time, i am presenting a little shitty game mechanic prototype, and i am having all kinds of little problems here and there, AI, phisycs n stuff. Anyone here with free time on their hands and the ability to solve simple problems that only a kid who started learing ue4 2 weeks ago can make
Why are you running out of time? ๐ฎ
University interview on the 9th of march
where i have like 5 mins to present my game prototype
and i want my AI to look functioning
atm I am trying to convert my patrol and shoot codes to behaviroal tree, so i can have the AI stop patrolling, shoot, then if I am out of range continiue patrolling, etc
but i have no idea what i am doing
๐
yay, i couldnt translate the ai actions from my AI bp to a behaviour tree, so now my AI cant take a breath and stop while its shooting me, poor thing
Why does whatever I render from Sequencer look like absolute shit?
Editor footage:
Sequencer footage:
Looks like doing it in a separate process did the trick.
@kindred marlin I think annosoft for AAA, faceFX was something else that was ok at GDC, you an always do faceware too
hmm how come my assets keep coming in with a rotation of 90 on the X axis when importing from maya, and is there a solution to solve this?
anyone here familiour with physical animations ?
Is there a tool that helps me lodge bugs whilst play testing via the unreal engine?
@brave horizon Do you mean sending bug reports to the guys who make the engine?
@unreal sonnet no, sorry, I mean like just playing. More so for the devs. Is there a component or plugin for that?
Are there benchmarks for the number of static meshes, polygon count, etc
@bitter iris Do you have normal lighting as well as dynamic or is it all dynamic?
funny you should ask.. that is one of the things i'd like to compare
I'd like to do some planning and I'm not sure how far I can push things without actually prototyping
hello
some advice with engine graphics settings?
ue3 specifically
as in, what each do/control
Apparently something broke with rocket league patch 1.29. i have modified graphics settings and it's causing some graphical effects to disappear, such as some cars boost tail or goals "hologram" (not the shield but the edges)
anyone?
The majority here is here for UE4, I think there are only a few ue3 devs here
isn't mostly the same? @whole quarry
No
No, UE4 is vastly different
UE3 still gets some interest because of Rocket League, but it's a 10-year old engine and UE4 changed fundamentally @plush yew
And theres quite other games still using ue3 actually
Very few recently released games, though
which old ue4 engines i should keep?
4.4, 4.7 and 4.9 ? im not sure
just that some projects and epic stuff are on old engine versions
All demo projects are updated
You need to redownload them
You'll get a 4.15 version
I usually only keep the versions I've projects with (normally current version or the previous)
At the moment I have 5 projects in my library, three of them samples, all on 4.15. I've been using it since 4.1 though
My main project uses a plugin that hasn't updated to 4.15 yet ๐
It's not like updating is mandatory either
4.15 is a good example of version that does some large changes you might not want
@safe quail Did you check the eye adaptation settings ?
Though it doesn't look like it
HDR isn't a post processing.
@safe quail I think the SRGB off behavior is correct (in the sense that you should use SRGB)
I'm not sure I can see the issue with SRGB on
Can you point me to what's wrong ?
By the way, with SRGB off, did you set the texture sampler to "linear color" instead of "color" ?
Did you check alternative color compression schemes for the texture ?
anyways, perhaps someone remembers about ue3 despite actively working on ue4
there is UDK section on the forums, might be more lucky there
Yeah ?
I think you should do what @vale osprey suggested and post on a forum
Very few people here are knowledgeable about UE3
It's been legacy software for years, you're not going to have real-time support here
You might want to check the Rocket League reddit, too
i dont reddit and im banned from their discord
Don't expect support here just because you "don't reddit"
I mean I've used UDK for years and I don't remember much of that
This is what you should be trying
okay
He's not going to read that
Then ask your question on the subreddit
I mean you have an issue with a specific Rocket League patch, you should be asking Rocket League people for help
This is a UE4 game dev community
how did you manage that?
This isn't a backup community for when you're banned elsewhere
Ask on the UDK sections of the Unreal forums, or on the UnrealEngine reddit, or the RL reddit, or the RL forums if there is one
same here, just asking, how did you get banned from their discord? ๐
Sure thank you @cloud cobalt
Force saving package while packaging and taking long time to package what is the solution
disable auto save or cancel it
@whole quarry I'll try that
how do i make my camera not adjust brightness automatically
Post process -> settings -> eye adaptation
Or fix Min/Max Auto Exposure to the same number
ok thanks
@whole quarry it doesn't work
@onyx sky What's your issue exactly ? Long packaging time ?
@cloud cobalt very long package time
How long ? How large is your project ?
Did you tweak the packaging method in the project settings ?
Packaging is about 5 minutes for my project for example
@cloud cobalt 1 hour for an 2gig file for gear vr
jesus christ ue freezes everytime i SELECT something
What kind of hardware are you running ?
the shitty kind
Might explain something
You can make your game fast but the editor is pretty demanding
u know its bad when its impossible to drag something into a level
the only slowness I ever get is with the foliage paint tool
that's with the largest size brush
if I have 500k foliage instances on the map a single (removal) click with the brush freezes the editor for 10 seconds
ok so it takes about 5 minutes to drag in a tree
thats pretty good im not gunna lie c:
does it takes 5 minutes after that first one?
no
it's building the local shader cache or something during those 5 minutes
well when it unfroze it started doing shaders
it's a different thing afaik
then why does it start then i select it and not after i dragged it into the level?
Anyone recognize this? Or can try and see if they get the same effect?
https://answers.unrealengine.com/questions/572893/far-shadow-self-shadow-bug.html
@reef spire Are you using the foliage assets from the Kite demo ?
Those are using 8k textures everywhere, so they take ages to load
i only used the trees so far
All assets from that demo are massively overweight
Even on a super high end desktop, they'll still take minutes to open
They were never designed for actual use, Epic just released them at some point
The regular content samples are much better
well i have no alternatives rn so ill deal with it i guess
you can try reducing them yourself maybe @reef spire
how
ms paint?
if it's the right format..... i guess
better paint.net
since paint doesnt handle transparency
After you opened the project you can change the max size of the textures in editor.
and would the textures themselves reduce itself?
hah?
this is my ref rn
LIMBO! ๐
Yeah, well. the sequal
limbo 2
NOW IN 3D!
i can barely find any tutorials that would help me accomplish that
expecially since its stylized
So, if you open a texture you can change the max texture size. But if you are going for that you don't really need the textures.
well the thing is its situational
only the beginning of that game was that dark i think
so the textures were actually there
I think you can solve that with only using a height fog, and to see color os certain stuff make them self illuminated.
using it rn and trying not to rage
Or just make all evnironment black
lol
thats a strange landscape
im not gunna use this
reminds a horror movie or something
doing this for experience
i would make the land better but the tool i wasnt to use is hard to use
i have no idea how it works
do you even know whats an actual erosion?
perhaps you're applying it on the wrong surface
outside? whats that?
Erosion will most likely not work on a flat surface (I don't mean 100% flat, but plain like)
You need "sharp" changes for best effect.
okay
wheres the tool that changes from selecting objects to selecting faces
i think i accidently switched to it
That screenshot reminds me of my teams UUE4Jam submission ๐
Unofficial UE4Jam (monthy jam except when official jam is being done), hosted by Victor BUrgos
oh
https://cdn.discordapp.com/attachments/274451273380528128/280392936531951619/T_Splash.png it looked a lot like Limbo too
that doesnt look very happy :C
@brave horizon some are static some are dynamic as cull volume wont work with dynamic
with a texture coordinate node in the material
if it's landscape material then with the landscape coordinate node
because that's a material instance created from a material
read the material documentation
on epic's doc page
Controlling the appearance of surfaces in the world using shaders.
@reef spire actually in your pic there is the UV parameter
I'm guessing that's a modifier for the UV tiling
guys, i have asked here before, and we kinda discussed one factor of it with ballsproblem
but
Do you think there is a way to make modular collision
say we have a giant wall, we render it to allow pawns on hit
but we dont want to enable collision for the whole wall
only a small segment where the hit was situated
you could do it with some custom work sure. As to how, well I would read up on it before I commented but if you look at what collision is, it can be replicated (not in the MP sense) ergo it can be customised.
hi has anyone used node Get Cached Achievement Progress for steam achievement? edited: Ok I need to use cache achievement Node before
Anyone know if it is safe to delete the "Autosaves" and "Backup" folders from the project folders? I'm making backups right now by copying the entire thing over and I noticed that those folders are huge.
anything in saved should be safe to go unless you are using savegame objects for default values and don't have a check to create them if they dont exist.
The only default values I have in there are set on some actors such as a name.
They're per-instance of the actor and not universal.
It'd cut out ~5gb per backup and I've made probably about 50 of them over the last few months. We're trying to get version control, but it is going really slowly due to all of the red tape.
would reducing these textures help performance?
since this is my ref i dont need much detail
Hard to say without profiling first
idk what that is
Profiling means breaking down the individual costs, so that you can optimize what needs to be optimized
oh. how do i do that?
Trying to optimize before you know what actually costs is never going to take you anywhere
First step is "stat unit" in console
So that you know if you're limited by CPU or GPU performance
If you find that rendering is the bottleneck, "profilegpu" is the next command to try
What I can tell you is that it's rarely the textures that have a high cost on PC
everything shoots up when i turn the camera
not really sure where im supposed to be checking
@gentle ivy profilegpu it is ๐
"Game" means CPU
If it's less than 16ms, it's okay
16.6667ms = 60fps, 33.33333ms = 30fps, etc
In your case, the GPU is swamped and has terrible performance, so you can use profilegpu to see what's costing
Apparently you have two scenes, so go inside the biggest one to see what happens
for some reason you have two scenes rendering
is a scene a level?
A scene is a camera, basically
good day , im working with horror game.. anyone can help me with AI? like slenderman horror game
An active camera, to be more accurate
So what does the big scene look like when you expand it ?
i had a camera pinned so i could see the sidescroller view while editing the land
this?
running into packaging error for windows, anyone able to help?
you can also sort the bottom list by the time
Well, it all depends on the hardware you're running, and whether you want it to run your game
http://prntscr.com/ehhlnt should this happen just from looking around?
that shouldn't happen ever :p
its always happened idk why
even in the preset levels
id be at like 80fps just its always choppy when i look around
One of the things you should try is adding a culling volume
You'll probably gain some performance
what kind of hardware do you have?
is that the importance volume thing?
Nope
Culling volume
Anyway, I guess you're using a laptop or a low-end desktop ? Those numbers are pretty high
i have a 2 year old desktop originally made for light gaming
its so bad like omg
i was stupid with computers back then
There is definitely something very wrong with performance, tbh. even with that hardware
What you can try next is doi,g the same measures after launching the game as standalone (click the "launch" button, basically
You won't have the editor overhead then
can i still do console in that?
Yeah
ok lemme wait 4 years for that to load
apparently have to recompile shaders again
best i can show the lag
@cloud cobalt
Anyone know the brightness value of an emissive material
Ten
For example how.many lumens does an emissive material inject into a lpv at 1,2,10
I think there's a scale parameter in the world settings
Is it a linear cur be?
*curve
I'm guessing it depends on the size of the emission too
Since it isn't a point like other lights
Need to calibrate a emissive + dynamic light mix to a certain level of brightness
why did everything get brighter in the standalone? http://prntscr.com/ehhsyy http://prntscr.com/ehht6x
Want to keep your BP variables tidy? Then vote!
https://issues.unrealengine.com/issue/UE-26688
I wasn't exactly sure where to ask this so I am asking here. Using the "Cine Camera Actor" how does one focus on a foreground object and blur the backround, or vice versa. Right now, messing the focal distance everything seems to Blur evenly regardless of where the focus is
I also tried messing with the "Lens > Depth of Field"options but they dont seem to be doing anything
And all I found online was one thread from 2016 with the same question and no answers ๐
Anyone?
that's.....
FoV?
either Field of View or Focal Point, IIRC.
WAIT
no
Z-stop
i think that was it
Depth of Field is related
I have messed with every setting for the past 3 hours and I have gotten nowhere
Half of the Depth of Field settings dont seem to be doing anything
I'm trying to remember how I did it that one time in UE3
combination of Z-stop, Depth of Field, and Gaussian Blur, i think it was
@halcyon marlin you mean F-Stop?
dear god, yes. i'm so dumb
@ornate hamlet https://www.youtube.com/watch?v=WVFA_nkUEiI
@halcyon marlin I don't think the system is the same anymore in UE4
it absolutely is not the same, but you might be able to draw some parallels
I have very little experience with UE4
Well I appreciate it regardless
But man, the Cine Camera Actor is kinda.....
Well, its not bad, it does exactly what is says on the box, but I dont understand the reasoning behind emulating a film camera and all its settings in software. Something like Marmoset Toolbag's camera system is a million times more user friendly because it only exposes a few variables to create any camera effect you could possibly want
Does anyone know when Epic is going to drop 4.15.1?
lol. I'm just looking for the lightmapping fix to take care of the long build times.
@shy kiln if there's a fix already you can probably manually merge it too
hello all, what are some ways to spawn actors with minimal lag?
quick question.. is there a way to stop bones from stretching in physical animations ?
Does anyone know if it is possible for sequencer to record actors that are spawned at runtime?
Hey guys! Where do I have to put console commands, like r.gpustatsenabled, in order to make them work inside editor from start? I know there are Config folder, but what file do I put commands in?
hey, does anyone know where i can get those meshesh
i mean the plain boring thing that has 1.11 on it
hah, I would if i needed the decals, i need just the thingies
Misunderstood
they are everywhere
shit, i am using fp bp
You could just migrate them
hey, does anyone know how to set up something like have the player push objects like cups around without the objects affecting the player?
is it just as simple as setting the collision to ignore on one actor and block on the other?
@ornate hamlet you can try using a postprocess volume instead of a camera actor
Using circular dof you can simulate fstop, focal length and distance
However you can't use bokehdof with those parameters, the bokehdof has some generic measurements which need to be converted
Simulating focus by blurring the scene depending on depth.
using that info you should be able to calculate the correct settings for physically correct DOF
I would use circular DOF as it is the latest implementation which simulates camera measurements
the only drawback is it doesnt use a bokeh texture to simulate apeture blades but a circular blur
apparently the focal length for 90degrees is 12.3mm for the unreal camera
Hello, is there a way to search for all the blueprints that implement an interface? from the editor, like a filter.
Best IK foot placement Hope you guys like it
@frank bane That is great ๐
@frank bane can we license this for our game for many money
I have some issue with ARTtool on MacOS, anyone familiar with Art tool?
Hey all, I can't get the Kite demo to work, I've tried it in UE 13 and 15, I realise it requires a good computer spec and mine is, some months ago I could use it without problem, I've removed it, reinstalled it, still I don't get the scene as it should be, even if the meshes/assets seem to be there
what channel i can ask about.. slenderman horror game
like if you put your crosshair in the object.. then your screen goes to blur
I hate packaging, can't fix compile errors :( I prefer Unity where you click it and tells you what is wrong
@grim cargo : By using traceline you can do that
@zenith night did you remember to open the sub levels too?
@honest vale yep, the level shown in that screengrab is 'GDC_Landscape01' which is the level it tells you to open when it loads up 'KiteDemo.uproject'
Hey guys! Is there any way to get skeletal mesh component reference, that masters the pose for my component by using "Set master pose component"?
Nevermind.. There is "GetMasterPoseComponent" ;D
when i try to package I got some warnings and was able to remove them ... but idk what cause this problem and i try for hours and cant find anything that helps :/ anyone has an idea ??
something in your map doesnt have an actor assigned to it
often meshes
check the world outliner and see if there is an empty actor (see if error log helps)
Anyone having an issue with installing plugins from the marketplace on the latest version of UE 4.15
I just purchase a plugin from marketplace and it wont install on Windows or Mac latest version of Epic Launcher and UE 4.15
the plugin supports 4.15
Any from @Epic have a solution?
if i looked correct this is the start map ... but i dont have any actor there (its a completly emty level)
ugh I think its because the other person that made it is using a newer version of UE4 than I am, nm. will find out later.
still a very poorly worded error
@dark musk you shouldn't have to (or really be able to) import a umap. Its already in UE4's format so you just need to place it within your content folder. Now, that doesn't ensure it'll actually open, but you should be able to see it in UE4 and interact with it as a normal level.
Really it should either tell you that, or do it behind the scenes for you
thats what I tried first but it would not show in the content browser
Then it may be the version thing
anyone have experience with video encoding for video textures? is there a format that supports alpha channel? what is the best format for shot quality clips? I am using WMV and it has strange black border (left or bottom) when played back through UE.
avi files are rendered upside down
Does anyone know if you can package a saved game object into a build?
is the endless runner tutorial obsolete in later versions of the engine because the spawn actor from class multiplies the transform of the floor tile?
okay seems to be a scaling issue with duplicating, its doing the same thing in the editor
Installation help! If I uncheck download for target platforms, can I download it later? Thank you guys!
Yes
@cloud cobalt Thank you!
There is a small arrow next to the engine button with a settings option that opens the same menu you had
So you can reinstall or remove stuff
I'm trying to add a plugin to the Ark devkit that doesnt compile on ue 4.5.1 what is the first place to start looking for log as it's not be spitting any log in the project directory.
the plugin wasn't made for 4.5.1 but for newer versions.
hi guys.. im planning to create a AI CHASE my character.. anyone can help me thru pm thanks
i have some couple of question thanks
Throw them in here @grim cargo
hi sir @whole quarry can i pm you because im shy to my english cause its bad
Just write them here, I'm working too ๐
im creating a AI chase.. i follow this tutorial
can you give me a youtube tutorial link .. showing that the AI chase me when i hit the certain place
like if you step the box trigger (example) the AI chase you.. but if you run and get out of the box the AI return to his spot
i hope you understand my english lol
For that you just need a trigger box/volume that sets a boolean, bChasePlayer?
If true, chase player, if not check if the AI is on his location (if false: MoveTo .. )
@grim cargo TP`
You could also add the thing: If chasing, check Vector Length, >= 500 (5 meters), stop chasing and return to initial location ๐
So the player could escape from the chaser ๐
gib
wish UE 4 had more modern terrain
landscape is good but it could be better ๐
@honest vale have you tried Ghost Recon? Landscape there is not all that great
maybe looks good on distant shots but at closer inspection it's justs WM landscape
with all the bugs which are common in WM, like 90 degree erosion branches or stratified slopes
overal, the game has such a low polish that I won't be surprised that all what they did is take WM landscape, drop roads on top and add procedural foliage placement
and it's basically a 4x4km landscape
i liked it but now you have ruined it with details !
@vale osprey that's probably because they used houdini to generate most of the terrain
but I'm just a fan of the texel density on their landscapes
texel density of the masks that is
however they work
that's my biggest beef with landscape atm, the fact that landscape layer mask texel density is locked to landscape size
my biggest beef is that they dont have an auto-dogpoo brush because where I live, there is dogpoo on the landscape everywhere.
over here people spray paint circles around dog poos
they should make a dogpoo version of speedtree. Also a bubblegum thats been stomped into the ground version
@honest vale so you want a better landscape rendering tech or better landscape editing tools?
cause that presentation doesn't have neither
want is such a strong word ๐
from what I gather the whole system needs to go in UE.
did you read the pdf?
yes, I honestly didn't noticed anything new there, this is like 5 year old workflow
mmm, but they don't have it...
not in a sense how you could just paint it over the landscape in UE4
and its done with the same idea that not more than 4 materials in a single spot
slide 51 shows spots with 12 materials
but as I said, I'd just want a way to have better masking
it still 4 material per pixel, not 12
the point is that they don't blend more than few at a a time
the number of material layers in UE 4 is fine
anyway, you can do the same with compute shader as they did ๐
imho its very specific to the game and platform
imho FarCry had much better tech
much more generic as basically you could have as many material as you want and engine would bake them into mega texture, then fetch in real-time
wildlands seems to use some virtual texturing stuff too
they seam to but I'm not sure exactly how, it sounds like something different
but anyway, it would be cool if it was possible to create layer masks inside the landscape material itself
btw, that Foreground shader was just prototype, it wasn't used in the game
what do you mean by "create layer masks inside the landscape material itself"?
you can generate them
I only know that you can right click a layer in the landscape paint tool and then import the mask that way
if you do the blending only in the material you won't get blending between different physical materials
yes but no-one stops you from calculating mask yourself in the shader
what about the physical materials?
computing the physical material mask in the material itself would be cool too ๐
most likely physical material is coupled to a layer only in the edtior, under the hood they are separate things
imho I would bake maps, as you can do much more in Houdini with logic of where things will be placed
the problem would be in if you have to edit them in real-time for some reason
with Wildlands approach you can theoretically have 256 different landscape materials, if I understood correctly, they don't have blend between materials in the mask itself
UE4 stores not material index but a weight in each layer
for the record, I'm just talking here and wishing things purely because I'm procrastinating and waiting to go home from work ๐
so in wildlands they need to have some rules in the materials on how do you actually blend between two materials
they use 32kx32k heghtmap with material index of the same resoltuon over 4x4km landscape, which means you get 8x8 pixels per meter
my test map landscape is scaled so that each vertex is 4 meters apart
the mask resolution is quite poor at that point :\
what size of the landscape you are targeting?
16 x 16 km atm
so stupid large
4k x 4k res
gonna test how it'll work with world composition
so that scale is at 100 (default)
I don't remember if there was a talk from Asobo studio who made Fuel, that thing had reapply impressive landsape tech, not only largest but with decent tools to populate it
@honest vale I hope you are making a flight sim, otherwise good luck with populating it with content! ๐
I really have no idea tbh ๐
though early access survival mmofps games tend to still sell well /s
if i were to replicate this in ue would it be a bad idea to remove the textures from everything (or most things) because they end up being sillhouettes anyway?
you could definitely do some optimisation but as to how would be pretty case specific
its still gonna have either a texture or a material though
Textures are basically never going to be a performance issue
They will make loading the game slower, and large textures will eat up some memory
untill you run out of VRAM ๐
Yeah ๐
but UE4 won't allow it I think
UE4 will use lower mipmaps when this happens (actually been an issue for me)
So simply put, in UE4 on PC, you're not going to have performance issues with textures @reef spire
is shader compiling a texture thing?
No, it's a material thing
Materials are what define the look of objects
Textures are resources you can use in materials
Shaders are a technical element of materials - they're programs your GPU runs
Materials can be a source of low performance, too, but you'll know it when you do it. If you have a simple material graph with ten nodes, less than four textures and the default lighting model, there is nothing to optimize
Hey guys! How do I enable new live GPU profiler? "stat gpu" shows me nothing but "GPU [STATGROUP_GPU]" message.
profilegpu in console
@ruby robin
That'll get you a GUI in editor, and a text dump in logs too
I need realtime profiler, not ProfileGPU
Oh, sorry. I don't know anything about a real-time GPU profiler
Apparently there is stat gpu, enabled with r.gpustatsenabled 1
Just found out about that through Google, so I don' tknow about it
I tried r.gpustatsenabled 1, but no effect
It shoud be enable by default since 414 btw
Yeah :/ I'll be curious to know the answer
I've used profilegpu a lot, didn't thought there was a real time version
I've tried on custom and two official versions of editor
btw is this in-editor or are you running a standalone build ?
Hi guys, haven't followed latest progress in UE4, so maybe I have missed something. Last time we tried to use WebGL target for unreal it wasn't good enough for real usage (for our case - arch visualization, animations, etc). Maybe there are some news or progress on webgl support/development?
man the tiled landscape importer is awful
the import button just stays greyed out :\
wew finally
importing a 48 x 48 km tiled heightmaps, for shits and giggles
total size is that I mean, 5x5 tiles
though I just noticed that the tiles aren't correctly placed, oh well
Hey, question. is it possible to make it so when you look through a certain material (as in a transparent material on a mesh) the world looks different?
Although I guess it would be easier to just directly apply the effect onto what I want to look different
But heck, im not even sure if what I want to do is possible
Yes
There are multiple ways to do this
@velvet estuary a translucent material renders in the translucent phase, so it can override and process colors of materials beneath it
Alternatively you can render a custom depth mask and apply a post-process effect that processes only a specific area
In some cases the latter might be nicer
Anyone has a tutorial or post handy about a "great way" to unwrap a body?
(Yes, I am googling, just wanted to see if anyone had one)
having a problem w packaging a build for windows. the landscape mesh is there but the material is not. the material is there while playing in editor, playing in standalone, but the package build is not properly showing texture. it appears that it is being masked or is not present. the landscape just looks white. https://gyazo.com/bfc3238f34b4138e217815c3f804b2b3
anyone encounter this before?
Hey, does anyone know if there is any console settings (or otherwise) that would give more memory to unreal for rendering? we are trying to render out 5k video sequences and they get stuck on the same frame every time above a certain amount of res output. using monster machines too with 3 1080 cards
So with 4.15 gameplay tags have all new features, but right now limited documentation. My question is in the Gamplay Tags advanced panel in the editor there is a fast replication option. If you hover over this option you will get a pop up message, at the end it states "For this to work, tags must be identical on client and server." What is an instance of how client and server wouldnt be using the same data table for tags AND how much should I really need to worry about using fast replication over standard use?
Any one working on HTML5 project?
what's it called in ue4, moving a player to another level, like in rpg
cus i've searched level transition but it's nothing of what i'm looking for
@orchid sable Unreal can't use more than 1 card in the first place, the other 2 are just going to be sitting there. And if it's getting stuck on the same frame, why not just resume recording on that frame?
any1 knows a good tutorial on how to work with custom events?
honestly there isn't much to it @mortal crown . Just right click the graph -> create custom event -> name the event -> somewhere in your logic, call the event like a function.
or set timer by event if u need a tick but framerate independant or less fast than a tick
I heard that's a pretty good tut
oh i think i get it now, and i can call these events in some other blueprints can't i?
and tnks for the tutorial m8
anyone else get this error with 4.15?
I am making a simple menu by having a empty level and adding a widget to the screen to display the acutall menu, (https://puu.sh/uExTa/87bd6ff19a.png) I want to so when i click on say hard, it will set a value in a different blueprint, then load a new level and based on the button click will do something, i was going to use integers to repesent the difficulty, the problem im having is, when i click the button they just auto default to normal, and thats where im at, can anyone point me in a direction i need to go in ? LUL
@everyone Help! How do I undelete materials? By accident deleted the wrong one O.O
oh jesus crist... Got my precious material back. Almost shit myself after all those hours of work
close the project maybe an save what you want but not the material? or go to undo history
actually. Documents > Unreal Projects > ProjectName > Saved > Backup
I am going to suggest making a git account and download sourceTree
You can make local source control
Suggesstions?
I feel like i would want to add something more to polish the effect more
Augh I am generating about 25 blocks, static meshes, they are the 1M_Cubes and im trying to run this but it just skips the simulation part https://puu.sh/uEXXF/6f835f3aa2.png
waits 5.2 seconds then the mesh just disappear like it should, but it does not fall from its place
The thing i dont get is if i go into a new project and remake this procedual generation blueprint the exact same way, and the meshes its spawning have this ^ in it, its works, the blocks fall for a small amount of time then remove
Hello, I'm novice and i want to my "player bp" communicate with others BUT I want it communicate with a bp that i dont know, so i think cast is useless, can you help me pls. ^^
Well, there is basic "object" type that you can use, but I suppose you uknown thing is actually something that you known, but is very generic?
whats the fastest way to show someone something from ue? (video)
Do I need to upload starter content to repository on github?
To work on a team project
@craggy charm best should be only put changes and ensure everyone have a copy of the starter content
dont upload the starter content straight away
do it with sufficient changes
What will happen if someone opens the map which has starter content's assets?
uhh
dont know if you are actually allowed to put the starter content on github
sorry
I read that, you're allowed
I want to know if there is any way to avoid uploading 600mb of starter content
If you can instruct everyone to download the starter content and add to project, sure @craggy charm
And tbh
it would be easier to just put the entire thing
because adding to project might overwrite things
OK, thanks
Yeah, like what if I modified some particle effects. So best is to upload it with repo
adding to project will only work fine if your custom assets have a different name from starter content
like
edit a particle and rename it
and it will be safe
that'd be a way to avoid starter content overwriting you
or better yet
add starting content then pull/revert files on the folder
so like, clone the repository, add starter content, pull/revert/rebase @craggy charm
oka
(yes i came up with a better workaround)
so either save them all the work by putting everything or make them do it themselves :)
is visual damage (like a hole in a wall) something i can do inside ue4? or would i need to do it in cinema 4d? cuz when i look up damage for ue4 i only find damage characters
pretty sure you'll have to do it yourself
or you're not looking hard enough
is it not called damage?
http://prntscr.com/eizk9n i found dynamic destruction but i think thats too far
what do u mean
try different ways of searching
or
about the dynamic destruction try grabbing it and playing with its values
a hole in the wall is a very small destruction
that was just one example
my evironment is a broken down city
so lots of shit needs to go boom
im gunna look into this for like 500 hours brb
good luck
Man, deciding the naming of your assets are a pain when you have a lot of variations of the same thing, like windows. ๐
be like valve @small gazelle
they did a good name convention for generic parts
plaster001a
glass249
etc
Well, currently I'm using something like SM_packname_dw_frame_arch_A_A, SM_packname_dw_frame_B_C
hmm
I'm thinking that I should just change them to SM_oframe_A_B, for outer frame set A version B. I don't want to use numbers, because duplicates usually gets a number attached to the end.
Ah just read the marketplace submission, and assets shouldn't have project name in it, so need to rename anyway.
hehe
So glad I found a search'n'replace script ๐
In case someone is working on a shooter like game, just published the sources for a cover generator: https://forums.unrealengine.com/showthread.php?139394-Cover-Generator
@kindred viper you're welcome!
Once I get a second of free time, I want to publish the GOAP AI plugin too (F.E.A.R like AI).
Is there an easy way to render / display clay with wireframe in unreal?
Or does it require specific materials n all that
(not my work just from google)
i was thinking hangar bay from this image
yeah it's not my work just an example I grabbed from google in case ppl weren't aware what I meant
Wireframes are not easy to render. Once you did have one, you could probably just overlay the lighting only material.
So it'd probably be a case of using materials for it then?
I don't think materials can do wireframe. There's not enough access to the vertex shader.
Maybe i'm not communicating well, found this online "Show > Advanced > Mesh Edges"
Might be usable for what I need, it's not needed in game more for just behind the scenes type thing
How do I leave a trail where my character has been ?
I seem to only be able to create particles
Decals is a way of doing it i guess
hello world!! any ideas why my project refuses to rebuilt the plugins? No matter what I do, it gives me the message "could not be compiled. try rebuilding from source manually". Even tried to disable the antivirus and windows defender. Any ideas?
it does not recompile the plugins that are already in use if I remove Binaries and Intermediade folders. So it's not an incompatibility issue
@thorn forum is this happening when you're trying to package a game?
when I am trying to run the project
I don't get it. Am I missing something? Do I need to download any extra binaries for the plugin to recompile ?
What plugins are you using?
varest
I am trying to understand why it works from the engine, but I can't manually build it from source
Not sure, sorry 8(
thank you anyways no problem
It's been a while reading and trying .. no luck
yeah sorry, if I did try to help I think I'd waste your time.
George - not to ask the obvious, but have you tried showing the log and looking at the specific errors? Or building from Visual Studio to get more info about the problem?
Is it possible to view the total tri count in a scene that is adjusted for LOD meshes?
Hello guys, if you don't know unreal engine has very good CTRL-TAB shortcut for switching between tabs and their windows. I just realized it by miss pressing my keyboard and it's awesome.
Anyone else encounter this lioght bug? Set 2 boxes one bigger than the other and it seems the light is passing through one of the boxes. this is in 4.14.3
I'm getting a shadow
4.13.2 tho
new scene, delete floor, add cube, scale, duplicate, move and scale larger
did someone figure out how to overcome dark thumbnails with forward renderer?
its freaking annoying to say the least
Any chance of creating a vector input in the widget?
it seems editor is constantly adding AssetViewerSettings to ini file
for lights
modifying it is not helping
big numbers are my attempt to fix inensity, wont do shit though
still black thumbnails and it still keeps adding entries to AssetViewerSettings
Hey @humble crow youre right, I had all my settings on low thats why
Any idea why my assets look like this when i go into lighting only?
Um hey for puzzle games what's the best code to use??
there really isn't any "best code"
anyone know a good solution to do a cone trace?
it's from the camera, so I'm thinking just check if something's in a certain portion of the screen
@ashen brook you could do it screen space I suppose, but I just approximate with spheres usually
multiple stepped sphere traces?
yeah
hmm
Probably not the best
@ashen brook what you want to accomplish with that?
look for interactable objects within a very long range
not as something you aim at
just intelligently highlighting the ones that are in view
I would do that screenspace then
but you couldn't tell the difference?
I'm thinking you want a cone highlight?
think of it like selecting one of various possible interaction points
So closest to center?
Yeah I've done something similar with a targeting system
I guess I could just poll for all candidates in level and transform to screen space
can you get the status from object if it's rendered or not?
to see if it's obscured
in which case, you could just just do the math without traces, if you know the objects from the scene
^
how do you filter by rendered?
probs that
Question
Is there any documentation about the rendering cost a of a surface that is double sided
compared to the amount of polygons ?
@cursive swift two-sided means the lighting will be calculated for both front and back with a normal flip without doubling number of polys
what are you trying to do?
It's for a character model so no lightmap involved
Make a new material as I don't have any currently lol
if you want color, just change the node that has black box
if you want texture just drop it into material and connect to base color
I'm using a side scroller template
@wanton talon it's for a character so no ligtmap calculation on that one
But I'm happy as I've worked out how to add material finally ๐๐
@cursive swift is 2d toolkit any good?
I need it for the scene fist
@cursive swift if it's for a character, you should use Two-sided since doubling polys is a bad idea
First, mind you it took a month for me to realise i had an online store still so there's a lot of hope for me ๐๐๐
everyone starts from something, no shame about that
Aha okay I've converted the base colour mode to the parameter node so it shows the main colours including alpha
Hehe he true ๐๐ so how do I change the colour in the base node?
just click the first node that is connected to base color
and youll see properties (details) to the left
I've tried you tube but the method either hates me or I doing it wrong ๐๐๐
Okay ah right I've found the colour palleete
yep, just pick the color and make sure right slider is on top
otherwise you will get black color even though you picked something else
Yeah this is what is going on so far ill just send a photo
The colours changed now but I'll change it to green lol
looks good yeah
you can click on other nodes and change their values, they affect the sphere on the left differently
typical value is from 0 to 1
meaning it could be 0.5
Thanks so what settings do I need for grass materials etc??
thats a little more complicated than that, you'll need to find a texture (image/picture) from which you will sample colors
Oh okay, yeah I'm kinda rusty ๐๐
just to make a feel for it