#ue4-general

1 messages ยท Page 60 of 1

halcyon marsh
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hello i am completly new in AI

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can someone tell me the difference between service and decorator ue4

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and when to use them ?

safe shoal
digital badge
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Silly question... How can I take a float and round to the nearest multiple of 32? (blueprints) I mean I can do it a long way just wondered if there is a simple way.

vale osprey
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@digital badge there is node in BP "division with whole and remainder"

digital badge
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ok thanks I will look into it

vale osprey
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it will give you floor on positive values, to get nearest you need to check how large is remainder too, like if it's larger than 0.5 then Whole + 1

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or divide by 32 and Round()

digital badge
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ahh I see, unfortunately because I am trying to do this in the construction script make 2d objects snap to a 32x32 pixel grid, its just not working but you have taught me something

foggy patrol
pallid flint
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floats in

foggy patrol
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Anyone who has an idea to fix this?

pallid flint
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Night @digital badge I`ll keep ya up2date on the TwitchPlugin

digital badge
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np dude

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well done

pallid flint
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Working on Adding in a Custom Webbrowser

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so you can Login for oAuth

digital badge
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nic

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e

pallid flint
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but i`ll work on that later

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http shit is in now

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getting all settings for the account

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gotta make another set of functions that run on timers though

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So I can identify when new subs, viewers, followers, and chatters appear

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anyways nini

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is gone.

ruby chasm
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guys, is there any way to take UE assets and turn them into FBX meshes that I can use in cinematics in, for example, 3ds max etc? I'm looking to put together a trailer for my game but I'd like higher-quality rendering for that using the same models you'd find in-game. These are not custom assets so I don't have them in fbx already.

cloud cobalt
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It's probably not allowed by the license.

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Also, exporting the mesh is one thing, exporting the material setup is quite another

ruby chasm
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Would this work in theory?

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I may just have to stick to capturing gameplay and then maybe colour grading it to put a trailer together instead. Or animate a camera in-game to capture it with.

fierce tulip
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you cannot get the material, so you'd need to export all the textures as well and re-set them up

cloud cobalt
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What about doing your game great looking ? Paragon for example uses the game itself for the trailer

fierce tulip
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^

cloud cobalt
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UE4 is arguably the best real-time renderer out there

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In terms of quality

ruby chasm
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I agree, though this was intended as more of a cinematic trailer and then a separate gameplay trailer would've been shown. I think it'll work just fine as being a cinematic trailer using gameplay, however. Thanks guys!

cloud cobalt
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Well you can definitely do a cinematic trailer with UE4

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And it can look just as good as in 3ds

fierce tulip
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its actually why a lot of archviz and other companies are moving to real time, its faster, cheaper, and in most cases give a high enough quality.

ruby chasm
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holy shit that's insane

halcyon marsh
ruby chasm
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is it just me or does Paragon look like a little bit of an overwatch rip-off

cloud cobalt
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Uh

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Not really ?

halcyon marsh
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please

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my player have to wait until hi finish the the MoveTO (the left one)

cloud cobalt
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Paragon is more like DotA in 3D

halcyon marsh
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before changing the state

cloud cobalt
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Overwatch is a better TF2

halcyon marsh
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i want it to change the state

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when he see the player

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and stop moving to the random location

vale cloud
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@foggy patrol if you have a folder with .ueassets, you don't import them into UE

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you first make a backup of your project, and then copy the folder directly into your project folder, using windows file manager.

foggy patrol
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ahhhh okay!

vale cloud
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then, you re-open the project and hopefully everything will be there working. if not, THAT'S why you backup your project ๐Ÿ˜„

foggy patrol
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๐Ÿ˜‚ true that. Thank you for the help!

vale cloud
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np ๐Ÿ˜ƒ

green spear
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Anyone interested in collaborating on a Parkour Locomotion system(Character BP and Anim BP). I have already started but it would be nice to have someone to bounce ideas and thoughts with.

spare topaz
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what would cause clients not getting a menu when running multiple clients through PIE?

patent siren
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@green spear would you want to do cool foot placement speed warping ik goodness?

green spear
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@patent siren What do you mean?

pallid compass
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Anyone got any exp with morph targets from maya to ue4? im having issues i cant figure out

patent siren
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@green spear im talking about cool anim coding movement shit

green spear
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@patent siren That still tells me nothing.
I am working on having a few different locotmotion types, a bit of wall running, edge grabing and scaling, vaulting, etc. So, if that is cool anim coding movement shit then sure ๐Ÿ˜‰

patent siren
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Im talking about like perfect foot placement code

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And other stuffs

green spear
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Like doing line traces to make sure the foot is on the ground even if uneven?

patent siren
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Yes but also doing ik to change how far the feet are moving based off of speed. And start and stop anims

pallid compass
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Why are all my moph targets messed up when i import them in to ue4 D:<

green spear
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From where @pallid compass ?

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Well, I am sure that would be awesome to have @patent siren. But I think that would have to wait till later, more important stuff to do first ๐Ÿ˜‰

patent siren
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Are ya mainly focusing on the character movement code and stuff?

green spear
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Yes. Will have to expand on the interaction of the world too, to be able to find walls, edge etc.

patent siren
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Oh awesome ive coded that stuff a lot

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Does it need to work in multiplayer too

green spear
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One day ๐Ÿ˜ƒ But right now its single player.

patent siren
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Do you have the project setup?

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Actually add me so we can talk in private

pallid compass
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Just a simple morph target i import from maya 2016 to ue4 4.15, and when i leave it at 1 its fine but when i lower the morph target it goes mental and goes everywhere

green spear
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did you google Morphs from Maya to UE? There might be some export setting that you need.

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And what happens if you put it at 0?(Which should be default value)

pallid compass
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I tried

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and when i move it to 0

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sorry i mean when its at 0 it sits fine

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when when i move it, it breaks

thin perch
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Hello, I have some issues with creating an UE4 c++ project with visual studio 2017 :/

green spear
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How do you change which mesh is showing in the PhysicsAsset editor? Its for a Skeleton with multiple meshs, but right now its showing the wrong one...

halcyon marsh
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i made the decorator self but why it doesnt apply it to children please ?

halcyon marsh
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i understand nothing in that --"'

solar ether
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Great talk today on lighting!

halcyon marsh
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lol

fierce tulip
halcyon marsh
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it seems to be a bug is that happen to you guys ?

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i just relunch ue4

fierce tulip
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ue4 is not for lunch

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unless you print out the source code on edible paper

shell jetty
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unless you render food?

halcyon marsh
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sorry i am not english

worn merlin
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Is there a Blueprint node to check if 2 vectors are nearly equal?

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or do I have to get the length of both, subtract them and do Float Nearly Equal

halcyon marsh
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second one

bleak elk
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Anyone got any info on using PerInstanceFadeAmount ?

distant geode
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So any idea how to hunt down this: "LogLinker:Warning: Can't find file for asset '/Game/Cars/Materials/SpecialMaterials/CarTurntableModel' while loading NULL."

pallid flint
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So I made a TwitchIRC Plugin for UE4 4.15.1, have a Question i`m making the Login part for Twitch, anyone thing it would be a problem to use my own 3rd party Server to get the return oauth token?

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their setup is either Authorization which requires a actual server to make the requests, or a Implicit Grant Flow, to have the browser make requests.

lime cobalt
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Would anyone know how to have the folders of the world outliner being closed by default ?

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They're open every time I open the level and there are many of them, It's difficult to navigate in the outliner

unique flint
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I'm struggling to get a Tron-style trail to work. I am using a Ribbon system and I need to get the collision to work. I've tried OnComponentHit, OnComponentOverlap, and OnParticleCollide, but nothing seems to work. Can anyone help?

mint sequoia
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Is there an efficient way to add reroute nodes? Doing it with the context menu is time consuming

pallid flint
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@unique flint use a Spline instead of a Ribbon

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ths way you can make it a mesh

worn granite
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@mint sequoia double click wires

mint sequoia
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Ah thanks

pallid flint
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Anyone around? :X Need some Advice before I just say "F it" lulz

plucky river
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Hey, I hope Im in the right channel for this

pallid flint
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MR MESEEKS

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pounces and chews on you

plucky river
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Accidentally pressed enter too soon. Please don't eat me.

pallid flint
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...

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type faster

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chews

plucky river
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I am trying to use custom collision meshes for spline meshes. I thought I would subdivide my UCX collision mesh before importing it. The problem is when ever I import it UE4 simplifies my collision mesh to a box collision.

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Is there a way to keep an imported collision mesh the way it was authored outside of the engine?

pallid flint
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hmmm

plucky river
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I need precise collisions for my spline road.

pallid flint
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thats a good question XD GG

plucky river
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I've been googling for an hour now and the only thing I found was an unanswered ue4 answer thread.

worn granite
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Nah, nvm

plucky river
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I only have about 60 verts in my collision mesh right now. But since they all are positioned on the same edge they just get removed by UE.

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I found one stupid workaround for now. I just use individual box collisions for every subdivision I need. When used in a spline mesh these boxes get stretched properly. I'm not sure about performance on this though.

worn granite
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You could try minor offsets, but if precision is required that won't work

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But I'll stop with the straw grasping

plucky river
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It somewhat worked, but it's not really feasible. Interestingly enough UE still created individual collision pieces when I checked it out in the mesh editor tool.

pallid flint
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Can anyone Please PM me on Twitch: https://www.twitch.tv/bioblaze Added ReceivedChannelMessage, and a new Event ReceivePrivateMessage, Breaking them seperately need to see how they come in โค if anyone wants to help.

Twitch

And Watching the Fight.

languid patrol
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what is a proper way to spawn a number of actors? (enemies) I am currently spawning x amount of numbers every wave and it causes lag, not sure if there is a proper way to deal with this

weary basalt
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If you break the spawning over a couple of frames it will feel much smoother

fossil socket
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nice, a 503 error trying to reach the forums

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or anything that uses the epic login (except UDN)

safe cave
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cant login to forum. is it down ?

fierce tulip
plush yew
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Is it a bug that when I hide staticMeshActor s in my scene they somehow still get calculated by lightmass and cast shadows and all? I have a simple room with machinery in it. I want to make some lighting for the room and just hide the machinery while doing it since it takes much time to calculate lighting for the machine when I don't even have the mood for the room yet.

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Or am I missing something?

digital badge
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is there anyway to hide none collision primitives in the editor viewports

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?

fierce tulip
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@plush yew thats a very veeeery poorly done uv-map though.
as in, automated by a poor program that does not respect texel density.
aslo, by the looks of it, it might easily be overlapping some polygons within those uv-islands.

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id highly suggest to redo that uv map properly

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because thats just a nono

plush yew
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I hear you about texel density and I am aware of it. We'd need extra scripts/software for an autmatic unwrap with respect to texel density which isn't possible at the moment. The most party which you see are rather small and I think it might be okay for these purposes. They're not hero objects at all so for the time being that is fine. We really only are doing a proof of concept for a client on our own clock, researching how much could be automated by inhouse tools etc. The islands come from CAD data seams which are pretty accurate. I will dissect one of these objects and look over it though. But fgrom the looks of it it works.

fierce tulip
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even if they are not hero objects, you are using less than 30% of a 64x64 texture lightmap, means the entire thing is only getting a few pixels of lighting information.

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you could look at ipackthat if you are 100% sure no uv's are overlapping, as its quite automated but still requires some time.

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if i was a teacher and someone showed me a lightmap like that, they would fail the assignment, not to mention if i had to hire someone and they showed me that.

plush yew
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I hear you. I may look into packing with respect to texel desnity. The thing is It looks totally fine in the Viewport/when ingame. I just found it strange that it shows overlapping UVs by 20 to 50%! Which clearly is not the case. But I thank you for your insightful answers though. Thw hole lightmap idea is new to me since I am a 3D Artist and don't have to worry about stuff like that usually.

fierce tulip
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if you can send me the file I can take a look in 3dsmax and see if the error is correct or not

plush yew
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Before looking into external software I guess I'd rather invest the money into an automatic solution in-dec-software

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I will triplecheck the file myself now ^^

vale osprey
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@plush yew with a very low resolution light map, your UV might not overlap in their coordinates but will land on the same texels, this will lead to a bunch of problems like shadows or light leaking from one surface onto another

fierce tulip
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that doesnt cause a lightmap overlap error though afaik

plush yew
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Ah! So this message respects the resolution? I thought it only meant the explicit mesh UVs

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If that would cause the error it would be understandable

vale osprey
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let's say your texture is 64x64 it means that you need to have at least 0.015625 U and V distance between each island

plush yew
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I jut checked one mesh, Ill send it to you which shows 34,6% overlap in UE but looks fine (apart from texel density) in maxc

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You got a mail adress?

vale osprey
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@plush yew I don't think this is the reason it throws error, I'm commenting just why proper unwrap is important

crude rock
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Hello! Does anyone know if you can change the scale of landscape grass by using a texture? ๐Ÿ˜ƒ

plush yew
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Which max version? I got 2016

fierce tulip
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same i think, but just export as fbx and it should be fine

plush yew
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I'd rather send a max file tbh. Ill send 2016 and just see if it works

fierce tulip
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k

plush yew
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just sent it. named "Test-Mesh"

fierce tulip
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got it

plush yew
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Any info on the above:

"Is it a bug that when I hide staticMeshActor s in my scene they somehow still get calculated by lightmass and cast shadows and all? I have a simple room with machinery in it. I want to make some lighting for the room and just hide the machinery while doing it since it takes much time to calculate lighting for the machine when I don't even have the mood for the room yet.
Or am I missing something?"

fierce tulip
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just hiding isnt enough, you'd need to disable cast shadows.

plush yew
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Who the f*** thought that was a good feature...

fierce tulip
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hiding is just for editing reasons

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need to un-mirror em

plush yew
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hugh. how? lemme check

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The red big strip on the left

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it is one single side of the mesh

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How can it be overlapping? I don't get it

fierce tulip
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the top line's left vertex is at the bottom of that

plush yew
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Overlapping means that one part of the UV space is assigned to more than one polygon right?

fierce tulip
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and the right one at the top

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so that one polygon is overlapping that entire strip

plush yew
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wow

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now I get what you mean

plush yew
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how the f is that even possible? oO

fierce tulip
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poor unwrapping :p

plush yew
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but but but....wtf.

fierce tulip
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and thats happening with a lot of the uv islands

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and as for some of the overlapping, there are actually some additional polygons overlapping the spheres due to poor polygon distribution

plush yew
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Okay I see now. I get it.

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I feel stupid now...

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^^

fierce tulip
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that would be better

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anyways, polygon wise, its extreme overkill hehe

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15k for just that cylinder

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now I understand it isnt for a game, and in theory for small scenes its still fine

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also, some parts of the mesh arent even welded together O_o

plush yew
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I know the meshes are clearly very far from optimal. But it is about being able to process manye objects from CAD to game engine without much work to do by hand. And the thing is these scenes are literally only a room. there is NOTHING (speak: nearly nothing) there except the product

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I cannot weld automatically and keep the smoothing groups intact so I decided against it.

fierce tulip
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you could go for dynamic lighting

vale cloud
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heh I understand (been reading the discussion) but ... talk about overkill ๐Ÿ˜„

plush yew
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I will need to check this in VR if the framerate is acceptable though but it seems like it

fierce tulip
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would make lightmaps redundant altogether

vale osprey
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yeah go for dynamic lightitng then

plush yew
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Is dynamic lighting possible performance wise if you imagine 2k ob such objects like I sent you in the scene?

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(Sorry I have little knowledge of game engines)

fierce tulip
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might need to test, polycount isnt the biggest issue, mostly drawcalls and dynamic lighting, which might be a bit heavier on high polygon objects (?)

plush yew
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The thing is one of our core competences is lighting (in max now, not realtime) and we want to kind of work in the same way if possible and achieve a similar quality

vale osprey
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in a different engine our client used just single direct light and ssao to visualize 40mil polygons factory cad drawing - most likely you have to get rid of shadows too

plush yew
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What would count as a high poly object?

fierce tulip
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a cylinder with more than 100 polygons XD

plush yew
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xD

vale cloud
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lol

cloud cobalt
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15k for a mesh is hardly unexpected on PC today

fierce tulip
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bit jokingly ofcourse

vale osprey
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@plush yew you can bake lighting into vertices and/or into texture in external software. Just need a custom shader to visualize this properly in UE4

plush yew
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Oka yI have little boxes for screws etc here with 98k faces xD

fierce tulip
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15k for a cylinder would make me doubt I'd need that person though :p

cloud cobalt
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if it's just a regular cylinder yeah sure ๐Ÿ˜ƒ

vale cloud
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if I'm understanding your intention correctly, one big important thing that will contribute to that "high-quality" looks you're aiming for is material/shader work

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you can probably get good enough results with dynamic light + PP

plush yew
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It is mostly lighting to be honest. I dont need complex shaders but I may create them I I feel it being neccassary

vale osprey
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@fierce tulip if models coms from something like SolidWorks then you don't really have a choice

fierce tulip
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true

plush yew
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@vale osprey They do.,

fierce tulip
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though then id almost suggest getting instalod/sympligon to reduce em some :p

vale osprey
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welp, I would bake in max then

plush yew
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What would be the drawback of the dynamic light approach? Could I still get something like shadows from window holes in walls on the floor?

vale osprey
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just AO term

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if only some of the geometry will cast shadows then yes

plush yew
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Nah I need shadows from the CAD geometry on the floor

vale osprey
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then you will cry

vale cloud
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lol

plush yew
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I rather go through the process of creating lightmaps better than to having resort to fakes etc.

vale osprey
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well, you don't have to have lightmaps on everything

plush yew
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Is the atuomatic lightmap creation algorithm of the FBX importer /UE4 the same or better/worse then the 3ds max flatten mapping?

fierce tulip
vale osprey
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on high poly machinery itself just rely on dynamic lights and shadows but for floor/walls you can use lightmap

plush yew
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DUde I know. But there are huge amounts of objects like these

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I know how to properly model

fierce tulip
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ue4 uses the first lightmap to generate the new one, so if the map for the texture is crap, so will the lightmap be

plush yew
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But it is about efficiency

fierce tulip
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and max's unwrap auto tools are crap as well

plush yew
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Of course I could remodel all that crap and be done with it.

vale cloud
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@fierce tulip crap, but definitely better than the example shown?

fierce tulip
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that also depends on the first uv map

vale osprey
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it can't do much if geometry is not split properly

fierce tulip
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it can actually generate that exact map

vale cloud
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no, I mean, max can generate some ineficient UV maps when using one of the auto tools, but it won't overlap for sure

plush yew
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Yeah that exact map was basically taking the UVs of the CAD geometry an d packing them

fierce tulip
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it sometimes does

plush yew
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I rather have inefficient than overlapping xD

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I will try to use the flatten map feature

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I got a script running unwrapping it all-.

fierce tulip
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lemme guess, roadkill hehe

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or steamroller

plush yew
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Could you recommend a plugin/Script INSIDE OF 3ds MAX (meaing purchasable or downloadable) to do better auto unwrapping of mass objectS?

fierce tulip
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i have yet to find one

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and ive been using max for almost 15 years

plush yew
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I'm talking 3k objects. Most of them are instances though. It comes down to about 200 uniques

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Yeah I have used max a similar amount of time

fierce tulip
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unwrella, xrayunwrap..

plush yew
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It never ceases to demoralize me.

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Unwrella in hard surface mode is barely better than the max default ๐Ÿ˜›

vale osprey
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@vale cloud auto unwrap can't split UV in an intelegent way, not all the time at least

plush yew
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At leat for the CAD meshes

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Is properly due to the meshes not being welded

fierce tulip
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its about time we get proper AI for computers so they can do stuff that we ask em to

vale cloud
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@vale osprey true, as I said, definitely inneficient in many ways ... but better than overlapped UVs, no?

plush yew
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I cant weld them though, not reliably automated

fierce tulip
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"sort X" "sure master luos"

plush yew
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@fierce tulip True ^^

vale cloud
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some time passes "Make MOAR ice shards, punny human!" "yes master ๐Ÿ˜ "

fierce tulip
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WHUAHA! moar ice

vale osprey
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@vale cloud that's how you get overlapped UVs with flatten

plush yew
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Really? Overlapping with flatten? I mean of coursse Id pack the UVs afterwards

vale cloud
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flat and repack gets you overlap? I'm definitely lucky then, or I haven't tried complex enough stuff ๐Ÿ˜„

vale osprey
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well, make a cylinder out of booleans instead of primitive and see how it will be cut

vale cloud
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note: I mean "physically" overlapped UVs, not overlapped in the sense of poor lightmap res will overlap them

fierce tulip
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id suggestto look at xrayunwrapper, its cheap. though not sure if there is a demo

vale cloud
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max never liked booleans ... it's genetic ๐Ÿ˜„

vale osprey
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yes, physically overlapping because one triangle on one side can be connected to another on opposite side

fierce tulip
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though it seemsyou'd still need to add your own seams for xray

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thats useless

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(in your case)

vale osprey
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so if it can't separate surface by a nomal threshold for example, then it won't be able to separate cylnder caps into different islands

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like try it capsule ๐Ÿ˜„

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but again, boolean not primititve as it cheats with primitives

plush yew
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I think I will give the flatten UVs in max a try first. Thats what I had scripted first anyways and is just commented out when I saw that the CAD data came with some more or less sense making UVs

vale osprey
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@plush yew are you targetiing super realistic look?

vale cloud
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not to contradict anything you're saying, but really, max never played well with booleans, improved alot after proboolean, but still ... I try to stay as far away from them as I can

fierce tulip
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try Jbools plugin, makes working with booleans a lot better in max

plush yew
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@vale osprey In an ideal case yes, but since this is on our own clock Ill go with mostly realistic looking for now ๐Ÿ˜›

vale osprey
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cause I'm not sure that UE4 is a good choice for that kind of visualization

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I would get some RFP from Delta Gen for comparison

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imho you need to mod UE4 quite a bit to get good looking high poly models - strip out all unnecessary things, replace SSAO with something more aggressive

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combine ssao with per vertex AO

vale osprey
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or directly in Max, we used max but this was way before you could use GPU to calculate it

vale cloud
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yeah I remember testing that a long time ago

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also this

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(if I remember correctly, just a quick google, sorry if not accurate)

fierce tulip
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we used that quite a bit during our low poly era

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bake to vertices all the things

vale osprey
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ohh it works like magic with high poly

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you even add geometry to make it better ๐Ÿ˜„

vale cloud
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yeah for AO it should work great with high-poly ... problem with vertex bake and lowpoly is the "stretching"

vale osprey
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yeap

plush yew
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So that flatten map hsa overlapping UVs now right?

#

Hm my flatten map looks different. Did you use Unfold mapping?

fierce tulip
#

nah no overlapping uv's in most cases. but it still unwraps crappy.

plush yew
#

From the max help:

"Flatten Mapping uses an angle threshold to define the clusters and the clusters will always be contiguous faces. This type of mapping will generate mapping that does not overlap so it is useful for baking textures and lighting. "

vale cloud
#

you'll only get proper UV unwrap when you do it yourself ... and even then... ๐Ÿ˜„

plush yew
#

Of course.

#

What the F my flatten mapping now does something completely different

#

this buggy shit.

vale cloud
#

but yeah, from my experience, flatten UVs aren't supposed to overlap ever. But I absolutely believe @vale osprey and @fierce tulip when they say it does ๐Ÿ˜ƒ

plush yew
#

I guess maybe it works good with unwelded CAD geometry

#

and not so goodd with welded xD

#

but a few small percent overlap I dont care about at this stage.

vale cloud
#

@vale osprey supose I did a vert bake of AO ... how would you go about putting that to use in UE with dynamic light?

#

(being an eternal n00b, I never got to really using and understanding AO properly in UE) ๐Ÿ˜„

fierce tulip
#

well, its the few cases where it did happen that always stick with you @vale cloud but so far its been sporadic.

vale cloud
#

as I said, I completely believe ^

#

my question about AO goes to @fierce tulip also ๐Ÿ˜

fierce tulip
#

just multiply vertex color node with whatever

vale cloud
#

lol what ever? ๐Ÿ˜„

fierce tulip
#

could be albedo

vale cloud
#

that's not AO ๐Ÿ˜

fierce tulip
#

yea, creative expression

vale cloud
#

that's dirtying the diffuse with the AO map

fierce tulip
#

well thats the thing, you multiply it with albedo for some easy cheap ass ao

#

you could try just plugging it as the alpha of a lerp, and point it at the ao

vale cloud
#

but that will affect even direct illumination of the surface

#

and AO should just affect indirect illumination, or lack thereof

wary charm
#

Hello there ... any experience UE4 dev here? I'm trying to build a PC from scratch and thinking of pairing i7 7700k with 1070. Would you recommend I go for a six-core cpu instead of 4, even if the clock speeds are lower?

vale osprey
#

@vale cloud UE4 materials have separate input pin for Ambient Occlusion

vale cloud
#

I know @vale osprey , but do they actually work? ๐Ÿ˜

#

or has this been corrected?

vale osprey
#

no idea ๐Ÿ˜„

vale cloud
#

lol ok ๐Ÿ˜„

vale osprey
#

you can always make your own custom shader

fierce tulip
#

you need to enable it, there is some documentation on it but cant find it

#

AO does work

vale cloud
#

๐Ÿ˜ฎ

vale osprey
#

" Also the Material AO Channel will only impact static indirect lighting, lightmaps and will not affect ambient cubemap, for example."

#

so plug it into emmisive too! ๐Ÿ˜„

#

and albedo

fierce tulip
#

and metal!

vale osprey
#

yeah!

fierce tulip
#

heck, create 12 customuv channels and BAM PLUG THAT SUCKA IN

vale cloud
#

lol

#

well, I was kinda hoping the damn Ambient Occlusion input would be... you know ... good for plugging in AO map and actually do something useable with it?

#

the guy in that thread I posted has a good illustration of how it's not working ๐Ÿ˜

vale osprey
#

I would try to combine it with other things, like mask your roughness for example

vale cloud
#

for sure, but that's basically PBR hacking ... I was kinda hopping there would be a "proper" solution ๐Ÿ˜ƒ

vale osprey
#

it's not hacking, its how it works ๐Ÿ˜„

#

welp, I did wrote earlier that you have to mod engine ๐Ÿ˜‰

vale cloud
#

lol ... well, I'll always take you guys word, but ... what does roughness of a surface has anything to do with it not receiving illumination? I mean, it can have, in some cases ( microsurface features and all) ... but, take that example, cube, sides fully not being hit by direct light ... zero val plugged in AO ... should be black or near black surface ๐Ÿ˜›

vale osprey
#

because low AO value indicates that surface is blocked from light, so your reflection need to be dimmer

#

we can argue a lot how it's suppose to be, but keep in mind that PBR is not a standard

#

and it all depends on which actualy shading model is used

vale cloud
#

true that

#

but in that cube case

#

I guess it has more to do with the fact that the engine simply disregards the skylight when calculating AO from that material input

#

so basically the skylight floods it over ๐Ÿ˜„

vale osprey
#

I would plug a mix of AO and roughness into roughness, then into AO (so it works when it can) and just a bit of it into emmissive

#

which is not ideal as you don't want to have a heavily pronounced AO on the lit side

#

but it's better than this (let me grab le screenshot)

#

ssao is so subtle here that you have to switch it on/off to confirm that it's even there!

vale cloud
#

really subtle

main pewter
#

hello guys, someone around who can help me with a (thought) simple material prob?

#

I've a modelled car cockpit and whant to have a dynamic mat. in which I can set some symbols to glow independently from another (ex: turn signal left + head light indicator, or only turn signal right indicator)

#

I've a ao texture and one lumination for the emissive, but i dont't get to mask out some of them independently

#

any ideas?

vale osprey
vale cloud
#

can't you aproximate that with playing with the SSAO values?

vale osprey
#

there are two values intensity (max 1.0) and radius

#

this is at intensity 1 already

#

radius doesn't chnage it's contrast either

#

and I actually had to provide only Base color to see any ssao at all

#

with metallnes and roughness set to some value it won't render it at all

thorn topaz
#

Anyone familiar with version control inside ue4?

vale osprey
#

@main pewter you could literally cut those symbols using geomtry and then flip color of material of flat plane behind them

vale cloud
#

@main pewter there is a material func that generates gradient bands ... with a bit of calculation you can use that to multiply by your mask and plug on emissive

#

let me see if I can get the correct func link

#

even this could be used

#

(but I was referring to another one that I can't seem to remember the correct name ๐Ÿ˜„ )

#

@fierce tulip I know, I know ... you need to stop chatting ... but if, by any reason, that specific piece of documentation where you enable proper AO functionality, happens to, say, hit you accidentally on the head while distracted ... please let me know ๐Ÿ˜„

main pewter
#

๐Ÿ˜ƒ ok, thank you. but I have no idea to start with this. my texture (ao and the lum) are the complete car. I've create a new one with correct UVs to only show the symbols (not part of the other textures). so I get the turn signals in my green, light indicator in my blue channel as a mask (to multiply with color and feed into emissive). no i need to mask only the left indicator in my green channel when turning right - for example ๐Ÿ˜ƒ I'm totally confused...

vale cloud
#

yes

#

now

#

lets say your TurnLeft mask is at postion 0,5 U 0,5V (basically in the exact middle of the texture)

#

you need to generate a radial gradient with center 0.5, 0.5 and a radius big enough to cover that piece of mask

#

then you multiply said gradient with your whole mask

#

and you get just the mask for the TurnLeft

#

basically, in that way, you're masking the mask ๐Ÿ˜

main pewter
#

ah I see ๐Ÿ˜ƒ

#

but how do you get to the position of the center in uv space? i fire up my photoshop and get the pixels and feed that as a percentage of the height/width into the function?

#

sorry fur asking dump questions - materials/uv/modelling ... we don't get to be best friends ever :-p

vale cloud
#

lol no prob ... so, whatever your width/length in pixels, your UV space is 0-1

#

so if a texture is 1000x1000, pixel 500,500 would be 0.5U 0.5V

main pewter
#

ok - I'll try that ๐Ÿ˜ƒ thanks for your help!

vale cloud
#

no prob ... but ask for other opinions, this might not be the better way to solve your problem ๐Ÿ˜‰

#

but to be more specific, if you want to know UV coord of a specific point in a texture

#

x / width , y / heigth

main pewter
#

I'm fine with that if its working ๐Ÿ˜„ took already to much time for a simple thing like that blinkiblinki ๐Ÿ˜‰
only need to check performance if this is a "cheap" thing (doing it in VR) I think a dynamic material is one of the cheapes for this effect so I think it is a nice way to go

vale cloud
#

yeah ... well, this way you'll be adding at least one procedural node for each "signal" you want to mask ... you need to evaluate if it's cheaper that way, or simply using more textures

#

lets say, you only have 4 signals

#

you can simply add a single texture, and put each mask on its own channel

#

how many signals will you have? ๐Ÿ˜ƒ

main pewter
#

hm...I guess around 10 ๐Ÿ˜‰

vale cloud
#

if you're really doing it on the material, I'd say ... you either use the gradient node, or you add 3 extra textures ... or you do some fancy calcs on the UVs, but that voodoo is a bit above my league ๐Ÿ˜„

main pewter
#

๐Ÿ˜„ looks like I'm getting what I need with the gradient. so i'm fine with that ๐Ÿ˜ƒ it would be great to have it not round but a square but i think i can deal with that. or would it be posible to have a white square in a texture and position that with the texture-cordinate node as a stencil over the other material? don't know how to explain in english but you know that calendars with the red square you move to the current day? something like that ๐Ÿ˜ƒ

#

basically while writing ... maybe I should take a quick look how the sprite system works in UE ... it sounds somehow like a sprite ๐Ÿ˜ƒ

vale cloud
#

yeah I understand what you're saying, and yes, you can definitely do that

#

just get a TextureCoordinate node, break to float2, then Add to x and to y seperately the amount you want to move in UV space

main pewter
#

hm - that would reduce my amount of textures needed - just a little list of uv coords for the symbol i need next and where to position my marker to let this shine through my emmissive ๐Ÿ˜ƒ thank you! I need to go researching ๐Ÿ˜‰

vale cloud
#

then just plug that into the UVs input of your "moving" mask

#

(AddU and AddV would need to have the correct amount you want to move in UV space)

main pewter
#

AMAZING! Thank you so much! going for a try

vale cloud
#

nice ๐Ÿ˜ƒ let me know how it works out ๐Ÿ˜‰

#

lol actually ... if your "moving" mask is like, a small white rectangle starting exactly at 0,0 of your texture

#

there is a easier way ... let me test ๐Ÿ˜„

#

nope, forget it, was being dumb ... best way I know is really that ^

pallid talon
#

Question - When I turn on the visibility of my Collision in my scene, objects with collision have a purple line around it indicating where the collision is. Is there an easy to select the object based off of selecting the collision box? Basically I have about 400 objects in my scene. I can see a collision box on an object that I need to remove, but can't identify what object is creating that collision box so I can select it and delete the collision.

thorn topaz
#

Anyone know how to fix "The currently set diff tool 'p4merge.exe' could not be run. Would you like to set a new diff tool?" when trying to diff blueprints?

worn granite
#

Diff BP from within the engine

raven cedar
#

and/or add p4merge.exe to the os app path

green spear
#

If I have a Character with multiple SkM which uses the same skeleton. Would it do skeleton calculation for each SkM or just once?

lofty edge
#

anyone know the default key that the steam voice integration uses?

unique flint
#

I am trying to make the actor generate new splines as the ship moves. Do I do this in the construction script, or as the plane moves?

quartz patrol
#

Hey Oventoaster

#

I think its possible to make spline by adding Points

#

I mean, you can add points by getting ship possition over needed time

#

or etc

#

There is Set Spline Points function

#

You should do it as Plane moves i think

unique flint
#

Here's what I got so far @quartz patrol. It doesn't appear to add any new meshes...

quartz patrol
#

So its not working?

unique flint
#

no

quartz patrol
#

Did u make Update Spline?

#

there is Function

#

update it every time u set Points

unique flint
#

I called Update Spline with the target of my Trail. Didn't work. This is tied to the Event Tick by the way (carrying from the Flying starter kit)

quartz patrol
#

What did u get as Points ?

#

i mean how u calculate ?

unique flint
#

Like this. The current vector is then added to the array 5 times per second. At least that what it should be doing...

quartz patrol
#

Hmm, its hard to find issue that way

#

Check this, hope this will help

unique flint
lofty edge
#

Not sure where to throw this question, when using the Game User Settings nodes to set and apply game user settings, what .ini file does it save to? I've been monitoring all the saved/windows/config files while changing settings around in PIE, and they save between sessions, but none of the files actually change... slightly confused.

halcyon marsh
lofty edge
#

Additional query: does Right Click -> Launch Game automatically override your saved configs with defaults?

vale cloud
#

(sorry my bad it's UI material, never mind what I said)

halcyon marsh
#

or just make the widget text

#

glow

unique flint
#

@quartz patrol I added a few debug string to help me find the source of the problem. I fould that the points are indeed being generated, but my spline is not updating...

unique flint
#

@quartz patrol Update: I appended an "Add Spline Mesh Component" However, I am getting warnings that my ship is not static.

keen pawn
#

Hey anyone know a good place to find a melee/sword tutorial?

halcyon marsh
#

@keen pawn with an AI ?

#

@keen pawn i didnt yet see it because it is an advance tutorials (and i am just a beginner) but it looks good and i will follow it when i get better

#

i give you the playlist just open it in a new tab

keen pawn
#

nah

#

just player to player

#

multiplayer basically atm

#

AI eventually

halcyon marsh
#

so i think you will like it

keen pawn
#

cool thanks bro

#

will check this out

ruby cairn
#

hi all, im trying to package up my demo for someone but i cant seem to get it to pack up, keep getting a error ๐Ÿ˜ฆ please can anyone help

keen birch
#

You need to install Windows SDK 8.1

#

@ruby cairn

plush yew
#

hi everyone! i've got a question: do you know any good tutorials for top down games? i've tried some on youtube, but they are a bit too chaotic for me

cloud cobalt
#

Hi guys. For those of you who released or plan on releasing, have you done an EULA window in your game when you start it or something like that ?

#

According to Epic legal guidelines we're supposed to do it, so I wonder if there is a bult-in tool for that or if that has to be in the game itself

#

UDK bypassed that because it created a full installer, but UE4 doesn't, and we'd use Steam anyway

weary basalt
#

The key next to Enter should show that

plush yew
#

Hey guys ๐Ÿ˜ƒ In a Box Brush where are the options for them not to cast shadows? I want some bright light walls in front of my windows. They should let light through but otherwise be just a white area. I got the material already I just need to disable shadowcasting for these brushes

weary basalt
#

@halcyon marsh ' will do the trick

#

Key next to enter

#

@plush yew Should be in the Rendering category

plush yew
#

Yeah but n a box brush details panel there is no such category

halcyon marsh
#

@weary basalt but i use ' for another shortcut

#

๐Ÿ˜ข

weary basalt
#

Its in Editor only

#

So if you have a gameplay mechanic bound to it you might need to change that or make a workaround

halcyon marsh
#

it's ' or `

weary basalt
#

Next to Enter

#

'

halcyon marsh
#

azerty

#

not qwerty

weary basalt
#

Ah so the first one you chose

halcyon marsh
#

but i change ' for lit mode

#

can you go to your shortcuts

#

and tell me

#

what is the name

weary basalt
#

I dont have the Editor on me at the moment haha

#

Sorry mate

halcyon marsh
#

anyone here have ue4 running or install ?

plush yew
#

I have it running atm

#

What shall I look for?

#

Lit View Mode: Alt+4

#

Unlit ALt+3

halcyon marsh
#

no

#

the gameplay debug mode

#

the ' key

plush yew
#

It is unbound for me

#

And I use standard settings, nothing fancy

halcyon marsh
#

but

#

it is only working in simulate mode or what ?

plush yew
#

Sorry I didnt really follllow and I am a newbie. I thought U just wanted to know a shortcut ^^

halcyon marsh
#

i want to debug my AI x)

#

but i understand nothing on that

#

can someone tell me how to do i search in the forum i didnt find something helpful

plush yew
#

I found out how to make these BoxBrushes not cast shadows. You have to convert them to a static mesh first, then you can adjust rendering properties

#

@halcyon marsh Sorry can't help you with that ๐Ÿ˜ฆ

halcyon marsh
#

@plush yew in your preference you dont have the ' key ?

plush yew
#

Nah I have it lol

#

I have QWERTZ

#

for me it's Shift+# key

#

which makes '

#

and the # key is left of the RETURN key, th elower one

halcyon marsh
#

i find it

grim cargo
#

ahm guys.. im done with my project how to totally make it finish ?

#

i mean how to make it a .exe

halcyon marsh
#

@XeltranSundo#7678 like this

#

OMG i love that debuggin AI tool

green spear
halcyon marsh
#

@green spear you would like to know what ?

green spear
#

@halcyon marsh If you head over to that channel you will see.

#

If it is possible to change the Constraint on a physics asset of a SkM in BP.

halcyon marsh
#

oh sorry idk

green spear
#

Or if you can at least change the Constraint Profile for a set of bones.

spare topaz
#

what would be the best way to send info from one gamemode to another?

oblique fern
#

dumb question, the shooter game demo.. is the license free for commercial use as long as credit is used, as a template for own game?

arctic ravine
#

@oblique fern Last time I checked, yes.

#

(However, as with anything commercial with revenue - royalties are due for the engine)

fierce tulip
#

@south hatch read @safe shoal his thing ^^^

spare topaz
#

so, it seems unreal string hates scandinavian letters, is there something that could help with that?

#

ok, seems like unreal does support scandis but the advanced sessions plugin or steamworks doesn't like them

south hatch
#

@safe shoal Nice work! ๐Ÿ˜ƒ

#

So that's what you did with your afternoon? ๐Ÿ˜‰

unique flint
onyx pewter
#

Heeeeelp!
I cannot ship my game because "Error Error Error loading C:/Users/Xlent-VR/Documents/Unreal Projects/VrTalk/Content/Multiplayer/Materials/Orange.uasset!"
But I don't have the asset. It disappeared after UE 4 editor crashed some time back and I never readded it. I tried recreating it but still same problem, I also tried removing it again manually after recreating it, still same problem.
I also tried to restart my computer, but still same problem.

What do I do?

vagrant burrow
#

Have you cleaned up the file redirectors in your project?

onyx pewter
#

how?

onyx pewter
#

I used reference viewer to try to find it but no =(
I also deleted my intermediate and saved folder but no ๐Ÿ˜ฆ ๐Ÿ˜ฆ

#

Okay I resolved it.
I had a material in my folder, I copied that, renamed it to "Orange" then I started and packaged my project, worked fine.
I shut down the project, deleted the Orange.uasset manually from my directory.
started the project again, tried to package it agan and fortunately it still worked.

pallid talon
#

Does anyone know of a Tutorial on how to use "Session Frontend" for optimizing? I'm finding very little information on it.

random mulch
#

Is the forum down?

pallid talon
#

Thanks @cursive dirge !

#

Question - Does anyone know how to get the audiowave from an audio file? I'm trying to make an object's color change to the best of music. But not sure how to extract the audiowave from an Audio file and convert it to change the intensity of an RGB value. Any suggestions?

fluid tide
#

Highlight with post proccessing. Any ideas why this happens? Any answers may help. Thanks!

halcyon marsh
#

anyone here good at landscape ?

#

just for Component Sections

#

and perfomance

grim cargo
#

Guys im finish with my project.. now im currently packaging it..

#

check it out.. its ok that my packaging have error

umbral trout
#

Anyone use Anim Montages a lot? Was wondering if there was is a way to update an animation (eg the length changes) and havng anim montage sections auto update and snap in place to the end point of an animation

#

Right now whenever we update an animation we basically have to rebuild the anim montage from scratch, re-aligning all the section markers and then snapping the anim notifies back onto the section markers

#

We have a lot of loop in and out points all strung together in one anim montage, and there's no visible "reload" button that updates the animation length and retains all the relative information marks

solid matrix
#

anyone know how I can have a particle system activate and then activate before the first system finishes? basically I have muzzle flash on a pistol but I can't find a setting to allow it to fire as fast as the player can press the trigger

plush yew
#

Is there a way to tell the UE to not place the camera where it was ingame after stopping the playtest in PIE, but instead where it was when i've started the playtest?

#

Because i'm simulating orthographic view with low fov + high range, and the camera is always out of space after ending the play

#

๐Ÿ˜„

weary basalt
#

@plush yew Just setup an Camera in the level where you want it, whenever you exit PIE just select that Camera and snap the view to its location

plush yew
#

ah works perfect if i set the camera as pilot

#

should do the job

#

thanks!

plush yew
#

guys please
I was working in 4.13 versoin and I created an open world map
I have a lot of foliage in there but I was getting around 100 fps in 4.13 version
and then I moved to 4.15.1 and I get around 6 fps...
when I change the graphics settings it does not help

safe shoal
#

@south hatch Sorry for delayed reply :p Yeah I needed to modify some of the modules, and it was a toss up between modding the engine build I'm using or doing it via plugin. I saw your plugin and was like "oh, they must allow that now". So after a bit of trial and error it worked :p The hardest part was getting the bloody modules to show up in categories...

main lotus
#

Hey guys, How would I make sure a visibility trace done from blueprint takes the Displacement done in a shader into account? I've got this problem where a trace goes through the surface, and "hits" the surface BEFORE it got displaced in the shader.

#

This is a landscape component without any shader displacement, which returns correct results

#

Here the same landscape, but with displacement in the shader. Which returns incorrect results

safe shoal
#

You can't. You can't read the shader displacement on the CPU

#

All displacement is done GPU-side only

#

Shader Displacement just moves the pixels / verts just before they're drawn to screen - so CPU can't know about it.

#

@main lotus

main lotus
#

Alright, makes sense. Is there a way around it other than sampling the heightmap, and adding it as offset?

safe shoal
#

The way around it would be to sample the Displacement Heightmap on the CPU the same way it's done on the GPU, then modify the position that the line trace returns. But that's expeeeeeensive.

cursive dirge
#

option is to match the mesh closer to the target shape

safe shoal
#

^ Or that of course

cursive dirge
#

it doesn't really look like you are doing much good with tessellation + displacement there

#

don't use it on flat plane

main lotus
#

Not on this particular area on the landscape. But other parts have a lot more @cursive dirge

cursive dirge
#

you could still try to find some middleground, make sure the base mesh is always somewhat close to where you want the feet to be at

#

of course, it's more work but that's expected

fathom elm
#

Anyone got some sneaky information about the possible ETA for 4.16s release?

main lotus
#

I'll play around a bit more. Thanks @cursive dirge @safe shoal

foggy patrol
#

I wondered something

#

I hear quite a lot that motion capture is quite expensive, right?

raven cedar
#

Depends on how deep you want to get into it you could do it for 10 bucks or you could do it for a thousand bucks or you can do it for ten thousand bucks

foggy patrol
#

But why the fuck don't companies just grab a camera, attach it to their heads with some construct stuff, turn on the cam and let them act out the scene. This will show the animators a reference of how the emotions look, how the muscles work, how the lips move at certain words, even if they have to hand animate it themselves.

#

Aye

raven cedar
#

Yeah that's been done for a decade with socks and video cameras

foggy patrol
#

Then why are we seeing so many big games that absolutely suck with facial animation?

raven cedar
#

But you're also making a distinction there about facial mocap versus mocap

#

Because facial mocap is not the same as general gross physical body mocap

foggy patrol
#

That's true, I understand that a full body mocap (which is used in Beyond two souls and the Last of us if I recall well) is WAAYY different.

raven cedar
#

For a good facial mocap you need around 30 tracking points for physical body mocap you really only need about 12

foggy patrol
#

Aye

#

But then again, if you go for the really cheap option with just a camera for the face you don't need those points. Get 3 cameras for 3 angles and you can study the emotions way better. It might not insert the emotions into the game as the animators have to hand animate it, but still.

raven cedar
#

Yeah I think they did multiple cameras with the LA noir that they made

#

LA Noir

foggy patrol
#

Oeh, let me look into it, one second

raven cedar
#

Actually used 32 cameras

foggy patrol
#

Interesting

raven cedar
#

Yeah they're just switching to Infrareds now that's been in use for a couple years as well

foggy patrol
#

Aye. But why are so many companies not using it? Not even the simple version that's just recording the facial features? Mass Effect, despite it getting properly patched now, wouldn't have looked the same as it does now WITH the recording, as example.

raven cedar
#

It's come a slight way since having to use a magnetic setup with a full body suit and a 20 by 20 area hand keying crap in kaydara 20 years ago

#

You're asking a lot of different questions here

#

Like it's easy to hindsight a business decision that started five years ago

foggy patrol
#

Aye.

raven cedar
#

There's all manner of questions there is to pipeline

#

Budget

#

Proliferation of Technology

#

It's not just a simple as why didn't they just

cloud cobalt
#

Also, projects like that are pretty much like trains. Once it's on the rails, you don't usually take it off to change something and put it back on

raven cedar
#

Yeah a lot of those big budget Productions are simply turn key

cloud cobalt
#

If you have a running steup to create animation, usually you don't start over

#

Btw the animation in ME:A isn't bad because of tech - it's bad because of time ๐Ÿ˜ƒ

foggy patrol
#

Yeh but they already have the voice actors. All they need is to plant something on their head to holds a camera, insert a camera (which can even be SUPER cheap) and record their facial features. I'm just talking about standard cameras here with standard recordings, nothing that will pre-animate the faces. But it'll gave the animators something to work from, a recording of how the animations look like. I get that when you are already a few years in you don't just change it. But why didn't they do it from the start?

#

That's very true

cloud cobalt
#

They basically didn't finish the game

#

And they're doing now

foggy patrol
#

I'll give them that the new patch that launched is amazing. The eyes look so much better, the "my face is tired" flows so much better. Like, they are fixing it amazingly.

raven cedar
#

It's simply pipeline like strangers said if you already have a pipeline that's established and working trying to retool a pipeline for something like that is just a monumental work and if they don't want to invest the money into retooling that part of the pipeline it's just not going to happen

halcyon marsh
#

please i have a height texture how can i use it in my material

raven cedar
#

And I only say that as a pipeline supervisor

halcyon marsh
cloud cobalt
#

Height maps are not the most common thing to use in Unreal

#

You should create a normal map instead

foggy patrol
#

Hmmm. Well, it's a shame really ( @ the previous subject).

cloud cobalt
#

Or use something like crazybump to convert it

foggy patrol
#

Thank you for answering my questions though ๐Ÿ˜„

halcyon marsh
#

Stranger

#

i have the two

raven cedar
#

Thanks for asking it makes me almost look smart

halcyon marsh
#

normal and height

#

let me show oyu

foggy patrol
#

No worries, I really enjoy such convos!

halcyon marsh
#

is there a node for this or somethink like that ?

cloud cobalt
#

Height maps are typically not used in UE4 - normal maps are a better replacement

#

At least in the context of regular meshes

crude rock
#

does anyone know why i cant turn around properly after enabling and disable mouse cursor?

halcyon marsh
#

yes but when i download the material they give me also the height

cloud cobalt
#

You don't need it

halcyon marsh
#

why they give it to me x) ?

foggy patrol
raven cedar
#

Turn on displacement and plug that into the world displacement

halcyon marsh
#

they said it is for ue4

cloud cobalt
#

Well it's up to you

raven cedar
#

Go to the properties for the Shader itself scroll all the way down to the displacement tab open that up and turn on displacement

#

Then just plug your map into the world displacement

#

Now it's not going to do this magical thing where you going to get this perfect displacement like you think you're seeing in that map

cloud cobalt
#

Either you use tessellation and do what @raven cedar says, which is going to add some cost, or you just use the normal

raven cedar
#

But that will get you 90% of where you want to be

crude rock
halcyon marsh
cloud cobalt
#

You don't need that "detail" node

#

Just plug textures where they need to be

halcyon marsh
#

i dont have this detail normal

#

ok

#

so

#

i dont have to use the height ?

cloud cobalt
#

sigh

#

You should decide that

#

Not me

halcyon marsh
#

if i want how to do ?

#

where i have to do the input

#

for the height

#

i just want to see the !=

cloud cobalt
#

Do this

#

And then enable tessellation in the material (use "triangles" for the tesselation type)

halcyon marsh
#

but tesselellation = bad performance ?

#

you said no ?

cloud cobalt
#

slower performance

#

Mostly, it's not efficient - you should do a more detailed low-poly, bake a normal map, and simply use that. It's more predictable, looks better, it's faster

#

Of course you can't do that if you just download the assets

halcyon marsh
#

why you use 10 and 33 for distance what does it mean ?

cloud cobalt
#

That's the itnensity of the displacement

halcyon marsh
#

@cloud cobalt ๐Ÿ˜… ?

cloud cobalt
#

The 10,33 is just a single constant

#

Not a 2vec

#

FYI, the errors normally show up in the bottom pane so that you can interpret what they mean

#

They should be telling you something like incompatible types

halcyon marsh
#

@cloud cobalt i dont very understand the Distance and TesselationMultiplier i am new in material what it allows me to do

#

because even if i change TesselationMultiplier nothing happen

cloud cobalt
#

Did you enable tessellation in the material .

halcyon marsh
#

oh i see the distance

#

distance i understand

#

with distance value change

#

it gives me more tesselation

#

but TesselationMultiplier i dont see any change

#

omg 140 compiling for the materials x)

#

WTF

plush yew
#

So I made this video about why I think VR is shit. However, everyone assumes I don't like it because they think I can't afford it. But in reality I hate it because I think its an overpriced gimmick.

#

How does me complaining about a product being overpriced equate to me being poor.

onyx pewter
#

I hope it's fine to paste this here.
I'm doing my master's thesis in Unreal Engine 4 and I'm creating a communication system. So if you guys have 3 minutes to spare, I would love if you fill in this Google-form regarding today's communication systems. It's only 5 questions
https://goo.gl/forms/2Gsi93Dtpn4N7qBO2

Google Docs

This form aims to determine what's missing from the communication systems today such as Hangouts, Skype, JoinMe, Lync, Adobe Presenter, JoinMe, Discord, MSN, AIM, ICQ etc

safe shoal
halcyon marsh
#

@cloud cobalt thank you i will not distract you ^^

onyx pewter
#

@safe shoal is that the full error message?
I can't spot anything obvious but I've not done very much in C++ with UE4 yet. It's just giving me a headache everytime with the illogical errors ๐Ÿ˜„

safe shoal
#

@onyx pewter well there's a little more but that's the key part really

onyx pewter
#

Can you paste the remainings too?

safe shoal
#

@onyx pewter - it's just three lines like this:
2>ST_CEAdvancedInitialLocation.cpp.obj : error LNK2019: unresolved external symbol "public: void __cdecl FRawDistributionVector::GetRange(struct FVector &,struct FVector &)" (?GetRange@FRawDistributionVector@@QEAAXAEAUFVector@@0@Z) referenced in function "public: struct FVector __cdecl UST_CEAdvancedInitialLocation::SpawnBox(struct FParticleEmitterInstance *,int,float,struct FRandomStream *,struct FBaseParticle *)" (?SpawnBox@UST_CEAdvancedInitialLocation@@QEAA?AUFVector@@PEAUFParticleEmitterInstance@@HMPEAUFRandomStream@@PEAUFBaseParticle@@@Z)

#

Just plain old linker errors

#

I just can't understand why I'm getting them. The module is included, and the class isn't marked with MinimalAPI

#

So it should be exported

crude rock
#

@plush yew im working as a VP engineer in a VR company and i partly agree with but strongly disagree with other things. VR, as it is now, is kind of a gimmick and it's very expensive. But what VR brings to the table is revolutionizing. We are using it with Archviz and education, where VR provides an unparalleled experience and understanding of the digital world. This is something that can't be replicated on a 2D screen. When it comes to learning, we've noticed a 70% increase in learning ability (learning speed and retention) compared to ordinary teaching techniques.

For games, it might not fit that well into an FPS or similar genres, where movement and speed is key, but it does bring a new dimension to storytelling. I predict that within 5 years, VR will be a mainstream medium, that does not replace Screens, but compliments it and enhances digital content.

plush yew
#

@crude rock Yeah, I agree with you. I think it is good for education and many other fields such as training in military. However, I don't think it is good for gaming. Just my opinion.

onyx pewter
#

@safe shoal Hmm sorry, I can't think of anything in specific then from what I have to go by.

safe shoal
#

It's alright, as it turns out, it's not exported -.-

onyx pewter
#

Alright

hollow crescent
#

Can I change the font size of my Output and Message Log windows?

faint cedar
#

Guys, does anyone have any idea why a skeletal mesh might be the wrong scale after importing, unless "T0 as ref pose is checked"

light thunder
#

How do I change the pivot point of that red static mesh (it's a cube scaled down as an actor BP component) Normally I change the pivot point in the world view

light thunder
#

Is there some BP node I can use to offset the angle I'm rotating from, or do I need to build a model of the needle and set the pivot point in something like Maya or Blender?

vale osprey
#

Placing pivot in Maya or blender would be the best

#

You could try moving pivot on object placed in the level in editor, then export it as fox and import back

#

Another option is to add it as component into BP and move it in relation to the root component

#

If it's already in BP add scene component as parent to your needle, move needle in local coordinates and then rotate scene component

safe shoal
#

I did moar

#

Required an engine source change though -.- someone decied to make distributions a no-export class ๐Ÿ˜ฆ

light thunder
#

@vale osprey I made a new model in Maya and moved the pivot point but Unreal isn't using the corrent pivot point it seems

spice urchin
#

might need to delete history

light thunder
#

In maya or make a new actor component?

spice urchin
#

in maya

#

maya is notorious for saving ridiculous amounts of old data on locations etc so it can have extra "undo"

light thunder
spice urchin
#

yeah

#

put it at 0 on grid

#

that's your problem

#

just snap it

#

or go to the little x y z location fields in upper right and set those to 0

light thunder
spice urchin
#

yup

#

you're done now

light thunder
#

Hmm.....the other static mesh rotated fine but this seems like it's moving on a different axis

#

so it would rotate around the center of the SM instead of the end

#

and why for the love of god does Unreal not let me rotate actors in the viewport of a BP sometimes...I've never figured out...I can manually put in numbers in the transform section but the viewport is like, "Not this time chump!"

vale osprey
#

Is it oriented along the X axis in Maya?

light thunder
#

uhhh

#

Hypothetically speaking, just for, um, academic purposes

#

Assuming it wasn't oriented ....

#

Yeah the whole axis seems a bit wonky....I can't seem to use the viewport to rotate the actor and the transform values don't seem to correspond

#

you can see that I was pretty much perpendincular in the previous image

vale osprey
#

If it's not oriented then pitch/yaw/roll don't have their meaning anymore

light thunder
#

(or parellel, whichever makes sense)

#

Parallel I guess

#

okay, how do I go about oriented it in Maya (I can PM if you don't want to clog up UE general chat)

vale osprey
#

Check in Maya that you don't have rotation on pivot and that model is aligned with x axis

#

Do it like a habit - will avoid headache

light thunder
#

How can I tell exactly if the rotatoin is on pivot?

vale osprey
#

In Maya not sure

#

In max there is separate control for pivot position and rotation

#

Actually, if you are not using skeletal mesh then rotation of pivot is irrelevant

light thunder
#

Hmm...

#

The the reason my needle is disappeared is just because it's not completely parrallel with the plane behind it?

vale osprey
#

Most likely

#

Or plane is rotated

light thunder
#

Okay, I seemed to get that but here's the issue -

#

That's the node that is moving the needle ...you can see it is set to 0, which I hope to god is relative and not actually changing an angle to zero, which i suspect thinking about it, it might be

#

that's at play time

#

I guess when I split that vector pin, I didn't think it would zero out everytyhing, I just wanted NO Change

vale osprey
#

That node sets world rotation

light thunder
#

it was working fine before but I split the pin

vale osprey
#

Switch to SetRelativeRotatin

#

You can merge it back, just right click on it, there is option

light thunder
#

when it is split, it sends a zero to every angle, (for example, before play, the angle of the static mesh is 140

spare topaz
#

is spatial voip possible with only BP?

vale osprey
#

@light thunder
that yellow input is a vector, not a single value

#

split rotator on SetRelativeRotation node and connect green output to Roll, yaw or pitch

light thunder
#

@vale osprey I did that but the zeros that are there are rotating the object to an angle of zero

#

I know because i left the entire thing zeroed out and cconnected it and it MOVED the needle

vale osprey
#

not sure what you mean

#

you can set one of those pins to a 90 degree rotation, if it doesn't rotate around proper axis

#

is your plane rotated too?

light thunder
#

My question is this

#

if the relative angle of your option is 30, 60, and 270, for x,y,z respectively

#

and you SetRelativeLocation of that actor with new rotatoin of 0, 0,0 , it is going to rotate on all axis, correct?

vale osprey
#

correct

light thunder
#

so I would have to GetActorRotatoin and just pull the pins out of there and put them into the setnode?

vale osprey
#

well, yes but only if you rotate around single axis and in limited range

#

the easiest would be to rotate your needle only around single axis

light thunder
#

yes, how do I do that?

vale osprey
#

for this, you can oriented your plane, such that it faces X axis

#

so X axis is like normal of the plane

#

then rotate needle in maya, so that it faces along Y axis

#

now if you make it a child of the plane, needle will be parallel to the plane with 0,0,0 rotation

#

after this you can animate it just with relative roll value

#

if you don't to re-import, add a scene component as parent of the needle

#

and rotate scene component such that needle with 0,0,0 is parallel to the plane

light thunder
#

but I am copy and pasting what you said to my notes so I can build things better in Maya

vale osprey
#

try to roll it over 90 degress, see if it still works

light thunder
#

seems to I jsut need to fix some blueprint nodes

#

The problem is, it immediately updates the new rotation because I have it sent at event play, AND updated when the valve moves

#

There we go, that did it...now I just have to figure out hte right number to mulitply by

#

I actually could REALLY use an engineer's help, this isn't even Unreal so much as basic math....let me describe it

vale osprey
#

trouble with animation?

light thunder
#

I need to get corresponding rotation based on the pressure coming from that line...so for example, at begin play, the master pressure is 100... and as the Valve opens, it scales with the pressure, so a half open valve would be at 50 PSI, and fully open would be at 100 psi (I know this isn't the way real pressure is, just as an example thouhg0

vale osprey
#

you could normalize your pressure input and interpolate rotation from there

#

so for example your maximum pressure is 500 PSi

light thunder
vale osprey
#

divide incomming pressure by maximum possible pressure on gauge

#

so pressure_scale = pressure / max_pressure

#

pressure_scale will be in 0..1 range

#

then add node called LERP

light thunder
#

what type of variable is pressure scale? float of 0 to 1 range you mean?

vale osprey
#

set minimal and maximum roll on it and input pressu_scale as "alpha"

#

yes

#

you don't need to store it anywhere

light thunder
#

a regular lerp or lerp rotator?

vale osprey
#

just regular as you provide roll only

#

you could use rotator but then rotation on other axis need to be provided into it

light thunder
#

got a bit confused for a second....the pressure scale variable...is that set to 0 to 1 or is it set to the incoming pressure divided by the max pressure?

vale osprey
#

incomming / max pressure

vale cloud
#

^that will give you normalized pressure (pressure in 0-1 range)

vale osprey
#

what I mean is that it will be in range of 0 to 1 because of such division

light thunder
#

so i don't use a normalize to range node correct?

vale cloud
#

(sorry to barge in, I've been watching your discussion ๐Ÿ˜ )

light thunder
#

the more the merrier, thank you for helping

vale osprey
#

well, you could clamp it to 0..1 but this might hide some issue

#

like if pressure is negative you should see bugs

#

clamp will set it to minimal pressure instead

light thunder
#

what am I setting for A and B on the lerp?

vale osprey
#

minimal and maximal rotation of the needle

light thunder
#

um, what are those?

vale osprey
#

ohh wait, this won't work ๐Ÿ˜„

light thunder
#

like, the increments to move it in? I thought that would be based on ...

vale osprey
#

you need rotator lerp

#

now I remember why it's separately

light thunder
halcyon marsh
#

Someone know how to get variable from Level Blueprint into oter BP ?

light thunder
#

I DO!

halcyon marsh
#

how

vale osprey
#

rotate your needle in editor into minimal possition of pressure and copy/paste values of rotator into LERP A

#

then the same for maximum value

light thunder
vale osprey
#

@light thunder you can right click on"Rotation" and copy it

vale cloud
#

tl;dr ... probably not possible to get them from Level BP, better store them in Game Instance

vale osprey
#

then right click on Lerp and paste

#

anyway, your roll is 135 yes

halcyon marsh
#

@vale cloud but the problem is that the game Instance is not for that

#

game instance is for store variable when level change

light thunder
vale cloud
#

use Game Mode then? ๐Ÿ˜ƒ

light thunder
#

Because I don't want to rotate the other values to zero, that will screw it up

halcyon marsh
#

--" how to thank you x)

light thunder
#

nevermind i'm an idiot

halcyon marsh
#

because i have BP_ManagerSomething and i always do a get all actor from class

vale cloud
#

anyway, even if you use Game Instance, you can get them in the level BP, store whatever value you want (at begin play?) and then you can also access it from whatever actor... if you want to change it when you load another level, just do the same for the new level

halcyon marsh
#

it means i have to do it also in the GameMode

#

yes i understand what you tell me

#

but even if i do it

#

i will use the

#

get all actor of class

#

and i want To dodge it

vale cloud
#

heh well, without knowing xactly what you're doing, I can't really understand... you asked "Someone know how to get variable from Level Blueprint into oter BP ?"

vale osprey
#

@light thunder split output

pallid compass
#

You can blend shape with just 1 object right? you dont need multi objects?

vale cloud
#

to what I replied "can't, but you can store in GI or GM, access it from level BP at begin play, set it, and then access it from whatever actor and get it"

light thunder
#

@vale osprey Okay, it is moving the wrong direction....I tried multiply by -1 but that just made it jump to the other side (makes sense I think)

#

and it doesn't seem to be interpolating accurately

halcyon marsh
#

@vale cloud oh ok so i have a class BP named BP_SaveManager and other named BP_Position Manager and i need a ref from them without using the "get all actor of class"

vale osprey
#

ahh, flip A and B then

light thunder
#

very small amount of movement...I moved the pressure up and it's not changing the range at all

#

also, does Unreal compute 410 as the same as 50 for a circle/rotator?

#

I checked the transform and it seemed to

halcyon marsh
#

@vale cloud or without drag and drop them into the viewport i just want to know if it is possible ?

vale osprey
#

@light thunder yeap

#

to avoid confusion better re-import needle such that you don't need to rotate anything but roll

light thunder
#

that's not the issue I think though

vale osprey
#

because there is a problem when you rotate one axis by 90 degrees

light thunder
#

it's rotating just one axis though

vale osprey
#

ok

light thunder
#

the moment the valve was opened just a bit, it sent it to the A node which was the 50 degree one

#

but it is on the wrong side

vale osprey
#

have you divided it by max_pressure = 500?

#

your input

halcyon marsh
#

@vale cloud i dont know if you understand what i want ^^

vale cloud
#

@halcyon marsh probably not ... also I'm not the best person to help you really, not much more than a n00b myself ๐Ÿ˜

light thunder
halcyon marsh
#

oh ok no problem

#

i will use the get all actor of class

#

even if i dont like it

pallid compass
#

everytime i import blendshape from maya to UE4 it just breaks

#

D:<

vale osprey
#

@light thunder so what is the value of pressure_scale when you start it?

light thunder
#

0

halcyon marsh
#

@pallid compass send it to ue4

#

epic*

light thunder
vale osprey
#

@light thunder
then it should output A

light thunder
#

? what do you mean?

#

That pressure scale above is at a pressure input of 20

vale osprey
#

value of A on LERP

#

yes, it's almost 0 so values will be almost A

light thunder
#

wait, I need to pipe the pressure scale to A? wat?

vale osprey
#

the idea that it interpolates from A to B using alpha

light thunder
#

yeah, I get that it should go from a 135 angle to 410 (the 50)

#

based on the alpha value

#

maybe multiple alpha by -1?

#

for the right rotatoin direction?

vale osprey
#

so when Alpha input is 0 you get A on output, when Alpha is 1 you get B on output, when it's at 0.5 you get middle

#

no, alpha should be from 0 to 1

#

you can simple swtich A with B

light thunder
#

I did that, now the neelde starts in the correct location but it moves the wrong way and it doesn't seem to scale

vale osprey
#

ahh ๐Ÿ˜„

#

ok I see

#

you can set 400 instead of 50 then

light thunder
#

yeah, my incoming pressure now is 400 but the needle moves the same distance

#

well, the problem is, it's going the shortest path

vale osprey
#

while Shortest path is off?

light thunder
#

yep

#

it's not going AROUND

vale osprey
#

it's fine, you can trick it by giving it different angle, like 360 + 50

light thunder
#

son of a bitch it works

vale osprey
#

the problem is that your needle is not rotated to 0 degrees from the start

light thunder
vale osprey
#

like it points to 9 o clock on the watch for example

#

good ๐Ÿ˜„

light thunder
fierce tulip
#

@safe shoal seriously, i love you. i want your babies. i want to carry your name, and i want you inside of me. /me plucks one hair and eats it

vale osprey
#

@light thunder no problem!

halcyon marsh
#

Someone here use a BP class only for references ?

pallid compass
#

I am really stuck with blendshapes/morph targets can anyone help me?

light thunder
#

@vale osprey how hard would it be to put a smooth curving animation to that needle rotation?

vale osprey
#

you can use Intrp nodes for this

#

but you have to call them on Tick

#

so basically you get that out put from LERP, this becomes input for Interp node

#

delta time comes from Tick event

#

target is output from the Lerp that you already have and Current is a value that you set as output from this function

light thunder
#

wait, I put the return value right back into current?

vale osprey
#

yes, output becomes input on next calculation

light thunder
#

And what if event tick isn't set to execute anything

vale osprey
light thunder
vale osprey
#

it will be executing Set as minimum

#

nooo, not like this

#

look at previous screenshot