#ue4-general

1 messages ยท Page 66 of 1

vale osprey
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had to manually move polygons into new meshes and redo Center location

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annoyingly when you move center of the mesh you can't snap to vertices of the same mesh...

plush yew
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when is 4.16 intended release?

livid lantern
plush yew
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@livid lantern what is this

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lol

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how is that any diff

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from AdvancedSessions lol

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which is free

livid lantern
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It's not an OnlineSubsystem, it's the entire Steamworks SDK, with 700+ functions in C++ and BP

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Basically

plush yew
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lol

livid lantern
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It's got nothing to do with AdvancedSessions

plush yew
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lol

worn granite
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you laugh but have you seen other "BP things" on the marketplace?

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Not the biggest stretch I've seen

plush yew
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oh ive seen

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tons of crap on there

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i mean like

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i feel like these things could be gotten from some sort of rest api

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i feel like steam probably has a REST API

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where u can post json requests...etc

halcyon marsh
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hey guys i have a little question how to get the forward vector of a hit location of an line trace by channel please ?

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i take the hit location then i add a vector 0,100,0 but it change when i rotate

cunning stump
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Hey guys quick question, does anyone know if it possible to either 1. allow a material to have instances, but a way to not show its implementation, or 2. hide the material to be visible from content browser, however will show when setting material instance parents?

heavy saffron
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What's the console command to change game / simulation speed? Similiar to how you'd do slowmo.

autumn haven
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Does anyone here sell UE4 assets on Gumroad? If so how is it?

fossil socket
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@plush yew what are you talking about, it's a plugin that integrates the actual C++ steamworks SDK

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it's not a wrapper for the web API

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and it seems that these classes are nearly 1:1 to the steamworks equilvilents, just an unnecessary layer of abstraction

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  • being able to get steam avatars as UTexture2D
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since this doesn't use OSS, it might not be that useful for games targeting non-steam platforms (eg. consoles)

fierce tulip
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@autumn haven sells like shit, even when promoting it.

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im making more with my free content, then my other paid packs

vale osprey
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@fierce tulip it will get even better when "whishlist" will be added, so people will be buying mostly during sales, like how it is on steam

fierce tulip
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hope so

tranquil bone
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Does anyone know how to make an equipment system where you right click an item in your inventory and it will create a widget that has two buttons "equip" and "un-equip" and on the equip button it puts the item that you have righted clicked in to its slot that it is supposed to be in

vale cloud
lone fulcrum
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FYI: My Linux dedicated server kept crashing yesterday with some weird message (Detected negative delta time) - it does not reproduce on Amazon EC2 Linux instances. It only happened in Azure. I did not test too many different templates/distros/etc.

halcyon marsh
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@vale cloud i dont realy understand how it works

vale cloud
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@halcyon marsh it gives you the normal of the hit face ( a vector pointing away perpendicular to the surface)

dull bolt
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can someone help me with something

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im trying to import an unreal engine level model to blender, but the levels are all split up into a bunch of pieces. is there an easy way to import the level model, without having to manually import each psk file, and then map the textures

halcyon marsh
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@vale cloud which one of the two directions will be the normal result for this case ?

vale cloud
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first one (I'm not 100% sure if the impact normal really returns the normal of the face that was hit, but if it does, yeah, it's the first one)

halcyon marsh
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@vale cloud ok i see but if i want it like the second image i have to multiply by 0.5 or what x) ?

vale cloud
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@halcyon marsh vecctor math is not my strongest thing, sorry ๐Ÿ˜ฆ

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maybe someone more knowledgeable can help?

plush yew
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@fossil socket yeah i already figured it out though, thanks though

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hey guys how can i set the graphics down?... its laggy now i have fps drops.. i would love only to render it on low specs if its possible

livid lantern
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The UWorks plugin is now also available on Sellfy: https://sellfy.com/p/TciQ/

Thanks to everyone who purchased it so far! I hope to hear your feedback soon! I'm extremely curious to hear if there's anything broken, hard to use or whatever justified negative criticism you may have! Enjoy!

  1. Who is this product intended for?UWorks aims to reduce the workload of any developer who wishes to integrate a part of the Steamworks SDK in their Unreal Engine project. The plugin was designed to simplify the development process, regardless of the your choice of workflow and/or skill level. As l
main lotus
safe shoal
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Anyone else locked out of their Epic Account right now?

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Can't get into anything, password reset email had expired or didn't work. Now I can't install the frigging engine

trim trail
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What happened? I opened just now and realized grid size is too big. How to revet it back?

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hmm changed grid size in right top corner, dunno why it was set to 10k

burnt drum
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I'm getting a super weird problem in rcecent build of my game

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i'm hoping someone encountered this before

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when i run any kind of 'STAT" command on console.. the entire game halts to about 2-3fps

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Stat ui , stat game , stat startfile

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anything

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this is extremely strange and i'm clueless about what's going on

torpid hedge
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im trying to package a really simple game with just one actor and light to test the packaging. i disable most of the plugins since they wouldnt be needed but im getting errors that files are missing from those plugins when i run the game

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why?

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im running ue 4.15.2

cursive dirge
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need more details

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which plugins it complains about

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?

torpid hedge
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paper2d

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vehicle plugin

cursive dirge
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you should be able to disable those if you don't use those feats

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I haven't tested on 4.15.2 but pretty sure it worked on 4.15.0

torpid hedge
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yeah, packaged game reports those plugins are missing files, like wtf

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and i have disabled them, so they shouldnt be included

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it's cooking paper2d while it shouldnt

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weird

regal mulch
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@safe shoal Yeah, quite a lot of people did

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Me too

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If the code expired, just go to "Forgot my Password"

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and then set it up there

safe shoal
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ok cool, thanks man

undone harbor
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Hi people, I were wondering, how often do you find yourself using the built in Game Framework included into Unreal?

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Is the Game Framework just a good basis for prototyping which you should stray from when upscaling your game?

safe shoal
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Always use it

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You'll run headfirst into brickwalls if not

glossy zenith
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hey. was trying to get particle effects going in game but they stopped showing up in the runtime viewport. they work in the level designer. anyone got random things to check ?

spark lotus
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@livid lantern Why did you put it on sellfy?

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ah nvm

torn garnet
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Does anyone know how to get the engine to support a resolution of 3440x1440? When I type r.SetRes 3440ั…1440f in the console of a packaged game it crashes everytime.

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21:9 aspect ratio

pure gorge
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Hey guys,

Do you know why on the Epic ShooterGame example, the Loading Screen is on a separate Module ?

civic fern
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Not sure which channel this should be in, but I have a question regarding animation that's done in the timeline? I believe that's what it is called sorry still new to this

thorny cipher
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๐Ÿค”

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Sun erosion tool wth

safe shoal
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@glossy zenith Is it using GPU particles? There's a major bug with them in UE 4.15 and 4.16 at the moment that renders them basically unuseable

fierce tulip
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O_o have zero problems with gpu particles in 4.15 myself

safe shoal
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Oh that's interesting, there's a response on my answerhub which says it's a cascade tool issue

fierce tulip
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odd though, doing loads of gpu shit in 4.15 and havent had any issues with it

safe shoal
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Apparnently if you use the drop-down to set fixed bounds, it works fine. But if you use the checkbox in the details panel it breaks

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gonna test this now

fierce tulip
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i always set the fixed bounds first, because it results in not having to reboot ue4 to make bounds work properly

safe shoal
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definitely a shitty workflow issue there

fierce tulip
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fuck yes

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but well "niagara"

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there is also a bug where if you set a checkbox and press spacebar to restart emitter, it unchecks/checks the checkbox each time you press spacebar

tall pendant
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sigh reading that... I still think an "stability/bugfix" release would be more appropriate than new feats and the recent focus on vr ... oh well we can't have everything.

safe shoal
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Problem is because Cascade isn't future proof, they're not really fixing it much anymore. So anything that gets modified for niagra ends up fucking up cascade

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I like cascade. Was kinda hoping the new Niagara would be it + lots more functionality

torpid hedge
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im having a weird problem with 4.11 and 4.12, when i create a new project, i cannot switch if i want to include or exlude the starter content or switch the quality setting

safe shoal
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Not seen that before

torpid hedge
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and content browser is not working correctly either, i cant right click to bring up the menu or interact with it, both are fresh installs

safe shoal
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Did you download the starter content with the engine? It's an extra option now (true by default)

torpid hedge
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4.15 is working as it should

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yes

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i included everything

safe shoal
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sounds odd, not sure on that one

torpid hedge
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would you happen to know why my 4.15 packaged build is crashing due to missing plugin files even when i have disabled them? paper2d and vehicle physx plugins

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i wouldnt need them in my game so i disabled them

fierce tulip
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well, im fine with niagara being node based instead of module based, but I hope its viable to use from the getgo, and not have weird stuff missing or bugging out

torpid hedge
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i have win 10 build 1703

plush yew
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Hey fellas, does anyone know if there is an easy way to get a solid level background color? Like in Unity where you can set the camera to clear the screen with a solid color of your choice.

safe shoal
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Nah, you just have to have a flat skydome or something

glossy zenith
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@safe shoal yeah both cpu and gpu particles do the same thing. We are running a dedicated server too, but a fresh project doesnt have the same issue, so many tears to be shed.

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( re particles not showing up at runtime )

eternal gate
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Might be the wrong place, but quick newbie question: My understanding is each level should be limited to roughly 20km for floating point accuracy, if I wanted to make a 3km mesh for a space asteroids type game would that be possible? Assuming not high poly. Or would it need to use a scale down?

glossy zenith
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I'd have assumed you would want to cut that up

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the 20k is for positioned elements, not elements that span that size.

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also noob so dont quote me on that

eternal gate
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Just trying to understand limitations for stuff. Thought was that it could be a large (relative to player) asteroid or such thats dynamic. Might be a bit too large tho lol

halcyon marsh
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why why ๐Ÿ˜ข

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this bug is trill not fix

primal edge
pallid compass
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Can you vertex paint landscapes at all?

coarse loom
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I'm having a weird issue where trying to select a material for a static mesh from the dropdown opens the Save As for a new material instance constant instead of giving the material list

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Has anyone else encoutered this or know why it's behaving this way?

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Hmm, nevermind. It looks like the click press is opening the dropdown, but the release click is hitting create new material instance right away. If I hold the click it avoids clicking the create button

pallid compass
soft garden
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Hi guys! i made a full blueprint project and i have to localize my game with the Localization Dashboard. There is a way (mayabe a node) to change Localization at Runtime without C++? Thanks!

zinc pond
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Hello, is there anyway to have a 3d mesh data of the city from other project and make the mechanics in one project and without combining the projects be able to run it as one game exe

primal edge
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a little yes will be appreciated ๐Ÿ˜„

sterile cairn
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Anyone have an idea as to why demorec is not saving any replays?

kindred marlin
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๐Ÿ˜ฆ

humble sun
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@pallid compass have you painted anything?

pallid compass
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i fixed it

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Does anyone know if you can vertex paint on something you are tesilating?

long blaze
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Where would be a good location of knowledge on how to get a shmup game developed in UE

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Example: 1941 arcade game

ashen brook
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check out the twin stick shooter template and the twin stick shooter example game

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then cut away functionality you don't need

long blaze
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Thank you

versed pawn
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Urgent! I am working on a demo project so I can apply to a game studio in two weeks, so I would need someone who is pretty good at solving lighting problems please. I would be very thankful if someone would offer. Thank you!

fierce tulip
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so this would basically be a "show me your nda, and ill show you mine?"

languid shard
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๐Ÿค”

fierce tulip
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if you signed an nda you should have access to a special board

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where you can ask all them questions

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in general though, the ps4 just runs ue4 and ue4 does instancing

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there are a few limitations, but in general if it runs on your pc, itll run on ps4. how well.. that depends on the project hehe

thorn notch
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We currently have a problem with too many draw calls. Currently it seems that instanced objects (grass and trees) are not being culled. Using some 'profiling tools' it seemed all the render calls were just generic draw calls

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So that's why I asked

fierce tulip
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yea, that sorta stuff is mostly for the nda board things.

thorn notch
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Yeah

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But the culling issue seems like a generic issue though

fierce tulip
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hmm @maiden swift an nda-channel for ps4/xbox/switch perhaps? XD

cursive dirge
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that wouldn't work though

fierce tulip
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i know

cursive dirge
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how could he even verify that?

maiden swift
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@fierce tulip Can't happen. No way to verify and it would essentially be pointless.

fierce tulip
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good faith, and wonder how everything gets leaked hehe

cursive dirge
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I signed all possible NDA's

fierce tulip
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points at the XD

cursive dirge
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let me in ๐Ÿ˜ƒ

fierce tulip
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Y U ALL SO SERIOUS

thorn notch
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Eitherway, is there a way to do foliage and trees properly? Since culling doesn't really work well on instanced objects

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While they're still just 1 draw call, it still impacts performance

cursive dirge
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HLODs?

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never used them myself

fierce tulip
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I dont recall having any issues with RR and culling/batching/instancing/drawcallstuff

thorn notch
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I just joined this project, doing the optimization

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around 1200 draw calls..

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Averagely 900

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Instanced objects don't get culled, which are around 40-50 pretty high detail trees

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a lot of grass

fierce tulip
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instance in smaller groups

thorn notch
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Will try it out

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It seems a lot of time is just spent on GPU queries as well for occlussion culling

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no clue how to fix that, even after intensive googling

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Obvious result is to reduce draw calls, but if culling doesn't work properly it feels a bit like a circle

fierce tulip
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hlod should also help, and sometimes I'd just export a bunch of meshes that are a dozen or more drawcalls and reimport em as one mesh. (though did that back in udk)

cursive dirge
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you said pretty high detail trees...

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why are they not LOD'd?

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I mean, if they are further away, they wouldn't be that high detail anymore, righ?

thorn notch
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yeah true, need to check it out

fierce tulip
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<_< the rad rodger trees are about 10-25k each, no lods. (since sidescroller) run fine :p

cursive dirge
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@fierce tulip yeah, because you always viewed them from same distance :p

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points the obvious

fierce tulip
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THATS WHY I SAID SINCE SIDESCROLLER! (mandatory no caps to not make nick angry)

cursive dirge
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did the trees have backsides?

fierce tulip
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yea

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rotation for variation

vale cloud
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trees whith backsides? ๐Ÿ˜ฎ what has the world come to ...

fierce tulip
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:p

ebon snow
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Does anyone know if typically a CharacterMovementComponent is used for most games?

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Or is it better to leran how to move things yourself?

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For instance, in Unity, I never used their CharacterController, doing Raycasts/detection manually.

safe shoal
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If you're making any kind of Biped movement, use it.

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Saves you a lot of trouble, and it works

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For any online / multiplayer game, it saves you a lot more trouble.

ebon snow
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Ah thanks.

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How about for, 2D movement, say if someone was making Mario, or Megaman?

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Still suitable?

keen birch
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@ebon snow Unity's charactercontroller system is shit

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UE4s is really damn good imo

ebon snow
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Ah k. Yea, the character movement stuff in Unity actually rages me out.

safe shoal
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Character Movement is suitable for 2D Movement (you can constain movement to various planes).

ebon snow
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Ah great, thanks.

plush yew
fierce tulip
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its always 10 euro

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its a fucking ripoff thing udemy always does

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OMG ONLY A FEW HOURS LEFT MUST BUY

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its always discounted

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the counter is fake

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also, fuck udemy

languid shard
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umad ? ๐Ÿ˜„

fierce tulip
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(regardless how well that course is made)

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yea, because they fucking hire spambots to spam our ue4 fb groups with that bs dozens of times

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OMG ONE DAY LEFT ON DISCOUNT

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no you ffin bots, stfu with your lies

languid shard
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x)

tall pendant
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Yup. udemy courses are at 90% in 9.5/10 cases

fierce tulip
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and people keep falling for it and spamming the fb group as well

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or.. in this case.. discord

tall pendant
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hehe ๐Ÿ˜›

low snow
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but is it worth to get that one even tho it's always on 90% discount ?

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im a beginner, and need somewhere to start with UE4

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@fierce tulip

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looks pretty good

thorn notch
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Is there a way to find out specific labels in the unreal front end tool?

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find out about*

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I'd like to know what these things -exactly- mean so I can think of some proper strategies instead of shooting a shotgun and hoping I hit

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Metaphorically speaking of course

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Eventually figured out to go through the engine source code and find responsible functions, see what's exactly happening. Not sure if there's a better way

plush yew
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umad @fierce tulip ?

fierce tulip
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more sad you fell for it

plush yew
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I bought the UE4 thing @low snow, let you know if its any worth. As @fierce tulip says, maybe I got pwnd..

fierce tulip
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the course itself is good, its just udemy fucking you with its fake discount

tall pendant
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wait.. he didnt said its not worth the money

fierce tulip
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^

thorn notch
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Udemy always has 100 sales a week

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I don't think I see a period in Udemy where they don't have sales

low snow
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@fierce tulip thank you. @plush yew thank you

vale osprey
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I'm subbed to about 20 courses on Udemy

thorn notch
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A good course is assembly adventures

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I learnt assembly that way

vale osprey
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most of them do have value of more than 10$ but that's what Udemy asks for them

thorn notch
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A lot of creators leave, because udemy pretends the courses are worth more than 10 (which they are)

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And then they are "Exclusive sale 1000 dollar courses for 10!"

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Which is how they got me initially

fierce tulip
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^

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yea, and they even tell authors they are going to sell it for 100+ or 200+

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and then always have it on discount

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fucking authors over

thorn notch
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Yeah, the platform only works if you sell en masse

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Would there be demand for directx12 multithreaded tutorials?

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I don't have the time now, but I have been thinking about making some for a while now

vale osprey
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mmm, who uses DX12? ๐Ÿ˜„

low snow
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it's sad for the people using a lot of work to make a tutorial and then end up selling it for candies. but it's a good start for people without a lot of money though

thorn notch
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I think i'd make it for free

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Pretty sure I would

languid shard
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Vulkan + SteamVR gimme gimme

thorn notch
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In general I think there is a lot of lack in the multithreaded rendering market

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In regards to content

vale osprey
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sheck steam hardware survey, people with dx12 are minority

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and it might stay like that till Win11

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or what ever it will be called

languid shard
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most "mainstream" gpus are DX11 level anyways

thorn notch
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Isn't gtx 970 most used on steam atm?

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it has dx12 feature support

tall pendant
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We'd need full Vulkan or dx12 support in UE4 first hehe

vale osprey
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most of the win10 installs - are not DX12 capable because they are on integrated cards

tall pendant
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afaik both are still in development

languid shard
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is it fully compliant with DX12 though ?

vale osprey
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@thorn notch heavily doubt it, 970 came out last year, it will take another year or two for it to become really common

languid shard
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"Direct3D 10.1 introduces "feature levels" 10_0 and 10_1, which allow use of only the hardware features defined in the specified version of Direct3D API. Direct3D 11 adds level 11_0 and "10 Level 9" - a subset of the Direct3D 10 API designed to run on Direct3D 9 hardware, which has three feature levels (9_1, 9_2 and 9_3) grouped by common capabilities of "low", "med" and "high-end" video cards; the runtime directly uses Direct3D 9 DDI provided in all WDDM drivers. Feature level 11_1 has been introduced with Direct3D 11.1." from wikipedia

vale osprey
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steam hardware surveyy shows how all the latest or even 1-2 old hardware is just not more than 10% of installs

thorn notch
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@vale osprey saw a wrong graph then, my bad

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Still, knowing how multithreaded rendering works is very useful as graphics engineer

vale osprey
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for sure

thorn notch
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Made a deferred mulithtreaded renderer last year

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in dx12

vale osprey
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what are you splitting in it into threads?

thorn notch
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Well, to test the waters I wanted to divide the render passes I had in my framework

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So I had a post fx pass and a normal forward/deferred rendering pass(was toggleable)

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So in dx12 you have command lists and command allocators

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You want to have 1 of each on each thread

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Every thread filled in a specific render pass, and I was planning on making an elaborate linking system based on a presentation from the folks at Arkane Studio

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Since you don't accidentally want to do post processing whilst nothing has even been rendered

vale osprey
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exactly, this is why I'm asking what exactly can you thread there?

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you are not going to do your light pass before g-buffer is filled

thorn notch
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You thread the command recording

vale osprey
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so maybe only shadow maps in parallel to the rest

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huh?

thorn notch
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So basically

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When you say in dx11

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Set this, draw this etc

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In the background it fills it in command lists

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These command lists are as the name implies. A list of commands

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Problem is: your main thread calls these things, and directx11 needs to manage these things in the background

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These command lists can be recorded on CPU, and then sent sequentially to the GPU

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So you can already set the state of all the passes, then submit them to the GPU when ready

vale osprey
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mmm, so what is actually threaded?

thorn notch
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Every thread fills in a list of commands

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So the commands in essence are threaded

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imagine being able to call glEnable(whateverState) on different threads, and be able to have that work

vale osprey
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well I don't imagine it because how are you going to have a proper sequence of your stages?

thorn notch
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You have a linker which does this work

vale osprey
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or you are threading something like calls for a depth pass

thorn notch
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Let's set up an imaginary pipeline here

vale osprey
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so some object are in one thread and other objects are in another?

thorn notch
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Our pipeline will have to do these things in this order

  • Draw depth textures for shadows
  • Draw objects as regular
  • Perform post fx
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So we have 3 pipeline stages that need to be sequentially done on the GPU

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you follow that?

vale osprey
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yeah, I have idea how rendering pipeline works

thorn notch
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Yeah but just making sure we are on the same line ๐Ÿ™‚

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Oldschool API's were always direct

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So if you said
do x command

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It would perform this command

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Then newer rendering API's thought

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Why not just batch a bunch of commands and send them to the GPU in one go?

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Which is what is happening in the background with Directx11 and OpenGL

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Then DirectX12 and Vulkan came up with:
Why not give the freedom to create these command batches yourself? and multithread it yourself

vale osprey
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have an example?

thorn notch
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We have those 3 render passes

vale osprey
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cause this is very vague and generic

thorn notch
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Draw depth textures

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Draw objects as regular

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And perform post fx

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Yes, we need to perform these actions sequentially

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But do the command batches for these passes need to be created sequentially? no

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Since we can fill them in randomly on the CPU

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and make sure to send it as a sequence to the GPU

vale osprey
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ok I see

thorn notch
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Main thread fires 3 threads
All these threads handle 1 pass
If one pass is done and is not relying on the other passes, fire it off

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But if post fx is done earlier, we need to wait

vale osprey
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this is basically for cases when CPU driver is your bottleneck

thorn notch
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Yes

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In directX11 you just tell the API, these are my commands, figure it out yourself

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DirectX 12 says: You manage it yourself

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So what is the ideal balance for rendering passes? You are able to profile and optimize these passes to your hearts content

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So in short and a bit easier to understand

#

Modern api's are all about keeping the GPU busy

#

And this balance on how to keep it busy is the hard part

#

CPU needs to keep feeding the GPU data, and balancing that is the core

vale osprey
#

well, depends on where is your bottleneck ๐Ÿ˜„

thorn notch
#

Yeah, you're right

#

But the good part about this, directx11 is not just making threads and managing things

#

When using directx12

#

When I started doing directx11, it suddenly fired up a few threads whenever the API instance got created

#

It just uses threading time without your consent pretty much

#

As far as I know, this command buffer strategy has been used on older consoles as well

#

But Directx12 needs to provide some abstraction because everyone has different gpu's

#

And you can't just give raw GPU access if you need to code for a generic case

vale osprey
#

I can see how some games can benefit from this

#

but imho it's more of a selling point for Win10

vale osprey
#

@thorn notch I think this is something that Epic would provide out of the box in UE4 when Vulcan implementation is done

#

I don't know if they want to support DX12 at all

thorn notch
#

They're both very similar, so it doesn't matter THAT much which you support I believe

#

But what would they provide?

#

Im pretty sure they would provide a toggle for the modern rendering API's @vale osprey

#

The problem I foresee with Unreal(not to fire shots at Epic Games), is the way the current rendering code could handle this system

#

But a lot of smart folks work at Epic so Im sure they'll find the most optimal implementation for the engine

thorn topaz
#

Anyone good with reading crash logs could check this out? I was working implementing some new stuff into our gui system and when I restarted the engine, it now crashes at 93%.

safe shoal
cobalt owl
#

Is it possible to make a window with view on another level? I need to do teleporter gate that shows what is exacly on the other side.

#

In UT99 there was some special zone to do that but i can't remamber what was the name of it

safe shoal
#

Nope, you use Render Targets now

fierce tulip
#

I remember we wanted to make a gun out of that in ut99

#

few years later que portals

#

I even bumped the thread when that happened hehe

long ice
#

anyone have suggestions for where I should start if I want to bisect a simple 3d object in game based on where the player cuts it?

violet cove
#

Does anyone know why I cant edit my landscape grass type?

velvet oyster
#

how do i get the first letter of an fstring?

fierce tulip
#

"f"

#

:p

obsidian nimbus
#

get character array from string?

#

and GET 0

#

@velvet oyster something like that? ๐Ÿ˜ƒ

spice urchin
#

@Shirk#7842 could you specify where and how the grass type is denying edits? In material node, content browser not allowing you to open it with double click?

burnt parrot
#

I just recieved some C++ Classes via Git but they dont show up in the editor. How do I add them?

cursive saffron
#

@burnt parrot AFAIK they don't show up in the editor as long as you didn't compile

burnt parrot
#

@cursive saffron thanks that solved it

safe shoal
#

Anybody know the best way to force-tick a particle system with a large delta?

#

Need to make it 'catch up' when a server var is recieved

#

fk it. hax PortalParticle->TickComponent(Delta, LEVELTICK_All, nullptr);

versed pawn
#

I am trying to change a variable inside an actor through Sequencer. I have the Expost to cinematics checked, and in Simulate, if I just change the variable, it works. But When I add a keyframe for that specific actor and change the value, the value DOES change(because if I eject from the player, I can see it's "True" instead of "False"), but it's thing does not get triggered. Why is that?

brittle gulch
#

Hi everyone, Unreal engine Usually runs at 120 fps. And now even with a blank project I can't have more than 60 fps. This seemed to have happened since I set OVR service to launch manually instead of automatic. Do you know any way to get 120fps again? thanks

languid shard
#

change the max framerate to 120

fierce tulip
#

if you dont like your computer hot, or spend more time on not rendering the viewport, it isnt bad to set it to 30fps or so max

brittle gulch
#

@languid shard Ah thank you, But for some reason it doesn't seem to fix the problem, unless I check "Use fixed frame rate" and then set the fixed frame rate to 120, I still have 60 fps with the Max value set to 120 :/ But I guess It's okay...

@fierce tulip yes you right, I noticed that my computer gets hot sometimes, probably because of these 120. For the moment I could set it to 30 fps since I'm working on a camera system. But I'm worried about this half cut of my FPS rate

languid shard
#

weird

brittle gulch
#

@languid shard Actually I had to uncheck "smooth frame rate" and then check it again to make it work! ๐Ÿ˜„
Now I'm running at 120! cool! Many thanks!

languid shard
#

aaah nice ๐Ÿ˜ƒ

fierce tulip
#

sets fps to 500

languid shard
#

burns GPU

versed pawn
#

Hey guys! I am trying to change a variable inside an actor through Sequencer. I have the Expost to cinematics checked, and in Simulate, if I just change the variable, it works. But When I add a keyframe for that specific actor and change the value, the value DOES change(because if I eject from the player, I can see it's "True" instead of "False"), but it's thing does not get triggered. Why is that?

sterile cairn
#

Anyone know why demorec is not saving replays?

zenith night
#

Hi all,
I have set up a camera path using the 'cine camera actor' I have it keyed in the sequencer, I simply want to render it out as a movie/image sequence, when I do go to 'render this movie' it renders a stationery view from the scene, it doesn't render my camera, is there a box that needs ticking?
Thanks,
Martin

versed pawn
#

@zenith night I'll check this too since I am currently working on a presentation video

zenith night
#

great, thank you @versed pawn

trim trail
#

anyone has bug in 4.15.2 where if you go to paint mode (shift+2) and use bracket keys to adjust brush size, it adjusts grid size in scene as well?

zenith night
versed pawn
#

I cannot render it out too @zenith night . When I press Render inside Sequencer, It starts rendering, then the editor crashes. Anyone with a decent PC, could help me render out this?

zenith night
#

..this is fackin infuriating, some months ago I was trying out UE4, loved so much of what it can do, had a similar issue with rendering, surely this should be simple, I have a camera set up in the sequencer, there is an option to render it as a movie, render it then!!!!

zenith night
versed pawn
#

I managed to render out my movie but without sound

#

Here is what I did:

zenith night
#

though I may also have clicked a few other boxes along the way, if I had to do it again I imagine it would screw up

versed pawn
#

These are my settings

#

I have set it to root Hard Disk (D:/) and it worked

#

befire it did not for some reason.

zenith night
#

With mine it was nothing to do with the render settings, I needed to put my cinecamera under a camera cut in the sequencer, not sure why seeing as it's a sole camera, I have cut anything together

main pewter
#

hello there. how can i flip my material horizontally which has a rendertarget2d texture in it? things like worldCoordinate masked and multiplied 1,-1 just gives me crap. I don't want to change the UV ov my model if possible ๐Ÿ˜ƒ

sterile cairn
#

@main pewter Try in #graphics, they might know more about it. Sorry that I can't help you myself.

main pewter
#

ok thank you - good tip anyways ๐Ÿ˜‰

heavy flicker
#

Anyone have any idea why when i try the stero panoramic movie capture and set the folder direction and input SP.PanoramicScreenshot nothing happens?

willow jolt
#

So I am trying to show a splash and improve my startup. The splash in the project settings isn't solving my issue though. I have maybe 3 seconds of black screen after it goes away that I want to show an image during. Does anyone know what causes it or how to access it? I think it is just general engine loading? My level does not have any assets by default, they are all pulled in dynamically. Not sure what I am doing here.

willow jolt
#

If I set a startup movie, it is shown instead. Any way to use a static image?

karmic moat
#

Guys i wanna master Blueprints but would it be this ugly later?

#

That scares me

versed pawn
#

I am finally finished with my demo project! I would like to get honest opinions on it, because this is the video (apart from a bunch of meshes, texture and stuff), that I'm going to apply for a job in the gaming industry(Sorry for video low quality. I had to render it in 720p because 1080p crashes the editor for some reason...). Sadly I do not have time to make huge changes to it, but I would like honest opinions about it. Here it is: https://www.youtube.com/watch?v=SYxaCO8uFqc

EDIT: There are 3 textures that for some reason, are blurred in the render, but totally fine in game (Gate opening animation, Anubis statue, Hatshepsut statu...

โ–ถ Play video
fierce tulip
worn granite
#

@karmic moat do you really think a "master" of BP would make either of those? To be fair there's a limit to cleanliness : complexity with Anim State Machines, but a "master " of BP wouldn't do either of those, IMO. And readability shouldn't IMO be your phobia. Readability is rather trivial compared to what you'll be running into as a "master" of BP. If you push BP, sometimes it stabs back. I'd sooner focus your attention to C++; not only is it objectively more readable - being text and all- but you won't run into the same issues that you would if you were pushing BP to its limits.

You could argue that "mastering" BP involves learning the pitfalls and how to avoid them- but I don't consider the benefits of BP to be worth it at that level. If you're going to be making things that complex, you don't lose anything by writing the core in C++ and then using BP for smaller things.

karmic moat
#

@worn granite but c++ way harder than visual scripting, especially that I'm a graphics artist without background in programming

sick raft
#

@karmic moat There are ways to mitigate the clusterf***ness that Blueprints can generate by wrapping things into functions and macros. It's not perfect but some planning goes a long way.

final stone
#

Hey guys, quick question. For a mesh that's destructible, is there a way for it to have some sort of health bar, before it gets destroyed? Like 2 hits, and the 3rd one will break it?

pallid talon
#

@final stone Sounds like a simple branch statement before you enabled the destruction. For example. If "HitCount" > 2 Enable object's physics. Or something.

#

This was, hit 3 or greater will make the destructiable actions happen.

#

*This way,

final stone
#

thanks! @pallid talon I'll check that out

final stone
#

just making sure, did you mean the Branch node in BluePrints? I'm trying to find a good example, and couldn't find one

#

The one I followed along, on YouTube, didn't seem to work right

burnt drum
#

hey does anyone know if simplygon works with skeletal mesh

#

the number of LOD field seems to be greyed out in skeletal mesh

low snow
#

Hi guys, since @burnt drum wrote a question about LOD i searched up what LOD meant level of details. and in this webpage https://en.wikipedia.org/wiki/Level_of_detail . They say maximum 5.5k vertices. is that for objects only or ?

In computer graphics, accounting for Level of detail involves decreasing the complexity of a 3D model representation as it moves away from the viewer or according to other metrics such as object importance, viewpoint-relative speed or position. Le...

burnt drum
#

?

#

LOD mesh is basically a mesh that the engine will replace when the object is of certain distance ( actually calculated by the object's bounds size in proportion to the screen )

#

the maximum on wikipedia wouldn't be applicable to UE i believe

#

okay i juist look it up. it's just an example

#

this will be much more useful

low snow
#

@burnt drum thanks mate, is it rather easy to set up LOD ? ๐Ÿ˜ƒ

languid shard
#

anyone knows how to rescale a 3ds max project from inches to cm ?

#

bloody max converted the project to inches on its own and now every model is completely offscale T_T

#

crisis averted, found a way to rescale the whole scene ๐Ÿ˜…

heady obsidian
#

does UE use cm as a standard?

fierce tulip
#

yup

mossy harbor
#

How shooting was done in shadow complex? hits enemy in depth

heady obsidian
#

are there any completed games out there released as a UE4 project for ppl to study and learn from etc?

zenith night
#

Hey all, I rendered a movie last night from a 'cinecamera' on standard settings, came in this morning and it was missing 980 frames - any ideas why?

grand python
#

(its a Roof for a Prototype)

#

Well i could not care about this since its only BSP and i'm gonna replace it with a mesh later. but this is really annoying..

#

Those are already individual pieces since i had this bug when i was just intersecting the 2 roof pieces

#

(UE4.15.2)

#

Well. I guess the Clipping tool in UE4 is the equivalent to the " Carve " Tool in Hammer Editor ๐Ÿ˜…

fierce tulip
#

you shouldnt model in ue4 though

#

(this bring back (ptsd) memories of UT99 map making :p)

grand python
#

haha. Yea and i get Hammer offgrid brushes flashbacks

#

Btw Luos. I used your Free Cave Assets on one of my Pavlov maps

#

but i had to redo the UV since you're working with Wold aligned textures... and the UVs on your models where.... well not good for texturing ^^

fierce tulip
#

they are, just need to assign the right uv-channel

#

firsto ne looks messed up af due to ue4's tangents and normals being taken from first uv-map

#

the uv's afterwards work fine

#

and you could have done all that without having to change the uv's even hehe

#

unless thats not an ue4 game

#

oh tis

#

then you wasted a lot of time I think

#

regardless, nice work ๐Ÿ˜ƒ

grand python
#

@.@ Thanks tho

#

Yea it was only for one model

fierce tulip
#

each mesh had 4 or 5 uv-maps.
tangent space, red channel, green channel, lightmap, and sometimes one more for opacity stuff

#

the cost of making em seamless hehe

grand python
#

Didn't noticed that. But cool. now i can use more of your models with my own textures i guess ๐Ÿ˜…

#

The cave in this Level is made from one mesh. and it actually uses cylindrical projection. so no seams, but some texture streching. But the Ice material hides that pretty good

fierce tulip
#

gamedev in a nutshell. hide stuff behind other stuff

grand python
#

thats why there are so many Rocks and spikes there. to hide the transition of the Snow to the ice

#

the snow is actually world aligned. and vertex painted

fierce tulip
#

yea hehe, you could have done most of that in the material as-is

#

waiting for the LOD versions of my pack, gonna push a more features-more optional shader version

grand python
#

i've created auto LODs with the UE4 intern tool. worked pretty good

fierce tulip
#

yea they do, but when you need 500+ doing that manually is insane

#

:p

grand python
#

Yea i see.

snow fjord
#

Could someone help me understand delegates and signatures?
I want to have my logic in the PlayerController wait for a click on an actor and get a reference to that actor as a result of the click. I want to perform different actions on the actor depending on where in the logic the click occurs. What's the best way to accomplish that?

#

I read this but I'm having trouble

burnt drum
#

hey question.s. has anyone used GameSparks with Unreal before?

#

would like to hear some comments on the usability

sterile cairn
#

Are there any good tutorials on how to use/implement the demonetdrivers to create a replay system? I'm able to have it record, stop, and load them but not sure where to go from here. There isn't a lot of documentation out there regarding the system or how to use it.

viscid geyser
#

I wann say

#

The new LawBreakers made with UE4 Looks fucking awesome

hybrid scroll
#

Hmm.. I have a problem. I have an asset file that just doesn't want to load. It doesn't show any errors, I still have the file in a normal location, but it doesn't appear in the content browser in the editor. It worked before.

#

Anyone had a similar problem?

karmic moat
#

U created that?

#

Wow

craggy nymph
#

@hybrid scroll , that probably means the asset was saved with a newer version of the editor. Saved assets are often not backwards compatible.

hybrid scroll
#

@craggy nymph - That can't be the case. It was working OK yesterday, and there were no updates since then ๐Ÿ˜ƒ

#

hmm...

#

When I tried importing it into ue4 it tells me its an object redirect... but where did the orginal file go? -.-

#

well.. to the backup I go

viscid geyser
#

@karmic moat No dude, it's the new game by Nexon

#

I got beta keys

#

LawBReakers

#

Made with UE4

tall pendant
#

everyone has a bunch of them hehe ๐Ÿ˜›

grizzled mountain
#

Oh wow, I totally missed that Nexon grabbed Bosskey

keen cradle
jagged mauve
#

hey! i need know how to comment assets for expecify it use in a project, i need put a coment in a SM class

karmic moat
#

Hi i have a question in texturing characters

#

Why does a texture has both sides of symmetric stuff.. Why isn't it just one side and mirrored in the uvmap editing

#

Like why not just half of his face? To reduce image size

vale osprey
#

because it's not 1998 anymore and symetrical characters look really bad

#

even if you go for cartoony/stylized look it will feel weird - human brain doesn't expect perfect symetry

#

on top of this, when you add normal map for example, you will have hell of a problem to getting it work correctly

karmic moat
#

If it's not systemic character that's another case but my question is why even symmetric stuff waste texture space

#

Or am i wrong

floral heart
#

Symettry is a myth, and also an ugly trap for detail textures. And I really like that point about normal maps too.

viscid geyser
#

@tall pendant I didn't buy them

tall pendant
#

huh? i meant they just send them out in bulk hehe. no offense.

vast pine
#

That gun would have a shell discharge on both sides?

#

Crazy gun!

#

And you can overlap I maps for objects just not a lightmap of course

vale osprey
#

@karmic moat I've never seen a symetrical gun

#

on the left side of that Browning you woudn't have cutout for casing/round disposal and would have safety trigger

#

in a typical game, sides would be flipped of course, so you can see empty casing flying in front of your eyes

#

so that specific gun just doesn't even need a texture on other side, if gun is never rotated in such a way to camera

karmic moat
#

@vale osprey which engineering major?

vale osprey
#

software ๐Ÿ˜„

#

overal, savings on potential symetry are outweight by just using lower resolution texture. Like 1024x1024 is 4 times smaller than 2048x2048.
On top of that you can go with a completely different approach and use layered materials

idle sail
#

Ugh this is really doing my head in, when i import a mesh ive got generate collision on but its still no collision?

vale osprey
#

you can generate it again if you open imported mesh in assets browser

karmic moat
#

@vale osprey software engineer is programming expert right

idle sail
#

its ok got it workin

vale osprey
#

it says how many collision elements you have on left side of the screen, does it say 0 there?

karmic moat
#

?

idle sail
#

it just wasnt auto creating one so i wnet in an made one in the edit window

vale osprey
#

@karmic moat software engineering is all kinds of things, not always programming

karmic moat
#

@vale osprey i study architectural engineering, but I'd love such major

#

Like it's seems more futuristic your major

vale osprey
#

quite often is rather boring stuff, depends on where you work of course

#

but the same with Architecture ๐Ÿ˜„

karmic moat
#

But like i think you can create a robot, electronics and stuff

vale osprey
#

well, you can create anything if you spend enough time on learning how to do it

karmic moat
#

I have a question

#

Can a game developer that is able to program a smart AI, program a robot the same way

vale osprey
#

some people do get basic courses in robotics and electronics, but it's nothing that you can't just read about somewhere. real stuff takes a lot of effort

karmic moat
#

Isn't it the exact same

vale osprey
#

well, it depends on a lot of different things

#

first thing is sensors

karmic moat
#

Game Ai, real Ai

#

Both depends on Programming

vale osprey
#

in gamedev you have infitinte amount of them, with infinite resolution, vitrually no noise and instant response time

#

in RL sensors vary a lot by manufacturer and specific type, they all have some response time, some noise in their measurements and if you are lucky they will have a modern API to work with

#

they have a lot of limitations you have to deal with

karmic moat
#

U studied robotics in your major?

vale osprey
#

no, but worked with some hardware

karmic moat
#

Nice

#

I googled the specific major for this

#

Mechatronic and Robotics engineering

vale osprey
#

friend of mine was making his own quadrocopter, it was quite a challenge, despite him working with hardware/software layer for the last 15 years

karmic moat
#

15!

#

Then what about creating this

#

Wait u didn't mean that he worked 15 years on a quadrocopter right

vale osprey
#

no no, I mean he worked with hardware on low level for 15 years

karmic moat
#

Oh got it

#

Yeah, the world will be filled with these things in the future

#

That's why ur major value might increase more in the future

#

Would u replace ur major with architectural engineering

vale osprey
#

I would replace it with physics or applied math

karmic moat
#

Oh

#

We take physics, physics itsself is amazing, like the heart of all sciences... But not when u study it quiet boring educational courses

snow fjord
#

@vale osprey I'm pretty sure there are some symmetrical revolvers.

floral heart
#

Does the cylinder open both ways? That would be neat.

plush yew
#

Anyone here willing to help me out with a problem?

#

I want it to just roll without the body having to roll along with the ball

low snow
#

im no pro what so ever xD but im pretty sure the body shouldn't be attached to the ball. but maybe float with or some sort. i will try to help research KOS

#

What if you do the same thing as the camera ?

What i mean is, there is a Unity tutorial called roll a ball, maybe you can take a look at the camera aspect

plush yew
#

what do you mean?

#

why would the camera help?

#

is there a way i can make it just float on top

#

and not move?

umbral temple
#

My guess is that the robot mesh is attached to the ball mesh in some way. Just make sure the Robot mesh isn't attached or dependent on the ball mesh at all in your character/pawn blueprint - That way you can let the ball roll freely and then simply update the robot mesh independently

plush yew
#

I am aware

#

but the question is

#

how

#

i have added a component to the character and put the bot on top, i don't know how to separate it though

umbral temple
#

I personally would have created a blank character BP, added the ball and robot as seperate meshes independent of each other and continued from that. It looks like the parent BP is the ball itself. Which means when that rotates, everything is. That said, i'm not amazing with UE4. My best bet would be make a fresh BP, add Ball component and Body seperately.

plush yew
#

Would you mind directing me on how to do that?

umbral temple
#

1 Sec, lemme boot up UE lol ๐Ÿ˜ƒ

plush yew
#

Perfect

#

i can give you the models as well

umbral temple
#

nah no stress, ill use sample ones

plush yew
#

okokok

#

Started a new level with no character

umbral temple
#

Super quick way ->

#

New Blueprint Class -> Character

#

(Top Left) Add Component

#

Add both the ball and robot

plush yew
#

Which do i use?

#

mesh?

#

there are a lot of components

umbral temple
#

Static Would do for the exmaple

#

Static Mesh*

#

for the ball, you can add a Sphere component

#

Static Mesh for the robot

#

doesn't matter which order you add them in

#

send me a screen once you've done that lol

plush yew
umbral temple
#

Looks good!

#

WTHats a good exmaple of how to have them independent

#

thats**

plush yew
#

Problem is

#

the camera is not attached to the character

umbral temple
#

Add the spring arm + camera to the robot mesh

#

and position it how you like

plush yew
#

So add spring arm and camera separately

umbral temple
#

If you want the camera to follow the Robot Mesh, add it to the mesh

#

so add Spring Arm to Mesh, then Camera to the Spring Arm

#

that way the camera will follow spring arm, which follows robo

plush yew
umbral temple
#

close

#

drag the camera onto the spring arm in the hierarchy menu

#

then the spring arm onto the robot mesh in the hierarchy menu

#

you should get a small stack starting with the robot mesh

plush yew
umbral temple
#

yep

#

then spring onto mesh

#

*StaticMesh

plush yew
umbral temple
#

lol close

plush yew
#

Sorry ahhaha

umbral temple
#

that made me lol

plush yew
umbral temple
#

Sphere cant be in the StaticMesh

#

1 sec

#

Ill show you ๐Ÿ˜ƒ

plush yew
#

okokokokok

umbral temple
#

thats what you wanna see

plush yew
#

done

umbral temple
#

That should be a simple way to avoid the issues you've been facing hopefully

plush yew
#

I am still not the character lmao

umbral temple
#

??

#

YOu wanna control the robot

#

You**

plush yew
#

when i press play i am separate from the character

umbral temple
#

Yep, to do that

#

Go to World Settings

#

on the right hand side

#

and under Game Mode

#

expand Selected Game Mode

#

and you can set your default Pawn class

#

Set that to your robo

plush yew
umbral temple
#

but my best guess is that you wont have input setup if you made this guy fresh

#

Change the override to something else

whole quarry
plush yew
#

only thing that works is the rendertotexture_gamemode

umbral temple
#

go through both the references Amsanity and I gave you

#

It'll help setup a game mode and get you going

#

TLDR; you still have a little bit of work to go before you're controlling the cobot

#

robot*

plush yew
#

i am aware, i have to add blueprints to do that

umbral temple
#

Yep

plush yew
#

says i have to do player controller instead of character is blueprint class

#

as*

umbral temple
#

you'll need both

#

Best to start with the docs

#

They'll give you a really good starting point

#

A How To Guide for Setting Up Inputs in Blueprints.

A How To Guide for Setting Up a Game Mode in Blueprints.

A How To Guide for setting up input on an Actor in Blueprints.

A How To Guide for Setting Up Character Movement in Blueprints.

plush yew
#

Lmao

#

this just makes things a lot more confusing

umbral temple
#

LOL, they do a really good job at helping you get started

#

If you're a visual learner, you go always follow one of the tutorials on the Unreal Engine YouTube channel

#

they are a little dated

#

but still good

plush yew
#

Thing is, wouldn't it very different if i am using a ball not legs

#

since it'll be rolling

#

be*

umbral temple
#

movement wise - no

#

lol

#

you'll still need to add inputs & a controller to actually take in when someone is pressing something

#

Think of inputs as the 'controls' menu you see in games -> the 'Controller' is just a blueprint that helps take the inputs and actually do things with them

#

Without those you wont move anything lol

plush yew
#

Sure

#

Well

#

ill see what i can do

umbral temple
#

Follow this guide for a quick setup

#

I usually like Tesla Dev's work

plush yew
#

Sure, ill try to make it now, thanks for the help

umbral temple
#

All good, good luck ๐Ÿ˜‰

low snow
#

@plush yew What i mean is, in the unity3d tutorial roll a ball. they attach the camera a way so the camera follows the ball, but doesn't follow the balls axis. so maybe that would have helped to give an idea on how to make that robot do the same in Unreal engine 4

whole quarry
#

Maybe it would be easier just to animate the ball and blend the animations depending on the direction or something

mossy harbor
#

Guys, how shooting was done in shadow complex? it can hit enemies in depth

whole quarry
#

Tried googling it?

plush yew
#

Who me?

#

I don't imagine it should be this hard to just use the ball template and put something on top separate from the ball and have it float and then enable rotating camera

#

then just add animations to the body and leave the ball as normal

#

wouldn't that be possible?

mossy harbor
#

Didnt find, may be miss smth

orchid sable
#

does anyone know if there is a way to clip or hide any particles or meshes that get within a certain distance to a camera? to keep the users view from getting too blocked by particles and such?

low snow
#

@plush yew im pretty sure it is possible, but how i do not know. im a beginner

#

as i udnerstand, you want the ball to be controlled by the player, and have the robot look like he is the one controlling the ball with some nice animations right ? ^^

plush yew
#

I mean if you're a beginner

#

you wont be much help

low snow
#

i know ๐Ÿ˜ƒ just trying to get an understand myself

#

but that doesn't change the fact i can't help to research for you

plush yew
#

Well, i just want a robot on top of a ball, so i can use that as a character instead of using a lot of my time animating legs

low snow
#

and that robot is not being controlled right ? you will still control the ball right ?

plush yew
#

Yes

#

like

#

i am curious to how they did it

#

because it's the same thing i am trying to do

#

just different robot

whole quarry
#

Its just animated and using blend space

plush yew
#

blendspace?

whole quarry
#

Yes, likely Blend 1D space

plush yew
#

Don't know what that is

low snow
#

just copy the last part, i have to use a unblocker to watch youtube xD

plush yew
#

This might help

#

ill watch

#

This is about birds following

#

hahah

low snow
#

Yeah, but isn't it some sort the same? (haven't watched the video mate)

#

they are following an object, which is the player right ? ๐Ÿ˜ƒ isn't that what you want for the robot ? ๐Ÿ˜›

plush yew
#

Very different

#

because that's AI

#

i don't need AI right now

#

the bird one is AI too

whole quarry
#

Just animate the ball to make a full rotation forward, backward, left and right

#

Then use blend space to use the animation and call that blend space in the animation blueprint

plush yew
#

I can already move the ball fine

#

except with the robot body on top, it rotates with the ball

#

i don't want it to do that

#

i just want it to float on top

whole quarry
#

.... or ig ore the advise and remain stuck for eternity

#

Your party....

plush yew
#

Your advice didn't provide much

whole quarry
#

Yes it did

low snow
#

just search for blend space i assume

whole quarry
#

Indeed

#

Google and docs are your friend

plush yew
#

If i did that, how would i know how to separate the ball and the robot body?

low snow
whole quarry
#

The ball and the top robot mesh are seperate or aninate it all together, its not much different than animating any character

plush yew
#

Thing is, despite your advice, i do not know how to do that

#

i am a beginner

whole quarry
#

I understand, we were all beginners at the start

#

I can do it for you or give a copy-paste awnser but then you wont learn a thing

plush yew
#

I would rather learn from it visually

#

then by word

#

by word makes it vastly harder

whole quarry
#

Watch tutorials, read documentation, do the learning projects

#

So many resources are available

low snow
#

@whole quarry i would love a picture on how to do it. cause i might use it in the future, and a visual on how it looks might help me a lot

plush yew
#

So many resources and none of them mention this particular thing

whole quarry
#

You will never get a straight answer, game development is too various for that

plush yew
#

I didn't expect one thats why i came here for advice on the specific thing i am trying to do

low snow
#

@whole quarry would you as you offered before, create a video or a picture on how it is done ? ๐Ÿ˜ƒ

whole quarry
#

I could but it wouldnt be before monday

low snow
#

that is totally fine with me ๐Ÿ˜ƒ won't have time this weekend anyways ^^ LAN party tonight - BBQ party tomorrow :P

I am one of the only one in Gdansk from my work that have a garden that is huge :p hard to get a garden in a big city

#

so better use the garden for some fun while the sun is here ๐Ÿ˜›

whole quarry
#

I would start with a sphere, add a bone in it, make 5 animations (idle, forward rotation (359 degrees), backward rotation, left rotation and right rotation), then import it all to UE4, then make a Blend space (not 1D), then fix up the AnimBP (like it is done in the Animation tutorial series by Zak from Epic) and its already done

#

Then just put the robot static mesh on top of it, even better would be to animate that as well so that it can lean towards the direction the robot is moving towards

low snow
#

thank you @whole quarry

vale osprey
#

@snow fjord that is possible, if cylinder can be flipped to either side and a lever to unlock cylinder is not on one side only

snow fjord
#

I'm not sure I understand

#

if it's not on one side only

#

how is that not symmetrical?

vale osprey
#

the lever to unlock cylinder?

#

that notch under CSA is what opens cylinder

#

on some older revolvers you would take whole cylinder out when reloading

#

Nothing stops you from having it symetrical if notch is made as a mesh and you don't have anything written on the gun

snow fjord
#

I didn't mean to imply they are common by any means

vale osprey
#

imho you could save texture space if you know that gun will be viewed from one side only, but I think nowadays it's just easier/better to model it on both sides as then it can be used in any necessary way

snow fjord
#

guns tend to be viewed closely so I agree

vale osprey
#

I think it was "Full Caliber" strategy/tactical game where every pistol had animated safety trigger, because in original design you could switch to first person camera view on specific soldier ๐Ÿ˜„

snow fjord
#

that's interesting

potent lark
#

Kinda basic thing here, but have not figured it out. The level designer made this big hunk of asteroid composed of 100+ pieces, and the pieces all have the same transformation despite clearly being in different locations. I guess because it has been imported from the 3d software that way? Now I am trying to make the darn thing explode, but having trouble getting their real world locations

whole quarry
#

Do you have a screenshot or something @potent lark

vale osprey
#

most likely all pivots are in the center of the world instead of center of each chunk

potent lark
#

I get back to it in a moment, but yeah I guess I should see if I can scare up the pivot points

#

So, any way to get the mesh centers or something intelligent to work with, or is it back to the level designer, reimport the meshes a bit differently?

low snow
#

what do you mean ? ๐Ÿ˜ƒ

potent lark
#

Well, since all the object have the same transform, I am finding it difficult to send them for example flying off in different directions from a certain point

whole quarry
#

Looks like its a actor on its own

#

You could always just make a big mesh and make it a destructable

potent lark
#

It's just a big group of 100 + StaticMeshActors. I can get them into an array, and start giving them rotations and movements but they behave as if it was all one object because of them all having the exact same trasformation

vale osprey
#

you could set them up as static mesh components inside of single actor, but imho it would be easier to import it as skeletal mesh

#

artist will have to set their pivots correctly

#

if he is using Max, then it's as simple as adding some dummy root bone and linking all chunks to it

#

each piece will have it's own bone automatically

potent lark
#

I will send it back to the artist : ) Thanks for feedback

solid gazelle
#

Sorry to spam a couple channels, anyone going to be at E3 or live in the LA area?

low snow
#

Wish :p but it's in USA ๐Ÿ˜›

cloud cobalt
#

I need to see you guys if you come to Paris sometime

solid gazelle
#

@cloud cobalt Would love to make he trip sometime

languid shard
#

@cloud cobalt oh you're a fellow frenchie !

cloud cobalt
#

Yes, I am a croissant baguette too ! ๐Ÿ˜„

languid shard
#

๐Ÿฅ– !

wet spire
#

Maybe someone can point me in the right direction. I am trying figure ALL of the places I need to make changes to the way UE4 handles player gravity. From what I found through the forums, it has been hard coded you cannot have a player controller invert their gravity without rotating the world. My team managed to this off, without altering the code, but it has created some side effects we had to design around. Players traveling up/down ramps while inverted stuck in a "Jump" state, unitl reaching a flat surface.

final stone
#

has anyone ever had an issue where a prop, with collision, sinks on the floor? or a platform it's on?

#

I have props on a shelf, and whenever I play the scene, I noticed the props slowly sink down, and fall pass through the shelf

arctic tree
#

is there a good .pak unpacker? needing to see if a font is being packaged with the shipping as we are getting log spams of LastResort.ttf not being found. I have tried the ones on google search but it says it cannot unpack.

static viper
#

we sadly cannot and are not allowed to help with that at all.

#

community restrictions.

#

@arctic tree

arctic tree
#

yea it seems none of the unpackers will work for us since they only go up to 4.14 and we use 4.15 ๐Ÿ˜ฆ

#

we really need to find the cause of this LastResort spam as it is quickly filling up hard drives

#

ok, i was able to find one that worked. it seems that UE is not paking the Fallback fonts

#

any ideas why? this works in our dev builds when we don't use paking but once we use paking this happens

static viper
#

you wont get any help.

#

but youre free to try in forums.

tame token
#

Hi all if i wanted to make a game like starcraft? I have looked for RTS not really finding the info on how to make somthing like that. I am trying to figure out how to make like minion soldiers you can send to differents area and gather resources and destroy enemy and such

safe rose
#

@tame token Think about each element that makes up an RTS and build it, little by little, and then mash it all together and hope it works ๐Ÿ˜‰

#

I mean, just making minions is pretty simple

#

you just spawn them

tame token
#

is there soomthing a little more specific

safe rose
#

I won't be doing that, sorry.

tame token
#

like how to control and send them to pillage

safe rose
#

You can definitely hire someone to help you if you need help.

#

Otherwise, it's going to be trial and error.

#

Start off small, think about what you need to do.

#

You'll probably going to want to do some pathfinding research

#

RTS' are a complex beast, there are too many different systems working together, but really, they are pretty small.

tame token
#

I have already looked at nav mesh

safe rose
#

It's just the amount of systems that are working together is the issue.

tame token
#

the max amount is like 10 to 15 minion

safe rose
#

But, supposedly someone made an RTS in one week

#

For last year's MegaJam

#

You could bug him about it. Look him up.

#

Maybe it was Dec jam, cant' remember

tame token
#

yeah thats cool thanks for the help

#

I will search for your suggestions

worn granite
#

There's another way

#

Just make an RTS dude

tame token
#

what would that be

worn granite
#

no need to waste time making the bits of an RTS

safe rose
#

lol

tame token
#

ok then just going to go make an RTS

#

LOL

worn granite
#

See? Easy

tame token
#

yeah you are very helpful LOL

#

THANKS !!!!

worn granite
#

anytime

safe rose
#

@ashen brook Didn't you make an RTS selector one time? Where is that at? Or was that @winged hearth ? I wouldn't mind seeing how that was done either.

ashen brook
#

@safe rose I did make one for VR

safe rose
#

@ashen brook Oh yup, what happened to it?

ashen brook
#

nothing

#

it's still in my projects somewhere ๐Ÿ˜‰

safe rose
#

You should put it up on your website

#

Did it take long?

ashen brook
#

not really

#

a day's work or so

worn granite
#

I threw together about half of the very basics of an RTS some time ago

ashen brook
#

lots of experimenting

safe rose
#

Would be a nice little blog entry

ashen brook
#

aye

#

I need to blog more anyway

safe rose
#

Do it!

ashen brook
#

but I don't even have time for my gf right now

safe rose
#

I want to learn too

#

Tell your GF to back off for a day lol

#

oh wait

ashen brook
#

more like a quarter year

safe rose
#

I read that wrong

#

Just put a ring on it

ashen brook
#

too much client work, not enough time to work on my own stuff

safe rose
#

And then it's expected

ashen brook
#

eeeeh no, no marriage for me, tyvm

tame token
#

As fun as this hass been got an RTS to go build LOL Later

safe rose
#

lol

tame token
#

lol

#

Your pearls of wisdom have been Useless imean Invaluble to me

worn granite
#

sry for the joke m8

#

๐Ÿ•Š

tame token
#

No worries it is all done in fun

#

everyone one have a great day

tame token
#

yeah i am on part 4 but thanks man

safe rose
#

Jeez, never knew that existed. Google OP

tame token
#

Oh

#

ok cool thanks

winged hearth
#

@safe rose ??

violet cove
#

Anyone know why when I export a mesh from UE4 that has LODS that only the LODs get exported and not LOD0?

arctic tree
#

how do you rename chunk paks to something with words instead of chunk0-9?

glossy hemlock
#

Hey. I have made a non-humanoid mesh in blender with a skeleton. I exported it into .obj format and imported it into ue4, check-marking import as skeletal. When it imports it is really small, rotated the wrong way, and it does not use the skeleton from blender. In the skeleton, physics asset, and skeletal mesh files the mesh is just one piece without any bones. How can I make it so it uses the bones from blender and imports with the correct rotation and size?

tall pendant
#

export skel mesh as fbx instead of obj

craggy nymph
#

Yeah, use fbx, check your scale and rotation in blender, check the scale and axis settings of the export script.

vast pine
#

I'd like to make a stadium crowd . Like rocket league. Thus far I've found using instanced static mesh works wonders just setting them up in a map in the right areas is either time consuming or requires multiple actors to spawn them. On top of that changing the colors of them for variation means a separate actor for each color. I know there's got to be a better way. My last test was this https://youtu.be/vl2nyFRfB0c

This time randomly generated planes with a texture. Still runs cheaply only low spec PC - 3,500 "fans"

โ–ถ Play video
#

Tough part has been the up and down bobbing since by color it's a separate actor and the entire actor is going up and down the variation can be noticable

karmic moat
#

Hi, how do i make the destructible mesh work inside a sequencer (animation cutscene) ?

arctic tree
#

so it looks like you can change the pak chunk names in pakchunklist.txt but not sure the format it looks for in there. Anyone have ideas?

autumn haven
hazy lynx
#

Hello!

I have noticed when I package my project without using a .pak file, unreal automatically copies all my settings and save files from the project folder to the new folder. If I distributed that folder as is, users would get two copies of some settings files, one in the instalation directory and the other in the appdata

#

can anyone tell me how exactly does unreal handle such situations? Would one file be ignored (which one) or what would happen?

vale osprey
#

@Inphidel ๐Ÿฏ#1172 there is PerInstanceRandom node in materials that allows to get some random variation on instances of ISM or HISM

vast pine
#

@vale osprey I'll give that a go. The animation part is a main concern almost wondering if it's just as cheap to use skeletal mesh with low poly mesh with variant animations for the up and down doesn't unreal already instance skeletal if they're the same

vale osprey
#

you can move individual instances using UpdateInstanceTransform

vast pine
#

wouldn't that cause some heavy use if you have say 20k instanced objects getting its transform updated?

vale osprey
#

@vast pine no, just make sure you set "Mark Dirty" ones per frame and not on each instance update

vast pine
#

ah ok

vale osprey
#

"Mark Dirty" sends updated transforms to GPU

plush yew
#

Hello!

Repeating my question.
I'm atempting to package a game without using .pak file (steam updater works much better with separate files). My issue is, it copies a lot of ini files from my project folder and that messes users settings. I'm trying to figure out how exactly do I deal with that. Should I just erase the "config", "intermediate" and "saved" folders in my packaged version, or would that mess things up further.

Thanx in advance ๐Ÿ˜ƒ

vale osprey
#

@vast pine otherwise you will have performance impact only if you do some heavy math for each instance. If you remove collision from them - not necessary in this case, it should be fine, otherwise engine will try to update collision mesh too

main cobalt
#

Is there a way to set LOD based on distance rather than screenspace using blueprints?

vale osprey
#

@main cobalt I don't think so, this is one of the often requested features and I think TheJamsh was making a PR to add it. Check on forums, there is a whole thread about it in Feedback section

main cobalt
#

Really? damn was hoping there would be a way, screenspace is so limited

grand python
#

Hey there. Anyone knows how much of an impact tonemapping via a CC Volumes thats set to unbound causes. Performance wise

#

Someone told me that tonemapping and CC will take about 3-5ms

#

( for VR with foward shading )

karmic moat
#

Guys do u know how do i get the destructible mesh to work inside a sequencer shot?

cobalt scaffold
#

@vast pine if you base your crowd on a grid you can use a texture lookup to get the color.. you can still offset them in the material to get less grid like apperance

vast pine
#

Hmm interesting thought

wet spire
#

Is there some issue with importing .csv from excel 2016? The file fails to import everytime.

torpid hedge
#

Has the issue been fixed in 4.16 when modifying existing custom struct making the blueprints broke up?

keen birch
#

Say, guys, do you think it'd be possible to have Total War amounts of AI running in UE4 with decent performance?

knotty lagoon
cobalt owl
#

Is it possible to duplicate level during runtime?

winged hearth
#

You can load a streaming level with a transform

#

It's a comlon way for procedural levels

eternal gate
#

probably really stupid, so sorry, but my character pawn isn't moving at all when I start the sim. I'm using BP's right now, have it set properly in the BP_gamemode class to BP_Playercontroller and BP_PlayerCharacter as the default playercontroller and default pawn, and have my input axis set in project settings. Not finding anything online; any ideas?

#

just using a simple input axis to add movement node on the player character right now

granite axle
#

Has anyone here experiencing frequent crashing when saving a sequencer? UE 4.15.2

safe shoal
#

Sup peeps. What y'all working on this fine day?

glossy hemlock
#

I have been trying to make a skeletal mesh in blender. I got it done and exported it as obj. I imported it into unreal and the bones didn't work. It just gave the mesh one big bone covering its whole body. When I asked about it here I was told to export it as fbx. I tried that but my blender lags my entire laptop and freezes when I export as fbx. Does anyone know how to make it not freeze?

warm delta
#

Hello!
All the tutorials (video mostly) showing basic stuff, how can I learn advanced topics then?

golden island
#

Well u can try to make ur simple game. Then when u stumble upon a problem or u are wondering how to do something, u jut Google it.

#

Just*

#

@warm delta

warm delta
#

but why there is no advanced tutorials? all the tutorials I watched stop explaining exactly before the real important and hard stuff begins?

unreal sonnet
#

Also @warm delta I personally went through like 20 of those live stream tutorials and a lot of them do get really advanced near the end.

#

For example: that "Game Ready AI" thing was broken into 9 livestreams and it gets super advanced

#

For materials and whatnot, I actually made a Youtube playlist of a guy who made a bunch of advanced graphics tutorials. It's one of the pinned messages for the #graphics channel.

#

And of course there is also cedric_exi's Multiplayer tutorial. It's in the pinned messages for the #multiplayer channel called "Network Compendium". That thing gets really advanced.

#

Basically just look at the pinned messages for each of the different channels and you'll probably find some advanced content in there.

warm delta
#

OK Thank you!

#

one more question, is it true that the player character in UE4 stays in place while the level is moving?

unreal sonnet
#

Another good tip is to lurk in the different channels of this Discord server. Often, people will post very advanced tutorials because somebody else asked specifically for a tutorial about ____. Usually the stuff people recommend around here is very good quality.

#

Also I have no idea about that question. I'd imagine no?

halcyon marsh
#

Hey guys i was working for about 6 hours to have an correct root motion and now when i imported to ue4 to make an anim montage it works great BUT the blend time and root motion are not compatible

trim silo
#

Guys can someone help me with something in regards of creating a small game and releasing it for iOs? what do i need to do and also will university project count as released or something if i make a game for a client ?

#

i need the advice on how it works

#

I'm making a simple game for a local tourist attraction as part of my university project. After i'm done, they are going to put the game out on the display for visitors to play etc. Do i need to tell epic about that or something? Can i get in trouble or what?

fossil socket
#

in general, when it comes to games, you are due to pay a 5% royalty on gross revenue, you can also negoitate custom terms with epic

dense escarp
#

Hi guys! Simple question here. How long does it take on average for a preview version of Unreal to go official? Reason is I've been working in 4.14 until now and would like to upgrade to 4.16 while skipping 4.15. ๐Ÿ˜ƒ

humble sun
#

Not too long