#ue4-general
1 messages ยท Page 74 of 1
Looping back briefly to the off-topic SC stuff... leave the expensive purchases to the crazy fans. If you trust the developers to be honest and sincere, the ships will be reasonably acquirable ingame. Starting with a big (in-game cost) expensive ship was originally a kickstarter/backer reward type deal. People kept buying, so they kept selling, they kept making money, so they kept increasing scope because they could.
lets be honest, SC is never going to get released
they'll just keep getting more money
i hope it does!
and keep increasing scope
i want to see them finish it!
infinitely
That's not honest, it's assumption. I've been following it for a long, long time.
/s
No one bats an eye lash that Bioware's Anthem is something like 6 years in development.
what % is it at, would you guess?
SC isn't released after ~4 years? Total vaporware scam! </s>
Right, yet the cries of vaporware and scam still float around.
probably just because it's so public
that's because humans are flighty, stupid in groups, and fearful of being scammed.
has nothing to do with reality
you can actively see the amount of money being thrown at it vs bioware, more private
i consider that more honest
Anyone sees the "Hundreds of dollars for a video game spaceship?!" and loses their minds.
i'd LOVE to see real ammounts put to game dev costs..
You can for small - moderately sized projects.
till you see people pay thousands for golden vibrators.
And some of CIGs numbers are public.
Only so much detail, but there's more detail in the UK studio's public stuff.
There's a lot you can extrapolate too.
Harder with a multi-national set of studios, though.
oh yeah, i completely uderstand that.. too much to keep track of effeicently (till they get that shit on the blockchain).
speaking of, anyone though about intigrating a crypto currency into a game? i've seen a few people looking at it but nothing REALLY intresting as of yet.
omg ue4 keeps using my black colour as a mask D:< bad ue4
Real currency in games is a can of worms for legal and financial reasons.
Cash shops is one thing.
And your rare creature like Project Entropia
Which I think is Entropia Universe these days. Dunno. I remember it from well over a decade ago.
If you mean implementing a cryptocurrency as part of the game... dunno. That seems kind of pointless.
Not really
I could see a fun realistic game with it
And you buy upgrades for faster mining
Which increases the difficulty
I don't really see it as feasible...Bitcoin has gotten to a point where it's hard to justify small purchases due to the network fees
eh, EU isn't a crypto, just a currency peged to the USD, usable in game. but not useable outside the game. if a game were to use a REAL crypto currency, it could be useable in both. Why you would want that, i dunno just yet. I like the idea of being able to make your own currency, and the ability for miners to vote. i think both of thoes could be usefull in an mmo.
Plus it just keeps taken longer and longer to process purchases ๐ฆ
btc wasn't designed to be real. which is so sad when you see what happened to it
Mhm
it was equiv to someone/some team's college thesis that f'king exploded.

i dunno what the alex emoji is supposed to signify
also, what is Kappa, besides a greek letter.. i see it on reddit/fb every so often but its meaning elludes me
Its a person
@tawny brook Making a game about cryptocurrency as an idle game is not the same as integrating an actual cryptocurrency for real money transactions OR modeling totally in-game transactions with a blockchain.
Its like a meme
@livid haven I assumed it was about integrating it into the game concept
It is
Part of UE4 Epic
AAlexander
Kappa, AFAIK, is from Twitch and I think it was some Twitch staff member but for some reason his face is now an emote that denotes sarcasm, I think?
^
http://imgur.com/a/EtEZh god i love emissive textures
i also like the idea of players having an effect on the gameworld, which is another reason for having things like a blockchain/CCurrency are neat.
AH! Sarcasm, thank you!
i'll try to add that in there and remember it
http://www.urbandictionary.com/define.php?term=Kappa
Urban Dictionary: Kappa
http://i3.kym-cdn.com/entries/icons/facebook/000/017/403/Kappa.jpg
The main symbol/emote of Twitch.tv. It represents sarcasm, irony, puns, jokes, and trolls alike. If you see this term used outside of Twitch.tv, then this is not the correct definition. Usually used at the end of an ironic or sarcastic sentence. Sentences that contain a Kappa should not be taken seriously. If you search "Kappa Twitch.tv" in Google you can see what the emote looks like, and why it is used as it is. Sentences that use Kappa do not always have to make sense.
lol UD..
Intelligent, wise, beautiful, graceful, witty, laugh-loving, artistic, adventurous, intriguing person. She will greet you with a grin and carry herself well -- head and shoulders high, looking like she can handle any task -- but it might take a while to realize just how quirky and multi-faceted she is. You'll probably know the sharp-dressing, articulate, opinionated Shannon before you know the song-singing, weirdly goofy, low-key girl she is.
dat;s supposedly me
Lmfao
@pallid compass dat yer model?
is making UV's for textures still a REALLY shitty process??
maybe that goes in #graphics?
lol, hit there and immedately get stuck answering q's..
wnder how much I remember is just plain wrong now?? guess i'll find out
Dafuq? Why is UD weirdly infatuated with that name?
which one?
to the bottom
Yes, why?
because @maiden swift hates #lounge 
well, the actual answer seems to be that he wants the group to focus more on actual development
I still don't see the issue of having one offtopic channel at the top of the list if that's where community users meet and spend time in
(We have been getting a bit off-topic on here. :X I didn't pull back since it was kind of tangentially related to game dev at large most of the time.)
it's still most popular channel on this group
you kinda get off-topic here now that the structure is what it is
maybe people get used to it and it goes back to normal
or people just start to treat this as new offtopic
^That would be pretty disappointing.
I don't expect the transition to happen overnight, for what it's worth.
It will take time.
But it's long overdue. The off-topic channel is still there and people will continue to use it for unrelated conversations.
Please welcome @light oasis to the community! :beers:
I shouldn't have left it at the top for so long.
That's why it is so popular, and why people have continued to ask technical questions there.
Oof. Yeah. #lounge doesn't make sense for seeking on-topic help.
(And I did admit to getting a bit off-topic in here, but I thought it was at least helpful as general game dev/industry talk for a bit.)
btw, I find Sions avatar pic offending :p

[REDACTED]
It was great when I misplaced my webcam and started a meeting with a bunch of Epic staff... it just put my avatar full-screen in a meeting room.
why packaking / cooking a project includes engine content even it's not in use?
i have very hard time getting the file size down. i have looked several threads / answers but cannot get the damn engine content out
Are you sure the engine content is not in use?
only engine asset reference i can find is the WorldGridMaterial
and that's referenced by the map
What other engine content is being packaged that doesn't seem to be referenced?
EngineMaterials, 38 MB
Slate, 10 MB
Tutorial, 2 MB
PhysX, 11 MB (no need for PhysX in this project)
Uh... PhysX is literally the physics and collision detection engine.
But the others are varying levels of suspicious, indeed.
Would be nice to disable it, no need for that either
One does not simply disable the engine's physics and collision system.
One should not be forced to include whats needed
But the EngineMaterials is breaking my head
Well, yeah, but welcome to the monolithic monstrosities that are game engines. You don't really get that level of granularity either.
Off the top of my head though
I don't know specifics of a way to find what is causing an asset to be cooked.
I'm sure there is though.
EngineMaterials may be deceptive, because your materials may be using material functions which are actually engine content.
Which might cause a cascade of references to other engine functions that those functions use. But I couldn't tell you if that explains 38MB of it.
Cooked EngineMaterials has every material
I dont have material functions since I'm testing with the most simple materials which has only constant colors
No textures or anything
Huh. It'll be interesting to look in to, I just can't dive in to it right now.
Hopefully someone else has experience debugging why an asset is cooked.
Specifically, what reference caused it to be cooked.
You could try browsing to the engine asset, in the content browser, and using the reference viewer maybe?
You said cooked EngineMaterials has every material though
Not just WorldGridMaterial.
I'm not sure what you want me to check
Look for an engine material that is being cooked/packaged that you think shouldn't be.
Find it in the CB, right click, reference viewer.
And see if it is being referenced by any of your assets or an engine asset that you expect would be.
Probably easier to do this with the tutorial assets instead though
It's really odd any of those got packaged.
The reference viewer in the editor may give you the answer.
If it doesn't, then you'll need to find out how to see what references caused an asset to be cooked and packaged.
I know there are ways to do that, but I don't know them myself.
@torpid hedge I didn't read everything but you can get rid of lots of extra materials by blacklisting the cooked (but unused) content manually
(and many other things, you wouldn't believe the things they stuff on each game by default
How to reduce the size of your packaged game.
in windows, the correct locations for those blacklist files are <YourGameFolder>/Build/Win32/ and <YourGameFolder>/Build/Win64/
docs imply that you'd need to put those under Build/Platform/(Target Platform Folder) but even their sample image for android omits "Platform/" from that
Thanks for the tip, will try it
Please welcome @opal frigate to the community! :beers:
Please welcome @stoic tinsel to the community! :beers:
Gasp! I've been welcomed by a robit.. what is this world coming too!
But thank you >.>
So did anyone else get shit from NVIDIA Tegra with VStudio? It made me use 2013..
It wouldn't let me use 2015 when installing Tegra
I currently have both 2013 and 2015 installed right now
Just want to see if removing 2013 would be safe
@stoic tinsel welcome
@plush yew welcome to UE4
I'm new myself.
Thanks! Lol I'm pretty sure unreal bot is an old member =P but idk I don't use Nvidia haven't had that issue
Tegra is needed for Android support I believe
During the Android development setup it told me to setup Nvidia code works
And apart of code works.. there's Tegra
@stoic tinsel oo I mentioned the wrong person lol
Lol
Does anyone have any advice for a projec that crashed and now crashes on each load (can't even get to the editor)
Delete the Intermediate and Binaries folders and the .sln file, right click on .uproject and generate VS files
That's the pretty standard procedure for "oops, borked the project" :p
(and if you have a standing error in your code, don't build, go into VS and fix it first or you'll be right back in the original spot)
Ah I see, I'll give that a go now this is the first time I've messed it up haha. Currently got the editor to work by disabling auto map load
Well that didn't last long xD
-sigh- we;; that hasn't worked either. Grabbing debugging symbols now
Well, if you're doing something wrong in a constructor or something simply clearing the project won't help
The offending code will still be there :p
Well, I was working in blueprints, added a function and it crashed on me
Sent the report, restarted. Showed me a file recovery dialog. Clicked recover and well now I'm stuck in a loop
Found it, somehow the struct I was making became an issue. Thanks for the help
๐
I'm new to UE4, I see an Input called "ResetVR" in my first person shooter template.
The key is R
What's that used for
All it seems to do is reset player location?
"Reset orientation and position"
Is this just a template for a VR Game? can it be deleted?
Please welcome @humble robin to the community! :beers:
So, how do you exit VR mode?
Since the whole editor switches to the Vive's view there's no buttons anywhere.
Looked for it in the livestream. It's ALT + `
` eh?
I wonder where that is on a FIN/SWE keyboard ๐
the actual symbol is left of backspace and I have to use shift to type it
Could be the same as the console key.
Please welcome @austere relic to the community! :beers:
Please welcome @upbeat solar to the community! :beers:
Please welcome @bright lily to the community! :beers:
@floral heart funnily enough, there's no console key mapped into FIN/SWE keyboard at all on UE4 on default mappings
I always have to assign the key manually for it
in CE, console works on scandinavian keyboard on that same button regardless of the keyboard map, just not in UE4
Programming Game AI By Example (book) for $30.59 (-39%) https://t.co/pQSsK2DS6C #gamedev #indiedev
Programming Game AI by Example is 40% off
its basically the best AI programming book that i know
hey i am having some issues setting up a linux server. i am getting errors following epics guide. could anyone help me potentially?
I have that AI book, never found anything useful for my own purposes from it, I prefer the bigger collection / cookbook kinda things if you go for examples
I guess that Buckland book is ok if you mainly do AI characters
hi, into which channel usually shader/material questions go ?
thanks
@frank escarp Matt Bucklands book is great ive had it for years and years haha.
@cursive dirge its meant for starting gamedevs and similar
the techniques it talks about is pretty much the typical pathfinding, steering, state machines, and a goal system
its not really a hardcore AI book in the slightest
but the techniques it shows are good for the mayority of games
i had it becouse looong ago, back when i was starting gamedev, i pirated a 5 gb pack of gamedev books
and read
all of them
I guess, it used to be pretty standard book to recommend 10 years ago, but time really shows on how he presents things
there were at least 50 books or similar
there were about 4 AI books
i found this one the best
I've actually bought the thing 10 years ago :p
yeah, its old as fuck
when i went to the CS university, i was glad half of the books from that pirated pdf pack were there
I guess if you read it as PDF, the old layout thing doesn't bother you as much, in book form, it's kinda tedious to read as it's not a big book in size
at least the good ones
we actually have legit e-book access on our CS uni :p
nah, not ebook on mine
can access even most game engine books through that
just high seas sailing
i only have a couple books in physical
i have a very old Blender 2.35 animation book
damn good book in fact
I have like 15-20 gamedev/c++ books on the shelf
still, PDF is easier to read nowadays than a book IMO
it showed how to model a very basic super hero character (Incredibles style), then how to rig it properly (with IKs and stuff), and then how to animate
lastly, it showed how to give it some voice and make a short out of that
also what pains me on printed books is that there's usually always newer editions
quite a complete book
i dont like printed books at all
i prefer the pdf to read in my tablet
another one i have is the Opengl Superbible 7th edition
its fucking huuuuuuuuuuuuuuuuuuuuuge
great book, but i ended up using the pdf more than the physical book
now there is a 8th edition XD
and the 7th i have is getting more outdated by the day, now that Vulkan is all the rage
still not as huge as the 5th edition i think
the 5th edition was halfway beetween oldgl and newgl
so it tought both
and it was like 1600 pages
you can use that book as a personal weapon
Another classic question - will GT330M work?
For ue4
Well i managed to get it working on gt8600
Ok, so what is the oldest card that can do 30FPS?
Guys, anyone have an idea how to recover data from m2 pcie disk? I've changed almost whole PC, and when i plug this disk into new one system wants to format it :/
the problem is your laptop
if it has a 330, its a laptop that is already a bit old, so the cpu is also weak
if you have a weak laptop, unity is much less overhead
the overhead of ue4 editor is insane
@cobalt owl i can help
@plush yew you know how to fix this? ๐
@frank escarp i do not have a laptop yet and i not want autistic cancer
@cobalt owl PM, but it takes time and there is not many tools that can properly repair m2
So what is the oldest GPU that can provide 30FPS on UE4?
that i do not know
and those older gpus would be more expensive
pretty much any modern GPU that isnt dogshit tier will run ue4 fine
basically any 150 dollars+ gpu will do well
too bad they are the miners sweet spot
and you wont find one of them
and 30 fps is one thing on empty template vs 30fps on actually populated scene
I know I can run my GT610 60fps @720p on forward renderer and no shadows
deferred is more expensive
you can even use simple forward
I mean, on relatively simple scene, with few skeletons etc
simple forward its the absolute lowest end you can get
even lower end than the mobile renderer
yeah, although nobody really knows how to activate the simple forward prorperly ๐
r.simpleforward 1
i think i had to edit source to set r.enablesimpleforward to 1
or something like that
it didnt look good. it sets EVERYTHING to fully rough
no normal maps
forums and answerhub were just full of posts where nobody actually got it running
and basically no dynamic light at all
its just meant to the absolute lowest end possible
I know
some people used mobile preview renderer on shipped game before that simple forward existed
it's pretty low end too
but simple forward doesn't even support normal maps afaik
it's totally unusable for any game that aims for anything but cartoony art style
well, I guess paragon still uses it, but camera isn't close to anything there
with msaa
becouse my game has no dynamic light and no shadows
and no post FX
im using the normal forward, but it has to do 2 render passes
and that fucks my drawcalls
there's code snippets and all ๐
uhm gonna experiment
no idea what would need to be modded for VR
good thing about that approach is that you actually then use deferred and forward in same build
you can't do that with the new forward renderer
unless you mod the engine sources for that
well, I guess it's similar mod in the end that they did for the disc jam
im going to try to force the mobile preview
see the difference in GPU time on my game
DAMN๐ญ
you just can't package the game with it without engine mod
I JUST WANT TO UPGRADE FROM UDK ๐ญ๐ญ๐ญ
no idea
the whole point of using forward is msaa
do mobiles do MSAA?
that mobile renderer trick was ingenious
wish they had exposed it out by default
apparently scenes will look quite different due to different rending path but it would still be worth it if you can run your game on more computers
also, since that article, there's now option to have multiple lighting scenarios directly with an engine feat, so that solves multiple map issue they had on that game
Mates, I'm trying to have new players that join a server do a "jersey" number check. So players in main menu, can set a number 00-99 and then when they join a server it should check verses all other players if that number is in use. If not they then use this number which is replicated as part of there name tag. I'm having trouble with this working. Local in pie efc it works but seems to give me 00 on a dedicated servers where would this be a good place to start the logic?
Currently I set the info from a menu controller and save it to a save file and been loading the save file on post login the var is set in myplayerstate
Please welcome @lunar gazelle to the community! :beers:
@cursive dirge fun fact - Thumper doesn't have any lights at all
Not made in UE4, but anyway
@vast pine you say you're loading it on OnPostLogin, are you shooting an RPC down to the client to have it load its version for you?
@vale osprey all unlit?
@glossy flame yeah other clients will need to know the number. I'm storing in Gamemode currently an array of available numbers that removes the number when player joins so they can be unique. It will check if there number is in there if it is let them use it and remove it from the pool
@cursive dirge nothing but reflections
You'd have to show your flow if I can possibly see what's going wrong
Oh hmm I sorta took it apart. Post login controller pin goes to is valid. It checks for save game of true loads save game . Get the saved jersey number sets the playerstate of incoming controller to use that jersey number after it compares it to the number array to see if it's available else it uses random from the pool . Tho typing that out I wonder if the post login is checking on the server for a save game which doesn't exists of course
anyone know why when I add assets to UE4 project, comes up with cant load assets?
Yeah, that's why I was wondering if you ever actually called down to the client @vast pine
No it's a direct node maybe I should be casting to the incoming controller to check for save
It'd be best if you could go method call by method call, just throwing screenshots would be fine if they're semi-coherent ๐
Ok gimme a minute ๐ at gas station lol bout to head back
Yeah, you need to let the clients check for their local saves
That'd explain why in editor T works but not in a build since editor is going to find a save file since it's all the same folder structure lol.
Rewriting, I bet this will work of course one of those pain you need to package to check lol
Luckily small changes packs fast ๐
kek
do you plan to study about procedurally generated world
i mean, smooth terrain ofc :p
ok :p
that would be a bit trivial, since a lot of logics would be involved
I probably should just start with a sp concept
if you guys are interested in procedural smooth terrain, i'm currently working on this: https://cdn.discordapp.com/attachments/225448516376461313/329097611661410304/Screen_Shot_2017-06-27_at_11.14.16_AM.png
Procedurally generated during runtime without voxelizing it
When u move things to an different folder and u cant get the old folder to vanish D:<
@pallid compass To fix that right click the folder you want to remove -> open in explorer and then go back one folder and remove the folder you want
Its still got files in it
Then you will be able to remove the folder in the actual editor
in the explorer :/
Yea sometimes happens
99% they are useless and it's gonna be fine if you remove them
But in case you think you will need them just copy them somewhere else
gotcha shall do thank you.
np
Quick question: when working on a scene and after I added lights, is there a way to remove the lights gizmo that appears on the scene, like the sun in this one?
Press G
Thanks @pallid compass so simple!
Please welcome @royal gate to the community! :beers:
How would you go about having an in-game computer terminal that you can interact with
Like full blown terminal you have to type commands into, with corresponding output
does UE render everything in the scene all at the same time or only what is visable to the camera?
If one object is behind another does it keep it in memory, does it render it , does it reload it , does it keep the textures in memory?
Its because Im making a mmo and I need to understand so I can either one make armour is the model or put it on a model
ayy i need help
i imported my animated fbx character i need him just to be in the scene idling
but the animations ,aren't there! i mean i click on them
but he is staying still
frozen
ok imprompt family stuff and then a nap gg
Please welcome @vernal halo to the community! :beers:
May be wrong place but does Any one know how to get retop symmetry to work in maya I watched a video or if working for this guy but I can't get it to work
Hi anyone knows how to set up 2d buttons or widgets to do jump punch etc for a touch screen?
Please welcome @lunar nimbus to the community! :beers:
Dont you love when you accidentally post a download of your game's source files instead of a new patch for your testers? Because I DONT.
is making a player uknonwn's battlegrounds like game for mobile considered unethical?
how different would i t have to be?
i like the idea of hunger games + fps
You can make it look like exactly it and if you just dont use any of it's assets you will be fine xD
i mean it's pretty much the same as h1z1 battle royale. just don't use their stuff
you can do the exact same thing but call it another name and be fine
look at Gameloft
no shame
but how would you make it work? mobile games are terrible in multiplayer
you need to rely on 3g connection wich has 200ms ping or much more
and if the game is wifi only, it will be shit
I done a thing http://i.imgur.com/YUH46Mp.png
I finally sat down and learnt basic modelling, so this is my main character's omnitool
@tulip vault try setting it to smooth
and adding an edge split modifier
it will look better
I don't know those things yet
Please welcome @proper plinth to the community! :beers:
will figure it out though
you click "add modifier" and select that one
thanks for the modifier area bit
but I think I'll stick to a different shading for ease of use while making it
you still get all your wireframe stuff on edit mode
try the edge split modifier. Its a modifier that marks all edges that are past a certain angle to sharp
this is how it would look
thanks
probably saved me a 10 minute tutorial video right there
This is why i like learning off people and not videos
@frank escarp how about really fast selection of vertices
this part there lets you set faces/edges as sharp or smooth
normally it goes with the faces
but the modifier will make sure your edges are sharp if you mark them there
sure
alt-click
selects the edge loop
and control click selects the "path"
this is select blue vertex, control-rightclick the red vertex
and it selects the ones in the middle
you then have control+/- that grows/shrinks the selection
and B for Box select
and C for Circle select
be VERy careful with those circle and box select
they only select the vertices you can see
as you can see in my photo, i cant see the backface vertices
this button turns off culling and lets you select the vertices on the back too
you should give this to me in a PM so i can keep it on hand
thanks for this, really helpful
while im no artist, ive been using blender for nearly 10 years
wowie
All this time and I didn't know about the control-select. I've been box and sircle selecting like a madman. (And I'm too stubborn to use a mouse that has a working MMB, so that's fun too.)
anyway control select is really random
but if your vertices or edges are directly linear, on the same loop
its a fast way to select
dont use it like i did in the photo lol
duplicated vertices mate
hmm
did you apply the edge split modifier?
oh
run a "Remove Duplicate Vertices"
you can find it on the spacebar menu search, or on the left panel
A, W, R
yo i didnt know that shortcut
i allways just clicked the remove doubles button, or used the search
its not something you do constantly after all
Remove Doubles will merge vertices that are close with each other
i have several game ideas but there isn't one that screams "do me"
but i should start on something
@frank escarp, Please roll a maximum of 10 dice.
Respond with cancel to cancel the command. The command will automatically be cancelled in 30 seconds.
!roll 1 d20
@frank escarp, Please roll a maximum of 10 dice.
Respond with cancel to cancel the command. The command will automatically be cancelled in 30 seconds.
!roll d20 2
@frank escarp, Please roll a maximum of 10 dice.
Respond with cancel to cancel the command. The command will automatically be cancelled in 30 seconds.
Cancel works?
fucking what
@frank escarp, Please roll a maximum of 10 dice.
Respond with cancel to cancel the command. The command will automatically be cancelled in 30 seconds.
work you shit
@frank escarp, Please roll a maximum of 10 dice.
Respond with cancel to cancel the command. The command will automatically be cancelled in 30 seconds.
!cancel
cancel
@frank escarp, Cancelled command.
!roll 1 d20
:game_die: [1]
rip in pieces
umm
man its a critical miss
does anybody know how to make the models be double sided?
because it renders only 1 side of the polygons
there is a check on the material settings
Material, check double sided in it
tanks โค
Guys the widget shows on mobile preview but doesn't show on my android phonee...
anyone here use quixel?
Please welcome @spiral sinew to the community! :beers:
whats a good base target for triangles for small items
because i hav a flashlight object hitting about 900
I think frequency of that item is more important than size. If it's the only flashlight, 50,000 tris.
I'm not trying to make a triple-a movie quality object
and coming from source (and on a weak PC) Eventually all those triangles from various models will stack up
Nvm solved
You guys don't manage tri's very well i guess
why is it that everytime i come up with a game idea it has already been done?
because nothing is real and original, all ideas exist at all times in the universe and we exist on a speck of dust in an uncaring universe
yo wtf, resolution depends on the screen size
you need to aim for 1-2 million polys
a frame
a 1080p screen has 2 million pixels, having more triangles that pixels is retarded
you need to avoid high polygon density. Thats why you add LODs
50k for a flashlight is COMPLETELY insane
becouse its way more than the way it will be seen in-game
you need to think about the size the object will take in the screen at max, and apply the resolution to that
then you do lods
more triangles also takes more time to model, be efficient
its a goddamn flashlight, Extrude a cylinder with a couple edge loops and paint it black
leave your time for the hero assets
like FPS weapons or characters
Setting up poly budgets early on is important.
And that means budgeting what's for "hero assets" versus random props.
i usually think about the screen size of the thing
and its polygon density
im vr so less is more
do the absolute bare minimum
For VR, yes, little choice there.
the auto LOD is neat
a bit shitty, but gets the work done
its main issue is with static environments becouse it can murder lightmaps
for VR you should aim for a million
drawcalls are more of an issue with VR
and also the fact that you can put your face in front of an object
2 million pixels for a 1080p screen...
50k for a model, probably half of which you'd see at any time...
1.25% of the screen...
Seems within the realm of possibility. Actually, that trademark Unreal material orb-on-a-pedestal mesh is 55000 tris. Glossy smooth roundness, mmmm!
the unreal ball is a hero class asset
its used for closeups where its the whole screen
to showoff a material
thats why its so perfect and round
this render balls tend to be insane density
I would say for my poly budget, 7k max polys for general things.
I'm going to be smart with my poly budget
because i come from Source
Admittedly, I'm the guy who ran around in Source picking up everything and counting its polygons.
In CSGO a chicken egg is 900 polys or so
that's ridiculous
but for some reason everything in CSGO needs to be around 1k+ tris
Still waiting on that tessellation revolution.
Hello
hey how are you doing?
Well shit, I guess I better be more active on my shitpost tumblr
If I may ask is there any tutorials on how to create a moon landscape?
Please welcome @plush yew to the community! :beers:
hi
Hi!
how ya doing @onyx mural
Good :) how about yourself @!Electiwirez ?
pretty good
starting work on a space saga game
Please welcome @fast ermine to the community! :beers:
Please welcome @plush yew to the community! :beers:
Hey
http://i.imgur.com/B83wvXg.png finished my "omnitool flashlight"
Don't know how to scale and import to Unreal yet
but it's good. about 1.3k tris
Please welcome @golden goblet to the community! :beers:
anyone around wanna talk about game design in #design-chat
i wanna talk about live action round based murder mystery games and how they work and different ways they can be made
How do you put transparent texture?
Please welcome @plush yew to the community! :beers:
Wow this took longer than I expected. But finally http://prntscr.com/fqn214
nice!
i had to create a new account to move my stuff
becouse my current stuff is on my personal name
and its a clusterfuck for taxes
now its on a company bank account
but to change bank account and taxes
i had to create a whole new steamworks account, and then talk with steam support so they let me transfer stuff from one to another
the fucks at taxing took 15 days to validate my company ๐ฆ
Please welcome @ionic kelp to the community! :beers:
Which of these does Unreal use other than the 2 I selected? http://prntscr.com/fqnwpp
Please welcome @narrow crypt to the community! :beers:
hi m new to uneal engine and need help
firstly i need help for making terrain
and also need help on blueprints
Please welcome @wide obsidian to the community! :beers:
Please welcome @trim jungle to the community! :beers:
@sharp crest just those two, if you use VS2017
Please welcome @warm axle to the community! :beers:
I don't think most even select the DX redist as it's most likely in the system anyway if you play any games on windows
but it doesn't hurt
k ty @cursive dirge
Is there a description of UE4 default bones naming? Or I have to open a skeleton?
Please welcome @forest phoenix to the community! :beers:
hello everyone!
I'm wondering, is there a way to inject variables into a FText without having to have two text variables and appending them together. For example, If I have "this skill uses X resources", can I make it one FText and just change X somehow, or do I have to use "this skill uses" FText and " resources" Ftext and then have a function that takes first part, converts X to FText, and appends the last part?
@plush yew yes, read what Jamie wrote: https://answers.unrealengine.com/questions/555502/having-one-word-in-text-a-variable.html#answer-555693
@plush yew look into "format text" stuff
in the node, you would do:
"This skill uses {skillnum} resources"
and the node will add a skillnum imput
you then plug a integer there
oh yea, just what I needed
it has more advanced uses, but thats the basic thing
thanx people!
it can even be done so it changes plural/singular
so if you add 1 then it says "1 resource" and if you add more it says "3 resources"
Using the Format function to present localized text to your users
Hey all
yo team, anyone know why a cooked win64 build has 2 exes? 1 small one in root (MyGame.exe), and the "real" one, which is run by the smaller one as a subprocess (MyGame/Binaries/Win64/MyGame.exe) ๐ง
Whats happening
I read "has 2 axes" lol
Lol
@plush yew yes but whyy
it makes it harder to sign the content ๐
guess I'll have to pick apart the staging code
Please welcome @stray torrent to the community! :beers:
@plush yew no idea ๐ฆ
I think the outer one is just calling the inner one
yeah it starts a subprocess
I wonder why
the code holds the answers ๐
yea
just spend a week digging through it youll figure it all out
Please welcome @stray torrent to the community! :beers:
if(!Params.NoBootstrapExe)
ah!
Hi guys
@plush yew its the BootstrapPackagedGame project's exe that is the smaller one in root, it will make sure any prereqs are installed and then launch your game. In case you wanted to know as well. ๐
yo @stray torrent how is it going?
how can i make my followcamera 2d, and how do i strip the Z compononent off of it, and re-normalize it ?
@scenic stirrup will you ever need the z value?
oh ok
thanks anyways
np
Please welcome @oak wharf to the community! :beers:
@plush yew thanx for telling me!
Hello, when i'm using AI to move a character to a NavPoint (waypoint) with the behavior tree MoveTo task ... it snaps into the direction it should move very quickly and not in an organic way. How can i slow down the turning rate ?
I know about this site that might help, but is there no way of setting the AI params or anything else on the Character Movement component on the character to ease the turning rate? https://gamedevelopment.tutsplus.com/series/understanding-steering-behaviors--gamedev-12732
SGDQ starts soon for those who don't know https://gamesdonequick.com/schedule
wrong link ;p
but schugle is useful too
how do i deselct something?
Hey does anyone have a good tutorial of how to add support for mods with Steam Workshop?
I thought the basic premise of allowing modding was storing as much data in external assets as possible? @sharp crest
Like JSON files filled with data for guns or swords
Rather than hard-coding it
Greetings again. Is there a way to import multiple meshes from single FBX with their Pivots? UE for some reason using 0 as the pivot point?
Yet FBX has this info.
Well, i've packed them all in one place
I'm quite interested to see how the Nvidia Edge program will go down
It's really vague
And @next badger If you're trying to import multiple objects as separate meshes by importing one FBX, then you'll lose the proper origin data afaik
So for correct origins you'll need to import each fbx separately
@keen birch yeah. I've packed all of them in one place
@keen birch to save the pivots
You don't need to tag me with each message ;3
Either way, I just explained the problem
And as far as I'm aware - like I also said - there's no way around it
@keen birch nvidia edge is a marketing stratagem
they are doing it so thousands of starving indies start begging on twitter
they wont give more than a couple gpus around
and only for the bigger indies whose twits/facebook begging will reach more people
It's like trying to win a lottery
Actually
It's not like trying to win a lottery
It's exactly trying to win a lottery
its not a lottery
its related to your followers/size
if you dont have that many followers or similar, its worthless to even try
thats how brilliant it is
you give cards to the top 3
but the 200 other devs that also were begging reach a bigger audience that the first 3
in total
its RIDICULOUSLY cheap marketing
It's the easy way to ruin own reputation on twitter
nah, but you are begging around
nvidia gets all that free twitter presence looking like the good guys
i would shill really hard if i get the free cards
but give the free cards first
dont make me beg for a 0.01% chance
ive done that with MSI
they have given me a laptop on some days, to showcase my game at conventions
in exchange of putting a card next to the PC with the model of the laptop, specs, and price
Whoopwhoop
not a free laptop forever, tho
If only ๐
i just needed an extra laptop to showcase my game
so i called MSI for that, and they gave it to me
after all, they were near also showcasing those vr laptops
no free potatos in my country
http://i.imgur.com/fTzDmWR.png it's so big
You'll definitely need more polygons using it like that. ๐
I'm not trying to
aaaaa
it's supposed to be a handheld
figured out the scale it's supposed to be at 0.025
how to set that as permanent scale
wait nevermind i got it
Should be 1 unit per cm.
Please welcome @plush yew to the community! :beers:
Hello! Anyone know much about Volumetrics?
They're volumetric.
Damn.
Intense.
Are weight blended materials for landscapes workflow convenience? And non-blended while trickier to paint give a bit more flexibility for things like dirt/snow in cracks of a cobble road and such?
Afaik weight blending is simply a lerp between textures using their weights
While non-blended is flat-out "Either texture 1 is there, or texture 2, no middle ground blending"
Yeah, all the layers add up to 100% of the opacity.
Just trying to understand why you'd want to use one over he other. I'm guessing the weight blend is easier to use because as you add one type of material it removes the others automatically
But in the case of height blended layers that would be ugly
you'd want 100% snow in the cracks in the pavement
Just wondering if theres any other nuances about why I'd prefer one over the other
got a question about widgets, if anyone around here feels confortable about it, check the blueprint section
Question for any of you that are working with a team. What do you use for version control in terms of services/storage? Our team is small (like 3-4 people) but we all work remotely and we need to be able to all have access to the project files.
If you have 5 or fewer people Perforce is free; I would recommend it (but if you plan on possibly expanding above that number, I wouldn't start)
Please welcome @smoky lodge to the community! :beers:
How would I package a plugin as PAK file?
I know there is an option for this for actual game packaging but I dont see an option for it on plugins
(bp plugin)
@glossy flame I'm mainly just concerned about storage space. Most of these svn hosting companies are dreadful with their storage limits for small teams. Like 1-2GB is garbage
Oh, when we ran P4 I hosted myself, not sure if that's something you're open to
If you're comfortable with Git I know GitLab has 10GB limits
this HUD problem is really bothering me..
I posted what's happening, again, in the blueprint section
Please welcome @plush yew to the community! :beers:
Please welcome @fallow heron to the community! :beers:
@stiff marlin I just set up a Perforce server one using a Linux droplet
Has 50gb for like $5/month
I mean, pretty much, just find yourself a host, drop a p4d on it. Profit
or get a raspberry pi and plug it somewhere
Please welcome @drifting vale to the community! :beers:
๐๐ป
ใฐ
Does UE4 dedicated servers support Linux?
Like if I have a Linux dedi running Ubuntu or something, can I host a ue4 server to control a game instance for players to connect to?
Please welcome @verbal lily to the community! :beers:
Welcome @verbal lily
Greetings!
Are you new to UE4?
Kind of. I've been working with it for about two months. Have about 60 hours of experience, mostly just dabbling with everything
Ah
oh and with Unreal Tournament Editor
made about four or five small arena maps
only with BSPs though
I'm looking to try it soonโข
it's cool, I think it's on 4.15
but the prebaked assets are nice
you can get a map up and running in less than a few minutes once you bake the nav
Nah, I mean UE4 in general lol
ooooh
haha I get you
yeah I really like UE4
took me a bit to get the hang of it, but the BSPs make it so much easier to do blockouts compared to Unity
I thought BSP was changed to geometry
Please welcome @plush yew to the community! :beers:
Welcome @plush yew
Whenever i try to open up my project, it just crashes.
what does it say when it crashes?
it loads to like 95%
then it just gives me the crash report.
Yay... time to restart.
yea what does the crash report say
Oh, it can't find foliage assets.
Can someone who has Dark Souls send me pictures of an empty inventory?
Mind if I post a bit of shameless-ish advertising, kind of relating to Unreal? I mean, it's about a game using Unreal Engine, so uh
ยฏ_(ใ)_/ยฏ
Was going to say that seems like something for #show-off-your-work
Then realized the closest equivalent to that on this server (I was thinking GDL) is #work-in-progress
Which isn't quite the same thing.
So... ๐คท
Honestly there's nothing to show
Just looking for a few devs to help out with a project
Isn't there a recruiting channel on here?
As a newbie with a group of newbies, figured some experienced devs could help out .-.
I think recruitment is the kind of thing typically contained in most communities, because it can be spammy and annoying and not generally constructive to the community at large in the way that sharing cool stuff or knolwedge is.
Ahah
#career-chat is a thing here.
Just about to say that, lel.
I suspect that is where you're intended to share such things.
'cause if everyone was allowed to try to recruit for their thing, the channel would be full of "PLEASE, SOMEONE, WORK FOR FREE/EXPOSURE/REV SHARE WHEN WE MAKE IT BIG!"
lel
Sadky
Augh
My phone hates me. Stupid autocorrect can die in a hole for all I care.
Sadly, every good project with potential gets cancelled. I wish more things kept their promises.. or pass the code on to other developers to keep it alive.
It takes serious cash, experience, knowledge, and dedication to ship anything at all, so it's not unusual.
Had a guy go on a rage fest because he couldn't accept that someone could charge 150/hour for network engineering.
And I'd rather not do a funding page and be the star of another of iDubbbz's Kickstarter Crap.
lel
Percentage of engineers who can fulfill a network engineering role is, legitimately, without hyperbole, probably less than 1%. Maybe less than 0.5%.
I realize this isn't easy, so it may seem like pointless advice, but...
If you're going to seek any kind of funding, any at all, no matter from who, you need to get through a proof of concept first to even nail down what you're doing.
If it's even feasible.
Second, you need to burn some more money and time to get a nice "vertical slice" of some sort. Take some of the proof of concept and polish it to somewhere approaching the desired final level of quality/appearance/feel.
To top all that, you're going to need a) an attorney to work out the legalities of employment (unlikely) or contracts (very likely) for the work you pay people to do on your project
b) an accountant to help make the financial complexities smoother, which means taking advantage (in a positive sense, not as in abusing) of tax incentives and breaks and credits, as well as being able to prepare for the realities of how funding, especially crowd funding, actually work.
If you're going to do something totally solo, you can burn your own time and money and not need almost any of that - but that drastically changes your scope.
The moment you have a team, all of the above becomes necessary.
NECESSARY. Not an option. A necessity.
You do not work with others without a contract. Period.
That's how you end up with a very, very expensive pile of just art or code but nothing else or a lawsuit.
Friend of mine in Uruguay saved up a year of living expenses and is doing a solo project, hoping to get it shippable or maybe fundable by the end of it.
Not meant to deter you from pursuing it, but it means that if you're serious about it, you need to plan accordingly.
Well, shit.
My intention is never to crush dreams, per se, but to make people differentiate between hopeless dreams and how to make achieveable ambitions, y'know?
Is a group of nine feasible as small?
Sure
You'll still want some legal documentation even before money gets exchanged.
What happens if you don't: Someone leaves/gives up - you have zero right to keep anything they did whatsoever.
Err... this is awkward to say, but I believe every single one of us is underage to deal with legal documentation.
.-.
Squeaker Squad, you can call us
That's alright. That probably complicates things legally but doesn't make it impossible.
But
Regardless, don't focus on making an actual commercial success.
Just be a bunch of friends tinkering with a project for experience.
That's totally fine and way more feasible than trying to even begin to handle the complexities and costs of a real business on a shoestring budget with no experience.
The moment you involve another person contributing, intellectual property ownership gets involved. The moment you involve any financial transaction, taxes get involved.
I've got two guys already, who haven't made too many promises, so uh.. Third time's the charm. Heh. If you're good with Half-Life's music, you're perfect. Otherwise.. whatever, we can wing it :p
Wait dm me I may have something for you
Alrighty
I'm getting issues with 4.16 where the engine runs incredibly slowly. Happened for me with 4.16.1 and 4.16.2. Laptop runs it fine, gonna try reinstalling with computer now. Googling around hasn't come up with anything relevant, my desktop is plenty powerful. Anybody hear about any issues along these lines?
And we're talking, like, opening a new project with the blank template has framerate issues.
Anyone can point me in the direction where i can get info on how to allow player transitions between say map1 and map2 and map2 is a dungeon instance sort of thing? But still allow players to stay on map1 who dont want to goto map2
4.15 works fine, but 4.16 has features I'd love to use.
@shrewd axle GSync monitor?
Turn it off
so it's just a 4.16 issue, I take it?
I have the same issues
Its worse in 4.16 but it occurs for me at some degree in all versions
Not too surprised.
A lot of applications interpret the UE4 editor to be a game
Likely due to some particular idiosyncracy of how it interacts with the OS.
There is an BugReport for it since 2016 im pretty sure
I wonder if there's a workaround in the nvidia control panel
to get it to disregard unreal
Likely that there is, actually.
I think it has to do with how the editor throttles frame rate when its not in use.
I was going to mention that possiblity.
I've got a boatload of Chrome tabs open for whatever that's worth, but it's never caused issues in the past and I have a lot of RAM overhead.
Editor does throttle viewport updates when the viewport is not part of a focused/active window.
@shrewd axle Tangential, but I'd say the minimum to make a claim for having a lot of RAM while developing with UE4 is at least 16 GB. At least.
Yeah, you're solid
old sticks but they do the job
I can dev Fortnite with 32 GB in the worst circumstances.
1 server and 2 clients and VS.
Nope
Dunno. I've been happy with my monitors for the longest time so I've not ever gotten fancy Free/G-Sync monitors
Ive tried everything lol
I do a large share of competitive gaming and G-Sync's fantastic, but it's unnecessary for workflow
I gave up and notified Epic
Yeah, I figured it was of course for gaming, not dev.
I have 2 monitors. I dev on the one with gsync off.
Anyone can point me in the direction where i can get info on how to allow player transitions between say map1 and map2 and map2 is a dungeon instance sort of thing? But still allow players to stay on map1 who dont want to goto map2
I think i heard you use the same world but cull them? That the right word? So it's not trying to render it. Something like that don't think a server can run two maps without two separate servers
That's what I recall another dev saying anywhoo I think. @safe rose ?
Both are feasible solutions.
No, UE4 isn't happy with multiple UWorld objects, outside of the editor.
The solution is either having multiple levels isolated from eachother and just teleport between them or actually spin up multiple servers and travel between them.
Which means having a smarter setup where you have servers spun up waiting to load a level for players, rather than try to start a server process on demand (slow)
Yea my plan was to compile each server to run with a different startup map anf run it that way.
Load times are great for ad placement ๐ har
But was just checking if it can transfer to a completely different dedi
The former is quick and dirty. The latter is more involved and more properly isolates everything.
Not just console window
Client can travel
You can, yeah. I mean, you're going to have to do some data shuffling to setup the character the same way on another server.
But it sounds like you're dealing with some kind of RPG esque thing anyways, so you're probably already dealing with spawning in a character for a player according to their inventory and current stats?
That's actually something I'm struggling with with a small thing. When joining a dedicated how to let the client load saved game info and replicate it..
Well, depending on how persistent things are...
@livid haven yep already persistent data from database for stats and inventory :)
I'm not doing anything that is they can hack it wise.. A jersey number you define when you load the game and if available on server you use it or get a random
Well, there you go. @vast pine You can either have the first server communicate with the second and pass along info or have a more persistent backend server.
And @plush sky has some experience doing that kind of serialization.
Do I need to switch authority and use remote to load and set
Who dunno user data storage I know it's small but seems overkill this is like storing a username and passing it on join
I have a mssql database storing all player data and was just hoping that i can transfer character to ip:port and it loads loading screen then they pop into map2 (dungeon) and ready to gonon a seperate dedicated and server copy
My thought is how many sub dungeons will it be too large a level if just one.. And how many users you expect to host as you don't want the cost of 12 dedicated servers per game for 4 players hangin out
That's where cloud server kind of stuff shines.
It has a max party size of 8 at the moment and ill make it that once a party is in it locks out.
Like say WoWs instance dungeons
Each party has its own instance
Yeah you want an aws type shit going on I guess Prototype for am client travel between servers
Sounds painful lol... Glad I'm only looking at rocket league like stuff
You could easily have servers for each active instance, plus maybe some fraction more of idle servers for each active instance. When a player gets within X navigable range of a known entry point that would cause client travel to another server, you can take an idle server and get it starting to spin up the would-be map.
That would give you an compromise between full server spin ups and a cold load of a map on demand.
You'd effectively be priming a server with a map to load when someone gets near a door to another dungeon instance.
Yeah good idea.
So what command would the gateway to the dungeon need to run on client/s and or party to move them to another copy of the server running on say...dedi 2
Any ideas?
Client travel?
An overview of how travelling works in multiplayer.
Guys how to fix the shadow?
Lol
Sorry if it seems like a stupid question. Im a 17 year vertern in network engineering and Cisco security. Not much of a programmer haha
Stand in it and look at the light anything there?
Awesome thanks for link
Lol my snark sorry
Light map resolution of the ground or object casting the shadow could be a factor
Thanks Inphidel. Mind if i friend you?
Thanks bud. Good to meet someone else in my situation haha
What kind of game are you making?
Room based multiplayer?
I started learning c# to make a program because my ticket system sucks... Never let your company use. Remedy
Sports sorta arcade sports. Lol
Multiple game modes primary is first person but you can go third
Remedy...isnt that just a helpdesk software?
Yeah I am at a help desk.

