#ue4-general

1 messages ยท Page 74 of 1

thorn topaz
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hahaha that's great

livid haven
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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.

thorn topaz
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lets be honest, SC is never going to get released

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they'll just keep getting more money

prisma bloom
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i hope it does!

thorn topaz
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and keep increasing scope

prisma bloom
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i want to see them finish it!

thorn topaz
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infinitely

livid haven
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That's not honest, it's assumption. I've been following it for a long, long time.

thorn topaz
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/s

livid haven
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No one bats an eye lash that Bioware's Anthem is something like 6 years in development.

prisma bloom
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what % is it at, would you guess?

livid haven
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SC isn't released after ~4 years? Total vaporware scam! </s>

prisma bloom
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just an assumption, i've not checked in in a while

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4 years ain't crap in game dev.

livid haven
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Right, yet the cries of vaporware and scam still float around.

thorn topaz
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probably just because it's so public

prisma bloom
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that's because humans are flighty, stupid in groups, and fearful of being scammed.

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has nothing to do with reality

thorn topaz
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you can actively see the amount of money being thrown at it vs bioware, more private

livid haven
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Yep.

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Also, yeah, the funding model is definitely contentious.

prisma bloom
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i consider that more honest

livid haven
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Anyone sees the "Hundreds of dollars for a video game spaceship?!" and loses their minds.

prisma bloom
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i'd LOVE to see real ammounts put to game dev costs..

livid haven
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You can for small - moderately sized projects.

prisma bloom
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till you see people pay thousands for golden vibrators.

livid haven
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And some of CIGs numbers are public.

prisma bloom
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eh, i always see large numbers, never breakdowns

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but I am sure I could look deeper

livid haven
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Only so much detail, but there's more detail in the UK studio's public stuff.

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There's a lot you can extrapolate too.

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Harder with a multi-national set of studios, though.

prisma bloom
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oh yeah, i completely uderstand that.. too much to keep track of effeicently (till they get that shit on the blockchain).

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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.

pallid compass
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omg ue4 keeps using my black colour as a mask D:< bad ue4

livid haven
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Real currency in games is a can of worms for legal and financial reasons.

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Cash shops is one thing.

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And your rare creature like Project Entropia

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Which I think is Entropia Universe these days. Dunno. I remember it from well over a decade ago.

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If you mean implementing a cryptocurrency as part of the game... dunno. That seems kind of pointless.

tawny brook
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Not really

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I could see a fun realistic game with it

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And you buy upgrades for faster mining

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Which increases the difficulty

pallid compass
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Yeah but

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that will cause

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FUCK ton of issues

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down the line

glossy flame
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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

prisma bloom
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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.

glossy flame
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Plus it just keeps taken longer and longer to process purchases ๐Ÿ˜ฆ

prisma bloom
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btc wasn't designed to be real. which is so sad when you see what happened to it

tawny brook
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Mhm

prisma bloom
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it was equiv to someone/some team's college thesis that f'king exploded.

tawny brook
prisma bloom
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i dunno what the alex emoji is supposed to signify

tawny brook
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Its probably a ue4 developer

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And it's a Kappa image

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Idk, that's my guess

prisma bloom
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also, what is Kappa, besides a greek letter.. i see it on reddit/fb every so often but its meaning elludes me

pallid compass
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its something u just accept

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like foo

tawny brook
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Its a person

livid haven
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@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.

tawny brook
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Its like a meme

livid haven
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alex looks like Alexander Paschal (sp)

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I think

tawny brook
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@livid haven I assumed it was about integrating it into the game concept

worn granite
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It is

livid haven
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Part of UE4 Epic

worn granite
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AAlexander

livid haven
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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?

worn granite
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^

pallid compass
prisma bloom
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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.

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AH! Sarcasm, thank you!

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i'll try to add that in there and remember it

tawny brook
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prisma bloom
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lol UD..

#
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dat;s supposedly me

tawny brook
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Lmfao

prisma bloom
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@pallid compass dat yer model?

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is making UV's for textures still a REALLY shitty process??

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lol, hit there and immedately get stuck answering q's..

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wnder how much I remember is just plain wrong now?? guess i'll find out

livid haven
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Dafuq? Why is UD weirdly infatuated with that name?

prisma bloom
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which one?

torpid ingot
cursive dirge
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to the bottom

torpid ingot
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Yes, why?

cursive dirge
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well, the actual answer seems to be that he wants the group to focus more on actual development

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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

livid haven
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(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.)

cursive dirge
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it's still most popular channel on this group

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you kinda get off-topic here now that the structure is what it is

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maybe people get used to it and it goes back to normal

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or people just start to treat this as new offtopic

maiden swift
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^That would be pretty disappointing.

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I don't expect the transition to happen overnight, for what it's worth.

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It will take time.

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But it's long overdue. The off-topic channel is still there and people will continue to use it for unrelated conversations.

plush yew
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Please welcome @light oasis to the community! :beers:

maiden swift
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I shouldn't have left it at the top for so long.

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That's why it is so popular, and why people have continued to ask technical questions there.

livid haven
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Oof. Yeah. #lounge doesn't make sense for seeking on-topic help.

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(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.)

cursive dirge
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btw, I find Sions avatar pic offending :p

maiden swift
prisma bloom
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[REDACTED]

livid haven
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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.

torpid hedge
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why packaking / cooking a project includes engine content even it's not in use?

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i have very hard time getting the file size down. i have looked several threads / answers but cannot get the damn engine content out

livid haven
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Are you sure the engine content is not in use?

torpid hedge
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only engine asset reference i can find is the WorldGridMaterial

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and that's referenced by the map

livid haven
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What other engine content is being packaged that doesn't seem to be referenced?

torpid hedge
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EngineMaterials, 38 MB
Slate, 10 MB
Tutorial, 2 MB
PhysX, 11 MB (no need for PhysX in this project)

livid haven
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Uh... PhysX is literally the physics and collision detection engine.

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But the others are varying levels of suspicious, indeed.

torpid hedge
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Would be nice to disable it, no need for that either

livid haven
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One does not simply disable the engine's physics and collision system.

torpid hedge
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One should not be forced to include whats needed

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But the EngineMaterials is breaking my head

livid haven
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Well, yeah, but welcome to the monolithic monstrosities that are game engines. You don't really get that level of granularity either.

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Off the top of my head though

torpid hedge
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TappyChicken can be compressed to 9 MB

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Dont know how tho

livid haven
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I don't know specifics of a way to find what is causing an asset to be cooked.

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I'm sure there is though.

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EngineMaterials may be deceptive, because your materials may be using material functions which are actually engine content.

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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.

torpid hedge
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Cooked EngineMaterials has every material

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I dont have material functions since I'm testing with the most simple materials which has only constant colors

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No textures or anything

livid haven
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Huh. It'll be interesting to look in to, I just can't dive in to it right now.

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Hopefully someone else has experience debugging why an asset is cooked.

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Specifically, what reference caused it to be cooked.

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You could try browsing to the engine asset, in the content browser, and using the reference viewer maybe?

torpid hedge
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It's the WorldGridMaterial

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In the level

livid haven
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You said cooked EngineMaterials has every material though

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Not just WorldGridMaterial.

torpid hedge
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I'm not sure what you want me to check

livid haven
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Look for an engine material that is being cooked/packaged that you think shouldn't be.

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Find it in the CB, right click, reference viewer.

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And see if it is being referenced by any of your assets or an engine asset that you expect would be.

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Probably easier to do this with the tutorial assets instead though

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It's really odd any of those got packaged.

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The reference viewer in the editor may give you the answer.

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If it doesn't, then you'll need to find out how to see what references caused an asset to be cooked and packaged.

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I know there are ways to do that, but I don't know them myself.

cursive dirge
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@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

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(and many other things, you wouldn't believe the things they stuff on each game by default

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in windows, the correct locations for those blacklist files are <YourGameFolder>/Build/Win32/ and <YourGameFolder>/Build/Win64/

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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

torpid hedge
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Thanks for the tip, will try it

plush yew
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Please welcome @opal frigate to the community! :beers:

plush yew
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Please welcome @stoic tinsel to the community! :beers:

stoic tinsel
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Gasp! I've been welcomed by a robit.. what is this world coming too!

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But thank you >.>

tawny brook
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So did anyone else get shit from NVIDIA Tegra with VStudio? It made me use 2013..

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It wouldn't let me use 2015 when installing Tegra

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I currently have both 2013 and 2015 installed right now

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Just want to see if removing 2013 would be safe

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@stoic tinsel welcome

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@plush yew welcome to UE4

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I'm new myself.

stoic tinsel
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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

tawny brook
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Tegra is needed for Android support I believe

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During the Android development setup it told me to setup Nvidia code works

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And apart of code works.. there's Tegra

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@stoic tinsel oo I mentioned the wrong person lol

stoic tinsel
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Lol

left iron
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Does anyone have any advice for a projec that crashed and now crashes on each load (can't even get to the editor)

glossy flame
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Delete the Intermediate and Binaries folders and the .sln file, right click on .uproject and generate VS files

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That's the pretty standard procedure for "oops, borked the project" :p

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(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)

left iron
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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

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Well that didn't last long xD

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-sigh- we;; that hasn't worked either. Grabbing debugging symbols now

glossy flame
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Well, if you're doing something wrong in a constructor or something simply clearing the project won't help

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The offending code will still be there :p

left iron
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Well, I was working in blueprints, added a function and it crashed on me

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Sent the report, restarted. Showed me a file recovery dialog. Clicked recover and well now I'm stuck in a loop

left iron
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Found it, somehow the struct I was making became an issue. Thanks for the help

brave horizon
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Anyone know how big the latest hotfix is?

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nm - 4.4 gig

tawny brook
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๐Ÿ˜„

tawny brook
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I'm new to UE4, I see an Input called "ResetVR" in my first person shooter template.

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The key is R

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What's that used for

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All it seems to do is reset player location?

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"Reset orientation and position"

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Is this just a template for a VR Game? can it be deleted?

plush yew
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Please welcome @humble robin to the community! :beers:

grim juniper
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So, how do you exit VR mode?

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Since the whole editor switches to the Vive's view there's no buttons anywhere.

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Looked for it in the livestream. It's ALT + `

honest vale
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` eh?

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I wonder where that is on a FIN/SWE keyboard ๐Ÿ˜„

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the actual symbol is left of backspace and I have to use shift to type it

floral heart
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Could be the same as the console key.

plush yew
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Please welcome @austere relic to the community! :beers:

plush yew
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Please welcome @upbeat solar to the community! :beers:

plush yew
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Please welcome @bright lily to the community! :beers:

cursive dirge
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@floral heart funnily enough, there's no console key mapped into FIN/SWE keyboard at all on UE4 on default mappings

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I always have to assign the key manually for it

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in CE, console works on scandinavian keyboard on that same button regardless of the keyboard map, just not in UE4

frank escarp
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Programming Game AI by Example is 40% off

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its basically the best AI programming book that i know

frigid fractal
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hey i am having some issues setting up a linux server. i am getting errors following epics guide. could anyone help me potentially?

cursive dirge
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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

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I guess that Buckland book is ok if you mainly do AI characters

silent chasm
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hi, into which channel usually shader/material questions go ?

slim notch
silent chasm
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thanks

slim notch
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no problem

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and hello

weary basalt
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@frank escarp Matt Bucklands book is great ive had it for years and years haha.

frank escarp
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@cursive dirge its meant for starting gamedevs and similar

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the techniques it talks about is pretty much the typical pathfinding, steering, state machines, and a goal system

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its not really a hardcore AI book in the slightest

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but the techniques it shows are good for the mayority of games

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i had it becouse looong ago, back when i was starting gamedev, i pirated a 5 gb pack of gamedev books

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and read

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all of them

cursive dirge
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I guess, it used to be pretty standard book to recommend 10 years ago, but time really shows on how he presents things

frank escarp
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there were at least 50 books or similar

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there were about 4 AI books

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i found this one the best

cursive dirge
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I've actually bought the thing 10 years ago :p

frank escarp
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yeah, its old as fuck

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when i went to the CS university, i was glad half of the books from that pirated pdf pack were there

cursive dirge
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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

frank escarp
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at least the good ones

cursive dirge
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we actually have legit e-book access on our CS uni :p

frank escarp
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nah, not ebook on mine

cursive dirge
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can access even most game engine books through that

frank escarp
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just high seas sailing

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i only have a couple books in physical

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i have a very old Blender 2.35 animation book

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damn good book in fact

cursive dirge
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I have like 15-20 gamedev/c++ books on the shelf

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still, PDF is easier to read nowadays than a book IMO

frank escarp
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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

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lastly, it showed how to give it some voice and make a short out of that

cursive dirge
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also what pains me on printed books is that there's usually always newer editions

frank escarp
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quite a complete book

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i dont like printed books at all

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i prefer the pdf to read in my tablet

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another one i have is the Opengl Superbible 7th edition

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its fucking huuuuuuuuuuuuuuuuuuuuuge

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great book, but i ended up using the pdf more than the physical book

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now there is a 8th edition XD

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and the 7th i have is getting more outdated by the day, now that Vulkan is all the rage

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still not as huge as the 5th edition i think

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the 5th edition was halfway beetween oldgl and newgl

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so it tought both

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and it was like 1600 pages

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you can use that book as a personal weapon

plush yew
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Another classic question - will GT330M work?

frank escarp
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for what?

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that is a very very old and very underpowered gpu

plush yew
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For ue4

frank escarp
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it will

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but it would be near unusable

plush yew
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Well i managed to get it working on gt8600

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Ok, so what is the oldest card that can do 30FPS?

cobalt owl
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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 :/

frank escarp
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the problem is your laptop

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if it has a 330, its a laptop that is already a bit old, so the cpu is also weak

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if you have a weak laptop, unity is much less overhead

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the overhead of ue4 editor is insane

plush yew
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@cobalt owl i can help

cobalt owl
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@plush yew you know how to fix this? ๐Ÿ˜„

plush yew
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@frank escarp i do not have a laptop yet and i not want autistic cancer

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@cobalt owl PM, but it takes time and there is not many tools that can properly repair m2

plush yew
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So what is the oldest GPU that can provide 30FPS on UE4?

frank escarp
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that i do not know

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and those older gpus would be more expensive

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pretty much any modern GPU that isnt dogshit tier will run ue4 fine

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basically any 150 dollars+ gpu will do well

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too bad they are the miners sweet spot

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and you wont find one of them

cursive dirge
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you'll be CPU capped on old and weak computers as well

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and run out of memory :p

frank escarp
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16 gb minimum for ue4

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8 gb is usable, but on the edge

cursive dirge
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and 30 fps is one thing on empty template vs 30fps on actually populated scene

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I know I can run my GT610 60fps @720p on forward renderer and no shadows

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deferred is more expensive

frank escarp
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you can even use simple forward

cursive dirge
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I mean, on relatively simple scene, with few skeletons etc

frank escarp
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simple forward its the absolute lowest end you can get

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even lower end than the mobile renderer

cursive dirge
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yeah, although nobody really knows how to activate the simple forward prorperly ๐Ÿ˜„

frank escarp
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r.simpleforward 1

cursive dirge
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last time I looked into that, it didn't work

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have they fixed it?

frank escarp
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i think i had to edit source to set r.enablesimpleforward to 1

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or something like that

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it didnt look good. it sets EVERYTHING to fully rough

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no normal maps

cursive dirge
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forums and answerhub were just full of posts where nobody actually got it running

frank escarp
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and basically no dynamic light at all

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its just meant to the absolute lowest end possible

cursive dirge
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I know

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some people used mobile preview renderer on shipped game before that simple forward existed

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it's pretty low end too

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but simple forward doesn't even support normal maps afaik

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it's totally unusable for any game that aims for anything but cartoony art style

frank escarp
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uhm, how can you use mobile preview renderer?

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can you use it on VR games?

cursive dirge
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well, I guess paragon still uses it, but camera isn't close to anything there

frank escarp
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with msaa

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becouse my game has no dynamic light and no shadows

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and no post FX

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im using the normal forward, but it has to do 2 render passes

frank escarp
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and that fucks my drawcalls

cursive dirge
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there's code snippets and all ๐Ÿ˜„

frank escarp
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uhm gonna experiment

cursive dirge
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no idea what would need to be modded for VR

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good thing about that approach is that you actually then use deferred and forward in same build

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you can't do that with the new forward renderer

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unless you mod the engine sources for that

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well, I guess it's similar mod in the end that they did for the disc jam

frank escarp
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im going to try to force the mobile preview

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see the difference in GPU time on my game

plush yew
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DAMN๐Ÿ˜ญ

cursive dirge
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it works in PIE out of the box

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not sure if it works in VR though

frank escarp
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yeah that

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im going to put it on PIE to see what happens

cursive dirge
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you just can't package the game with it without engine mod

plush yew
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I JUST WANT TO UPGRADE FROM UDK ๐Ÿ˜ญ๐Ÿ˜ญ๐Ÿ˜ญ

frank escarp
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but can you use that with msaa?

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its my biggest worry

cursive dirge
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no idea

frank escarp
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the whole point of using forward is msaa

cursive dirge
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do mobiles do MSAA?

frank escarp
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yes

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gearVR has it by default

cursive dirge
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that mobile renderer trick was ingenious

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wish they had exposed it out by default

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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

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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

vast pine
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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?

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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

plush yew
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Please welcome @lunar gazelle to the community! :beers:

vale osprey
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@cursive dirge fun fact - Thumper doesn't have any lights at all

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Not made in UE4, but anyway

glossy flame
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@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?

cursive dirge
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@vale osprey all unlit?

vast pine
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@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

vale osprey
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@cursive dirge nothing but reflections

glossy flame
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You'd have to show your flow if I can possibly see what's going wrong

vast pine
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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

analog sigil
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anyone know why when I add assets to UE4 project, comes up with cant load assets?

glossy flame
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Yeah, that's why I was wondering if you ever actually called down to the client @vast pine

vast pine
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No it's a direct node maybe I should be casting to the incoming controller to check for save

glossy flame
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It'd be best if you could go method call by method call, just throwing screenshots would be fine if they're semi-coherent ๐Ÿ˜„

vast pine
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Ok gimme a minute ๐Ÿ˜ƒ at gas station lol bout to head back

glossy flame
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Yeah, you need to let the clients check for their local saves

vast pine
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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 ๐Ÿ˜‰

tawny brook
#

Ugh

#

Well

#

Interesting

regal spire
#

kek

tawny brook
#

Well I'm just starting ue4

#

So I'll be doing closed world designs for now

regal spire
#

do you plan to study about procedurally generated world

#

i mean, smooth terrain ofc :p

tawny brook
#

Smooth? It will be a flat piece of shit lol

#

With some walls

regal spire
#

ok :p

tawny brook
#

Cuz my skills are super newb

#

Idk how I'll do a multiplayer system

regal spire
#

that would be a bit trivial, since a lot of logics would be involved

tawny brook
#

I probably should just start with a sp concept

rugged seal
#

Procedurally generated during runtime without voxelizing it

tawny brook
#

Seems cool

#

I might need that in like ~3 years at this rate

pallid compass
#

When u move things to an different folder and u cant get the old folder to vanish D:<

sharp crest
#

@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

pallid compass
#

Its still got files in it

sharp crest
#

Then you will be able to remove the folder in the actual editor

pallid compass
#

in the explorer :/

sharp crest
#

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

pallid compass
#

gotcha shall do thank you.

sharp crest
#

np

craggy blade
#

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?

pallid compass
#

Press G

craggy blade
#

Thanks @pallid compass so simple!

plush yew
#

Please welcome @royal gate to the community! :beers:

spice bloom
#

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

plush yew
#

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?

spice bloom
#

Visible to camera

#

For the rendering part anyway

plush yew
#

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

tribal pebble
#

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

vast pine
#

ok imprompt family stuff and then a nap gg

plush yew
#

Please welcome @vernal halo to the community! :beers:

plush yew
#

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

sharp crest
karmic moat
#

Hi anyone knows how to set up 2d buttons or widgets to do jump punch etc for a touch screen?

plush yew
#

Please welcome @lunar nimbus to the community! :beers:

sharp crest
#

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.

ivory junco
#

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

sharp crest
#

You can make it look like exactly it and if you just dont use any of it's assets you will be fine xD

thorn topaz
#

i mean it's pretty much the same as h1z1 battle royale. just don't use their stuff

frank escarp
#

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

tulip vault
#

I finally sat down and learnt basic modelling, so this is my main character's omnitool

frank escarp
#

@tulip vault try setting it to smooth

#

and adding an edge split modifier

#

it will look better

tulip vault
#

I don't know those things yet

plush yew
#

Please welcome @proper plinth to the community! :beers:

tulip vault
#

will figure it out though

frank escarp
#

the smooth button is on the left panel

#

and this is the edge split modifier

tulip vault
frank escarp
#

you click "add modifier" and select that one

tulip vault
#

thanks for the modifier area bit

#

but I think I'll stick to a different shading for ease of use while making it

frank escarp
#

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

tulip vault
#

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

frank escarp
#

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

tulip vault
#

you should give this to me in a PM so i can keep it on hand

#

thanks for this, really helpful

frank escarp
#

while im no artist, ive been using blender for nearly 10 years

tulip vault
#

wowie

floral heart
#

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.)

frank escarp
#

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

tulip vault
frank escarp
#

duplicated vertices mate

tulip vault
#

hmm

frank escarp
#

did you apply the edge split modifier?

tulip vault
#

yeah

#

to the entire model

frank escarp
#

its not a modifier to apply

#

you just leave it on

tulip vault
#

oh

frank escarp
#

run a "Remove Duplicate Vertices"

#

you can find it on the spacebar menu search, or on the left panel

floral heart
#

A, W, R

frank escarp
#

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

ivory junco
#

i have several game ideas but there isn't one that screams "do me"

#

but i should start on something

frank escarp
#

do all

#

or do a roll

#

!roll d20 1

plush yew
#

@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.

frank escarp
#

!roll 1 d20

plush yew
#

@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.

frank escarp
#

!roll d20 2

plush yew
#

@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.

floral heart
#

Cancel works?

frank escarp
#

fucking what

plush yew
#

@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.

frank escarp
#

work you shit

plush yew
#

@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.

floral heart
#

!cancel

frank escarp
#

cancel

plush yew
#

@frank escarp, Cancelled command.

frank escarp
#

!roll 1 d20

plush yew
#

:game_die: [1]

frank escarp
#

rip in pieces

tribal pebble
#

umm

frank escarp
#

man its a critical miss

tribal pebble
#

does anybody know how to make the models be double sided?

#

because it renders only 1 side of the polygons

frank escarp
#

there is a check on the material settings

livid haven
#

Material, check double sided in it

tribal pebble
#

tanks โค

karmic moat
#

Guys the widget shows on mobile preview but doesn't show on my android phonee...

pallid compass
#

anyone here use quixel?

plush yew
#

Please welcome @spiral sinew to the community! :beers:

tulip vault
#

whats a good base target for triangles for small items

#

because i hav a flashlight object hitting about 900

floral heart
#

I think frequency of that item is more important than size. If it's the only flashlight, 50,000 tris.

tulip vault
#

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

karmic moat
#

Nvm solved

tulip vault
#

You guys don't manage tri's very well i guess

ivory junco
#

why is it that everytime i come up with a game idea it has already been done?

tulip vault
#

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

frank escarp
#

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

livid haven
#

Setting up poly budgets early on is important.

#

And that means budgeting what's for "hero assets" versus random props.

frank escarp
#

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

livid haven
#

For VR, yes, little choice there.

frank escarp
#

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

floral heart
#

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!

frank escarp
#

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

tulip vault
#

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

floral heart
#

Admittedly, I'm the guy who ran around in Source picking up everything and counting its polygons.

tulip vault
#

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

floral heart
#

Still waiting on that tessellation revolution.

plush yew
#

Please welcome @plush yew to the community! :beers:

#

thanks

#

Hello everyone.

floral heart
#

Hello

plush yew
#

hey how are you doing?

polar hawk
#

Well shit, I guess I better be more active on my shitpost tumblr

regal drum
#

If I may ask is there any tutorials on how to create a moon landscape?

plush yew
#

Please welcome @plush yew to the community! :beers:

plush yew
#

hi

plush yew
#

Please welcome @onyx mural to the community! :beers:

#

hey@

onyx mural
#

Hi!

plush yew
#

how ya doing @onyx mural

onyx mural
#

Good :) how about yourself @!Electiwirez ?

plush yew
#

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

polar hawk
tulip vault
#

Don't know how to scale and import to Unreal yet

#

but it's good. about 1.3k tris

round quiver
#

Texturing?? @tulip vault

#

UV Maps?

tulip vault
#

No clue yet

#

Later when I wake up

plush yew
#

Please welcome @golden goblet to the community! :beers:

deep tree
#

i wanna talk about live action round based murder mystery games and how they work and different ways they can be made

plush yew
#

How do you put transparent texture?

plush yew
#

Please welcome @plush yew to the community! :beers:

sharp crest
ashen brook
#

nice!

frank escarp
#

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 ๐Ÿ˜ฆ

plush yew
#

Please welcome @ionic kelp to the community! :beers:

sharp crest
plush yew
#

Please welcome @narrow crypt to the community! :beers:

narrow crypt
#

hi m new to uneal engine and need help

#

firstly i need help for making terrain

#

and also need help on blueprints

plush yew
#

Please welcome @wide obsidian to the community! :beers:

plush yew
#

Please welcome @trim jungle to the community! :beers:

cursive dirge
#

@sharp crest just those two, if you use VS2017

plush yew
#

Please welcome @warm axle to the community! :beers:

cursive dirge
#

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

sharp crest
#

k ty @cursive dirge

next badger
#

Is there a description of UE4 default bones naming? Or I have to open a skeleton?

plush yew
#

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?

next badger
frank escarp
#

@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

plush yew
#

oh yea, just what I needed

frank escarp
#

it has more advanced uses, but thats the basic thing

plush yew
#

thanx people!

frank escarp
#

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"

jade radish
#

Hey all

plush yew
#

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) ๐Ÿ˜ง

jade radish
#

Whats happening

tawny brook
#

I read "has 2 axes" lol

plush yew
#

Ah, nothing much, working... ๐Ÿ˜„

#

gboy, thats normal

tawny brook
#

Lol

plush yew
#

@plush yew yes but whyy

#

it makes it harder to sign the content ๐Ÿ˜ƒ

#

guess I'll have to pick apart the staging code

#

Please welcome @stray torrent to the community! :beers:

#

@plush yew no idea ๐Ÿ˜ฆ

#

I think the outer one is just calling the inner one

#

yeah it starts a subprocess

#

I wonder why

#

the code holds the answers ๐Ÿ”Ž

#

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!

stray torrent
#

Hi guys

plush yew
#

@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. ๐Ÿ˜›

#

yo @stray torrent how is it going?

stray torrent
#

Nothing important how about u

#

How's everything hoing

plush yew
#

quite well

#

poking around with project cooking ๐Ÿ˜ƒ

scenic stirrup
#

how can i make my followcamera 2d, and how do i strip the Z compononent off of it, and re-normalize it ?

thorn topaz
#

@scenic stirrup will you ever need the z value?

scenic stirrup
#

no becuase im using a 2d Camera movement

#

but i already fixed it

#

;p

thorn topaz
#

oh ok

scenic stirrup
#

thanks anyways

thorn topaz
#

np

plush yew
#

Please welcome @oak wharf to the community! :beers:

plush yew
#

@plush yew thanx for telling me!

stoic moth
#

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

wild kestrel
#

wrong link ;p

#

but schugle is useful too

velvet fern
#

how do i deselct something?

sharp crest
#

Hey does anyone have a good tutorial of how to add support for mods with Steam Workshop?

round quiver
#

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

next badger
#

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.

next badger
#

Well, i've packed them all in one place

keen birch
#

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

next badger
#

@keen birch yeah. I've packed all of them in one place

#

@keen birch to save the pivots

keen birch
#

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

next badger
#

this one worked

frank escarp
#

@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

keen birch
#

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

frank escarp
#

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

next badger
#

It's the easy way to ruin own reputation on twitter

frank escarp
#

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

keen birch
#

Whoopwhoop

frank escarp
#

not a free laptop forever, tho

keen birch
#

If only ๐Ÿ˜›

frank escarp
#

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

next badger
#

no free potatos in my country

tulip vault
floral heart
#

You'll definitely need more polygons using it like that. ๐Ÿ˜‰

tulip vault
#

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

floral heart
#

Should be 1 unit per cm.

tulip vault
#

I've no idea what i'm doing really

#

just learned basic modelling

plush yew
#

Please welcome @plush yew to the community! :beers:

#

Hello! Anyone know much about Volumetrics?

floral heart
#

They're volumetric.

plush yew
#

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?

keen birch
#

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"

plush yew
#

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

buoyant pine
#

got a question about widgets, if anyone around here feels confortable about it, check the blueprint section

stiff marlin
#

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.

glossy flame
#

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)

plush yew
#

Please welcome @smoky lodge to the community! :beers:

sharp crest
#

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)

stiff marlin
#

@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

glossy flame
#

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

buoyant pine
#

this HUD problem is really bothering me..
I posted what's happening, again, in the blueprint section

plush yew
#

Please welcome @plush yew to the community! :beers:

#

Please welcome @fallow heron to the community! :beers:

safe rose
#

@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

frank escarp
#

or get a raspberry pi and plug it somewhere

plush yew
#

Please welcome @drifting vale to the community! :beers:

drifting vale
#

๐Ÿ‘‹๐Ÿป

floral heart
#

ใ€ฐ

tawny brook
#

Does UE4 dedicated servers support Linux?

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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?

plush yew
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Please welcome @verbal lily to the community! :beers:

tawny brook
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Welcome @verbal lily

verbal lily
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Greetings!

tawny brook
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Are you new to UE4?

verbal lily
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Kind of. I've been working with it for about two months. Have about 60 hours of experience, mostly just dabbling with everything

tawny brook
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Ah

verbal lily
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oh and with Unreal Tournament Editor

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made about four or five small arena maps

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only with BSPs though

tawny brook
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I'm looking to try it soonโ„ข

verbal lily
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it's cool, I think it's on 4.15

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but the prebaked assets are nice

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you can get a map up and running in less than a few minutes once you bake the nav

tawny brook
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Nah, I mean UE4 in general lol

verbal lily
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ooooh

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haha I get you

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yeah I really like UE4

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took me a bit to get the hang of it, but the BSPs make it so much easier to do blockouts compared to Unity

tawny brook
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I thought BSP was changed to geometry

verbal lily
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oh yeah it is Geometry

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I just forget that that's what they renamed it to

plush yew
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Please welcome @plush yew to the community! :beers:

tawny brook
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Welcome @plush yew

dark pike
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Whenever i try to open up my project, it just crashes.

thorn topaz
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what does it say when it crashes?

dark pike
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it loads to like 95%

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then it just gives me the crash report.

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Yay... time to restart.

thorn topaz
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yea what does the crash report say

dark pike
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Oh, it can't find foliage assets.

fluid basin
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Can someone who has Dark Souls send me pictures of an empty inventory?

daring bloom
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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

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ยฏ_(ใƒ„)_/ยฏ

livid haven
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Was going to say that seems like something for #show-off-your-work

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Then realized the closest equivalent to that on this server (I was thinking GDL) is #work-in-progress

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Which isn't quite the same thing.

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So... ๐Ÿคท

daring bloom
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Honestly there's nothing to show

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Just looking for a few devs to help out with a project

livid haven
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Isn't there a recruiting channel on here?

daring bloom
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As a newbie with a group of newbies, figured some experienced devs could help out .-.

livid haven
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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.

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Ahah

daring bloom
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Just about to say that, lel.

livid haven
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I suspect that is where you're intended to share such things.

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'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!"

daring bloom
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lel

dark pike
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Yeah...

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Lets be honest... most things dont follow through.

daring bloom
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Sadky

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Augh

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My phone hates me. Stupid autocorrect can die in a hole for all I care.

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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.

livid haven
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It takes serious cash, experience, knowledge, and dedication to ship anything at all, so it's not unusual.

daring bloom
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Yeah...

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My project is on a zero dollar budget.

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Everyone's poor as hell

livid haven
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Had a guy go on a rage fest because he couldn't accept that someone could charge 150/hour for network engineering.

daring bloom
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And I'd rather not do a funding page and be the star of another of iDubbbz's Kickstarter Crap.

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lel

livid haven
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Percentage of engineers who can fulfill a network engineering role is, legitimately, without hyperbole, probably less than 1%. Maybe less than 0.5%.

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I realize this isn't easy, so it may seem like pointless advice, but...

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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.

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If it's even feasible.

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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.

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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

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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.

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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.

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The moment you have a team, all of the above becomes necessary.

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NECESSARY. Not an option. A necessity.

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You do not work with others without a contract. Period.

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That's how you end up with a very, very expensive pile of just art or code but nothing else or a lawsuit.

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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.

daring bloom
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.-.

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Now I have second thoughts about this project.......

livid haven
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Not meant to deter you from pursuing it, but it means that if you're serious about it, you need to plan accordingly.

daring bloom
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Well, shit.

livid haven
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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?

plush yew
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Start with a small team

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Make a prototype

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Kickstarter

daring bloom
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Is a group of nine feasible as small?

plush yew
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Sure

livid haven
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You'll still want some legal documentation even before money gets exchanged.

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What happens if you don't: Someone leaves/gives up - you have zero right to keep anything they did whatsoever.

daring bloom
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Err... this is awkward to say, but I believe every single one of us is underage to deal with legal documentation.

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.-.

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Squeaker Squad, you can call us

livid haven
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That's alright. That probably complicates things legally but doesn't make it impossible.

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But

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Regardless, don't focus on making an actual commercial success.

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Just be a bunch of friends tinkering with a project for experience.

dark pike
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Think of your work as a type of "Portfolio".

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That's what i do.

livid haven
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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.

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The moment you involve another person contributing, intellectual property ownership gets involved. The moment you involve any financial transaction, taxes get involved.

plush yew
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@daring bloom need a composer?

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Ye

daring bloom
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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

plush yew
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Wait dm me I may have something for you

daring bloom
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Alrighty

shrewd axle
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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?

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And we're talking, like, opening a new project with the blank template has framerate issues.

plush sky
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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

shrewd axle
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4.15 works fine, but 4.16 has features I'd love to use.

weary basalt
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@shrewd axle GSync monitor?

shrewd axle
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yup

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I'm guessing that's it, then

weary basalt
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Turn it off

shrewd axle
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so it's just a 4.16 issue, I take it?

weary basalt
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I have the same issues

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Its worse in 4.16 but it occurs for me at some degree in all versions

livid haven
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Not too surprised.

shrewd axle
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will give it a shot ๐Ÿ‘

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thanks

livid haven
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A lot of applications interpret the UE4 editor to be a game

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Likely due to some particular idiosyncracy of how it interacts with the OS.

weary basalt
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There is an BugReport for it since 2016 im pretty sure

shrewd axle
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I wonder if there's a workaround in the nvidia control panel

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to get it to disregard unreal

livid haven
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Likely that there is, actually.

weary basalt
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I think it has to do with how the editor throttles frame rate when its not in use.

livid haven
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I was going to mention that possiblity.

shrewd axle
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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.

livid haven
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Editor does throttle viewport updates when the viewport is not part of a focused/active window.

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@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.

shrewd axle
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32 here

livid haven
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Yeah, you're solid

shrewd axle
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old sticks but they do the job

livid haven
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I can dev Fortnite with 32 GB in the worst circumstances.

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1 server and 2 clients and VS.

shrewd axle
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I wonder

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setting G-Sync to full screen only should theoretically solve, right?

weary basalt
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Nope

livid haven
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Dunno. I've been happy with my monitors for the longest time so I've not ever gotten fancy Free/G-Sync monitors

weary basalt
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Ive tried everything lol

shrewd axle
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I do a large share of competitive gaming and G-Sync's fantastic, but it's unnecessary for workflow

weary basalt
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I gave up and notified Epic

livid haven
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Yeah, I figured it was of course for gaming, not dev.

weary basalt
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I have 2 monitors. I dev on the one with gsync off.

plush sky
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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

vast pine
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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

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That's what I recall another dev saying anywhoo I think. @safe rose ?

livid haven
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Both are feasible solutions.

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No, UE4 isn't happy with multiple UWorld objects, outside of the editor.

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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.

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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)

plush sky
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Yea my plan was to compile each server to run with a different startup map anf run it that way.

vast pine
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Load times are great for ad placement ๐Ÿ˜‰ har

plush sky
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But was just checking if it can transfer to a completely different dedi

livid haven
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The former is quick and dirty. The latter is more involved and more properly isolates everything.

plush sky
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Not just console window

vast pine
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Client can travel

livid haven
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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.

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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?

vast pine
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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..

livid haven
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Well, depending on how persistent things are...

plush sky
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@livid haven yep already persistent data from database for stats and inventory :)

vast pine
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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

livid haven
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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.

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And @plush sky has some experience doing that kind of serialization.

vast pine
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Do I need to switch authority and use remote to load and set

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Who dunno user data storage I know it's small but seems overkill this is like storing a username and passing it on join

plush sky
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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

vast pine
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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

livid haven
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That's where cloud server kind of stuff shines.

plush sky
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It has a max party size of 8 at the moment and ill make it that once a party is in it locks out.

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Like say WoWs instance dungeons

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Each party has its own instance

vast pine
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Yeah you want an aws type shit going on I guess Prototype for am client travel between servers

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Sounds painful lol... Glad I'm only looking at rocket league like stuff

livid haven
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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.

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That would give you an compromise between full server spin ups and a cold load of a map on demand.

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You'd effectively be priming a server with a map to load when someone gets near a door to another dungeon instance.

plush sky
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Yeah good idea.

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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

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Any ideas?

vast pine
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Client travel?

plush sky
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Can i blueprint that?

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And enter a value of new ip and port?

vast pine
karmic moat
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Guys how to fix the shadow?

vast pine
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Lol

karmic moat
plush sky
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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

vast pine
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Stand in it and look at the light anything there?

plush sky
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Awesome thanks for link

vast pine
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Lol my snark sorry

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Light map resolution of the ground or object casting the shadow could be a factor

plush sky
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Thanks Inphidel. Mind if i friend you?

vast pine
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Me neither @plush sky well some programming normal IT here

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Sure mate

plush sky
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Thanks bud. Good to meet someone else in my situation haha

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What kind of game are you making?

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Room based multiplayer?

vast pine
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I started learning c# to make a program because my ticket system sucks... Never let your company use. Remedy

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Sports sorta arcade sports. Lol

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Multiple game modes primary is first person but you can go third

plush sky
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Remedy...isnt that just a helpdesk software?

vast pine
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Yeah I am at a help desk.