#ue4-general

1 messages ยท Page 81 of 1

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

sharp crest
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Hey new guy

final owl
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Hey

cunning umbra
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oh no... this is terrible... I took allergy meds and it is making me drowsy. I can't muster the energy to work.

polar hawk
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time for hard drugs

cunning umbra
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I don't do drugs...

polar hawk
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Apparently you do allergy meds

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Allergy meds, speed, no difference

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As long as you get it through your doctor

safe rose
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So, I just reinstalled 4.16 to a different drive other than C and I'm good again. F**k Microsoft

worn granite
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Usually things fuck up because they're not on the C drive w/ MS......

safe rose
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Heh

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I mean, I know the issue. I've even found solutions online. But none of them were working for me.

polar hawk
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Aye, everything I do in Unreal be like

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d:\

safe rose
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Yeah

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That's what I'll be doing from now on, it WAS working before though

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Not sure when it started going to poop

digital anchor
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i just changed from D (hdd) to C (ssd)

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pray for me

safe rose
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lol

sharp crest
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@frank escarp Just finished watching the video you sent, very interesting, got some ideas too :P Thanks! <3

short onyx
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Hey guys..... Unreal Engine 4 won't load my .uasset

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What can i do? :/

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๐Ÿ˜ข

worn granite
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Don't try to import it in the editor

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Just put it in the folder through your OS

short onyx
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I do that

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but don't work

worn granite
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reload editor?

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Either that or use migrate from the other project

short onyx
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Load gonna be too long ๐Ÿ˜ฆ

worn granite
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ยฏ_(ใƒ„)_/ยฏ

short onyx
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(โ•ฏยฐโ–กยฐ๏ผ‰โ•ฏ๏ธต โ”ปโ”โ”ป

worn granite
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ue4 can load uasset from disk, but can't recognize it if you try the import path

short onyx
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I just gote simple .uasset for some PestProcess effect

sharp crest
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Just put it in the actual windows explorer and restart the editor if it doesnt show

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ยฏ_(ใƒ„)_/ยฏ

worn granite
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load gonna be too long

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Is it the outline one @short onyx ?

sharp crest
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Everyone gets that material from the internet lol

worn granite
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yeah lol

short onyx
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It's just a simple color for see object through wall

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ok i'm done for today, i just gonna sleep, maybe it's gonna work like i want tomorrow x)

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

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Please welcome @languid raft to the community! :beers:

plush yew
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@worn granite sample text>placeholder name

safe rose
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Print S is op

plush yew
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Hey guys

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

muted kraken
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i know it's not related but it's still important

worthy ether
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@muted kraken have all of my euro strength americans

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(is there any actual way us eurotrash can help though?)

muted kraken
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@worthy ether

worthy ether
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thanks ๐Ÿ˜ƒ

polar hawk
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Is Fortnite still nda'd?

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Er, yup, on the 20th its lifted

polar hawk
toxic wagon
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ue4 grids are kind of

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bad

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2.5 grid spacing and it doesn't space evenly

kind pumice
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nah its perfect. what you have here is a 2 then a .5 then a 2 then .5, etc

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๐Ÿ˜›

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looks more like 2,1,2,1 though, whatever

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

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Please welcome @left pivot to the community! :beers:

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Please welcome @rose shell to the community! :beers:

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Please welcome @quartz flax to the community! :beers:

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

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Please welcome @cursive coyote to the community! :beers:

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Please welcome @tight cape to the community! :beers:

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

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Please welcome @vague spire to the community! :beers:

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

sacred crater
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Whia

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Hello people

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That's a lot of people

plush yew
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what's the material to make floor look like checkers?

lost ember
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Pretty sure no material gives you the default checkers material

fierce tulip
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engine/enginematerials/defaultmaterial is the generic checkers base material

weary basalt
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WorldGridMaterial might be what he is after

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

high oriole
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Hi everyone.

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Anyone know how I could make my grid brighter in UE? The Red and Green part that marks the center points?

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Ironic, you'd be talking about grids the moment I come here.

safe shoal
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@cloud cobalt congrats on Helium Rain EA ๐Ÿ˜ƒ I'll probably pick that up

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Looks fun

cloud cobalt
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Thanks !

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Still lots to do

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

coral folio
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Heyaa I wanted to try an experiment where I am livestreaming a 360 from youtube straight in unreal, do you know of there is a way to do that yet ?

next badger
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Net Neutrality still in flames? When this hype fall down?

toxic wagon
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What is "flat" in unreal? For normal maps?

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128 128 255?

next badger
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@toxic wagon should be

noble ermine
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I think technically it is remapped to -1:1 range. Like a normal pointing up is 0,0,1

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... I could be wrong ๐Ÿ˜›

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

wary wave
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it can't be -1:1 because textures space is from 0-255

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128,128,255 does sound about right though

noble ermine
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yeah it says its remapped to -1:1 range in UE4

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0 = 128, -1 = 0, 1 = 255

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at least that is from an epic staff member, not really any docs i could find.

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... I got curious enough to look it up ๐Ÿ˜›

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

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

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

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Hey I am new to game creation and looking for an experinced game developer to make me under his wing and colaborate on a game with me please message me if interested

tribal pebble
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DOES anybody here do anime style animations??

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

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

oak schooner
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Cool

plush yew
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Hi cory and shiro

near stream
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Hello

oak schooner
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Hi

plush yew
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Do you guys have experince in ue4?

near stream
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A few years ago I used it, I'm getting back into it as a programmer

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

crystal oracle
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Hey everyone

digital anchor
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hey

plush yew
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hey guys,
anyone have experience with localizations? I could use some help.

sharp crest
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@plush yew
Do you guys have experince in ue4?
You are in an Unreal server, ovs people will have experience with it xD

plush yew
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he just joined

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Please welcome @austere arrow to the community! :beers:

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

vast pine
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Not sure if it's just a my computer problem or pie etc. lately when I first hit play whenever a particle effect or umg is loaded for the first time some good frame drop. It's not even that complicated thig loading. Like typical 100 burst of particles at a location

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Or small things like that

regal drum
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Does anyone here know of any good tutorials based around a climbing system or cover system?

safe rose
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@regal drum I assume you've already done some simple Google searches?

regal drum
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Yes

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

stuck skiff
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Hi, I have a very quick question that maybe by any chance someone knows the answer to - I'm trying to gather all the text with the localisation dashboard from my datatables, but no matter what I put in the "extensions" be it .datatable .Udatatable .csv it gathers zero text

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anyone has an idea how the extension should look like? I did have it working a year ago but no I cannot seem to make it work

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aaaaaaaaand the answer is, simply .uasset -_-

vague spire
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hey maybe you guys know
how would one go about doing scrolling text
like banjo and kazooie and conker, or animal crossing
I'm kind of a newb, sorry in advance

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

stuck skiff
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you mean like in opening of star wars?

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where the letters scroll through the screen ?

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or you literally mean text that you can scroll because its longer than the space you have on screen ?

halcyon marsh
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i maybe (not sure because i cant see the difference) have a solution

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by changing it to "1920x1080wf"for windowed fullscreen

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what is the difference if someone know ?

ashen brook
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ooh... didn't know that new AMD CPU would come with 16 cores with HT

cloud cobalt
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Comes at a price though

maiden swift
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Wow. Talk about cores.

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You talking about Threadripper?

ashen brook
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1k dollahbills

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yeah

maiden swift
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Ooooof.

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That price.

ashen brook
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might be worth it

cloud cobalt
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Still cheaper than a dual core Intel.

ashen brook
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for a workstation I've been planning to build

maiden swift
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That'd be epic.

frank escarp
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definitely worth it

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they are undercutting intel HARD

maiden swift
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My workstation is pretty great, but not pro level. I'd love to build a ridiculous pro rig someday.

ashen brook
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yeah

frank escarp
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try to buy an intel 16 core last year

ashen brook
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I already have two intel desktops

frank escarp
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they have had to lower price a TON

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and then amd still undercuts them hard

maiden swift
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Btw... does anyone know why disabling any default plugins makes my project require Visual Studio to package? ๐Ÿ˜ฆ

frank escarp
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i think a xeon 16core was like 5000 dollars

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or more

halcyon marsh
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btw because you talk about cpu it is interesting to have more core or more hertz for ue4 ?

ashen brook
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maybe the built-in projects are compiled into the default game dlls?

frank escarp
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more cores

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for compiling and lightbaking

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but more herzt gets you more FPS in-game

ashen brook
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@halcyon marsh more hertz ๐Ÿ˜„

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well

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let's put it that way

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more cores gets you faster compile times

frank escarp
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ue4 does scale cores in some areas. But other areas are lacking on PC

ashen brook
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for engine and shaders

maiden swift
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@ashen brook I'm hoping it's just an issue with 4.17 preview 1. I only disabled the SteamVR plugin and this wasn't a problem before.

frank escarp
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PC cant do multithread rendering for example

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like ps4 does

ashen brook
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more speed is just a general speed boost

frank escarp
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and game thread is single thread

ashen brook
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yeah

halcyon marsh
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because i bought an amd only for the cores to use it in 3D and ue4 ๐Ÿ˜…

frank escarp
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old amd wasnt good

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even if more cores

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if you mean ryzen, then those are really good for ue4

ashen brook
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not sure how well common 3d apps deal with more cores

frank escarp
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linearly @ashen brook

ashen brook
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if you do any offline rendering you'll see boosts

frank escarp
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on raytracing stuff, it scales linearly

ashen brook
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houdini sims or vray render stuff

frank escarp
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a few of the tools also run multithread. Like some modifiers

ashen brook
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but there's a lot of options for using the GPU for that stuff nowadays too, so it's not always a straight upgrade

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but more cores are definitely more interesting for dev than they are for gaming

halcyon marsh
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btw i bought the ryzen 7 1700

frank escarp
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ah, good one

halcyon marsh
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i dont have it right now

ashen brook
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for a gaming PC I perhaps wouldn't even bother with an i7 and just go for a straight up i5

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though the price difference is so marginal nowadays I'd probably get the i7 anyway

frank escarp
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the ultimate gaming cpu is the 7700k

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well, now 7750k

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the 4 fastest cores in the market

halcyon marsh
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for me it is more for software but sometimes games and streaming/recording :p

ashen brook
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I run a 6700K in my dev machine

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OC'd to 4.7GHz

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tis a beast

frank escarp
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i have a 2600k

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overclocked to 4.5

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currently no overclock due to summer heat, i would boil myself

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well, i still overclock, but its lowered

ashen brook
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this laptop I'm on has a 7700HQ

frank escarp
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right now its at 4 ghz

ashen brook
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can't complain about it

frank escarp
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yeah but laptop chips are throttled as fuck

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they arent the same as the pc version

ashen brook
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hey I'm just happy I can finally dev on a laptop

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my old one had a pre-DX11 onboard gpu

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ue4, substance, quixel, etc would all crash the graphics driver on load

halcyon marsh
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i am running ue4 in a 400$ laptop x)

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but the only problem is that i can't *make a big project

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and sculpting in blender (not the best but i only sculpt for fast stuff)

maiden swift
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We just recently got a dev-capable laptop.

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Alienware 15 with a 7700HQ and a GTX 1060.

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It's really nice for doing dev work on the go. Quite capable of handling UE4.

tall pendant
plush yew
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Please welcome @velvet wren to the community! :beers:

unborn matrix
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Is there anyway to get the sound from a playback device?

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Like how Tilt Brush gets all audio devices and then checks which ones are playing

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then uses the audio from that playback device

ashen brook
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@unborn matrix yes, via using an ancient technique called programming

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๐Ÿ˜„

unborn matrix
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@ashen brook thats a good tweet lol

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and yeah I was asking if anyone already had some ideas on it.

ashen brook
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not me, sorry

unborn matrix
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but he was getting services running and not the playback devices

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I want my players to have spatialized VoIP and that was the most straightforward way I could think of

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is have something like a cue where its getting live audio from a communication device

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

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Please welcome @nocturne plaza to the community! :beers:

nocturne plaza
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Howdy everyone

pallid compass
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Is there anyway too thicken the boarder widget? even on full margin on border mode its tine

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its tiny*

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

clever carbon
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Hi everyone we were making a star wars game under UE 4 for now the project is going no where because we need dev to work on it ๐Ÿ˜ƒ if you are interested contact me on my facebook page ๐Ÿ˜ƒ https://www.facebook.com/raphael.savoie.3 or by email at this adress raphcool12@gmail.com dont be suprise if my post on my facebook are not in english it's because im french Canadien lol ๐Ÿ˜ƒ

pine shell
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omg who changed my name

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my name was Autistic Midget and someone mod changed to Neuroatypical Small Person wtf

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

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Please welcome @plain shore to the community! :beers:

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

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

spice urchin
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seems like a vast improvement

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

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Please welcome @fast ermine to the community! :beers:

mortal grail
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i dont understand, when i launch my game with 2 players to test it, the objects that are moving in the level are completely different from server and client, how's this possible?

heady bridge
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Hey everyone, I'm designing 1700's - 1800's guns, and would it be better to use projectiles opposed to ray tracing? like Flint pistol, musket, etc

floral heart
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It's viable. A Source engine mod did it.

midnight mantle
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oh shit I thought I was in general lol

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but yeah the $500 devkit from Nintendo or something

summer verge
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Can someone clarify how instanced static meshes work? Is it only a performance improvement if the meshes are in the same instance component? Or can I have classes that all have their own separate instance components with a single instanced mesh inside them and still receive a performance boost?

tall pendant
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the 500$ for the Switch DevKit is just a rumor spread by someone in the Nintendo Forums. Rumor as i can't read the text from the linked sheets. Still doesn't change the fact that you can't buy devkits atm...you need to pitch your project to Nintendo so they can decide if they unlock your account for Switch. @midnight mantle

unborn matrix
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This may sound like a dumb question, but are Characters Pawns?

heady bridge
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Nintendo announced the price of the dev kits of $500 a few months ago.

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@unborn matrix Characters are a specialized version of pawns, a humanoid pawn, but a pawn can still be controlled.

tall pendant
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yeah the sheets were from Game Creators Conference 2017. Still you can't buy devkits as of yet ๐Ÿ˜›

unborn matrix
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Ok where I got confused is "Get Controlled Pawn"

If that ends up being a character reference and I possess it that would work fine?

heady bridge
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No the Devkits will be accessible to public Nintendo indie devs by Q4 this year or Q1 next year possibly, or so that's how the rumors go

tall pendant
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yup. ~March '18 last time i heard something from people.

heady bridge
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Oh damn, that's a little while

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@unborn matrix I think it would work the same

tall pendant
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lets hope they offer shipping from EU this time ๐Ÿ˜› cuz all the extra costs from their devkit shippings from the US in the past added sum money to plan with.

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*for EU based Devs that is ๐Ÿ˜›

heady bridge
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I hope it won't cost an arm and a leg shipping to Canada

tall pendant
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shipping from US to Canada is probably quite easy. at least i think.

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idk about the laws tho

heady bridge
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I paid more in shipping for an item from US to Canada, than I did from Japan to Canada lol

tall pendant
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lol

heady bridge
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Bought a $40 game from US market, and paid $80 shipping, from Japan, $2.80 on a $24.99 controller lol

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so I don't buy from US anymore

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unless I have to

tall pendant
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makes sense ๐Ÿ˜„

heady bridge
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I'm off to bed, 5 am and dying, Night @tall pendant

tall pendant
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night @heady bridge

viscid bone
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Anyone know how to make the whole shooting system? (I think it called Raycasts in Unity)

frank escarp
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@viscid bone search about "Trace"

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thats your raytracing

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

viscid bone
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Ok thanks

cursive dirge
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I'll make it even easier

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

dapper patio
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anyone want to come together and make something i dont mind if it means buying assets to use and create with.

so if your up for it drop me a message @dapper patio

thanks ๐Ÿ˜ƒ

sharp crest
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@dapper patio You mean a small game for learning?

dapper patio
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any it doesnt matter

sharp crest
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Well you got an idea? And source control setted up?

dapper patio
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not just yet thats why im gonna try and get people set up they know what were gonna make and do so people are ready to get working ?

versed pawn
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Hey guys! Did anyone started to work with the Unreal Match 3 template? I'm trying to figure out how to detect the GEM color

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

warm mountain
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i was watching a stream on science fiction just now

sharp crest
warm mountain
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is it true that science fiction related assets are rarely bought because most studios do the designs in-house to avoid association with other franchises?

short onyx
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Well... my pc have freez for 30min now... i just have build the light, but my pc wont x)

buoyant echo
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@warm mountain More or less, yes. Although you can always be creative with bought sci-fi assets.

tall pendant
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most studios that want a original look and feel dont buy assets from packs anyway. sci-fi or not doesn't matter.

warm mountain
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gotcha

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most assets these days are sold through packs though?

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I do see some individual pieces arpund

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around*

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i'm looking through assets that exist in a contempoary setting atm seeing if I can sell a few of em

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

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Please welcome @tropic oracle to the community! :beers:

clever carbon
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hi

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is someone know how to use unreal engine 4 here?

glossy flame
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Well, that's the server you're on ๐Ÿ˜ƒ

clever carbon
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yeah lol ๐Ÿ˜›

tall pendant
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wait.. this is not the gamemaker discord? oh well kappa

sharp crest
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xD

sacred crater
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This is a discord meant for the sole purpose of discussing anything related to coffee.

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

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

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

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

shy heron
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anyone know about graphics cards ?
i want to use 2 different graphics card
one amd 5870
and amd 5850 will this work?

glossy flame
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If you're asking in the realm of UE4 though, not sure how much performance you'll get :p

shy heron
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no just in general @glossy flame ๐Ÿ˜ƒ

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@glossy flame will games run smoother with 2 gpu ?
cause i know nothing about this stuff ,
i just happen to find one on the street ,
do i have to do anything to make it talk to each other when playing games ?

glossy flame
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You will probably get better performance, though not all games support multiple GPUs.

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There are even some very specific scenarios where having multiple GPUs can diminish your performance.

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Looking at the chart, you will need a Crossfire bridge for it to work

frank escarp
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its not worth it. Also you cant really buy another amd 5XYZ right now

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gpu sli has never really been worth it

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right now, VR Stereo (one gpu per eye) might make sli actually useful. But few games support it.

glossy flame
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I was under the impression they already have both cards and are just wondering if they'd work together, not sure

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If you have both and have the wattage to push them, I don't see why not

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Though even if you got a game that worked well with stereo VR, 5000-series AMD cards aren't going to push it unforunately ๐Ÿ˜„

shy heron
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@glossy flame @frank escarp i just happen get another free graphics card , so i was hoping to get my games and render time to dobbel speed

frank escarp
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wont double speed

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and the mayority of modern games cant sli ๐Ÿ˜ฆ

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the few games that do have sli use alternate frame rendering. This adds a lot of latency

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and can cause microstutter

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

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

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Please welcome @tender zinc to the community! :beers:

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

surreal sinew
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I've got some all-over-the place questions. I haven't really been able to find a great answer yet. I'm wanting to build in a gameplay loop akin to Stardew Valley's. ie: Day starts at X time -> ends at Y time -> Display a Screen -> Repeat.

I'm trying to understand how I should build this out. I'm not looking for a how-to with blueprints, I can figure that out on my own. My questions are on where this logic would go and what UE concepts to utilize ie; Should I use multiple levels or just one and display a UI widget? Should I store things like money, etc. on GameInstance or the player. I'm a little lost on the best practices on where I should build these pieces

glossy flame
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Will this be a singleplayer game? If so, you can be a little more lenient in where you put your logic (though that's not a suggestion to completely disregard the standing practices. It's just a little bit easier to "cheat" at things when you don't have to worry about replication)

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I would say putting it on something like the player doesn't make sense though. The player is in the world, yes, but it isn't the world.

surreal sinew
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Yes to single player... for now... ๐Ÿ˜ -- Would it be possible to build it on a multi-player foundation, but not really worry about any of the actual multiplayer stuff?

glossy flame
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My suggestion is that if you think you might want to run it as an MP game some time in the future, build it as one.

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It'll still work fine in singleplayer, it's just that getting around all the little hacks you can use in SP is such a pain if you have to convert it to MP later

surreal sinew
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Well, since its just a little indie hobby project, I think I can say I'll stick with a SP game for now.

glossy flame
#

Fair enough, sure. Building for MP is a learning curve to say the least, but keep in mind it's a lot easier to learn it in the beginning of a project than in the middle ๐Ÿ˜„

#

If SP is fine though, that's cool too

surreal sinew
#

Welp, I haven't given too much thought to how MP would work. So maybe we just plan on that as a stretch goal. ๐Ÿ˜†

glossy flame
#

Yeah, I don't mean to push you too far either way. Building for SP is completely fine, but if you're thinking you might want to put MP into it at some point, I wouldn't wait to implement it in that fashion.

#

Then again, you can always just go build fast and break things and worry about it later ๐Ÿ˜„

surreal sinew
#

I'm gonna go with the build, break and worry later. ๐Ÿ˜ƒ

glossy flame
#

Hehe, I can respect that

surreal sinew
#

So, where would I put some of this logic for that Stardew type of gameloop?

glossy flame
#

If you have a lot of things tied to this mechanism, it might be worth looking into putting it on its own actor

#

Doing it in the level BP is "easy" since you can access things in the world directly, but you can't use it in other levels

#

I say it's "easy" because it is easy at first, until you realize you want to put it on another level or abstract it to be a more generic piece of functionality :p

surreal sinew
#

Right, that makes sense. So in this instance a level might be Spring/Summer/Fall/Winter - you can change some stuff, and then carry that Mechanism Actor ( for lack of a better term ) between the Levels?

glossy flame
#

You can have separate levels for it if you want, sure. You could also just change things in the same level, that's up to you

surreal sinew
#

Okay sweet. That helps too.

halcyon marsh
#

do anyone here use substance painter :/ ?

spice urchin
#

Yes, most 3d artists do now

#

it's a must-have

halcyon marsh
#

i know that but i have a question on it, i just start to use it but i dont find help in google

#

i wanna do a follow path with my brush alpha with a spacing and 0 without overlapping

#

i spent hours without seeing how can i do this

frank void
#

how does ue4 handle meshes in regard to using them as part of a skeletalmesh?

#

is the third person view of a mesh the same as a first person one?

#

if it's just loose on the ground as a regular mesh, is it still a skeletal mesh component?

#

i'm trying to figure out weapon pickup/drop you see and i'm a little confused what i'd use for it

#

since the example only deals with first person stuff, to my knowledge

plush yew
#

Please welcome @old hinge to the community! :beers:

spice urchin
#

@halcyon marsh change Spacing until it matches up. also Hold Shift if you want it to go in straight line

#

under Brush settings

halcyon marsh
halcyon marsh
#

to do it automaticly

spice urchin
#

sure that's another option too. there's a few ways to do it

#

if you just mess with spacing it'll work, but it'll vary depending on scale of brush

#

i haven't tried zipper so i don't know if that addresses the scale variance issue

#

actually nvm spacing is same even with scale difference my bad

halcyon marsh
#

yes but i use this follow path a lot, if i do it always manually it will take me so much times :/

#

also the spacing depend on the size

#

of the brush

plush yew
#

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

#

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

spice urchin
#

i think there's some really cool tutorials that cover some of this stuff, i'd try some that aren't specific to what you're doing

#

because they tend to cover a lot of useful topics

#

like the space crate tutorial

#

it'll get you much more grounded

halcyon marsh
#

yes the only problem with this software is the number of people of in the community not that much :/

pallid compass
#

Say i wanted to adjust the opacity of a texture in a material in a section where there is overlap for it, anyone has any idea how id do that? ie getting ripple on force field at x coords

halcyon marsh
#

you can find only common problem (not always but ..) x)

spice urchin
#

80% of it will probably seem like "ah maybe i'll use that in future but not now" but a lot of it you'll find immediately useful and unexpected

halcyon marsh
#

i watched they tutorial on youtube they are amazing, but i am talking for advanced stuffs

#

like animals

spice urchin
#

i did crate one then i used a lot of the techniques in it to do advanced gore regions on characters actually

#

the layer-stuff

#

being able to really work with layers and layer masks to their maximum potential really helped with that

halcyon marsh
#

yes this is the power of this software x)

#

ahhh

#

i have to do it mannually again x)

spice urchin
#

whatcha makin?

halcyon marsh
#

sci-fi corridor

spice urchin
#

ah classic

halcyon marsh
#

yes but i am doing the height map now

#

and this spacing is killing me

#

๐Ÿคฃ

spice urchin
#

you might be able to safe some time and texture space by finding any heavy-repeating objects and only adding it in once on the low poly

#

like one bolt

#

then edit the low poly mesh and duplicate that part

#

kinda situational, but it's something to think about since anything that's 100% identical that you can re-use the UV space for, means more resolution you can get out of your texture map

#

1000 bolts subtracted down to 1 bolt = 1000x resolution increase

#

this is one of my favorite things i ever did with SP btw

halcyon marsh
#

wow really nice fur x)

#

how did you did it ?

spice urchin
#

just freehand painting in Substance painter with soft height brush

polar hawk
#

dafuq is that

spice urchin
#

lol it gets more gross - in-game this gore stuff gets turned on and actual intestines fly out

#

then they are physics assets so they flop around a bit and brownish red goo shoots out of both ends

halcyon marsh
#

btw can you do this dynamically in a game ?

spice urchin
#

turning on the gore like that - yes

plush yew
#

looks nasty ๐Ÿ˜„

#

I like it

spice urchin
#

i have 2 sets of textures and i use a mask texture that activates the gore parts in different regions depending on where damage happens

#

this includes dismemberment

#

i do VFX but i really love Substance painter for when i need to go above and beyond what the character artists are interested in working on

halcyon marsh
#

i will try to do it one day

#

btw i found a video example with gore stuffs

#

let me find irt

plush yew
#

Please welcome @dusk flicker to the community! :beers:

#

Really basic question that bothers me. I added a C++ component to a mesh in Unreal editor, then VS pops up . What I'm doing is FString ObjectName = GetOwner()->GetName(); The problem is the error that the editor shows me http://prntscr.com/fw6gr6 and because of it, the autocomplete won't work. Anyone knows a solution for this ? PS: the code compiles and works

Lightshot

Captured with Lightshot

weary basalt
#

Intellisense basically tells lies most of the time when used with the UE4 code base.

#

If it compiles fine then your all good.

#

I disable Intellisense completely

#

Most people use an 3rd party solution

#

Such as VAX

#

To replace Intellisense.

#

VAX has support for UE4 macros and preprocessor usage.

plush yew
#

sounds good, i'll take a look. Thank you for the prompt response

weary basalt
#

VAX is not free however. But its an one time payment for an perpetual license

plush yew
#

it has a 30 days trial, I'll give that a go

weary basalt
#

No worries. It is well worth the price

#

Majority of the devs at Epic use it

plush yew
#

100$ personal, reasonable

weary basalt
#

As well as alot of people here use it

ornate hamlet
#

there doesnt seem to be an "effects" channel. So where should I ask questions about fx stuff?

glossy flame
#

I'd say #graphics is porbably the most relevant

ornate hamlet
#

heh okay

plush yew
#

@weary basalt VA is working wonders, took a bit to index everything though ๐Ÿ˜„ any other neat tricks like this ?

weary basalt
#

Make sure you disable Intellisense.

plush yew
#

done

weary basalt
#

Dont use the Error Tab however try and learn to work with the Outout Log instead, it gives you more detailed and accurate information about compile errors.

#

Output log*

plush yew
#

Aye, following a tutorial on that now, UE_LOG is the one you mentioned I suppose

weary basalt
#

No im talking more about the tab in VS called Output

#

UE_LOG is posted to the Output log when its called

#

When you compile in VS and it fails with an error. The exact error will be posted to the Output Log tab in VS

plush yew
#

I see

weary basalt
#

I change my VS theme to dark, its much easier to work with, especially at night as its not as bright as the default theme. Its an personal preference thing really.

plush yew
#

flux helps as well

plush yew
#

Please welcome @pure bronze to the community! :beers:

pure bronze
#

Can't snoop around anywhere in peace these days :(

plush yew
#

Please welcome @spark sandal to the community! :beers:

high oriole
#

It always goes past it..

safe rose
#

So, this should be an interesting discussion...

But... What are the benefits of using Unreal Engine 4 over any other engine?

weary basalt
#

Open source. Enterprise quality engine. Its free. C++. Amazing scripting engine. Awesome portability. Robust network architecture. Lots more reasons haha

#

Depends on the engine your comparing to i guess.

#

An engine is an tool that should be chosen based on the application its being used for.

#

If i was building an mobile game i might choose Unity over UE4

#

For example

safe rose
#

It was pretty generic.

#

Trying to write up a financial analysis

#

Needed tech benefits

ashen brook
#

morning you lot

#

@safe rose I'd argue that most importantly, it provides a top of the line suite of artist-focused tools

safe rose
#

@ashen brook Speaking of which...when's the next blog update on your site?

ashen brook
#

yeeeah

safe rose
#

And I am pretty sure...

#

people are still waiting on that math logic

#

for the rocks

#

part 3

#

๐Ÿ˜ƒ

ashen brook
#

haha yeah that'll be anticlimactic

#

"look you just rotate things"

#

seriously though, I haven't had time for any personal work since uh... January

#

probably not going to get better when I start a fulltime studio job

#

we'll see

safe rose
#

Oh?

#

Where are you going?

ashen brook
#

Hamburg

safe rose
#

What studio?

ashen brook
#

Deep Silver Fishlabs

safe rose
#

Mobile

#

Very interesting!

ashen brook
#

exciting times ๐Ÿ˜‰

inner mountain
#

Which channel is for particles questions? #graphics?

spice urchin
#

@safe rose if you want a business case for Unreal 4 over Unity - i'd actually focus on the nature of the built in features of Unreal 4 versus the Marketplace assets of Unity, which are similar on the surface, but have one fundamental difference

#

Unity marketplace assets often break during version updates of Unity

#

so if you rely on a node-based shader system like Shader Forge in order to utlize Unity, you will face a 1-3 day down time as the one singular developer behind Shader Forge updates the plug in to function with the new Unity version

#

as these types of features are built into Unreal, they tend to be a bit more stable in new Unreal 4 releases, which means less random downtime

#

also, the more complex features that one might find in a well developed Unity Plug-in are going to create learning-time downtime for any devs on your team

cloud cobalt
#

The counter-argument to this is, Unrela tends to have decade-old features that haven't been touched since their creation

spice urchin
#

so if you get a custom particle system upgrade, people have to first learn it, then learn it's limitations

#

i think that's an argument against Unreal 4 if you're comparing it to an in-house custom engine

#

or something else other than Unity perhaps

#

my last Unity project, we tried to adopt PopcornFX, and it had some really cool things going on, but it took like a month before we realized how many of the actual features were lacking on real substance. like - no GPU particles, no realtime collision with scene objects, no dynamic lighting

#

it was freakin brutal - had to go back into Shuriken and start over from scratch on a lot of stuff

cloud cobalt
#

Yeah, but at the same time, dynamic particle lighting in Unreal is something that just doesn't work, even if the feature is there. No lighting channels, catastrophic performance

spice urchin
#

when you want your lightning in a thunder storm to do something as simple as "light up the trees where the lightning hits" - and you find out that the previews in Popcornfx were just lies that didn't translate to Unity at all ๐Ÿ˜ฆ

#

oh no i've found great use for dynamic particle lighting but good god do you have to be careful

cloud cobalt
#

Spawning a light by yourself separately from the FX yields 10 times less performance impact

spice urchin
#

like i've put it on little torches and stuff, and it gets a great flickering etc which looks awesome - BUT i set the particle LOD to totally kill that stuff from a very short distance

#

the trick is to utilize very very very few particles that actually do the lighting

#

like 1-3 max

cloud cobalt
#

We had basically ONE light on a FX that was fired pretty often - the FPS drop on a GTX 970 was considerable

#

With just a few instances, we would spend 10ms in particle lighting

spice urchin
#

1-3 particles getting lit, and use them just for lighting and nothing else, then LOD the lighting features to turn off completely at real aggressive distances

cloud cobalt
#

Without shadows

spice urchin
#

trust me it can be done but it requires caution i know

cloud cobalt
#

The performance is just completely catastrophically bad

#

Because it uses an old rendering pipeline

spice urchin
#

no i know what you mean, i profiled the shit out of it - i had like 40 torches running in realtime full open world, online, with multiple players, all lighting things up at once. i know this very well ๐Ÿ˜ƒ

cloud cobalt
#

The only real fix is to spawn it yourself, do the same thing, get 10 times less render time

spice urchin
#

no read what i said, LOD carefully and 1-3 particles spawn max. i tested this against bundling actual lights in BP

#

it's comparable

cloud cobalt
#

Yeah I'm talking about 5 instances of a FX with one light

#

10ms cost on a GTX 970

spice urchin
#

frankly ALL dynamic lights do that

#

that's the core issue

cloud cobalt
#

They don't, that's what I'm telling you :/

#

The particle lights, specifically, have terrible performance

#

Ask @frank escarp

spice urchin
#

weird, i guess when i put in 12 dynamic lights in a scene and unreal 4 says you've reached max lights and won't let you add more that was me doing something wrong?

#

the engine caps it, that's how expensive they are

#

try throwing down a dozen within like 4 feet of one another

#

engine caps it

frank escarp
#

that happens if they are Stationary

#

becouse it needs to encode the shadowmaps

#

fully static and fully dynamic lights are unlimited

cloud cobalt
#

That's just wrong

#

@spice urchin

spice urchin
#

fascinating, i'll have to try that again and see why it happened

plush yew
#

Please welcome @past bloom to the community! :beers:

spice urchin
#

i'd love to be wrong on that front

frank escarp
#

its becouse the lightmap for the Stationary lights isnt really the light data, but the shadow data. Thats why it can change intensity of the light, or turn it on-off

cloud cobalt
#

The entire reason UE4 moved to a deferred renderer was to allow hundreds of dynamic lights in a scene

#

5 dynamic lights in a scene is Half-Life 2, 2004, performance

#

Also UE4 particles, 2017

spice urchin
#

i'm fairly certain my project has static lighting disabled and that i was only using dynamic lights since they were all casting dynamic shadows, but maybe my memory is incorrect

#

i'd love to be wrong

#

oh i don't mean "in a scene" i meant in an enclosed space

#

in a warehouse, yes you can keep going, but if you try to jam 12 together in a bathroom-sized space - poof

frank escarp
#

shouldnt be a problem at all

#

apart from performance fom 12 fullscreen lights

#

thats just a lot of overdraw

spice urchin
#

perhaps this was 4.14 or earlier issue?

#

when was this resolved exactly?

cloud cobalt
#

Now of course shadows are off here - point light shadows are extremely expensive

#

But try doing this with particle lights instead - you're going to 30fps

spice urchin
#

yes i tested similar to this with particle torches

frank escarp
#

particle lights go into a different pipeline than normal light

cloud cobalt
#

^

frank escarp
#

i think they use tiled deferred or similar

#

if had my game running to shit from ONE particle light

#

one

#

but im on vr

spice urchin
#

i might have to get back to this subject later, unreal updater wants me to restart comp and it's too late for that

cloud cobalt
#

The point is, dynamic point lights are expensive, but particle point lights are twice as expensive

frank escarp
#

im currently compiling ue4 as there is a corruption bug on 4.16 forward renderer for ps4

#

i suspect its precisely due to particle lights

#

given where it appears

spice urchin
#

yes they are very expensive, they're still usable in-game IF managed correctly

frank escarp
#

the thing is that particle lights are meant to be small

#

and a bunch of them

#

you arent supposed to use a particle light as a big light

spice urchin
#

i use them as smaller emitters with 1-3 particles that actually glow up a fairly large region, but LOD down to nothing from about 30 feet

#

the main emitters have entirely different shapes, the light parts are just tiny glow circles

#

i would have used lights honestly - but the flickering effect was just too cool

#

programmer preferred it

#

again, this is for torches/campfires. in very few situations would i say this is similar

cloud cobalt
#

Yeah it's much more convenient, and for fires it just looks amazing

spice urchin
#

i'd never suggest them for anything else really, maybe a welding torch

cloud cobalt
#

The point I was making is - the fact the feature exists is cool, but it should also be maintained

#

And it's not

frank escarp
#

when my game was still Deathwave, i used them a lot of the time, and i was aiming 120 fps

spice urchin
#

yeah i'd love for it to get some love from Epic to be more optimized

cloud cobalt
#

Another crippling issue of particle lights is the fact that they ignore channels

#

(Because, again, old code)

spice urchin
#

you know Unity only just added on Particle lights like i think 2 or 3 months ago

cloud cobalt
#

Not everyone needs that, but it just shows how Epic adds features, and doesn't update them after the fact

spice urchin
#

the way Unity does it is bad ass tho

#

they make it so it actually utilizes a light

#

and the light steals the color info from the particle system

frank escarp
#

unreal has the features they need for their projects

#

thats the stuff that gets mantained

#

wich i think is alright. It makes sense they develop features for their professional games

spice urchin
#

but you could probably mimic the way Unity does it via Blueprints anyway

#

i haven't tried to modulate lights much that way

cloud cobalt
frank escarp
#

looks good, i dig those explosions

spice urchin
#

yea those some nice image sequences

cloud cobalt
#

Explosions are from a pack, btw (Explosion builder) with some optimizations

#

It's one of the two assets pack we used x)

spice urchin
#

probably worth it, doing explosion simulations is a bit of a specialized pain to mess with

frank escarp
#

how 3d they are @cloud cobalt

cloud cobalt
#

Basically we used the pack for giant explosions, and more optimized versions that we did ourselves for the more common effects

frank escarp
#

i could use some better explosions

#

but if you say its slow, then i cant use it for ps4 with vr xD

cloud cobalt
#

They're not that complicated but the guy does use 8k texture maps

#

For the flipbooks

frank escarp
#

damn

spice urchin
#

holy hell

#

i guess he's going for 1024x1024x64 frames....

cloud cobalt
#

We do use a few 8k textures too, sometimes it's just what you need

#

But well, on the FX, it's a bit much

#

We lowered that a bit

spice urchin
#

yes i think 4k is on the high end for that tbh

#

at 1k per frame, that still means one single particle would have to stretch to fit entire height of monitor top to bottom to utilize 1080p monitor resolution

#

i can accept bigger textures when they're being forced to wrap around objects a lot so you only see a tiny parcel of it

cloud cobalt
#

Yeah, we use 8K for sky and planets

#

So it's like 6 textures in the entire game

spice urchin
#

ya that's totally cool

#

we use an 8k for the terrain height map in our game

#

and that's it

#

we've got more stuff onscreen at once tho - foliage and so forth, overdraw nightmares

#

space games are cool as hell

cloud cobalt
#

Foliage, also known as let me drink your salty tears while I melt the GPU

spice urchin
#

yup, but survival games just don't give many options unless you go full desert

past bloom
#

Someone help me, please, I'm gonna go crazy.

UE4 tells me to download Android stuff to make my game work on android in his shitty "quick guide" https://docs.unrealengine.com/latest/INT/Platforms/Android/GettingStarted/index.html?utm_source=editor&utm_medium=docs&utm_campaign=tutorials

I can't find the setup file, it's nowhere to be found : I can't even find UE4 installation folder, I'm lost, it's driving me nuts, help please @here

Setting up for development for the Android platform.

#

@wicked tiger Your software is shitty as hell.

weary hull
#

right click the ue4 launcher and see where its installed

plush yew
#

Please welcome @old pollen to the community! :beers:

weary hull
#

the android codeworks installer is always in the place its meant to be

plush yew
#

stationary light can be turned off and on at runtime, right?

#

oh awesome. i hit "build light only". it decided to rebuild navigation as well. it'll take an hour, great. ffs.

#

why?!

ashen brook
#

@frank escarp since you mentioned the forward renderer... Have you tried using it with more than one directional light? It seems like only the first one works here.

frank escarp
#

@ashen brook i dont

#

becouse the inmense mayority of my light is static

#

i use one directional with light channels, it only lits the enemies

#

i use it to make them brighter than the environment around them

ashen brook
#

Oddly couldn't find any mention of that limit when I looked at the documentation

pallid compass
#

Does anyone have a clue about effecting the location of a material where an collision event happens?

plush yew
#

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

pallid compass
#

!gameidea

plush yew
#

A role-playing game where you lob ghosts on Mars until the end of the world.

pallid compass
#

!gameidea

plush yew
#

An action game where you shatter zombies because you were outcast by your family in a lush rainforest but the game won't stop scrolling up.

pallid compass
#

!gameidea

plush yew
#

A strategy game where you wave at nature to live forever but you have no legs.

sacred crater
#

Thank you Engine for randomly disconnecting a wire in a loop I haven't touched in months

pallid compass
#

That happened to me recently ๐Ÿ˜‚

sacred crater
#

yeah i thought i was going crazy

silent chasm
#

what is the lates stable version of ue4 ? the one where the core functionalities works and the build to platform too

sacred crater
#

Engine is rather stable since 4.11

#

But imo started to decay in 4.15

silent chasm
#

yeah, that was my fealing, because in 4.16 i can't build

pallid compass
#

i tend not too complain too much as the engine is normally just amazing as it is

tall pendant
#

still โ™ฅ 4.9.x

pallid compass
#

for what it does, and being free

#

your on 4.9? omfg

tall pendant
#

yup

pallid compass
#

may i ask why

silent chasm
#

i think because ... it works ๐Ÿ˜„

tall pendant
#

we dont want to update the engine whithin a project

#

better to stick what works

pallid compass
#

i would guess some core functionality was built brittle

#

ahh fair enough

#

i follow that as well

#

to some degree

sacred crater
#

I have been able to update 4.9 to 4.15, but then another project won't go from 4.12 to 4.13 so I tend to not spend time updating unless I really need a feature

pallid compass
#

so far iv had no major issues, so i guess im lucky everything still compiles lmao

silent chasm
#

you got lucky ๐Ÿ˜‰

#

not like me speding 14h tring to compile in last game jam day and fail ๐Ÿ˜„

pallid compass
#

i havent altered much stuff engine wise

#

omg

#

ouch

silent chasm
#

then i realize that i can't compile blank projects , that's why i;m asking which version should i get

pallid compass
#

I feel 4.15.X was rather stable

#

but when u go to 4.16

#

alot of stuff changes

#

however with the new 4.17

#

Plugin shaders are cominggg

#

i wonder what version paragon runs on

buoyant pine
#

Hey! I got a question about animation, if anyone's available, do check the aniamtion area!

frank escarp
#

@pallid compass paragon runs on the paragon branch

#

they develop features FOR paragon, and then they end up in the main branch of ue4

pallid compass
#

ooo

#

Oh yeah like the abilitysystem plugin

#

god i love that

#

But its so complex

polar fossil
#

Hello lads, when I have my wireless controller plugged in and try to run a project based on the Basic Vehicle sample the car accelerates on its own and keeps turning to the left. Did any of you encounter this and found a fix for it?

pallid compass
#

ur issue

#

is your deadzones

#

right away

polar fossil
#

Is that something I should edit in Windows or something that should be handled and fixed by the game?

pallid compass
#

Id handle it with the game

#

You know what deadzones are?

#

for triggers and stuff

#

triggers and sticks

#

I might be wrong but its deffo the first thing that comes to my mind

#

i guess ud need something like

#

If input from X is greater or equal to value

polar fossil
#

If I recall correctly deadzone = part of the movement range that is to be ignored

pallid compass
#

yes

#

so something like this

polar fossil
#

that's something I haven't heard for a long time

#

since I played flight sims

#

back in the late 90s early 2000s

pallid compass
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Something like this

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would be my guess

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not sure what the scale is for controllers tho

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Did you fix your issue?

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@polar fossil

viscid bone
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Guyees

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I need help

polar fossil
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Sorry, I was AFK @pallid compass I'll try now

pallid compass
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no worries man

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What u need help with MisT

viscid bone
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Basically

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I have a third person blueprint

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And I have one camera on the right shoulder and other on the left

pallid compass
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Im no expert in cameras but go on

viscid bone
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Do you know how, when I press "v" it switches between them

pallid compass
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oh yeah

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ermm

viscid bone
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lol

pallid compass
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1 sec

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looking for the node

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i forget its name

viscid bone
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K thx

pallid compass
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So u need to use set view target with blind

viscid bone
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Hmm

pallid compass
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Your new view target is the new camera

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so if u wanted to toggle between them

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U could use a flipflop

viscid bone
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Oh ok

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That's what I need

pallid compass
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i cant remembr how to use this node off the top of my head

viscid bone
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Hmm ok

pallid compass
viscid bone
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I'll try

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I have basically just started with Unreal lol

pallid compass
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Thats not correct, but its a good example.

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Its fine dw

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Been there done that.

viscid bone
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lol

pallid compass
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I think u may have an issue with linking the camera's

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as i just tried to link mine up

viscid bone
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Yeah ik

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You need a camera in the scene ๐Ÿ˜ฆ

pallid compass
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there must be away to do it

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it might be through camera manager

viscid bone
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Hmm idk

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That's why I asked here lol

buoyant echo
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Are you guys trying to toggle a flip/flop on cameras with a press?

viscid bone
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Ye

buoyant echo
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Are you doing it all in level bp?

viscid bone
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Nu

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In character bp

pallid compass
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He wants to flipflop through 2 camera's

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on his AChar

buoyant echo
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You can't do that.

viscid bone
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What rly

buoyant echo
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You need to reference the cameras in lvl bp

viscid bone
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Urgh

pallid compass
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Maybe change the translation of his chamera?

buoyant echo
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And then through that, make references into gamemode

pallid compass
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camera*

buoyant echo
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And then into the character.

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I was just working on this, too.

pallid compass
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Did you say it was on the shoulders ist?

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mist*

buoyant echo
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One second

viscid bone
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ye

buoyant echo
viscid bone
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Like a side view

pallid compass
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u know what u could do

viscid bone
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Kinda like in Battlegorunds ya know?

buoyant echo
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Only difference is I use buttons

pallid compass
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Write down both camera locations

buoyant echo
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Here, I'll post some of the bp's

pallid compass
viscid bone
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I'm confused

pallid compass
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U could write down there X Y Z

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inside ur bp

viscid bone
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Hmm that could work

pallid compass
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then move the camera location.

viscid bone
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But wouldn't

buoyant echo
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That's another way

pallid compass
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U want it too be instant right?

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Its nice simple way and softly brings you in too using XYZ

buoyant echo
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If you don't want it to be instant you need a timeline lerp

viscid bone
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Idk anything lol

pallid compass
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Do u want it too be instant or?

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over time

viscid bone
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Instant?

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Over time?

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hlp

pallid compass
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Pop from left too right

buoyant echo
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Instant means there's no transition.

pallid compass
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or the camera to swing over

buoyant echo
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Yeah

viscid bone
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Oh

pallid compass
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iv never played PUBG

viscid bone
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Idm

pallid compass
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just go with instant for now

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Can tweak later

buoyant echo
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Basically like in racing games.

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When you switch view it's instant

viscid bone
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In PUBG I think it just switches immediatly

pallid compass
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Yeah so thats what u want then

viscid bone
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YEah

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BUT HOW

pallid compass
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Go inside your char viewport

buoyant echo
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Using the XYZ of your character.

pallid compass
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Click your Camera 1

viscid bone
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ye

pallid compass
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You will see the camera has a XYZ

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Note it down

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do it for the second one

viscid bone
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o, o ,o

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I'm using spring arm

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lol

buoyant echo
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But @pallid compass why not attach it to a socket on switch?

pallid compass
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Trying not to overcomplicate as hes new too ue4

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Well we can move the sprint arm then

buoyant echo
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๐Ÿ˜…

pallid compass
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Grab the spring arm coords

viscid bone
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ye

pallid compass
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(easier too do this too get him started than explaining inserting sockets, and parent snapping)

buoyant echo
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This is true.

viscid bone
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Ok

pallid compass
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U would want to swap the camera reference out at the setrelativelocation

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For the spring arm

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so tldr

viscid bone
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.

buoyant echo
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Y'all have fun ๐Ÿ˜…

pallid compass
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write both spring arm locations down
delete one spring arm
hook the spring arm up too the Set Relative Location(drag and drop it from your component list in the top left in too the graph)
set the new location values too that of each spring arm location you wrote down

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Make sure you are using Relative Location and not World location.

viscid bone
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uhh

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Hang on

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This might take a while

pallid compass
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You got this

viscid bone
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Wait why do I have to delete a spring arm

pallid compass
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I am assuming you have 2 spring arms

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1 each with a camera

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or do u have 1 spring arm and 2 cameras

viscid bone
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Yeah

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2

pallid compass
#

Then if we are moving the spring arm

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You will not need 2

viscid bone
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Hmm

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True

pallid compass
#

We are going to be moving it between the 2 points basically

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like a slider

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but instantly

viscid bone
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Oh ok

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Wait so I just drag the spring arm into the event graph?

pallid compass
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Yes

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You will get a little node for it

viscid bone
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ye

pallid compass
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This is a reference node

viscid bone
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Oh cool

pallid compass
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Away to reference the component as a target for other things

viscid bone
#

Ok

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So I've got the reference node

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Now what

pallid compass
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You can hook it in too the target of the Set Relative location nodes

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Since we wont be moving the camera, we will be moving the spring arm

viscid bone
pallid compass
#

You have an actor node

viscid bone
#

Oh yeah

pallid compass
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We are wanting to do this for a component

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So the best way for you too filter

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Would be too drag off the spring arm reference and type in SetRelative

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if contex sensativity in the drop down menu is on

viscid bone
pallid compass
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Then it should appear

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Yes

viscid bone
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k then

pallid compass
plush yew
#

Please welcome @cerulean falcon to the community! :beers:

viscid bone
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Wait

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But if

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I set the location surely It will always go to that one spot

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@pallid compass heelp

pallid compass
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Well you have two different locations dont you.

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and the flip flop node goes, A then B then A then B etc

viscid bone
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Yeah but say I was at co-ord x60 y 120 z 42 (for example) then pressed v wouldn't it move the camera to where I set the location, which wouldn't be on my shoulder

pallid compass
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Why would it do that

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You wrote down the spring arm coords

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for each shoulder

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then you just put the locations in each

viscid bone
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Oh ok

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Doesn't work lol

pallid compass
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well what happens

viscid bone
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WAIT

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IT DOES

pallid compass
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and show me what u got

viscid bone
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HAYYAHY

pallid compass
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u might have the starting values back to front

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if first click does nothing

viscid bone
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Hmm

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So it works

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But the anims aren't working

pallid compass
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what animations

viscid bone
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Like when I move right the animation shows it going forward

pallid compass
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Show what u did in the graph

viscid bone
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I think it was what I did earlier

pallid compass
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well show me now

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and idk what u mean by animation

viscid bone
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I wanted to make another one where when you press "c" and it goes third to first person vice versa

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It works

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But makes the anims weird

pallid compass
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oh ur trying to swap from first to third

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prob cus ur too close or clipping or something

viscid bone
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Hmm idk

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It does work perfectly

pallid compass
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then ur all good

viscid bone
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That's what I mean about the animations

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@pallid compass ^^ fixes?

pallid compass
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no ide man looks fine too me

viscid bone
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No but I was walking left

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And it was playing the walking forward animation

pallid compass
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iv got no idea man

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honestly u need to go do basic ue4 videos

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u cant just jump in too it like this

viscid bone
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Yeah I guess

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Now I want to make shooting

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lol

plush yew
#

Please welcome @icy narwhal to the community! :beers:

viscid bone
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Hello

polar fossil
#

@pallid compass All I managed was to disable input. I clearly wired it wrong. Maybe this wasn't what you meant? Meanwhile I have found that there are dead zone settings available on a per project basis, but setting them for the thumbs and d-pad did not help.

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I set the ones in project preferences at 0.25 because the others that were set had this value.

tropic oracle
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then have a seperate arm+gun anim that you toggle visibility on/off and vice-versa for 3rd-person one

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oops wrong chat

jade moon
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any clue on that, anyone?

polar fossil
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@jade moon Predator Vision, it's a feature not a bug lol

jade moon
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๐Ÿ˜„

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goat predator vision

polar fossil
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insert clicking noise and then a baaaah

plush yew
#

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

whole quarry
#

Does someone know why the particles on the right ship are being visible, but from the players own ship not? (its the same actor.. same setup etc)

fierce tulip
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depends on the bounds, but could also be messy code

whole quarry
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I've added it as component in the actor

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I'm aware of the bounds, to be sure I threw the player actor in the world to see if the particles would spawn or not (and they do), just not when you press play, then you get the result as on the screen shot

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Nvm, found the problem -.-'

dim arch
#

hey I just installed 4.16

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do you need to enable LPV/Dynamic GI through the .ini file still?

tall pendant
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lpvs are kinda obsolete now since they're not in active development anymore

#

but they should be still in 4.16. and if yo then yes .ini is the place to go

viscid bone
#

Same...

dim arch
#

are there any plans to implement dynamic GI? I guess enlighten has taken over that project?

placid kraken
#

anybody here who bought COD Black Ops 1 and wants to do me a small favor? ๐Ÿ˜…

round quiver
#

What's the general way to organize an Unreal project?

tall pendant
#

we had DFGI but that got delayed. i dunno about new plans for GI.

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as for Enlighten good luck getting the $1m production budget ๐Ÿ˜› @dim arch

pallid compass
#

oh wow is there no air trails particle effect tutorials on youtube at all ๐Ÿ˜ฎ

fierce tulip
#

what kind of air trails are we talking about

pallid compass
#

Erm i was looking for the type that come off high speed objects, we could say plane wings and rudders?

#

Just something simple.

#

Apologies for the slow reply @fierce tulip

fierce tulip
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those are often done with very simple ribbons or animtrails

pallid compass
#

Iv just been looking in too ribbons, the wiki is pretty dry and so is youtube

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I guess its pretty much trail and error

teal tulip
#

@placid kraken haha are you the guy of the C4 animation

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all cods use the same animation so anyone with COD4 to COD BO3 can help you

placid kraken
#

@teal tulip maybeeee XD

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no worries vori is already helping me

frank escarp
#

@fierce tulip do you have any low performance 3d explosion in your packs?

#

im looking for a new explosion on my game as current one is shit