#ue4-general
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Hey new guy
Hey
oh no... this is terrible... I took allergy meds and it is making me drowsy. I can't muster the energy to work.
time for hard drugs
I don't do drugs...
Apparently you do allergy meds
Allergy meds, speed, no difference
As long as you get it through your doctor
So, I just reinstalled 4.16 to a different drive other than C and I'm good again. F**k Microsoft
Usually things fuck up because they're not on the C drive w/ MS......
Heh
I mean, I know the issue. I've even found solutions online. But none of them were working for me.
Yeah
That's what I'll be doing from now on, it WAS working before though
Not sure when it started going to poop
lol
@frank escarp Just finished watching the video you sent, very interesting, got some ideas too :P Thanks! <3
Load gonna be too long ๐ฆ
ยฏ_(ใ)_/ยฏ
(โฏยฐโกยฐ๏ผโฏ๏ธต โปโโป
ue4 can load uasset from disk, but can't recognize it if you try the import path
I just gote simple .uasset for some PestProcess effect
Just put it in the actual windows explorer and restart the editor if it doesnt show
ยฏ_(ใ)_/ยฏ
Everyone gets that material from the internet lol
yeah lol
It's just a simple color for see object through wall
ok i'm done for today, i just gonna sleep, maybe it's gonna work like i want tomorrow x)
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@worn granite sample text>placeholder name
Print S is op
Hey guys
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It's important that each of us understands what Net Neutrality means to us and why we must protect it at all costs from the new FCC appointed chairman Ajit P...
i know it's not related but it's still important
https://youtu.be/K88BU3kjZ-c (cynical brit)
@muted kraken have all of my euro strength americans
(is there any actual way us eurotrash can help though?)
@worthy ether
thanks ๐
nah its perfect. what you have here is a 2 then a .5 then a 2 then .5, etc
๐
looks more like 2,1,2,1 though, whatever
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what's the material to make floor look like checkers?
Pretty sure no material gives you the default checkers material
engine/enginematerials/defaultmaterial is the generic checkers base material
WorldGridMaterial might be what he is after
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Hi everyone.
Anyone know how I could make my grid brighter in UE? The Red and Green part that marks the center points?
Ironic, you'd be talking about grids the moment I come here.
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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 ?
Net Neutrality still in flames? When this hype fall down?
@toxic wagon should be
I think technically it is remapped to -1:1 range. Like a normal pointing up is 0,0,1
... I could be wrong ๐
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it can't be -1:1 because textures space is from 0-255
128,128,255 does sound about right though
yeah it says its remapped to -1:1 range in UE4
0 = 128, -1 = 0, 1 = 255
at least that is from an epic staff member, not really any docs i could find.
... I got curious enough to look it up ๐
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Please welcome @plush yew to the community! :beers:
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
DOES anybody here do anime style animations??
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Cool
Hi cory and shiro
Hello
Hi
Do you guys have experince in ue4?
A few years ago I used it, I'm getting back into it as a programmer
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Hey everyone
hey
hey guys,
anyone have experience with localizations? I could use some help.
@plush yew
Do you guys have experince in ue4?
You are in an Unreal server, ovs people will have experience with it xD
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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
Or small things like that
Does anyone here know of any good tutorials based around a climbing system or cover system?
@regal drum I assume you've already done some simple Google searches?
Yes
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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
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
aaaaaaaaand the answer is, simply .uasset -_-
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
Please welcome @glad onyx to the community! :beers:
you mean like in opening of star wars?
where the letters scroll through the screen ?
or you literally mean text that you can scroll because its longer than the space you have on screen ?
my window disapear when i change resolution setting :/
i maybe (not sure because i cant see the difference) have a solution
by changing it to "1920x1080wf"for windowed fullscreen
what is the difference if someone know ?
ooh... didn't know that new AMD CPU would come with 16 cores with HT
Comes at a price though
might be worth it
Still cheaper than a dual core Intel.
for a workstation I've been planning to build
That'd be epic.
My workstation is pretty great, but not pro level. I'd love to build a ridiculous pro rig someday.
yeah
try to buy an intel 16 core last year
I already have two intel desktops
Btw... does anyone know why disabling any default plugins makes my project require Visual Studio to package? ๐ฆ
btw because you talk about cpu it is interesting to have more core or more hertz for ue4 ?
maybe the built-in projects are compiled into the default game dlls?
more cores
for compiling and lightbaking
but more herzt gets you more FPS in-game
@halcyon marsh more hertz ๐
well
let's put it that way
more cores gets you faster compile times
ue4 does scale cores in some areas. But other areas are lacking on PC
for engine and shaders
@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.
more speed is just a general speed boost
and game thread is single thread
yeah
because i bought an amd only for the cores to use it in 3D and ue4 ๐
old amd wasnt good
even if more cores
if you mean ryzen, then those are really good for ue4
not sure how well common 3d apps deal with more cores
linearly @ashen brook
if you do any offline rendering you'll see boosts
on raytracing stuff, it scales linearly
houdini sims or vray render stuff
a few of the tools also run multithread. Like some modifiers
but there's a lot of options for using the GPU for that stuff nowadays too, so it's not always a straight upgrade
but more cores are definitely more interesting for dev than they are for gaming
btw i bought the ryzen 7 1700
ah, good one
i dont have it right now
for a gaming PC I perhaps wouldn't even bother with an i7 and just go for a straight up i5
though the price difference is so marginal nowadays I'd probably get the i7 anyway
the ultimate gaming cpu is the 7700k
well, now 7750k
the 4 fastest cores in the market
for me it is more for software but sometimes games and streaming/recording :p
i have a 2600k
overclocked to 4.5
currently no overclock due to summer heat, i would boil myself
well, i still overclock, but its lowered
this laptop I'm on has a 7700HQ
right now its at 4 ghz
can't complain about it
hey I'm just happy I can finally dev on a laptop
my old one had a pre-DX11 onboard gpu
ue4, substance, quixel, etc would all crash the graphics driver on load
i am running ue4 in a 400$ laptop x)
but the only problem is that i can't *make a big project
and sculpting in blender (not the best but i only sculpt for fast stuff)
We just recently got a dev-capable laptop.
Alienware 15 with a 7700HQ and a GTX 1060.
It's really nice for doing dev work on the go. Quite capable of handling UE4.
If someone here is licensee maybe interesting: http://www.gamesindustry.biz/articles/2017-07-14-autodesk-will-no-longer-sell-game-middleware
Please welcome @velvet wren to the community! :beers:
Is there anyway to get the sound from a playback device?
Like how Tilt Brush gets all audio devices and then checks which ones are playing
then uses the audio from that playback device
@unborn matrix yes, via using an ancient technique called programming
๐
@ashen brook thats a good tweet lol
and yeah I was asking if anyone already had some ideas on it.
not me, sorry
I've looked into it with a friends game and his blog post here: https://bvisness.me
but he was getting services running and not the playback devices
I want my players to have spatialized VoIP and that was the most straightforward way I could think of
is have something like a cue where its getting live audio from a communication device
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Howdy everyone
Is there anyway too thicken the boarder widget? even on full margin on border mode its tine
its tiny*
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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 ๐ if you are interested contact me on my facebook page ๐ 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 ๐
omg who changed my name
my name was Autistic Midget and someone mod changed to Neuroatypical Small Person wtf
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seems like a vast improvement
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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?
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
It's viable. A Source engine mod did it.
oh shit I thought I was in general lol
but yeah the $500 devkit from Nintendo or something
Can someone clarify how instanced static meshes work? Is it only a performance improvement if the meshes are in the same instance component? Or can I have classes that all have their own separate instance components with a single instanced mesh inside them and still receive a performance boost?
the 500$ 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
This may sound like a dumb question, but are Characters Pawns?
Nintendo announced the price of the dev kits of $500 a few months ago.
@unborn matrix Characters are a specialized version of pawns, a humanoid pawn, but a pawn can still be controlled.
yeah the sheets were from Game Creators Conference 2017. Still you can't buy devkits as of yet ๐
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?
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
yup. ~March '18 last time i heard something from people.
lets hope they offer shipping from EU this time ๐ cuz all the extra costs from their devkit shippings from the US in the past added sum money to plan with.
*for EU based Devs that is ๐
I hope it won't cost an arm and a leg shipping to Canada
shipping from US to Canada is probably quite easy. at least i think.
idk about the laws tho
I paid more in shipping for an item from US to Canada, than I did from Japan to Canada lol
lol
Bought a $40 game from US market, and paid $80 shipping, from Japan, $2.80 on a $24.99 controller lol
so I don't buy from US anymore
unless I have to
makes sense ๐
I'm off to bed, 5 am and dying, Night @tall pendant
night @heady bridge
Anyone know how to make the whole shooting system? (I think it called Raycasts in Unity)
Please welcome @floral frost to the community! :beers:
Ok thanks
I'll make it even easier
A How To Guide for using Raycasts (Tracing) in Blueprints.
Please welcome @golden sierra to the community! :beers:
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 ๐
@dapper patio You mean a small game for learning?
any it doesnt matter
Well you got an idea? And source control setted up?
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 ?
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
Please welcome @south bluff to the community! :beers:
i was watching a stream on science fiction just now
Hmm when I open my project..? http://prntscr.com/fw17fp
If I press no then everything works but it's annoying
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?
Well... my pc have freez for 30min now... i just have build the light, but my pc wont x)
@warm mountain More or less, yes. Although you can always be creative with bought sci-fi assets.
most studios that want a original look and feel dont buy assets from packs anyway. sci-fi or not doesn't matter.
gotcha
most assets these days are sold through packs though?
I do see some individual pieces arpund
around*
i'm looking through assets that exist in a contempoary setting atm seeing if I can sell a few of em
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Well, that's the server you're on ๐
yeah lol ๐
wait.. this is not the gamemaker discord? oh well 
xD
This is a discord meant for the sole purpose of discussing anything related to coffee.
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Please welcome @plush yew to the community! :beers:
anyone know about graphics cards ?
i want to use 2 different graphics card
one amd 5870
and amd 5850 will this work?
If you're asking in the realm of UE4 though, not sure how much performance you'll get :p
no just in general @glossy flame ๐
@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 ?
You will probably get better performance, though not all games support multiple GPUs.
There are even some very specific scenarios where having multiple GPUs can diminish your performance.
Looking at the chart, you will need a Crossfire bridge for it to work
its not worth it. Also you cant really buy another amd 5XYZ right now
gpu sli has never really been worth it
right now, VR Stereo (one gpu per eye) might make sli actually useful. But few games support it.
I was under the impression they already have both cards and are just wondering if they'd work together, not sure
If you have both and have the wattage to push them, I don't see why not
Though even if you got a game that worked well with stereo VR, 5000-series AMD cards aren't going to push it unforunately ๐
@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
wont double speed
and the mayority of modern games cant sli ๐ฆ
the few games that do have sli use alternate frame rendering. This adds a lot of latency
and can cause microstutter
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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
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)
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.
Yes to single player... for now... ๐ -- Would it be possible to build it on a multi-player foundation, but not really worry about any of the actual multiplayer stuff?
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.
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
Well, since its just a little indie hobby project, I think I can say I'll stick with a SP game for now.
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 ๐
If SP is fine though, that's cool too
Welp, I haven't given too much thought to how MP would work. So maybe we just plan on that as a stretch goal. ๐
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 ๐
I'm gonna go with the build, break and worry later. ๐
Hehe, I can respect that
So, where would I put some of this logic for that Stardew type of gameloop?
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
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?
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
Okay sweet. That helps too.
do anyone here use substance painter :/ ?
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
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
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@halcyon marsh change Spacing until it matches up. also Hold Shift if you want it to go in straight line
under Brush settings
i found this
to do it automaticly
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
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
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Please welcome @plush yew to the community! :beers:
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
yes the only problem with this software is the number of people of in the community not that much :/
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
you can find only common problem (not always but ..) x)
this thing is amazing btw https://tutorials.allegorithmic.com/courses/65c7df0c2da0938d0a92654b7b1af4bf/youtube-V24Fe6F_jFA
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
i watched they tutorial on youtube they are amazing, but i am talking for advanced stuffs
like animals
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
yes this is the power of this software x)
ahhh
i have to do it mannually again x)
whatcha makin?
sci-fi corridor
ah classic
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
just freehand painting in Substance painter with soft height brush
dafuq is that
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
btw can you do this dynamically in a game ?
turning on the gore like that - yes
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
i will try to do it one day
btw i found a video example with gore stuffs
let me find irt
https://www.unrealengine.com/marketplace/generated-gore-dismemberment-kit Music: Joshua Empyre - 'Emotional Orchestra with Piano' https://creativecommons.org...
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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
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.
sounds good, i'll take a look. Thank you for the prompt response
VAX is not free however. But its an one time payment for an perpetual license
it has a 30 days trial, I'll give that a go
100$ personal, reasonable
As well as alot of people here use it
there doesnt seem to be an "effects" channel. So where should I ask questions about fx stuff?
heh okay
@weary basalt VA is working wonders, took a bit to index everything though ๐ any other neat tricks like this ?
Make sure you disable Intellisense.
done
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*
Aye, following a tutorial on that now, UE_LOG is the one you mentioned I suppose
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
I see
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.
flux helps as well
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Can't snoop around anywhere in peace these days :(
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How do I get the Vertex Snapping to snap correct? It's not working..
It always goes past it..
So, this should be an interesting discussion...
But... What are the benefits of using Unreal Engine 4 over any other engine?
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
morning you lot
@safe rose I'd argue that most importantly, it provides a top of the line suite of artist-focused tools
@ashen brook Speaking of which...when's the next blog update on your site?
yeeeah
And I am pretty sure...
people are still waiting on that math logic
for the rocks
part 3
๐
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
Hamburg
What studio?
Deep Silver Fishlabs
exciting times ๐
@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
The counter-argument to this is, Unrela tends to have decade-old features that haven't been touched since their creation
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
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
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 ๐ฆ
oh no i've found great use for dynamic particle lighting but good god do you have to be careful
Spawning a light by yourself separately from the FX yields 10 times less performance impact
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
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
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
Without shadows
trust me it can be done but it requires caution i know
The performance is just completely catastrophically bad
Because it uses an old rendering pipeline
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 ๐
The only real fix is to spawn it yourself, do the same thing, get 10 times less render time
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
They don't, that's what I'm telling you :/
The particle lights, specifically, have terrible performance
Ask @frank escarp
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
that happens if they are Stationary
becouse it needs to encode the shadowmaps
fully static and fully dynamic lights are unlimited
fascinating, i'll have to try that again and see why it happened
Please welcome @past bloom to the community! :beers:
i'd love to be wrong on that front
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
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
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
shouldnt be a problem at all
apart from performance fom 12 fullscreen lights
thats just a lot of overdraw
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
yes i tested similar to this with particle torches
particle lights go into a different pipeline than normal light
^
i think they use tiled deferred or similar
if had my game running to shit from ONE particle light
one
but im on vr
i might have to get back to this subject later, unreal updater wants me to restart comp and it's too late for that
The point is, dynamic point lights are expensive, but particle point lights are twice as expensive
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
yes they are very expensive, they're still usable in-game IF managed correctly
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
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
Yeah it's much more convenient, and for fires it just looks amazing
i'd never suggest them for anything else really, maybe a welding torch
The point I was making is - the fact the feature exists is cool, but it should also be maintained
And it's not
when my game was still Deathwave, i used them a lot of the time, and i was aiming 120 fps
yeah i'd love for it to get some love from Epic to be more optimized
Another crippling issue of particle lights is the fact that they ignore channels
(Because, again, old code)
you know Unity only just added on Particle lights like i think 2 or 3 months ago
Not everyone needs that, but it just shows how Epic adds features, and doesn't update them after the fact
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
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
but you could probably mimic the way Unity does it via Blueprints anyway
i haven't tried to modulate lights much that way
We still use particle lights, btw - example here https://twitter.com/HeliumRain/status/886505184897228800
Capital ship engagement in #HeliumRain ! #indiegame with @UnrealEngine, soon on #steam ! https://t.co/uE0NzUCMbP
looks good, i dig those explosions
yea those some nice image sequences
Explosions are from a pack, btw (Explosion builder) with some optimizations
It's one of the two assets pack we used x)
probably worth it, doing explosion simulations is a bit of a specialized pain to mess with
how 3d they are @cloud cobalt
Basically we used the pack for giant explosions, and more optimized versions that we did ourselves for the more common effects
i could use some better explosions
but if you say its slow, then i cant use it for ps4 with vr xD
They're not that complicated but the guy does use 8k texture maps
For the flipbooks
damn
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
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
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
Foliage, also known as let me drink your salty tears while I melt the GPU
yup, but survival games just don't give many options unless you go full desert
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.
right click the ue4 launcher and see where its installed
Please welcome @old pollen to the community! :beers:
the android codeworks installer is always in the place its meant to be
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?!
@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.
@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
Oddly couldn't find any mention of that limit when I looked at the documentation
Does anyone have a clue about effecting the location of a material where an collision event happens?
Please welcome @plush yew to the community! :beers:
!gameidea
A role-playing game where you lob ghosts on Mars until the end of the world.
!gameidea
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.
!gameidea
A strategy game where you wave at nature to live forever but you have no legs.
Thank you Engine for randomly disconnecting a wire in a loop I haven't touched in months
That happened to me recently ๐
yeah i thought i was going crazy
what is the lates stable version of ue4 ? the one where the core functionalities works and the build to platform too
yeah, that was my fealing, because in 4.16 i can't build
i tend not too complain too much as the engine is normally just amazing as it is
still โฅ 4.9.x
yup
may i ask why
i think because ... it works ๐
i would guess some core functionality was built brittle
ahh fair enough
i follow that as well
to some degree
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
so far iv had no major issues, so i guess im lucky everything still compiles lmao
you got lucky ๐
not like me speding 14h tring to compile in last game jam day and fail ๐
then i realize that i can't compile blank projects , that's why i;m asking which version should i get
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
Hey! I got a question about animation, if anyone's available, do check the aniamtion area!
@pallid compass paragon runs on the paragon branch
they develop features FOR paragon, and then they end up in the main branch of ue4
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?
Is that something I should edit in Windows or something that should be handled and fixed by the game?
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
If I recall correctly deadzone = part of the movement range that is to be ignored
that's something I haven't heard for a long time
since I played flight sims
back in the late 90s early 2000s
Something like this
would be my guess
not sure what the scale is for controllers tho
Did you fix your issue?
@polar fossil
Sorry, I was AFK @pallid compass I'll try now
Basically
I have a third person blueprint
And I have one camera on the right shoulder and other on the left
Im no expert in cameras but go on
Do you know how, when I press "v" it switches between them
lol
K thx
Hmm
Your new view target is the new camera
so if u wanted to toggle between them
U could use a flipflop
i cant remembr how to use this node off the top of my head
Hmm ok
lol
I think u may have an issue with linking the camera's
as i just tried to link mine up
Are you guys trying to toggle a flip/flop on cameras with a press?
Ye
Are you doing it all in level bp?
You can't do that.
What rly
You need to reference the cameras in lvl bp
Urgh
Maybe change the translation of his chamera?
And then through that, make references into gamemode
camera*
One second
ye
Like a side view
u know what u could do
Kinda like in Battlegorunds ya know?
Only difference is I use buttons
Write down both camera locations
Here, I'll post some of the bp's
I'm confused
Hmm that could work
then move the camera location.
But wouldn't
That's another way
U want it too be instant right?
Its nice simple way and softly brings you in too using XYZ
If you don't want it to be instant you need a timeline lerp
Idk anything lol
Pop from left too right
Instant means there's no transition.
or the camera to swing over
Yeah
Oh
iv never played PUBG
Idm
In PUBG I think it just switches immediatly
Yeah so thats what u want then
Go inside your char viewport
Using the XYZ of your character.
Click your Camera 1
ye
But @pallid compass why not attach it to a socket on switch?
Trying not to overcomplicate as hes new too ue4
Well we can move the sprint arm then
๐
Grab the spring arm coords
ye
(easier too do this too get him started than explaining inserting sockets, and parent snapping)
This is true.
Ok
U would want to swap the camera reference out at the setrelativelocation
For the spring arm
so tldr
.
Y'all have fun ๐
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
Make sure you are using Relative Location and not World location.
You got this
Wait why do I have to delete a spring arm
I am assuming you have 2 spring arms
1 each with a camera
or do u have 1 spring arm and 2 cameras
We are going to be moving it between the 2 points basically
like a slider
but instantly
ye
This is a reference node
Oh cool
Away to reference the component as a target for other things
You can hook it in too the target of the Set Relative location nodes
Since we wont be moving the camera, we will be moving the spring arm
This?
You have an actor node
Oh yeah
We are wanting to do this for a component
So the best way for you too filter
Would be too drag off the spring arm reference and type in SetRelative
if contex sensativity in the drop down menu is on
This?
k then
Use this ref image from before.
Please welcome @cerulean falcon to the community! :beers:
Wait
But if
I set the location surely It will always go to that one spot
@pallid compass heelp
Well you have two different locations dont you.
and the flip flop node goes, A then B then A then B etc
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
Why would it do that
You wrote down the spring arm coords
for each shoulder
then you just put the locations in each
well what happens
and show me what u got
HAYYAHY
what animations
Like when I move right the animation shows it going forward
Show what u did in the graph
I think it was what I did earlier
I wanted to make another one where when you press "c" and it goes third to first person vice versa
It works
But makes the anims weird
oh ur trying to swap from first to third
prob cus ur too close or clipping or something
then ur all good
no ide man looks fine too me
iv got no idea man
honestly u need to go do basic ue4 videos
u cant just jump in too it like this
Please welcome @icy narwhal to the community! :beers:
Hello
@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.
I set the ones in project preferences at 0.25 because the others that were set had this value.
then have a seperate arm+gun anim that you toggle visibility on/off and vice-versa for 3rd-person one
oops wrong chat
@jade moon Predator Vision, it's a feature not a bug lol
insert clicking noise and then a baaaah
Please welcome @plush yew to the community! :beers:
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)
depends on the bounds, but could also be messy code
I've added it as component in the actor
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
Even on the tiny preview window they're being spawned
Nvm, found the problem -.-'
hey I just installed 4.16
do you need to enable LPV/Dynamic GI through the .ini file still?
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
Same...
are there any plans to implement dynamic GI? I guess enlighten has taken over that project?
anybody here who bought COD Black Ops 1 and wants to do me a small favor? ๐
What's the general way to organize an Unreal project?
we had DFGI but that got delayed. i dunno about new plans for GI.
as for Enlighten good luck getting the $1m production budget ๐ @dim arch
oh wow is there no air trails particle effect tutorials on youtube at all ๐ฎ
what kind of air trails are we talking about
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
those are often done with very simple ribbons or animtrails
Iv just been looking in too ribbons, the wiki is pretty dry and so is youtube
I guess its pretty much trail and error