#ue4-general
1 messages · Page 83 of 1
so there could be say 50 on the screen at once
They're ticking anyway
wait really..?
of course
Oh
Slate can't render without ticking and painting
@polar hawk, https://i.giphy.com/media/LqW9dLVjQm3cs/giphy.webp
mind blown open
I had no idea
How much peformance impact are we talking if we say umm
100 floating UMG widgets, with 2 bars each just as example
Too much
the most i managed to get running was around 1200 floating UMG's
then my system started dying
PogChamp
the regrets where real
I think i actually captured the profiling data for it
I might have it somewhere
Yeah, the overhead is too much, even if you use a invalidation panel, each box will cost you about 10-20us
on something like a PS4
No
Oh?
you should avoid using UMG for this part
-obviously im not gonna have 1200 units on the screen more like say 100 at most
Oh?
In Paragon, we use Instanced mesh rendering in Slate using the SMeshWidget, TheJamsh has a forum post where i explained it, he's an expert on it now
oh god not tick
Iv been using widget with UMG inside
Allows you to render all of the minion health bars in a single draw call via slate
Oh?
Health bars are scaled meshes?
God dam i dont even have any clue what slate is 😂
Neat
I would say start with Canvas for the bars
Or, i would use custom painting in a slate widget, probably around similar overhead
I need too do some research on slate
but making every one a unique user widget, with a heiarchy of widgets is no good
I thought UMG was the way too go.
I don't think I've ever touched Canvas in UE4 except for some debug stuff. When I think of Canvas I think of "Should I use UIScenes or Canvas"
it is... it just isn't a good idea for 100's of tiny progress bars
Gotcha
Deffo dont wann end up like wildcard and have 50 little floating hp things take away like 30 fps you know
Thats why i was trying to avoid on tick
ooo thank you!
Pretty sure you're gonna have to draw regardless if its you doing it or something else doing it. I hadn't heard of mesh widgets, canvas would work well here I think
-thank you ue4 gods-
I see the thread is rainbow approved
Yeah, canvas would be fine too, so long as airspace isn't a problem, and it's ok for them to be always behind everywthing else
"Slate seems to apply some weird voodoo magic to properly scale and positions its widgets" omg
you know its slightly worrying
Does that refer to... slots?
not due to SMeshWidget
So do u handle things like floating combat text in slate too?
just as an example
I guess i mean 3d widget space things
I can't remember what we did for the numbers
I don't think they use canvas b/c canvas needs to use text layout same as Slate
which because of IME is too expensive to do like combat text
Stupid question but what is canvas, i orignally thought you ment UMG canvas's but it appears to be something different
so people generally just atlas some numbers into a texture and throw up some numbers, rather than using honest to god text
FCanvas
old AHUD
Server needs a /define
This is like Christmas, but for learning
mind if i throw another question your way
sorry not IME
In BP I can add "pins" to certain nodes. How would one accomplish this in c++?
How long will this sale last?
go look up basic functions in c++ blake, or c++ function exposure too bp
@summer verge best bet to see how that exactly works in C++ would be to take a look at a K2 node which has an operator pin
Right gotcha
But
Basically doing text layout, and handling all kinds of languages is super super expensive
Oh 😮
if you wanna know how to accept arbitrary arguments in a C++ func you're gonna wanna look at varargs
Okay slightly less UI related question but
You either want to look up Commutative pins or something else @summer verge
If you want to get a little crazy
Look up some of the online subsystem proxy nodes
When it comes to preping your art for your UI, what is the general good practice process for sizing things say from photoshop too UMG?
Do you build the UI at like 1080p then just stick it in or? how do u end up lining it all up too size and stuff.
By lining it up i mean Making sure what you make is the right size ratio too where it needs to go etc
Gotcha so you build it at 4k res
and we just let the gpu hande the bilerp for smaller resolutions
So if a hp bar is say
400x800 for example
ud build it 400x800 in your graphic application?
then just slam it in, and let it scale down for people?
400x800 being the size of the box.
Sure - but generally you try to build the UI out of re-suable bits
Oh?
or we'll use materials for fancy progress bars
it's recommended to use SMeshWidget for a player preview inside inventory ?
or it's design to
Wait can a material
and there the resolutions varry by what's need
Lerp its self over time for progress?
When you say author at 4k, does that mean you set UMG's DPI scale to be 1 at 4k as well?
sure, provided you feed it a start time
using the time nodes? and a lerp
I just need a node that can accept a variable amount of pointers in, and a variable amount of pointers out
materials can access time
ooo 😮
but it would need to know when, now before you do anything insane
I'll lookup Commutative pins
100s of images with MIDs would be 100s of draw calls
Gotcha was just thinking of alternatives to displaying help,
1 draw call per MID
but that's what's great about the SMeshWidget
My god this is soo good, honetly the tutors in college have no idea what the math they are talking about
1 mesh instanced 100s of times with a material guiding it's animation and what not
@polar hawk Yeah, DPI scale curve has 4k set to 1.0 scale
Hmm
@errant lintel Huh? SmeshWidget is just for doing 2D instanced mesh rendering
oh ok
I really need to look in too this slate with 2d meshs
Slightly random off topic question but
@blissful reef so, UMG is heavy on drawcalls?
no, it batches things
but 100s of dynamic materials can't be batched, simple as that
you know when epic made paragon, do you guys build it super network efficient? so you can have lots of instances of it on your hosting servers?
Like i imagine that too be a big thing, because the more instances you can hold on your servers the more money you save right?
Dunno how the servers are setup
Or maybe what I really want is an array of pointers in and an array of pointers out. But it would be super convenient if the blueprint version of the class could just have an "add pin" for those in and out pointers. Trying to think if that would work for a research tree
SO how do the umm
2d Static mesh's work?
Is it a snapshot of the mesh or?
Trying to wrap my head around the idea of it
what's a 2D static mesh?
no i mean in what context
I was able to crash a paragon game server the same way I crashed my servers
The difference between 2d mesh and 3d mesh
I wonder if thats still an issue, but I'm scared to try it again
@polar hawk btw, is your new doxygen tool a part of Linter asset?
It will be
2d meshes don't have a z
@summer verge make a custom k2 node... pretty sure that's the only way you can do that
Can you just render 3d meshes as 2d meshes?
Like this is the first time iv ever heard of 2d meshs
we just throw away the z
you have to build the mesh for 2d, like don't make it have dimension and multiple layers
I guess you could process the mesh so that when it collapses its fine
But at some point you lose perf
@blissful reef what about physics for 2d?
Yeah that's what we do for the SMeshWidget assets
and would be better off doing something else
So your health bars are what, just a flat plane literally?*
what about physics for 2D/
you can either use box2d, or you can use 3d, and simply have a planar constraint to prevent 3d physics
Thats amazing
It makes sense
Using a flat 2d plane
and just having it face the camera constantly
@blissful reef yep, what if i constrain it to planar, will energy be conserved? (z axis energy will be distributed or tossed away?)
<- not a physics programmer
Man this is mathing awesome
@blissful reef hahah, sorrey 😃
THey need to get more epic staff in here every now and again
But you're tagged Epic Staff....
wat place omg
You know everything if your epic staff
Epic staff
it's true, I keep all the real answers to myself
Huge teams develop the engine
i just give you guys a peak
Obviously
damn
You're useless if you don't know how every single line of Epic's RHI works
dfjghdfjkgd
Exavtly
fuq is RHI omg
@polar hawk that was mean!
Rendering Hardware Interface
ah
Also, dont forget shaders
Pretty advanced stuff then i guess
Only @polar hawk can touch it cause hes reckless like that
Ive touched it twice
I cried myself to sleep
But I did manage to get two PRs accepted
¯_(ツ)_/¯
Is that why your editor is now purple permanently
Maybe
I once put a few letters inside a attribute CPP file with out realising, i spent 5 hours trying to figure out why i could not compile
The hell is an attribute cpp file
The forbidden one

How to edit Common.ush and still be able to run ue4?
Attribute cpp's are just the UAttribute classes from the forbidden one
😾
RHI is pretty fun
You should just simply not be touching .ush files
https://i.gyazo.com/368319bff73dac338d696db88f4d3b13.gif was talking with shadowriver and ended up goofing off.
Can you not Luos, you make me want to throw my self in the bathtub
That is so nice D:
be me
get rekt by ribbon trails
be luos
create the start of the world
I used to mess around with shaders in UE3, me and a buddy accidentally came up with a bunch of crazy ways to manipulate vertex colors into doing weird stuff
hey guys, anyone imported a larger than 8192px texture at all ?
We were too stupid to talk about it
@fierce tulip now, open Nvidia Fun House and assign it on every asset...LSD House.
And now the things we were doing are now industry standard things
(just using it in a non built thing for reference)
And we coulda been on that game early, being like YO PEOPLE SUP
@upbeat fern need to enable bigger res in an .ini file somehwere. should be googleable
unless that changed over the past years hehe
The one that got away @polar hawk
Ayeee
16k textures or gtfo
We also ended up prototyping a game that literally got stolen by a game company
I dont even think quixel goes that high
¯_(ツ)_/¯
yeah, I have a 16k texture to go in
wait, i think you need to be in the ini to add proper lod support for 16k
i think i've seen virtual texturing in ue4 pipeline
Do u need to make 8k, then 4k then 2k then 1k version
or can the engine do that for you? for say settings
nah, just need it to display on a landscape, doing legal stuffs.
@pallid compass depends...if you don't mipmaps will be generated you could make own
Whats mipmaps?
@pallid compass https://en.wikipedia.org/wiki/Mipmap
In computer graphics, mipmaps (also MIP maps) or pyramids are pre-calculated, optimized sequences of images, each of which is a progressively lower resolution representation of the same image. The height and width of each image, or level, in the...
things that fuck with the texture, so it looks ok from a distance.
basically texture-lod-ing
^
ohhh
also stops the moire effect, depending on what you're doing.
@upbeat fernhttp://graphinesoftware.com/products/granite-for-unreal
@safe rose https://trello.com/c/83nVWOVR
Built-in support for virtual texturing will allow for more efficient usage of texture memory enabling artists to author very high resolution textures and lightmaps without worrying about what will fit in video memory as the engine will only strea...
Rendering
256k textures, k
Honestly im yet too see anything match Quixel for anything but char's
@pallid compass ?
ah, ok, so it just splits it up into little chunks
hm?
@upbeat fern it's like atlas used in 2d games
that 262k texture I get
fillin' in missing detail.
I dunno if granite allows you to generate the textures on the fly
it manages your textures for you apparently
If they had a verison of quxiel that did not need photoshop that would be the bee's knee's
I think I'm just going to split it up into 4x8k textures
if you could do procedural texturing, then the shipping size is no issue
I dont think im gonna be able to sleep tonight, all i can think about is the gameplay ability system Doc has gone
https://visibleearth.nasa.gov/view_cat.php?categoryID=1484 - i believe here is the most largest, there're 16 tiles textures 21600x21600px
"Create 3D meshes from scratch in Unreal Editor using a new suite of polygon modeling tools"
YES
GOOD BYE MAYA
it sucks
@pallid compass hahhaahahhahaha
but that low poly fox
can look epic with some shaders
give it a gud ol umm
what they called
omg i forgot the name someone help me out
AO ?
Oh, btw, what about new ue4 rigging tool?
Cel shading
nothing makes me more mad than having to rig in maya or max, there so expensive yet just trash
Yes that
@pallid compass iirc they said it's made already, on one of the streams, it allows you to rig a mesh in ue4 editor
combined with the wrinkle map plugin
@pallid compass kind of alternative to Allright Rig
I'm sure you've got some stuff goin'
I dream of the day, i dont have to work in maya or max
There just so crap and cost so much
So many issues with them
ue4: modelling, rigging, skinning, (texturing?), animation, render!
subscription isn't too bad for maya lt
One of the reasons people use it, is because its the only thing out that that does everything
But there support for it
is just
beyond crap
if you don't like the cost though, modo's a good alternative.
2016 bearly works and they release 2017
did u guys see that hedgehog auto mesh creator
the other day
Hedgehog connects a kit bash modeling tool that works with Maya and Blender (Cinema 4d and 3ds Max versions are currently on development and alpha testing) B...
Take alook at that
kinda intresting
reminds me of spore.
Just got a feeling ud run in too a fuck ton of issues
just need to make modular assets.
#TheDream
@pallid compass no offence, but why would i need to merge them? just make them separate, use as is in ue and generate procedural weapons with BP!
swear too god i hope there updating the wiki for the abilitysystem plugin as alot of my work is built on it, gonna have nightmaes if they scrap it, its been out since like 14.9
true true haha
4.9*
@pallid compass You could ask Nick, he has an access to Epic discord
Im scared for an answer honestly
I know alot of small developers
I know use it as well
but nicks the umg guy D:
wat
@pallid compass just ask
Its so much better if you just ask a question when tagging rather than asking if you can ask a question
Nick would you mind inquiring if possible, about why the AbilitySystem doc has gone off the API site, as i my self and alot of people of developers i know use it, and its pretty core stuff, its pretty worrying to be honest as its been in since i think 4.9?
Or this gem, I don't know, maybe @blissful reef knows
I am aware its not offically supported, but doc was provided and the plugin
@blissful reef it's not about "maybe knows" it's just a piece of code is missing from the engine and docs pages too
hey nick, will the controls to the umg editor be more consistant to the rest of the engine next version? ;D
@blissful reef like it was removed
@pallid compass, I already reply this question, Gameplay Abilities was move to a plugin
well it's not really a part of the engine
Its always been a plugin
Since iv been using it, it was a pkugin in the gameplay section.
@errant lintel and what about documentation? it's gone?
Plugin*
wut?
They have been updating it over time since 4.10 ish i think?
🤦
Wow this K2 node stuff really hurts my head
The AbilitySystem plugin, that is used for paragon the documentation has vanished off the website, so its worrying as alot of people use the system
@blissful reef Sorry for the trouble. They want to know if the GameplayAbilities docs will ever come back since it's an unsupported feature.
In the chance that @blissful reef is seeking that answer, I'd also like to know if theres any way to obtain a public version of the UnrealDocTool for non-licensee purposes. :p. The fact that the UnrealDocTool exists is public knowledge, so, yolo.
xD the nick spam is great
@polar hawk oooooooooooooh....
I can convert BP to Doxygen, I'd like to parse that with the UnrealDocTool but /shrug
4k screen ?
no ultra wide for work, then 4k too the side, then 244hz to the other side
@maiden swift I don't know if the ability system docs will come back. If it's unsupported, i doubt we'll document it
That's what I've been telling people.
It was already all doc 😦 why would they take it away
it probably wasn't accurate
Can i at least have a copy of the old doc omg, so i dont burn and have to remake all core stuff
lol
id tell blurry doc over not knowing anything 😂
Honestly, I think people are better off building their own ability frameworks.
^
pfist u dont understand fam
Documentation is like food, have an expiration period...
The ability system is a big complicated thing
its like the greatest thing ever
The system is actually pretty good, for the most part
sure, but it's big and complicated
But it's big and complicated and undocumented. Basically a programmers worst nightmare.
It's a 1 on the 1-10 scale of usability.
I'd much rather see the CMC opened up though
CMC?
Character Movement Component
I litrally use the abilitysystem for everything
Even equiping gear to doing a gud ol pewpew
CMC has a bunch of great replication/prediction/savedmove stuff
But extending it / customizing it is much harder than it should be
mm
CMC may become plugin one day!
And then! Documentation also be gone!
gonna mail epic every day begging for copy of the doc
every day il add 1 more sad looking animal too the email
@next badger Don't need to compare everything to GameplayAbilities. It's a very special circumstance. It's the exception, not the rule.
i tried
The lastest capture i could find was 2 years ago
super outdated version
some reason google has not cached it
@maiden swift that was irony, iirc someone on stream told that goal of the ue4 to become modular
Oh...just that? Just look at the code
@next badger That's correct. Sorry I didn't get the irony hahah. 😄
Im personally, not good enough with c++, the doc was really good for when i was working
I wish i would of saved it
😂
There's a snapshot from April 2016 @pallid compass
If I could get the UnrealDocTool for non-licensee purposes I'd just generate that doc for you :p
SEND
no shit sherlock xD
That's probably the best you're going to get aside from community discussion and trial & error.
If you want to finish your game, just assume GameplayAbilities is never going to be supported.
be epic
thats nice project u got there Hal
it be shame if someone.. TOOK UR DOC AND SUPPORT AWAY
they say it was unsupported
but they kept updating it
the plugin that is
Get used to it yo
uses unsupported feature
dives into docs somehow available
get mad when support is pulled
My fav thing about it, it was hyper efficient for replication
The plugin is a relic of internal work they did for Fortnite and Paragon, I believe.
@polar hawk ```We would love to make all of the tools available if possible (and some of them may already be thorugh GitHub), but the customized Doxygen binaries may be an issue with redistribution. We would have to check with our legal department on that one.
answered Jul 31 '14 at 10:22 PM
Jeff Wilson ¦¦ STAFF```
be me
get mad anyway
@polar hawk still checking 😛
dam u epic
Look at them, still using it in paragon and fortnite, and developing it
but there like
not for u scrubs
wait can i update the plugin my self? is that allowed?
yeah
Why wouldn't it be?
legal things
@maiden swift so relic, so it's used in their not yet released game 😛
You probably can't redistribute it
yeah but i could still package right?
idk ask epic legal
cause it's packaged.
I don't care about the doxygen binaries, I can get them myself
and you can fork back to the original.
@polar hawk We use a combination of Doxygen (a customized version to handle UE4's unique features) to generate XML and a completely custom tool (APIDocTool) to parse that into the format our documentation is stored in. Then we have another tool (UnrealDocTool) that publishes all of our documentation to HTML.
pictures of sad animals
Yeah, I don't actually need the Doxygen part of that chain
Its the tools after that that I'm looking for
I think i might just keep the ability system for now, and see where we are at in 6 months, if its gone then its gone and il swap it out for my own system
suggestions anyone ?
they're pixel perfect split.
I just make it if it's not supported.
@polar hawk seems source for UDT was available before...
@polar hawk yep, till 4.15
hm
I shall give it a look
it's a C# btw -_-
is there binaries for this ?
@upbeat fern you could compile one, there's solution file
@upbeat fern not sure if it was bundled with Rocket version
C:\Program Files\Epic Games\UE_4.15\Engine\Source\Programs\UnrealDocTool
awh
unlucky.
wish git was faster for aussies.
*github
on a 100/100 line, downloading at 300kB/s
It appears we deleted it from the depot, and relocated it b/c branches kept using out of date versions so now it's in another root in the depot, and synced from there for doc builds
Dang
xD beautiful
seems VCS is magic even for Epic...
VCS?
@blissful reef version control system
Perforce isn't magic; just a lot of elbow grease.
@blissful reef much more that repo has?
It can definitely seem like magic if you're not an expert, though! lol
the github repo only represents master, and the release streams
@maiden swift i was talking about github
there's a LOT more than that
Ohhh! You're talking about the bot that pushes their Perforce depots to Github and such.
Lots of automation going on there, I'm sure.
yes
All the engine teams work in dev streams off master which are currently not mirrored to github
@blissful reef i wonder how much your .git folder weights...mine like 10Gb iirc
oh, lucky you
Im assuming you guys run an custom version of Perforce?
no.
git just doesn't work with comments properly...
Perforce is love, Perforce is life
truth
@blissful reef was git dictated by distribution model? i.e github?
I look forward to the day when using GitHub to host a game dev project is relatively trivial.
no, git won because git won
Theres enough Perforce support that even I can mimick Epic's Perforce internal -> Github public system
Was using that for a bit
All the other reivision control solutions are dead or dying
Probably the same reasons why Autodesk switched to git.
People like using git.
¯_(ツ)_/¯
so weird...git is just like crap on windows
Git is great on Windows for me.
perforce is holding on only because git doesn't solve large binary files yet or super large repos, which is game companies
The Git for Windows Git GUI is actually really good if you give it a chance
git for windows is basically an emulated port
Tower is an amazing Git GUI, but it's pricey. Worth it if you can afford it.
I use SourceTree
and git integration for VS doesn't properly work with .gitignore
I'm definitely not talking about the GitHub client
That thing is god awful
I used to use SourceTree but every update seems to make it less good
Github Desktop is good (the old one at least).
@blissful reef same here
Tower huh?
Git Kraken is great but requires a Git Kraken account. Meh.
Yeah. Tower is by far the best git GUI I've used.
It's also the most expensive.
Tower could not show remote branches iirc
$79 for a license.
Atom has Git integrated now, which is a nice lightweight option.
And if you're using Git on windows, most likely you already have the client installed
:p
@polar hawk It's a good free option in a pinch, but I don't think I'd call it a great client. 😛
At least it's relatively simple. Can't say the same for P4V.
Tower looks like SourceTree
@maiden swift could tower search through comments on all branches? and show them like that?
i mean, they're all gana be kinda similar
Black on dark blue background, quality ui decisions
lol
This man will shrug all night long.
who was working on this and went, you know what was the penacle of colors? windows 95 color palette
@polar hawk oh, i remember this app...you could not change the background for some of the windows for some reason...i wanted to make it white on black
I'd rather use the command line than the built-in git GUI.
@maiden swift *gitk
Is that what it's called?
The same people who made Total Commander
@maiden swift the Allar's one, yep, it's not built in...just bundled with
That's what I meant. It comes with git.
@maiden swift well, iirc it's an app from a different dev even
I can do custom engine migrations hella fast with Total Commander
Looks like its 1995
¯_(ツ)_/¯
@maiden swift wanna host all ue4 there? =)))
It may not be the robust beast that Perforce is, but git is more appealing to most developers so they're going to be willing to put up with the shortcomings.
And at this rate, with the popularity of git and huge effort pouring into Git LFS, it will be robust for game dev in a few years time.
Autodesk recently switched from Perforce to Git. What a hell of a case study that was.
Someone did a talk on that, why they did it, how they did it, etc.
Great stuff.
it's awesome atm, get some nice large projects goin' on
a couple rooms + some 3d scans (not big either)
Git also has a far better ecosystem, hands down.
git is like...stash, fetch, pick, rebase -i HEAD ...oh, you screwed the repo...
There's nowhere you can go to get the Github/Gitlab/Bitbucket experience with Perforce, unless you're working in enterprise.
Hah, man I've fucked over many a git repo
Its really hard to cause damage to a perforce repo
You can damage a changelist
@polar hawk i guess i've f*ked ue4 master several times in a row until mastered stash =))
perforce could have won if they were quicker on a business model pivot before github got traction
Agreed @blissful reef.
Perforce just needs to be not retarded with their licensing
if they had free software at all..
I've been in contact with them several times and they refuse to support small developers beyond the 5 free user thing. That's good enough in their eyes.
They were experimenting with a hosted service for a while, but they canned it last I heard.
If Perforce had not-EA not-Epic not-Microsoft pricing, I'll single handedly increase market share
The beta was rough, but it was promising at least.
Was the easiest way to set up a depot by far.
Pricing is a big one.
Free for 5 users + you're on your own + good luck reading mountains of obtuse documentation.
aha, server setup's not the best either.
btw in win10 you have native BASH! native GIT! yay!
I'd run a god damn unreal hosting platform if Perforce licensing wasn't retarded
it's not just that, 5 users would be fine, but, the fact is you need cloud hosting like github for peoples personal projects
^
That level of accessibility is a big part of why git blew up.
Github democratized version control like no one before them.
Here's that Autodesk talk about migrating the whole company from Perforce to Git: https://youtu.be/QNixDNtwYJ0
Autodesk is moving hundreds of Perforce repositories to GitHub. Lars Schneider will present the process by which these repositories were moved, what problems...
Really interesting talk.
So, could be ue4 be integrated with git? for binaries? and not to have repo like 1Pb ?
Github made a great plugin for Unity recently.
ue4 has a git plugin
ue4's had a git plugin forever.
I believe Sebastian - the developer of the UE4 git plugin - is working on upgrading it to match.
He seems pretty excited about it.
He's only one person, of course.
arnt we all
together, we're more
This convo reminds me of a card on the old UE4 roadmap about creating a new mergeable file format for uassets.
Was discussed on 4.17 preview
still working on that
Oh really? If that takes off, that's the kind of thing it will take to make UE4 projects more trivial to host on services like Github.
nah need LFS
Well of course.
What I mean is when it comes to plain text code, there's a UX you get on Github that you can't get with binary files (besides PSDs).
Well, i just imagine, if ue4 source that has...what, 200mb source code, has a repo like 10-20Gb...what would happen if binaries will be added?
Inline diffing, things being nicely embedded in issue discussions, etc.
it's not just binaries
Inline diffing a blueprint sounds really bad
it's every revision of every binary
in hundreds of branches
100s of gbs of art per game
Yeah you're talking about huge repos.
I'd bet our perforce server is well over 10TB
I can wreck a git server with just project binaries alone
@polar hawk You're right. That kind of thing makes more sense built in to the engine interface, like the current blueprint differ we have.
That sort of experience would make more sense as part of the git plugin.
There is a bp diff tool in the engine
That's what I said.
At least that's what I was trying to say. lol
Obviously that didn't come across.
Its not a part of Git/P4 I believe
Theres an abstraction layer I think for all source control stuff
Which I believe would mean that something like ueblueprints.com
Could offer a differ using pre-existing logic
That would be rad.
BlueprintUE.com has potential.
Really cool site.
If it was as good as Codepen is for web development... Mmmm.
imo Epic should made a wrapper for embedding the bp's from this site to the forums
Would be amazing if we could drop blueprint graphs here on Discord sort of like Sketchfab models.
sigh, i proposed it and had a functional prototype i showed on a stream back in like 4.3 days
That website's renderer is not ready for that yet
I remember that @blissful reef. Was an Epic Friday thing right? Or a weekender even?
yeah epic friday
Seemed really cool to me, even for a prototype.
What happened to it?
it's hard pushing a side project as a real thing
That sucks
@blissful reef cause, If you do work well, you just getting more work? 😃
I might try to do graph embedding with my bp -> doxygen tool, but iunno
issues.unrealengine.com took many months of my time getting various approvals, working out all details, checking all the boxes
^Thankful for it, too. I love the issue tracker.
Issue tracker's best use: slapping QA staff on AH
we use jira internally
@blissful reef is it good? jira i mean?
Jira is love, Jira is life
yeah jira is great, there's a lota shit issue trackers in the world
You use it to?
I use it at most places I consult
Hell I've set it up at most places I consult
I am accidentally a build pipeline engineer
best plan for retirement
is so boring
exactly
Getting paid is hard.
it's the most unloved job in programming, i think you could write your own paycheck if you came to a place and was A) good and B) wanted to be the best build engineer
I've almost automated my build pipeline work
So I can just show up and run a batch script given a server
And sit in a chair for a few hours
heh
I don't strive to do 100+ man pipelines
Upper limit is around 50 before I say go hire someone
Build pipelines can get crazy
mmhmm
The biggest issue I've always ran into is when IT is like 'yeah, this whole branch is banned from contacting this whole branch on the network, but you're gonna need to work around that'
Because LA houses have ridiculous IT
There are giant vfx houses that have to copy paste data onto portable hard drives to move the data from one room to another
Due to security compliance
Aye
@polar hawk have they heard of usb-usb cabling? iirc Corning made those
Certain machines need to be airgapped
Especially with film
Film production houses will go out of their way to get point to point ethernet wiring from their studio to another studio, creating a private wan
@polar hawk isn't VPN was made for?
oh...US, right...
Point to points are usually gigabits
yeah, you could get a gigabit optics here if you need one
Aye, I need to leave this city
LA is fantastic if you go to clubs every night and love drugs
The food is great but its not worth it
i wish i could get to e3 once
I prefer GDC. ❤
^
Dont move to Australia. We have shit internet
or GDC, whatever...
That's cause the packets flow counter clockwise in Australia
:o
Yep
I don't blame no one wanting to run a cable from one part of Australia to another
Haha
always though australia is like...east coast
The other half is basically just an big mine
miners need fibers too?
They have enough money for it.
oh... those miners? http://cdn.wccftech.com/wp-content/uploads/2014/06/Monster-Heater-Miner-mod.jpg
Iron ore miners lol
time to go play some dead cells
Have fun!
Dont hurt yourself
o/
@polar hawk Melbourne > Sydney
You must live in Melbourne
Nope haha
Wagga Wagga
I lived there for 5 weeks
Wagga Wagga (/ˈwɒɡəˈwɒɡə/[3] WOG-ə WOG-ə; informally called Wagga)
Damn.
Still can't package without SteamVR plugin in 4.17 p2. 😦
I'm pretty interested in what will be possible with the editor scripting API.
There's even source control nodes.
Yeah im keen for it to
@polar hawk "E3 is better at home" : Yup perfect with pizza, homescreen and live commenting with friends on a sofa 😄
Windows:
CMake might be a dangerous program
That is compelling
@plush yew like, example, why should we bother?
@polar hawk could You clarify, Nick told that they've moved some sourced to new root...but, i could not find the UDT, is it gone from the repo?
@polar hawk i just don't get why Epic does this stuff sometimes...
To be fair, its not like the public needs that tool
@polar hawk agree...very specific...
@next badger because
@plush yew very persuasive
@next badger what you mean
@plush yew persuasive - good at persuading someone to do or believe something through reasoning or the use of temptation
ok thank you @next badger
Tylor what kind of game?
@polar hawk btw, You're not streaming today? Busy?
mhm
@polar hawk we already have
but i don't mind :allar: too
Is there an easy/good way to extract a beard on photoshop
Like an automatic 'extract my face from the background including my hair'
@polar hawk yep...lemme see how the tool is called
There used to be a tool called Extract
@polar hawk so...found...Pick a quick selection tool, select rough border, then press Select and Mask button ont the options toolbar
@polar hawk the windows similar to "extract" will pop up
Thats what I'm using now, its a god damn pain in the ass
Good enough


woah
beard template
@polar hawk some lines still there, but, i was just lazy 😛
@polar hawk well, that tool working fine...you just need to figure out how =)))
@polar hawk
@polar hawk cleaned up slightly
oh...it's #ue4-general
Ewww
Michael Alexander.
^^
Alexander Allar. 😮
lmaowat
Whoa! what's happening here? lol
Without his beard he kind of looks like a Borderlands character.
Wait a second. Why am I not yelling at you guys? This is #ue4-general. Damn it... -_-
All I wanted was to extract my face + beard from the background
Photoshop is important
@polar hawk oh...ok
Real beards are better though. Mine is getting a bit longish..
I just trimmed my beard yesterday
Please welcome @plush yew to the community! :beers:
jss, Epic has 2 variables for camera speed
Please welcome @pale hazel to the community! :beers:
Dunno who got that idea but it's horrible. If 2nd varible changed by accident you could fly like a jet or crawl like a turtle, there's no indication of it.
Hello people ! How are you all doing!
Anybody knows about the Open Cv integration with unreal engine
i need some guidance on that
Please welcome @stoic rover to the community! :beers:
@stable arrow there's wiki article...that's all i know
@next badger i have red that article but i am still getting errors in my visual studio file
@stable arrow no wonder, it's old...
yeah!
Please welcome @pearl torrent to the community! :beers:
when building my project, ue4 seems to cook all the stuff i have in my project, rather than only the things that i actually use. is that normal? can you avoid that? how do you deal with that? always delete everything your not using?
wazarp
anyone has any experience with integrating wwise plugin with UE4.14
?
having trouble when i build for android
oh i just saw that channel!
Thank you! 😃
Please welcome @undone marsh to the community! :beers:
So I've created my level in the wrong project
How can I import them to the other project ( Getting errors alll the time) missing Spline nodes etc. what default folder within the content folder are they saved in ?
No script section? I need help xD
Can i do 2 script on the same Blueprint? Cause mine wont :/
There is a #blueprint and a #cpp channel
Please welcome @leaden elk to the community! :beers:
There is no "scripting" in UE @short onyx
Please welcome @keen egret to the community! :beers:
Please welcome @robust compass to the community! :beers:
Please welcome @plush yew to the community! :beers:
hey guys, i need help with project packaging because i have two problems atm
- localization doesnt load in a packaged project but works in pie or standalone, do i need to include the localization folders somehow into the code or something like that?
- id like to seperate my levels into pak files for each level (persistent with sublevels) so when uploading new versions i only upload the changed level not the entire maps folder, how would i do that. At the moment all the maps are ina file together
thanks
hi, it could be nice if we had a channel for archviz
Not really, archviz is just an application of tech. Peope here do archviz and will talk in all channels
I know, but since it has it's own sub-forum in the forums I thought about that
@red pewter @cloud cobalt I kinda agree on this, archviz is a bit different than the classic video game workflow
@languid shard Well i'll believe you, but basically I'm not sure if you have many questions that someone not doing archviz would answer ?
I mean i'm not doing it, I know you are, I can probably still help on lots of stuff and I just wouldn't read an archviz channel
true
VR or mobile for example are applications where you have a lot of topics that only people there can help with
(so I just don't read those either since I have zero knowledge or interest about it)
But well, I'm not moderating this place 😉
So, i've been focussing on learning UE4 C++ recently without even really touching blueprints. So, this morning i started a blueprint game to see if blueprints are any good. My conclusion is that THEY ARE SO EPIC. Like i've made a basic (and bad) game in only 3 hours. So good 😄
^
I still like the C++ side of it though. Because it's a challenge and i'm finding it allows for much more functionality. No idea how to link the 2 yet but i will try one day.
Usual advice : C++ is best for low-level mechanisms that are complex, need long-term work, Blueprints are great for gameplay, unique elements, level scripting, etc
@cloud cobalt what do you mean by low-level mechanisms? do you have any examples?
you can do most of the things in c++ with UE4 just fine
if you go that route, you at least don't face BP corruption or inability to refactor your code quickly
<- not a fan of BPs 😄
custom physics engine is an example of C++ use
@shadow geyser For example if you're doing a MOBA, you can work on matchmaking, ability system, animation support, etc in C++
And do the abilities, characters, with Blueprint
there's really no reason why you couldn't do abilities etc in c++ with same or less effort
if you know c++ already
Simply put, the closer logically you are to the player, to the stuff on the screen, the more likely Blueprint is better
@cursive dirge Sure, you can always do it in C++
of course, a lot of these things come down to your own preferences
Blueprint is just faster to iterate
it was a small suggestion but you're correct @cloud cobalt (regarding the archviz) channel
it feels like Archviz with UE4 is such a niche already 🤔
yeah, they are, when you don't have a) math b) loops c) need to clean them up d) refactor your logic e) worry about your BPs getting corrupted all the time
i'm going crazy with splotches 😄
and if i read correctly, i can convert my bp's to C++ ???
I just prefer the stability and not having to worry about things getting broken in the background (where you have zero control over it)
right I'm gonna eat, brb
@shadow geyser you can automatically "nativize BPs" into c++ at packaging time
thank you @languid shard , will do that later today, bon appetit ^^
@cursive dirge You don't need to convince me btw, I'm using 99% Blueprints. Just pointing out that, like, doing logic for one unique character is exactly what Blueprint does best
@languid shard Same 😄
@shadow geyser but you'll not get human readable c++ from it, nor is that code shown to you at any point unless you search for it
ahhhhhh
ok.
Thx for the info 😄
can i convert my project to a C++ & BP project or is it stuck with bp's?
if you have BP project, it's super easy to turn it into c++ project
just add any c++ file to it via editor and it creates a visual studio solution for you (if in windows)
or, just put cpp files into source -folder and right click on your uproject, select create project files
and that's it
it'll not convert your code into c++ itself
but that allows you to add c++ code yourself to it
and i can use blueprints the same as before?
you can mix them always
woot
yeah
blueprints are inherited from c++ classes anyway at some point
they all are
most of the blueprints you make, have direct c++ parent
same with components
so, you can use c++ classes in your game if you prefer or inherit your own c++ classes into blueprints and use them instead, or create blueprints from the existing engine classes (like the default Actor, Pawn etc)
same logic applies to everything, like you can have blueprint gamemode in c++ project if you like
"c++ project" is kinda misleading IMO but it mainly tells there's SOME code that needs to be compiled and it's not all blueprints
there are some issues though, like if you do custom c++ classes and then inherit blueprints from them, this works but if you then go and refactor your parent c++ class, you always risk corrupting the BP that inherited it
you can do some changes without risking it but it's something you have to learn the hard way if you go that route
Can you inherit c++ from blueprints?
Please welcome @urban sinew to the community! :beers:
@shadow geyser nah
you can inhert BPs from c++ or from BP, but not the other way around
Ahhh k.
if you need your BP to pass data into c++ side, you just create a function for it from c++ or do some other mechanism
Just gonna run something past you. Can I have a bp that inherits from an actor that I can then inherit for other bps? I ask because there are some functions I need but don't want to have to recreate