#ue4-general
1 messages ยท Page 87 of 1
yeah, but I mentioned how you can solve these things in the future
I already changed it, and still getting pointer error.
show me
usually there is no docs for these changes when new version gets out
As for that, spot what's changed? I've not used 4.4
that should work
I'm following a book's examples. I'll try out the documentation in a little bit, right now I want to figure out how this is wrong so I can learn to better it.
what's the error?
Error GoldenEgg.generated.cpp.obj : error LNK2001: unresolved external symbol "public: __cdecl AAvatar::AAvatar(class FObjectInitializer const &)" (??0AAvatar@@QEAA@AEBVFObjectInitializer@@@Z)
You're using the wrong constructor
Oh, what?
that's not related to the input
no its not
you are looking at the wrong place
but that's ok
First time doing this outside of BP.. I'm grateful for any help.. ^_^;
because I betcha if he fixes the constructor the input thing goes away
@buoyant echo You shoudl do the starter written tutorials then
Because an unresolved external has nothing to do with his InputComponent
always fix the first reported error first
Not the book that super old
RiP me. I'm dumb as rock
@fossil ore Nah
Well, I'm getting the same error twice, @cursive dirge
I was trying to walk Jackie along w/ that
You're full of air
xD
But yeah apparently I'm just dumb or w/e today
@buoyant echo I would start off with the official docs which are updated
@buoyant echo doesn't matter what you get after first error, they can often be related due to ue4 macros spamming that stuff
Then dive into the book
fix the ctor
.<
then wonder about the rest
Should I just straight up delete the actor and then redo it?
I have made a very quick model in Blender, I placed light there and when I bake lighting... there is no light in that room @safe rose
(And it's cpp file)
No
@buoyant echo can you show your constructor declaration from the header
oh oh
@buoyant echo oh wait, you pasted the full header already
How do i limit the size of a umg icon?
You can't model in UE4 @plush yew
i know
but in blender
can you import it?
becuze assets are really expensive for me
Yes, There is a plugin for Blender to make the Models FBX
Then only you can import those Models to UE4
https://www.youtube.com/watch?v=f4JO7vb2Lf0
@plush yew
In this Blender and UE4 tutorial I show how to export low poly models form Blender as FBX and then import them into Unreal Engine 4 (UE4). For the export fro...
thank you man ๐
Yeah, so that is my first Tutorial ever so i hope you are not gonna kill me or somethin' Next Tutorials should be better (Sorry for English i am from Poland)...
This is much more simple
No worries ๐
hey guys, is it possible to create an own template map, which will be displayed in the new levels window? if yes is there any documentation about it?
How come some assets can be selected as references while others can't? Actor reference has no options, but a data asset ref has. Are Data Assets singletons?
Or does that create a new instance?
I'm guessing that it's just selecting a class and creating a new instance of it, with the EditInlineNew property. https://docs.unrealengine.com/latest/INT/Programming/UnrealArchitecture/Reference/Classes/Specifiers/EditInlineNew/
That would be the reason, yep
Actors must be spawned at runtime, you can't just have one exist on the object like that
Please welcome @tepid surge to the community! :beers:
thanks ๐
Please welcome @violet crane to the community! :beers:
jeez is it normal that unreal editor crashes every couple mins? or is it just cos of all the random dumb things I'm attempting while learning?
i imported all the free material into one project about a year ago. this was a big mistake
i couldnt load the editor haha
Nothing against you haha, but I'm going to venture towards the latter @pallid solstice
You do get some pretty random crashes every now and then, but the editor isn't super forgiving in making mistakes, especially in C++
I wouldn't be surprised I have a habit of just trying a bunch of random ideas to see what sticks. lots of fun but lots of crashing.
@fierce tulip Ty for retweeting my UE4 meme
I dont even know how I havent followed you on twitter yet
me being an annoying asshat perhaps? :p
Thats pretty much twitter in general
true
Do people here use Keymailer ?
i heard good things about keymailer. @cloud cobalt
Is that something like dodistribute?
they focus on getting keys into the hands of content creators yeah.
ive heard great things about this one
keymailer was very meh
lots of people just putting the keys straight on g2a
so you need to curate that shit, lots of people that are just worthless scammers on keymailer
KM just started spamming me because the game is on Steam, but i'm being very suspicious of services like that
keymailer works
^ for the reason outlined by @frank escarp
but they want you to "subscribe" to their better services
are content creators the ones who create content or the ones who make videos about content others have created?
free mode is very limited
i want to try the woovit one
got it recomended from someone
Okay
Please welcome @plush yew to the community! :beers:
i dunno how KM defines that. probably the latter ๐ @ashen brook
does anyone know how foliage is batched? there is nothing that shows which are in which batch. it's such a mystery ๐
so all of a sudden I have this bug where all the components of an actor stop being hidden in game. I have a weapon and suddenly I see all the arrows and stuff visible in game. I never change hiddenInGame on any of those so I don't know what to do. Any ideas what might cause such issues?
Please welcome @main topaz to the community! :beers:
4.16
hmm can't replicate ๐ค
I changed a input of a function to a float fter I spawned the int
you can usually replicate it by hooking up some vars, then changing their type afterwards
^
it breaks the link on my end
only works with the basic types
any of y'all just ADORE AND LOVE editor extensions with slate
Does anyone understand foliage batching? I place 3 trees with foliage tool and their LODs all update independent of each other. I place 3 stumps with foliage tool and their LODs are all updating at the same time. I can't figure out why it's different between these two meshes ๐ค
not much foliage knowledge around it seems
i'm trying to make a material that looks like a grid, by tiling an image of a single grid tile. I'd expect to see options in the details panel to set the number of repeats for my material, but i cant find them. how is this normally done?
grid will be variable size so i want to be able to alter the number of repeats without affecting the base asset
hey this is the standard manniquen using the start anim set is the arms not being attached normal if not how can i fix it
anyone got any advise on learning to make icons / reticles and stuff?
Photoshop is feeling super fucking crap for crying to buildany sort of symmetry
inkscape
Whats the licencing on it
full free distribution of content made in it? no commerical issues?
yes it's completely FREE
dam son
this is nice
Anyone got any advice for fixing jaggered edges? its UI material with a 512x512 image i made, vector to PNG
wth
It's reasonably smooth. Not 100% sure, but the main issue with that texture is it's resolution. You can't "anti-alias"/make it less jaggered if you aren't storing the pixels telling it how to do it
Anyone got any clues why my alpha channel is scattered af?
ahh gotcha
makes sense
Nope, but that looks really wierd ๐ค
There may be a technique to avoid this issue, but I'm not sure about that ๐ฆ I'm not an artist lol
just checked in photoshop
its ue4 thats doing that
oh wait wth
no alpha channel in photoshop but there is transparancy
hmm
god dam cant believe im going to have to convert using photoshop to tga
-.-
set texture group to ui
@pallid compass super easy
tried both
just use distance fields for that
that way you get to control the alpha amount on the edge
ue4 does not like png rn
this generates the DF texture for you: https://www.unrealengine.com/marketplace/svg-importer-plugin
(needs to be a SVG source)
hmm i might pick it up ;o
i dont like relying on plugins though for this type of stuff
do note that distance field itself it just single color, but you could apply the gradient with material itself
plugin is only for importing/generating the texture, once the texture is done, it's like any other texture in the engine
yeah im aware, but if for some reason support gets cut or w/e it fucks your work flow up
yeah, I guess
although usually code plugins are fairly straight forward to upgrade
sometimes it's little more work if the API changes a lot but even then, it's mostly same changes for all plugins, not usually something that's specific to the plugin itself
I've upgraded substance plugin few times myself when allegorithmic hasn't released their version yet (or I've been on master/custom branch)
ahh fair enough u make a good point man
you'd need to understand some c++ stuff though for that
that's basically just a converter, it's just more handy when it's in the editor so you don't have to run that stuff manually
plus there isn't really any as quick free DF converter around
I actually convinced that dev to add support for DFs before he released that
oh nice haha
the tool I was using before, was pretty tedious to use
i guess u could do this
and colour mask the file
if u want to colour / gradiant
or anything
I had to convert SVGs first into TTF fonts, then font into distance field ๐
colour id*
yeah
you get gradient directly from UV
just need to multiply that by color or use lerp for the start and end color
it's super cheap in the end
same with the distance field math needed for the shaders, it's not complex at all
true true
for single channel DF, simplest thing can be just single IF node, if you need alpha you need little more, for multichannel DF you need to get the median but that's only few math operations as well (there's example for that)
pretty nice way to do things
you can use those DF's to make sharp masks for everything really
you are not bound by the texture resolution at all
sounds like really clean UI's
jesus thats jaggy af
and you can omit mips from that so that shape is actually 16 Kb total
jaggy?
there's no alpha in the borders in that, it's just simple if node there as I wanted sharp mask
wonder if I still have that project around
woah thats fucking neat
i think it was Valve the first to do this kind of thing
they used distance fields for the text on some billboards
yeah, they used that in TF2
that's where the orignal paper about this is too
they did offer a possibility of making it multichannel, but didnt use it
id love too see how they made the paragon UI, its clean AF
same tech is actually used in UE4's fonts
yup
they are single channel DFs
nvm found it lmao
Making of Paragon in Unreal Engine 4. Hear from Epic's Martin Mittring and Benn Gallagher on major features shipping in Paragon for PS4 and PC. Making of Paragon, Making of Paragon in Unreal Engine 4, Building Paragon in Unreal Engine 4, Making of Paragon Video Game, Unreal Engine, Epic Games, UE4, UDK, Unreal, paragon, moba, video games, game development, Paragon game development, Unreal Engine 4 Game Development, GDC 2016,
i love how they used 2d widgets for the health bars
that's curious
because I got impression Nick Darnell didn't know about DF use in UE4 UI's when I asked him about it
includes some ps4 stuff, fuking neat
just found it by accident that you can do that alpha thing on UMG to soften things out
im already getting mad gains in my ps4 game due to the paragon optimizations
thats why ue4 is reaaaaally fast on ps4
go epic gooo
ah, yeah, the fast path on animation
man i really need to go learn all about the Dbuffer, and BasePass etc
it has no choice
we all just praying for stable dx12
@cursive dirge You got any experiance with creating UMG's with boarder widget?
boarder?
I don't really know what you mean by that
have u used it before?
if there's a thing called border widget then probably not
Border is 9 slicer
someone put up something called
oh, so it just combines 9 images
@safe rose why is there 9th?
Border/9Slice is something from UI Design
omfg sobbin
Where if you scale. The borders do not stretch
you get same images in the corners and stretch only the middle parts
So the corners don't look stupid
Aye, tiling is a Better way to say it
look up SCUE4 anti cheat on the market place 10/10
well, I'd not trust user reviews
its just kinda funny thats all haha
people do pretty stupid things sometimes ๐
sometimes there's some truth to them but you shouldn't trust them blindly
just looking too see if anything work buying while the sale is on
there used to be some free anticheat toolkit
ah
that was it
well, 100% off is a good deal
alot the plugins i see rright now are just like no, its stuff u can already do in engine
like "dialogue plugin"
really?
auto save plugin
there isn't really a plug'n'play dialogue thing in ue4
you've also always had option to save
yeah but that's not why these things exist
Six DOF movement
they exist because people want everything done ready for them
(I don't agree it's a good route)
well imo
u wann make a game right
u cant buy stuff like that
If you dont understand how it works
How u gonna fix issues
yeah, there are both sides to it
I'm kinda guy who has very little trust in marketplace blueprintcoders skills
well, have you seen THEIR blueprints? ๐ ๐
&allah, sion, lethal & kris :p
like, check some RyanB's stuff
like, man's a wizard but I wouldn't want to touch his blueprints
to be fair, the messy parts are the tech demos and things he has just prototyped with
i mean for example
if u had something like the vehicle movement comp plugin
if it was like ยฃ5
id buy it
too see how they handle it
and learn from it
but not ยฃ30
just an example
as that thing can handle like 8 wheels or something i think
well, those tend to be a lot more actually
ยฃ5 is not really enough when you compare what else you get with that price
at least, if you do it properly, it's easily 6 months of research for that
but im talking if u just wanted to learn
then we have some sellers in marketplace that think they should get $100 for the asset because they spend 10 hours learning how to do it (and finished in the same total time)
lmao
i know what u mean
but its issue with people buying
there is like 4 json plugins
and varest is by far the best
in general, proper code assets are way underpriced if you consider the amount of work they require
and people have bought the other ones like what
yeah, people buy cheap stuff
and it shows when you look at steam greenlights finest ๐
omg haha yeah
omg there is ik foot systems for sale on the market place
menu systems wth
This is the first time iv browsed it properly in like a year
you can sell pretty much everything there
always worth doing few google searches before
there's usually some free tutorial for the exact same thing
like mentioned, you can sell everything
thats amazing haha
Some people just don't want to do the work ๐
o_O
as color grading should be based on the actual scene you have, not for some prebuilt tints you slap into it
i suck with colour grading
wth theres a neural network lmao
That reminds me just seen a energy shield thingy
I need to find out how you can create ripples on energy shields
That's one thing I've been thinking about.
Please welcome @solemn path to the community! :beers:
i assume its on hit
get space
then do something with transparancy
on the shield uvs
Please welcome @astral compass to the community! :beers:
Please welcome @verbal prairie to the community! :beers:
Please welcome @thorn sky to the community! :beers:
Please welcome @frank glen to the community! :beers:
so it turns out having a UMG widget as a cursor with slow rotation
is sapping 50 fps from me
How many milliseconds ?
FPS values are useless without context - going from 350fps to 300 means nothing
erm il check now
That's why all profiling data is in ms
plummted from 120 ish to 50?
In editor, or in standalone ? Editor is really harsh on Slate/UMG
editor seperate instance
never had this much of a hard hit before
il check stand alone
That's still editor, try toggling thisin standalone, and measure the ms difference in "stat unit"
alright
The reason milliseconds are a better measure is, if you target 60fps you have a 16.7ms, and losing for example 1.7ms is always 10% of the budget, no matter how low or high the framerate
By contrast, you can't say "I lost 50fps" or "I gained 30fps" because that value depends on itself
gotcha
the fuck
140 fps now?
okay wth
its not making any difference now
that was weird
In editor it might depend on whether the widget was saved or shitty stuff like that
What I have to do is get into UMG some day, still haven't really tried actual work with it
Please welcome @craggy magnet to the community! :beers:
the idea of super low cost world space GUI sounds really nice too me
2d meshs used for floating hp bars
I doubt UMG has a high cost overhead onto Slate tbh - It's really Slate with Blueprints, and BP hasn't that much of a perf cost
Nick ? ๐
Yeah he's great
and i was asking how i could optimise like
up too 100 umg widgets on screen
being floating bars
response was pretty much
its gonna be super expensive
You made that?
Yeah it's one of the menus in our game, progress bars everywhere ๐
yeah progress bars are fine but
100 ish progress bars in widget components
in world space
is a no
Probably
yeah well
its 2 progress bars as well
so 200 bars
๐
so im looking towards slate
I guess you're doing health/ability bars on a MOBA or something like that
Just health and shields
@cloud cobalt sexy ass
Thanks
oops
just crashed my editor
tried using frens node inside a UI material
did not go well
is anyone
working on a project now
Please welcome @sinful wave to the community! :beers:
Please welcome @swift hull to the community! :beers:
Hi, sorry to ask here but something just happened and it glitched out my lightning
empty log
After rebuilding
nvm
changed all the lights from stationary to static and room lighted up again, that shouldn't happen though
nvm again
builded again and it redid the glitch
i think i saw something with shadowmap earlier?
somehow i fixed it
by setting even more things to static
but now the chair is glitched
whaddaya mean
what do you mean with a project, like a fully fledged project or just something to do in spare time
fully fledged
project
i wana work with someone on the project
on unreal engine
the 4
I'm just doing something in spare time to learn so i don't think that qualifies
I don't think you'll get much out of it, i'm pretty new
oh ok
Not an offer to bring you on to anything, but you should indicate your role and if you want to try taking it on yourself or if you want a mentor
And you should do some solo work while you seek a project, I think.
Agreed with @worn granite
Oh, also. If you put more effort in showing your current skills, you'll probably get more/better offers
Or sometimes too many
its a nice problem to have
I really wish there was another free modeling program. Blender doesn't work with me and 3DS Max is like no for an Indie
Free
Always comes at a price
Scrunge some money
Get MayaLT or MODO Indie
Be happy
I mean a ton of people love Blender more than 3DS Max
The workflow is just too messy for me
3DS Max is beautiful and works great. Autodesk just refuses to make an indie license
man so many issues with maya
and max
if u dont 100% know ur work flow
u can fuck so much stuff up
its unreal
Prime example, if i change lambert's in maya, via RBG 1 scale, the first one changes fine, if i decide to change a second one using RBG1 scale
it changes both of them
so stupid man its unreal
As opposed to Blender where you have to know how to do 100% of everything because there's no way to figure it out as you go.
wat
imo blender is 1000% more friendly than max and maya
maya is the nicest imo, then blender than max
Hey, I wanna try make procedural terrain in UE4. Using noise maps on a terrain isn't working out for me as I want to be able to do more, like caves, so I'm thinking voxel terrain is my best option. Anyone know any good startingpoints (or tutorials)?
Like I said, it's personal preference. 3DS Max just works naturally to me while Blender is totally crazy
did u grow up on max?
FYI Autodesk owns both Maya and Max
i know
No, I learned both at the same time
there both crappy products for price
I grew up on max and shifted to maya after a taste of it
They used to be the only products, price or no.
Maya is still expensive. And Maya LT to my knowledge does not include valid animation tools
misses is calling
Good luck
Ok looking at some of the Maya LT vs Maya features makes me mad. It's clear they purposely took out content from LT. Things like PSD file support, why would you not allow that
Silo looks intriguing.
To anyone who uses mixamo:
Times are a-changinโ at Mixamo. Here is what you need to know: On August 22, 2017 Mixamo is sunsetting features that are not part of the core workflow The core workflow will stay the same Download your assets now! Afterโฆ
August 22'nd
Thanks Jackie. I have a lot of characters on Mixamo
Not a problem~
what channel is good for asking about replication stuffs?
Multiplayer
Ah, didn't saw it at first. Thanks for pointing it out!
Please welcome @modest rapids to the community! :beers:
I'm having an issue i haven't run into before. Mirroring with scale -1 in unreal always worked for me in the past, no inverted normals. this hand works correctly when I do it in the editor: http://i.imgur.com/VS0U3kR.jpg
but when I add it to the motion controller BP (which is later mirrored on construction to make left and right hands) I get inverted normals on the flipped copy
It's a little hard to tell in this screenshot but that hand isn't upside down. The normals are inverted: http://i.imgur.com/orTnXAm.jpg
what was the command to snap an actor to the axis constraints again? Control alt end?
Tangential, but woop woop! https://blogs.msdn.microsoft.com/directx/2017/07/21/gpus-in-the-task-manager/
The below posting is from Steve Pronovost, our lead engineer responsible for the GPU scheduler and memory manager. GPUs in the Task Manager We're excited to introduce support for GPU performance data in the Task Manager. This is one of the features you have often requested, and we listened. The GPU is finally making its...
Task manager in Windows will now show GPU stats.
^It only took all these versions of windows
Fair. But I'm still glad to hear the news!
Anyone have a good ak 47 gun model?
Yeah, launcher is a glorified browser.
I hate that kind of software design choice, but I get it - easier to have one unified UI and backend for the marketplace since it's got to be both web accessible and desktop accessible.
Slack, too, has a glorified web browser for a native client.
Thing is, its mostly not a unified UI xD
But that aside
Is Fortnite down? :o
Figured I'd hop in and I either don't have the founder early access or I do and something is wrong, but I can't get clarification on either
there's 19k people watching fortnite on twitch so it doesn't seem so
Aye, reddit/twitter has people yelling about how servers are down
And they can't log in
But my launch button is grey'd out completely :o
I assume that means I don't have the founder's version
But if I click pre-order, it takes me to Launch
that may be it
ยฏ_(ใ)_/ยฏ
Now I've never paid money for Fortnite, I've never pre-ordered
I beta'd long, long, long ago
People say that those who beta'd have the founders pack
Which makes sense because the pre-order does nothing for me
I'm so confused
maybe they just don't want you to play specifically?
That is fair
hahaha
Fornite pages say join us on Discord, Twitch, Reddit
Twitch and Reddit have links
Discord does not
<_<
#tooesclusive
Fortnite -> Discord channel -> Send a support ticket
I will figure this out <_<
Ahahaha are you fucking kidding me
Fortnite support -> If youโre interested in playing Fortnite, you can purchase a Founderโs Pack
I thought thats what I was doing by clicking the pre-order button
I swear
๐คท I just work there (but remotely as not an employee)
Aye
I can say that internal peeps are aware of the PLANET CRUSHING LOAD happening right now.
And that the load may or may not have literally destroyed things.
Trust me, internal peeps already sent the "WTF I can't log in" e-mails before anyone else got to. ๐
As for Discord links or whatever, I dunno. Uh... I could probably ping someone?
I found a discord link through the reddit
So thats fine I suppose
Guess I'll just go back to coding xD
Can't play because didn't pre-order
Can't pre-order because I own it
ยฏ_(ใ)_/ยฏ
Weird...
Please welcome @serene ibex to the community! :beers:
Please welcome @serene bluff to the community! :beers:
Hi all! Glad to be here ๐
o/
anyone know how to change the opacity of a sprite?
morning
150? ๐
that's limited edition
it does come with 2 giftable starter editions ๐
but yeah, bare bones version is โฌ39.99 but looking at all the things they left out, that's probably not enjoyable to play against those other boosted players
they have โฌ60 and โฌ90 tiers too
lots of exclusivity here on include lists :p
if they are going to cripple the cheapest tier, why didn't they just make it f2p anyway
(I know, servers cost)
I miss the days where any copy of a game was the full edition and you had to play it trough to unlock stuff
In my theory, horrible grinding is invented to make shortcut by payment more attractive
nothing bad making game grindy
but they usually forget to make the grinding fun
actual fun is hidden behind those late game OP equipment or skills
"Skip this boss fight for just $5!"
I will be playing most of the night though, /shrug
allthou, even worse than paying to skip bossfights
game launchers that spy on your computer
I really wanted to try this new game Gigantic
I got the launcher in, 2 new background tasks running
before I even installed the game
or started the launcher
"[10:50 AM] Remco: In my theory, horrible grinding is invented to make shortcut by payment more attractive" exactly
which is why I'll never support that crap
it's cancer and it spreads
and like ctzn mentioned, grinding itself isn't the issue here
real issue if the gameplay is designed to encourage people to buy more stuff
of course it's just business to these immoral people who make these decisions
although me despising them will most likely change nothing ๐
if the game is F2P to begin with, it's more acceptable but even then, only handful of people do it right
like, BF3 was grindy too, but most people didn't mind
most of the vehicle upgrades were kinda reward for learning how to play the said vehicle effectively
Lineage 2 was grindy
Please welcome @austere spear to the community! :beers:
Mad Max was grindy too
no microtransactions though
they did have preorder car body though
Please welcome @humble lake to the community! :beers:
i blame gamers, if they didn't buy 'special editions' then companies wouldn't think they can charge $100+ for a game
Sure, always blame it on the consumer ๐
is there a way to select the controller of a selected mob? https://i.gyazo.com/518c1503fd4bf651fd53efb86fac5c65.png
working on movable 3D-Marquee brush tool and holy balls my brain hurts from all this vector manipulation
Please welcome @plush yew to the community! :beers:
hi there
I'm a total noob to UE4 and I wonder if I will use Unity or UE4 for 3d games. Statistics said UE4 would be better but I could not find any footage of something like the following be done in UE4: https://www.youtube.com/watch?v=vwc2-iYSVPc
This is the showcase of my shaders package. For more info look at the product page - https://www.assetstore.unity3d.com/#!/content/39959 Music: The Chase by ...
Perfectly doable, as long as you know the right shader magic to cast
I just found a russian website where all paid assets from marketplace are free to download xd looool
yea but they probably miss the key part
nah
which is the text file containing licence to use them
they're all working
I just downloaded FPS template and FPS Weapon Pack Vol3
and its working
xd
sure, but you can't use any of them for anything without risking a legal battle
ยฏ_(ใ)_/ยฏ
usually game companies that rip off assets go bankrupt ยฏ_(ใ)_/ยฏ
end of career thing, so I don't suggest trying it
Please welcome @dire cosmos to the community! :beers:
but the thing is, nobody will hire a dev with reputation of stealing assets, because they don't want to risk their own project
Hi guys
yo
Would any one know how to scale the UE4 standard vehicle from the Advanced Vehicle blueprint, to make it appear like a mini RC car.
Evertime i scale the vehicle now, the car wont move anymore, i think because the physical skeletan or spmething gets messed up.
So anyone try to scale that standard car to a small rc size car, and tell me how to do it?
you probably have to do a custom vehicle with it's own skeleton to match the desired size
or, do some camera-lense magic and scale up the world around the vehicle
@plush yew UE4 does most of those things out of the box
I mean, built-in things for subsurface scattering, POM, animated emission. For dynamic snow and wetness you need to do your own things but there are plenty of examples and tutorials around for both
weather-wear and stuff is pretty simple really, just calculate some world space normals and add effect accordingly
like, moss texture on rock would be face normal Z < 0.4 * noise
or something like that
Please welcome @nimble totem to the community! :beers:
Excited to be here!
@grave nebula Just reported IronicParadox, again
The guy is the actually worst person I ever saw on the forum
I hope he gets banned.
(The pirate, idk who that other guy is)
But if youre going to pirate so freely, you dont deserve any dev help.
Stealing from real people, who try to make a living with these things. And they basically sell their stuff for pennies because everyone puts it on sale. Ridiculous!
i mean at least dont go flaunting it
and, of course, fucking NEVER use it in a real project
technically if the owner discovers you are pirating it, he can sue the fuck out of you
Mhm.
ive pirated a couple packs myself to decide if they were worth it, as i wasnt sure with only the pictures
given that i do VR stuff, sometimes if i get a FX pack i dont know if it will look good
@cloud cobalt Well, obviously he is a bit troubled and can't let it go. Happens. ๐
im sure those scammers in steam that spam games made with 2-3 unity packs dont even buy those packs
@frank escarp i believe thats the only reason, and its still iffy, to pirate. As sort of a test trial.
Pirating packs and openly admitting it is a bit off and does not do anything positive in long-time perspective to be fair
@cloud cobalt whats the issue with it?
@frank escarp IronicParadox has been on this thread for weeks now, basically telling people that theyre are precious snowflakes for wanting that bug getting away
Not only that, you admit to not caring about any other dev, and their work, or attempt to make a living. You also probably are one of those people who say exposure is a form of payment.
Well half his message were removed two weeks ago
And he's still being an ass
But okay
I wish there was a "100% professional" rule on these forums, it's supper annoying to try working with serious people and have a 5-years old yell about how Call of Duty has the issue so it musk be okay
such a rule would be completely unenforceable and if it was enforced it would be literal "nazi mods"
Yeah
Well, gonna just stop following that thread
Actually I think what I want is UDN access ๐
question about performance of the editor. At the moment my project is stored on a SSD but UE is installed on a normal HD.
Will I see improved build/compile time when I install it on my SSD?
I don't think so, but the engine startup would be faster
does putting the project on SSD make a big difference?
In C++ build time, yes
wont help much with shader compiling
I wonder how fast c++ compiling gets if you have project in a ram disk
I don't think it would matter much
is there a "best practice" for what you should do in blueprint and what you should do in c++?
don't think, measure instead
even from switching everything from HDD (including VS, UE sources, SDKs) into SSD gave me 3x speedup on engine compile times at UE 4.2
haven't redone the test in current UE
@verbal prairie Low-level technical stuff, C++ ; high-level gameplay features that are iterated on over and over , Blueprint
he wasn't talking about compiling the engine,
I vote for everything/most in either c++ or BP
bp vs c++: try to use both extensively to get a feeling of them, it's a bit subjective
but not using one of the two because not even knowing them leads to wrong results imho
I'm getting used the to concepts and at the moment I am impressed with the node editor but it doesn't feel intuitive
Also I would say - use C++ as much as you're confortable with, and if you're not confortable with the language, don't use it
yeah
It's the most dangerous language there is
it feels more like they designed a node editor for declerative programming... but even then some concepts are a bit weird
use the one that you have good workflow in
not with unreal tho, we have garbage collection and everything ๐
Well, sure, but actually it's only safe if you understand what's at stake @surreal viper
Plenty of UE users have no idea what a dangling pointer is for example
GC alone doesn't make the language safe
I like to use BP on top of my own c++ classes and for smaller stuff, but when e.g. an actor needs a state machine that always ends up being a c++ class ๐
and things like camera control, input control
I've seen some good BPs to control them without having to write much code. That seems really nice and often easier than writing complex stuff in c++
any good books someone can recommend for UE4? I looked on amazon but most of them (usually from Packt) get bad reviews...
@cursive dirge @paper kernel Thanks for the info, appreciate it!
Heh, on a scroll box SetScrollOffset doesn't clamp to min and max scroll of the content
Useful
hello
Is there a way in VS to help with the header includes? Now I have to look which header what class is in for the include...
hey guys is there a fortnight discord?
isn't it still under NDA?
Nope, It went live yday
I would, However I am moving to China next week so don't have the time to monitor it
Seems like I found a glitch
I'm stuck on a quest to level up my char to progress, except I don't have the required level points
ah you can do a mission outside the tutorial to level up
Please welcome @plush yew to the community! :beers:
can someone explain the new asset management stuff to me? havent really found any clear info on it... wondering where we're at on moddability
I mean, "The Asset Manager now has Blueprint access and is ready for production. The Asset Manager is a global object that can be used to discover, load, and audit Maps and game-specific asset types in the editor or at runtime." sounds perfect, but not clear on how to use it
Please welcome @peak solar to the community! :beers:
Hi :)
I ran into some problem but knowing me it should be an easy fix.
Yesterday I installed Unreal Engine on my secondary PC.
After it downloaded and setup and whatsoever, I was greeted with a "Needs updates to continue" page.
Underneath it there was a green button that counted down from a certain number and said continue.
So I pressed it and it went to the update.
Approx 24.7 mb.
After it downloaded it went to the login page.
Before I could start typing it went back to the "Needs update" page.
So assuming it need another update, I did the same as above.
But the update was the same size.
So it was a giveaway that it was redoing the same update.
So I figured it was a problem with permissions.
I disabled my firewall and ran it as administrator.
To no avail.
I then tried to let the button run down, but it just went to the same exact update page.
(All of this was inside of the launcher)
Any suggestions?
Is my download corrupt?
Please welcome @rare patio to the community! :beers:
@paper briar does the launcher let you verify the engine install at this state?
If it does, I would try that.
(in the dropdown menu of the engine version)
Nah, I haven't even signed in yet.
(in the dropdown menu of the engine version)
Oh, so did you install the launcher or the engine?
Yeah, the first time I opened it, it brought me to the landing page, but the second time I opened it, it brought me to this
And I don't have an engine version installed yet.
Oh, I just assumed that from when you said "I installed Unreal Engine" haha, I don't really like the ecosystem setup either
Would you reccomend a reinstall?
Hmm, I think I'd be of less help with the launcher itself, maybe try a reinstall?
See where that takes me?
Yeah, try that
Ok, I'll get back to you on the results.
Someone tell me why my ammo is shooting to the side of my gunhttp://prntscr.com/fyxr4h
most likely because the spawn position/velocity isn't setup correctly
ps4 controller supported for engine use?
did you get Weapon Mesh-----> then socket transform connected it to spawn projectile class?
I have about 80 projectile alive at a time, I keep spawning and destroying them all the time
yet the the fps is becoming worse and worse...
life time?
MoveComponent(Primitive)Time is increasing and the CallCount is crazy
lifetime is set properly
10?
projectile movement
max 40 actor alive at the same time from the bullet
intial speed and max speed?
setup correctly, but that hardly makes any difference
what is your LifeSpan?
10 sec
but I see them being destroyed in the world outliner, that's the fun part
also I tried to reproduce this in an empty level with the same spawners and that just did not happen, it's really wtf
Please welcome @brave kelp to the community! :beers:
btw I did not change anything regarding projectiles and it used to work before ๐ข
hi
http://prntscr.com/fyy0gu these setting look ok?
Is 'embed media' enabled in unreal engine when you export a mesh as FBX?
@surreal viper if you're using that many individual actors I would look into using a pool
Just the act of spawning actors is pretty expensive
(when you're doing it a lot in a short amount of time)
thx, that's a perfect idea for the projectiles
or im not sure about the memory management here
anyone ?
spawning should not take much time, cause it's not that much a single frame, but... what about memory fragmentation?
is spawning actor is like calling new, or does the engine do something about that?
Yeah, it needs to instance a new object, add it to the engine internal tracking, perform all of its initialization tasks...it's just best to avoid spawning actors super often
And example I know of is the VR example project.
Every tick when you're using the teleportation arc it creates brand new actors/components (not sure which one)
When you aim it high up so you have a lot of meshes, your FPS grinds to 0
It's pretty bad, haha
If that few projectiles is already impacting your FPS, there might be an issue there for sure
okay, i'll create my actor pool, but first I have to figure this problem out ๐
nah something is wrong, i have 40 projectile but the movement component tick call count is 800
also the projectile num stays the same the tick call count increases
fps goes down, game is playable in the first 3 minutes ๐
Hmm, GC only runs every minute I believe, but if the projectile is destroyed it should stop ticking
idk what that call count is in the profiler window, I placed breakpoint with hit counter, call count is said to be 1400 now, but the function was only called 50 times ๐ข
nope, cause the world tick is 2
and stays like that
very same spawners and projectiles did not cause trouble in another level, now I'll try to remove and replace them
also the stuff is something engine bug related imho, these spawners were placed for months, I think I have this problem since the last engine update (4.16.2)
Well, you said it didn't happen in a new level, and the call is only "MoveComponent" (not specifically projectile movement component), so are you sure the projectiles are actually the issue?
Does the issue cease if you remove the spawner?
nope, if I removed all the spawners the game worked without a problem
check shooter game example
Anyone know about projectiles?
lol, removing the spawners new ones in the level from the same type using the same projectile solves the problem
only problem is that now i have to reposition them again and I have to reinit the timing data again, damn
Hi guys, sometimes when I drag a file into the file explorer for my game it doesnt come up with import in the bottom right sometimes. It just happens randomly and i was wondering does anyone know why
Anyone a pro with gun shaping to character
http://prntscr.com/fyz5gf this is the best i could do
When I play it looks extremely close http://prntscr.com/fyz5ug
http://imgur.com/a/xcpXc is there an easier way to do this ?
Please welcome @sullen charm to the community! :beers:
welcome @sullen charm
Thanks @wispy silo , looks interesting channel
When are we gonna get a friendlyname print string for structs
How can i pay with paypal balance instead of a card?
@humble rivet easier way to do what exactly?
Please welcome @summer linden to the community! :beers:
@olento importing the animations from mixamo with root :S
bone
A tutorial showing how to get rootmotion animation from Mixamo into Unreal Engine 4 using Blender. We will first add a rootbone to a character from Mixamo an...
and how is that related to the image you orginally posted?
well, better tell you asked about it on the other channel then ๐
there are zero people in #animation
yeah, but point is more like, if you crosspost, you split discussion into multiple channel and you usually don't update the details you give on other channel to the place you are in as well, it's just so easy to avoid by asking help for the issue on other channel but mention you have the question open in #animation , that way everyone has the same info from the beginning
just realized how much money the dude who made PUBG made
yeah wasnt it like one guy?
same that made Tera?
Well there is now
cause at least $70mil
Brendan "PlayerUnknown" Greene
"expanded into a standalone game under Greene's creative direction"
Definitely not one guy. He probably cajoled the funding all by himself though.
Well he made a bunch of mods and remade a game around the whole battle arena thing
5 million
paired with an rx 570
of sales
at 30 dollars each
its also 30 euros, wich is more. But on the other hand its cheaper in Russia
so you can assume that rough average of 30 dollars per sales
$150 million
uh
thats what steam does :c
you miss so much details now
but worth it, so much wow
what you pay for game is not same what other regions pay for it
Nah but all the currency is usually matched up
- tax but thats local
so we dont see any of it
...
you really haven't heard of regional pricing on steam?
or in games in general?
I mean I'm a steam developer
i doubt bluehole pays valve the same amount as smaller devs.
they have deals with valve as all other bigger studios have.
@tall pendant probably yeah
EU1 price and RUS price are different yes, but how much the loca currency is valued is another thing
the usual is something like X dollars, X euros, and X/2 euros equivalent in russia
russia being half the price
but then dollars = euros
when they arent, euros are more expensive
converted price in china is -51%
same in philippine, indonesia, russia, india, thai...
I mean, near -50%
First convert your currency to yen
those are some big regions too
then it should match up
No I'm talking about the actual money it would take to convert it.
huh
Like if I put in $30 us, i'm not getting $30 us worth if I exchange currency
if you charge -50% price in china, you'll not get -0% after conversion
that's opposite how things work
you can only lose more by currency conversion
ok, nevermind
just think that the one guy who made pubg made that amount of money if it makes you happy ๐
(he could have, I haven't checked the stats or followed interviews)
this just reminds me from article about local dev making his first million, when in reality he was nowhere near that
Well, first reported million
I'll say he gets his salary from Bluehole maybe plus some bonuses. i dunno.
people just took steamspy stats and multiplied the sales by biggest price
my point was it was that one dude
his mods
his thingies
did the booper
for the dollars
mod != game