#ue4-general

1 messages ยท Page 88 of 1

unborn matrix
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mod + mod + mod + mod + mod + new engine and remake? =?= game?

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look at DayZ

cursive dirge
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of course many popular mods get turned into games

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that's not the point here though

tawny brook
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Does anyone know how to buy an unreal marketplace item with paypal balance without adding a card?

unborn matrix
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@tawny brook have you tried checking the retailers website to see if they have a version?

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you could email them

tawny brook
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..

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That seems like way to much work for something that should be allowed directly in the market place

unborn matrix
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I know its not ideal, but I know of no way from the marketplace ;c

tawny brook
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And I'd prefer to buy it from unreal marketplace so the unreal staff has control.. if I buy it from a retailers marketplace... then they could stop giving me it, or etc

cursive dirge
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talking of lot of work, try finding ue4 marketplace buyers terms

keen birch
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Afaik Paypal just isn't very keen on letting you pay for stuff without linked card

tawny brook
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I have a verified paypal that's like a decade old

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with a bank acc attached

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And on top of that, my paypal has had thousands of dollars worth of transactions

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Like thousands..

frank glen
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yo, how can I choose what level should showup on a game startup?

tawny brook
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Project settings

keen birch
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@frank glen Project Settings -> Maps/Modes

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Default levels

frank glen
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ty โค

tawny brook
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And here to thought I'd use some money on the unreal marketplace ;/

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ugh

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:/

pale remnant
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Someone help me with projectiles?

spice urchin
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@pale remnant sure what's up?

pale remnant
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So

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ill show you what i have so far

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Ball go to the blueprint chat

plush yew
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Dudes

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This is no joke

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Can you ue4 on intel HD 4000?

tawny brook
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Maybe with 3 fps

frank glen
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xd

plush yew
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Nah, i get 5 fps on GT 8600

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And this is supposed to be at least 2x as fast

tawny brook
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wow

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my gpu is +1,965% faster ๐Ÿ˜„

plush yew
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Nearly 20x?

plush yew
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Is that GV100x8? Thats no GPU

tawny brook
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?

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intel hd 4000 is the onboard intel graphics

plush yew
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@tawny brook GV100 is unable to display

tawny brook
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?

plush yew
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@tawny brook exactly what i said

tawny brook
frank glen
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@plush yew what are u talking about XD

plush yew
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Stop overestimating

verbal prairie
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I have a weird error...
My cpp gives an error on UStaticMeshComponent (I use it as a param of a function) while my declaration in my .h file is all just fine and in inclde my h file in the cpp file...

tawny brook
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?

plush yew
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@frank glen GV100 from nvidia

frank glen
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^ ButtHurt

topaz kettle
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where do i ask about learn tab content?

plush yew
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@cursive dirge thanks

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@cursive dirge does it apply to edit?

cursive dirge
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yes

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but

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nowadays you can just use forward shading too

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it's not as fast as mobile preview

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but it's faster than deferred

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just don't put MSAA on

bleak copper
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Is forward shading (or I guess lighting and occlusion performance) that good these days?

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I mean, the whole point of deferred is to be faster, at the expense of VRAM and antialiasing.

cloud cobalt
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Depends wildly on the scene

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And hardware

floral heart
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Deferred was always a slower way to render that made many lights more efficient.

bleak copper
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Yeah the scene would definitely vary. I'd assume you could make a degenerate case... but yeah.

pale remnant
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Does anyone know where I could find a good ak47 bullet model?

floral heart
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Considering the number of games that still have only a handful of primary scene lights, UE4's choice of deferred might have been premature.
Or many games are just squandering UE4's opportunities. ๐Ÿ˜„

cloud cobalt
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@pale remnant Seems a bit specific, why not just use any bullet ?

pale remnant
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Hmmmm I suppose

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just wanna get a realistic feel

cloud cobalt
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Model it then

pale remnant
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im shit

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Screw it I'm just gonna make my ak shoot dildos

cloud cobalt
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You're not getting a realistic game working by not putting some efforts in it

floral heart
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Take a bullet model, stretch it to ak47 length, recolor texture to match google results. Done.

cloud cobalt
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There is no content pack for every kind of game, ready to go

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Content packs are like 10% of your game

pale remnant
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yee

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Some of the gun models are so realistic. Wonder how many hours someone put into them scares me

cloud cobalt
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Yeah, modelling weapons and characters etc is the hardest thing there is, basically

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Not sure why every indie wants to do that ยฏ_(ใƒ„)_/ยฏ

floral heart
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Lots of indie games without weapons or characters. Pretty much all neon chic.

pale remnant
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But If you make a super realistic gun model you'll get dat money

cloud cobalt
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Speaking of neon I just fucked up a post process

pale remnant
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wow

floral heart
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"I just fucked up a post process" is the technical artists' "I made a thing".

pale remnant
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did you mean to do that

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Id play that game

cloud cobalt
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I did not

pale remnant
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looks like a crazy csgo surf map

cloud cobalt
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For the record that's basically the depth mapped to a sine wave

pale remnant
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didn't no mans sky only have like 10 developers?

keen birch
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@cloud cobalt "Content packs are like 10% of your game"

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That a challenge?

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@pale remnant Eight

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Initially three

pale remnant
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How did they manage to make a triple a with only 8 people

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I thought you need like 100 plus

keen birch
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Lots of patience, lots of skill

floral heart
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Didn't fit everyone's definition of triple A.

keen birch
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And mainly, shittons of dedication

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^

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I suppose that that's a convo for #lounge though

next badger
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Um. Is it me or we could not attach files anymore on Answers?

floral heart
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How they got triple A levels of hype, now that's the info we could really use.

keen birch
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@floral heart Sony

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They were literally just shoved onto the stage schedule a day before the convention where they revealed

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Because Sony needed someone

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And they put together a cool trailer

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That's all you need

surreal viper
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and luck

keen birch
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An attractive trailer and a stage

surreal viper
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people need to resonate with your random junk

keen birch
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With the right people watching it

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^^

surreal viper
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also overpromise and don't show too much, let people's imagination do the work

keen birch
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^

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Which they did perfectly

pale remnant
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got a great bullet model

floral heart
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The gaming media also kept feeding into it.

pale remnant
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But didn't they have to refund millions?

surreal viper
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nope

pale remnant
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I thought loads of people on steam got refunds?

surreal viper
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still it's not a way anyone would pick consciously, it isn't even possible to do

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still it's not a way anyone would pick consciously, it isn't even possible to do
but once it happened I guess they were fine with it,

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some refund, still they had much better sale than they would have without all the attention

floral heart
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The people who refunded were probably the same people who actually went through with boycotting Black Ops 2.

pale remnant
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Someone help me with my bullet model?

next badger
floral heart
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...More topically, Sony can start a hype train with a hugely misleading trailer (to be fair, that's more Ubisoft's schtick), but can Epic?

pale remnant
next badger
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@pale remnant just fbx

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@pale remnant .mat is a material description for .obj

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doesnt used by ue4

pale remnant
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do I need to set it as a skeletal mesh?

next badger
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@pale remnant is it? a skeletal mesh? i doubt

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skeletal mesh has skeleton and may have animations

pale remnant
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awhhh then no

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I know what the rest of them are but not the strip

spice urchin
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@pale remnant are you planning to shoot the bullet AND the shell?

next badger
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@pale remnant Well, You have multimesh there.

pale remnant
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Yeah

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I'm gonna switch my current projectile with the bullet

next badger
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@pale remnant green ones are materials

spice urchin
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so you're going to launch a shell casing with a bullet out?

pale remnant
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A what

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Sorry I'm a noob

spice urchin
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i'm just curious what that bullet model will be used for

pale remnant
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at unreal

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Oh for my ak 47 model i have

spice urchin
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it's pretty but i don't see it actually being rendered at any point

pale remnant
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Yeah lol

spice urchin
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unless it's a singular prop you want to have sitting around

pale remnant
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I suppose I could do that

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As like an ammo pickup or what

next badger
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Bullet + Shell + gun powder + primer assembly callet Cartridge

pale remnant
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Wait

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How do i assemble the thing into a model

next badger
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ammo is plural for cartridges

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@pale remnant in blueprint?

pale remnant
next badger
pale remnant
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Just a tad bit pink lmao

digital anchor
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looks like a dildo

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those electric ones

pale remnant
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lol

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Have another problem

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Have Rotated it every way

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But no joy in putting them pointing out

next badger
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Import Rotation

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You have to press reimport after those set

pale remnant
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import rotation on my bullet?

next badger
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no, on AK, so they were aligned...kappaross

heady bridge
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Hello, I have a question, I'm making an FPS, in which you can see the character when you look down, I have an issue where the arms do not move with the camera, do the arms have to be a separate mesh from the rest of the character for this to work correctly or is there a way to keep the arms attached and can move with the camera? because there will be parts where the player sees the character in a full body mirror

next badger
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@heady bridge generally it is a camera attacher to the player character

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@heady bridge You could look how it's made in FPS template or FPS shooter demo

heady bridge
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I did open up a fresh FPS template, but the mesh is attatched to the camera, but if I attatched the whole mesh, the entire body will move with the camera and look really weird

next badger
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@heady bridge i'm not sure how weird it may be, since generally human's head attached to the body...

heady bridge
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Well, if the mesh is atattched to the camera, when I look down, the body is 90 degrees in the air

next badger
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pwahahah

heady bridge
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I'm not making a Superman game Lol

next badger
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like that:
player character
|_capsule
|_camera
|_body

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so, capsule acts like a root and moves in space, camera acts like a head

heady bridge
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How could I make the arms holding the gun move with the camera and not the body though?

next badger
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@heady bridge You want to leave the body behind?

heady bridge
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no, like in battlefield when you look down, you see your characters legs, but the arms move with the camera, currently my mesh is all 1 mesh, so when the arms move with the camera, the entire body is

whole quarry
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I would guess that the arms are seperate from the body

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where the arms are like in a normal FPS and the body addition to make the illusion of a trueFPS

heady bridge
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Yeah, that's what I'm going for, I thought seperate would be the way to go, but I wasn't sure if there was a better way to do it or something

next badger
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So:
player character
|_capsule
|_camera
|_hands
|_body

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see no issues here

heady bridge
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I'll try that out, I'll have to dismember my character Haha

thorn topaz
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Is there any other way to save data at runtime other than the "save game" functionality?

sacred crater
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Game instance?

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if you only need it the existing instance of the game

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if you need it between instances, so shutting down and reboot, savegame.

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What's wrong with using the save games?

heady bridge
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Is game instance only a temporary save?

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kind of like using checkpoints?

thorn topaz
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no i mean for use the next time the game runs

cursive dirge
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well, game instance is just a "god" class instance that exists throughout the game

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what you put there is your business

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so basically if you store anything in gameinstance, it doesn't get wiped on level change for example

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so, that doesn't help you

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anyway, what's the issue with existing save functionality?

heady bridge
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That sounds interesting

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

cursive dirge
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if you go to c++, you can serialize your saves just like you want (if you need something different)

heady bridge
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OH the save game issue wasn't me, I thought game instance sounded interesting so I popped in real quick lol

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I'll look more into it, thanks for the quick summary of it @cursive dirge

cursive dirge
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np, it's handy to know it's there

thorn topaz
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I need to save a bunch of different arrays

paper briar
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How would a Ryzen 5 1600 w/ Asus Strix ROG RX 570 do with UE4?

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16GB 3000 mHz DDR4 Ram

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And does storage (SSD, HDD, Hybrid) speed affect the engine quickness?

glossy flame
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Everything except for the CPU is definitely fine. I only say except the CPU because I really haven't taken the time to look at Ryzen benches since I'm not upgrading any time soon, but I'd assume it would work fine

paper briar
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CPU has 6 cores, 12 threads

glossy flame
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I have a 4690k, and though it definitely shows its i5-ness a bit during engine compiles, it's generally fine

paper briar
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In sum

glossy flame
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Yeah, that should be go then. And to answer your last question, generally yes.

spare kettle
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@paper briar ssds usually help anything run smoother

glossy flame
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C++ compiles benefit from a SSD well

paper briar
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Ok nice

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I just snagged in ROG rx 570 for $210 today

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๐Ÿ˜‰

glossy flame
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(though a full engine compile on an SSD is a big sacrifice ๐Ÿ˜ฆ )

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Something like 60gb IIRC

paper briar
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woaw

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xD

spare kettle
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feels good to have 512gb ssd

paper briar
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ye im getting 500gb

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samsung evo

glossy flame
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Oh yeah, I even have a 500gb but it's still a good chunk of it

paper briar
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im getting a 1TB WD black

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which will be lightning quick

glossy flame
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I would push you towards a 2TB if you can afford it :p

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Helps a lot

spare kettle
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@glossy flame 2TB ssd?

paper briar
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hmmmm

glossy flame
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HDD, haha

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2TB SSD is like full PC price ๐Ÿ˜„

paper briar
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nah hdd

spare kettle
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whew, I was trying to imagine how much that would cost..

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I just installed my 2TB hdd yesterday ๐Ÿ˜ƒ

paper briar
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lol

glossy flame
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Yeah, games like GTA and DOOM taking up 60GB make me really happy I got a 2TB

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Plus I've got a lot of flac on my HDD

spare kettle
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can someone take a look at the issue I've posted in #paper-2d

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

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

pale remnant
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@heady bridge If you want to see the legs the best would be to use is the third person template

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and move the camera forward to the body and attach it to the head

heady bridge
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@pale remnant I know that is the easiest way, and I have done that many times in the past, I know how to make a true FPS with full body, I just wanted to know how I could move the arms without moving the body

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thanks though @pale remnant

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I like having my own ways to do different things, that work best for my workflow ๐Ÿ˜ƒ

pale remnant
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good fps map size

polar hawk
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Anyone want a standard edition of Fortnite for $15? Thats $5 off <_<

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

rapid oak
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anyone alive in here?

weary basalt
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Possibly

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Welcome ๐Ÿ˜ƒ

rapid oak
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that cares to help me with a bug test?

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ill pay you with internet cookies?

weary basalt
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Are you having issues with Multiplayer?

rapid oak
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yes

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think i got it all fixed up now though

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"possibly"

weary basalt
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Im sure someone would put their hand up. Im not in an position to help right now unfortunately.

rapid oak
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thanks anyways

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its got jetpacks!

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and pew pew

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someone give me a hand/

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

vale halo
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Anyone here had a blueprint not open due to it's function+display name being changed?

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And if so, is there an (easy) fix that doesn't involve recreating the BP from scratch?

bleak copper
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Btw

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Am I the only one having troubles shutting down the editor these days?

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Like I click X or file->exit and it just doesn't. I need to kill its task?

heady bridge
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I've never had that issue before, force shutdown?

sudden agate
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How likely is it that a pull request gets merged?

bleak copper
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Depends on the request I'd assume. They accept lots of community help though. What do you want to merge?

sudden agate
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Exposing some SeamlessTravel Stuff from GameMode to BP

bleak copper
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Sounds reasonable

vale halo
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Cool ๐Ÿ‘

cursive dirge
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@bleak copper if you right click the editor icon from the windows task bar and select close, will ue4 start responding to that immediately by asking if you want to save the level? (if there is something to save)

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for me, editor has been completely useless since 4.12, it keeps freezing on all kinds of tasks, like if I want to put a breakpoint into BP, it freezes there and I have wait a minute or few for it to wake up. When you wipe you intermediate and saved folders and regen the files, it works for a while again but then same things starts happening after a while. I got so frustrated about that I converted even my most trivial BPs into c++ and even added hardcoded references to assets in c++ so wouldn't have to touch BPs ever again

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it didn't freeze on BPs only but since you can only edit them in the editor, they were definitely painful to use

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but yeah, my experience with UE4 just got so bad I eventually dropped the whole engine :p

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it wasn't just the freezes but all the inflexibility everywhere

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oh and for the record, that freezing happened on many UE versions since 4.12 and on old and new projects

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so it's not just some one corrupted project that was messed up

weary basalt
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Thats sad to hear mate.

frank escarp
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i dont have those kind of problems

weary basalt
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Neither do i

cloud cobalt
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The freezes I see in UE4 are when you "apply" a material, import a texture / object. Those should really be asynchronous instead of freezing the UI.

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Though they're manageable and pretty harmless, it's annoying

frank escarp
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my ue4 freezes completely for a few seconds when openinign

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asset discovery it says

weary basalt
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The only time i have an "freeze" is compiling large blueprints or especially when i run PIE and there is an dirty BP that needs to be compiled before PIE can run

cloud cobalt
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Then again the issues are quite manageable and the game itself runs really really fine

weary basalt
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Yeah.

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@cursive dirge what hardware do you run on?

cursive dirge
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i3570k, gtx970, 24gb, SSDs, Win10

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I'm not only one getting these issues, there are lots of others who have suffered the same on answerhub

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it's not hw issue

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it's sw issue

cloud cobalt
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The CPU does explain part of it

cursive dirge
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huh

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UE4 never maxes the cpu

frank escarp
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could be the cores

cursive dirge
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we are talking about code bug here

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ummm

cloud cobalt
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"maxing" a multicore CPU is almost impossible

frank escarp
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oh, and i max my 2600k daily

cursive dirge
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editor is clearly on some waiting state for that few minutes always

frank escarp
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but from compiling/lightbaking/packaging

cursive dirge
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it just times out

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it has NOTHING to do with my cpu

weary basalt
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2600k was an amazing CPU just to derail this convo hahah

frank escarp
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thats why i havent upgraded yet

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just not worth it

weary basalt
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I had one lol

frank escarp
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ill try to get a threadripper now

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from 4 to 16 cores lmao

cloud cobalt
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I've got a 3770K, also not worth updating

weary basalt
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Im on an 7700k now

frank escarp
#

finally a proper upgrade

cloud cobalt
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Engine, my takeway is that UE4 needs really highest end hardware that is, for the editor ; and the game you're making runs on pretty much everything short of old phones

frank escarp
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a non-laptop i3 should run it well tho

weary basalt
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Have you tried running the editor on another machine?

cloud cobalt
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@frank escarp Actually @cursive dirge 's CPU is a i5, not an i3 like it sounds like

cursive dirge
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yeah, it's still a capable CPU

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sure it's 5 years old

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but was top of the line i5 back then

cloud cobalt
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@cursive dirge Getting an i7 is a really good idea for UE4 though. Especially if you are looking at baking stuff

cursive dirge
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yeah, like mentioned, got fed up with ue4 already

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I've used the engine for 3+ years, I know parts I need to know inside and out, it's just too tedious to work with for my purposes

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if I still used ue4, I'd definitely get a new CPU as I spent weeks of doing even simple mods to the engine core that should take few days

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I was mainly waiting all the time for the engine to compile

cloud cobalt
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Well compiling is definitely something that depends on your CPU

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Compiling on a i7 is typically twice faster than on a i5, it's heavily CPU bound

frank escarp
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what are you using now? unity?

cloud cobalt
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Well, he's not going to wait for that engine to compile ๐Ÿ™„

weary basalt
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Lol

cloud cobalt
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Seriously though, Epic has repeatedly shown that they work with the engine themselves, improve it when they see lacking stuff on their own projects, and try to keep existing features after they are added, without really working on stuff that isn't in their scenario

cursive dirge
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sorry, KVM messed up and got lost in the other channel

cloud cobalt
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The editor is typically something they don't try to optimize unfortunately

cursive dirge
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yeah Unity is my main contender atm. I already have most of my own code in custom c++ dll so I don't even rely much on the game engine for other than rendering stuff

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I'm also evaluating CryEngine atm but waiting for CE 5.4 to get out (should be close now)

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I've used Unity for same amount at UE4 (3+ years) so I know how it works

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it's way more flexible for my needs than UE4 ever was

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there are of course downsides too but I can minimize them (like mentioned already, I don't need much from the game engine itself)

cloud cobalt
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Unity is always going to be much more flexible, that's their selling point. It's a smaller engine with 5% of the features, and it works really well if the feature set is good enough for you

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Though friends who shipped their game with Unity came back to me asking for an introduction to UE4 because of how many issues they had. I think all engines are going to be lacking in some area - the key is selecting the one that works best for you

cursive dirge
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the core issue with me using UE4 is that I'd need to change plenty of their renderer stuff, which I'm not really looking forwards to as working in the engine core is so slow + UE4 is easily the most expensive engine out there and I wouldn't use more than 10% of the feats compared to most engine users

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yeah, they are

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there's no perfect engine

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if there were an open source renderer lib that could match even close to these commercial ones, I'd just go that route

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but Ogre3D and bgfx are nowhere close

cloud cobalt
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Funny you mention cost, UE4 is just 10% of our fees & taxes & other stuff that's removed from our sales

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That seems pretty okay

cursive dirge
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10% is pretty close figure probably, that's what I calculated in past

tall pendant
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@cursive dirge have you had a look at godot? looks quite ok.

cursive dirge
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godot isn't good for realistic looking things ๐Ÿ˜„

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if I were ok with godots rendering, I'd be ok with ogre and bgfx too

tall pendant
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ah okay hehe ๐Ÿ˜›

cursive dirge
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also 10% may not sound much but if you actually use the engine for business, that's a lot in the end

cloud cobalt
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Out of curiosity what things did UE4 not support in rendering that you needed ?

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Yeah I'm talking about business here

cursive dirge
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especially when the engine slows you down

cloud cobalt
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States take 20%, Valve more than that, Epic keeps 5% of the original cost once you're selling well

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Pretty okay imho

cursive dirge
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yeah, I'd be ok with the epics pricetag is I could actually use the most of the engine

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but I'm running my own physics, input, netcode already and the part I'd need the UE4 doesn't work out of the box my way

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just to make it clear, the pricetag is not the main reason I'm fed up with UE4 ๐Ÿ˜„

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it's just that extra bit and it's a fact UE4 is the most expensive game engine indies can get their hands on

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for the reference, a colleague of mine would have paid 100k for epics royalty so far from his game if he had picked UE4, instead he's now paying โ‚ฌ125/mo sub for Unity ๐Ÿ˜„

cloud cobalt
#

Congrats on your friends brealking 2M$ in sales

weary basalt
#

Doesnt unity have an royalty scheme anymore?

cloud cobalt
#

They never had

weary basalt
#

Oh no thats right over $100k you had to buy the licence.

cursive dirge
#

@cloud cobalt yeah, he did good ๐Ÿ˜„

frank escarp
#

@cursive dirge unity is going to open wide the renderer

weary basalt
#

Been an while since ive worked on Unity lol

frank escarp
#

they are going to make the render graph accessible, wich should allow you to implement whatever the fuck you want

cursive dirge
#

@weary basalt yeah, they never had royalty scheme, at cheapest tier it's free, next tier is 35โ‚ฌ/mo and the most expensive is 125โ‚ฌ/mo

#

yeah, it's looking good

#

Unity that is

frank escarp
#

unity gets their money from the store

cursive dirge
#

they got rid of the old mono

frank escarp
#

im damn sure of that

cursive dirge
#

getting new GC

cloud cobalt
#

Yeah those asset packs are where Unity makes money

frank escarp
#

they are also doing some multithread stuff that looks highly interesting

weary basalt
#

Wait the stopped Mono support?

frank escarp
#

for managed unity specific game object multithreading

#

wich makes multithreading game objects easier

cursive dirge
#

@weary basalt no they still support mono

#

they just got 4.5 .NET subset now, still C#6 only (no C#7)

weary basalt
#

Ah right fair enough. Damn ive missed alot haha

cursive dirge
#

they couldn't upgrade the ancient mono version when xamarin was in charge

weary basalt
#

Mind you i havent had any reason to look back

cursive dirge
#

when MS bought xamarin, things changed

#

CE is kinda wild card atm, they've been doing a lot of work making it more noob friendly, like they can actually import FBX files now (this probably sounded silly :D)

#

and we all know Cryteks financial status (and licensing oddities)

cloud cobalt
#

Isn't CryEngine completely not an option because it has nothing but a renderer and a level editor ?

#

I mean the main reason I use UE4 is the material editor, content browser, data assets, Blueprints, etc

cursive dirge
#

I only need a renderer

#

and them not having any baked lights is just a big plus

#

ok, a shader editor would be nice, they kinda rely on their bloated รผbershader on CE to cater all users

#

but you can still write custom shader code there if you need to

cloud cobalt
#

See, that's where it starts depending on the project ๐Ÿ˜„

tall pendant
#

@cursive dirge if you only need a render engine. take a look at mizuchi ๐Ÿ˜›

cloud cobalt
#

No baked lights would be a heavy no go for some projects

cursive dirge
#

yeah, but I mainly need good and realistic looking outdoor rendering

cloud cobalt
#

CryEngine sounds like that

cursive dirge
#

yeah it does

tall pendant
cloud cobalt
#

I mean the outside rendering is 100% what CE does best

cursive dirge
#

@tall pendant I looked at their game engine, that cheap unity clone ๐Ÿ˜„

#

I wasn't impressed

tall pendant
#

yeah not talking bout Xenko ๐Ÿ˜›

cursive dirge
#

that mizuchi doesn't look like it's meant to be even used in games

tall pendant
#

It is. it even runs on ps4 afaik

cursive dirge
#

well, they do list games as one use case but yeah, that's too wild card + it's probably expensive

#

they don't even list the prices publicly

feral kiln
#

Can anyone give advice on what to buy in building a computer for game dev that can run UE4 and other editor smoothly? ๐Ÿ˜ƒ

cloud cobalt
#

Good i7, good nVidia GPU, 16GB RAM and a large SSD !

feral kiln
#

The 7th in i7? I heard that the 8th gen is coming soon, if it is true. I'm not that good when in comes to this stuffs. :/

tall pendant
#

i9's are already on the market

keen birch
#

Honestly, why should you even give a crap

#

Afaik the performance difference from fifth gen to seventh is marginal at best in most usecases

cloud cobalt
#

All i7 generations have basically the same perf

#

^

keen birch
#

(As far as I'm concerned)

#

Basically

cloud cobalt
#

It's not just you

keen birch
#

From the point they got hyperthreading

#

They all do the same

#

And I think hyperthreading was introduced in the 4000 series...?

#

(And honestly, for most things hyperthreading is useless, too)

#

Hek, seemingly hyperthreading was introduced in the second generation

#

So never mind that

cloud cobalt
#

Way before that yeah

#

2600 was HT

keen birch
#

Yup

#

Any number above 2600 has hyperthreading

#

(right?)

#

Well, all i7's anyway

cursive dirge
#

heh " All i7 generations have basically the same perf"

#

I swapped my i7-920 into i5-3570k

rough sonnet
#

where is the best subtopic to ask about lighting?

cursive dirge
rough sonnet
#

thank you @cursive dirge

keen birch
#

@cursive dirge I said, from the moment they got hyperthreading ๐Ÿ˜›

#

As far as I'm concerned a 920 doesn't have hyperthreading?

cursive dirge
#

I never found any benefit from that

#

it did have

keen birch
#

No

#

But the moment they introduced HP into their normal CPU's Intel started slacking like hell

cursive dirge
#

back then, games were still heavily single thread focused on perf

#

actually, that isn't even related to this

#

but 920 definitely had HT

keen birch
#

HP is honestly crap and in almost every usecase completely useless

#

Yeah, just checked, I goofed, it does

frank escarp
#

no its not

#

hyperthreading is a really fucking good idea

keen birch
#

But once their standard CPU's started to use hyperthreading Intel stopped the performance-boost progress, and started focussing on TDP and the like

#

It's a good idea, executed pretty poorly

frank escarp
#

no its not

keen birch
#

And that execution isn't Intel's fault

frank escarp
#

hyperthreading works by keep the CPU fed

keen birch
#

Just, ya know, no-one cares to program for it ๐Ÿ˜›

frank escarp
#

you dont program for hyperthreading

#

its an OS thing

keen birch
#

No, obviously, you code for the cores

frank escarp
#

all hyperthreading does is to try to keep the cpu fed constantly

#

while a core has to get memory from RAM, it has to wait a bit till it arrives

cloud cobalt
#

You code for threads, not cores or HT

frank escarp
#

so hyperthreading just starts executing other stuff

keen birch
#

logical cores/threads are the same, right...?

frank escarp
#

if your workload is heavily math/computation intensive, with low RAM access, then you dont get as much of a improvement

#

no

cloud cobalt
#

I mean you write threads

frank escarp
#

core is the actual chip

cloud cobalt
#

That's it

frank escarp
#

thread is an OS construct

#

you right now have thousands of threads in windows

#

windows decides what to execute, and where

#

essentially, windows treats the hyperthreading cpu as if it has all those cores

#

thats why you see 8 cores in the performance manager when you have 4

#

the cpu chip itself decides wich one to execute

keen birch
#

Yeah

frank escarp
#

depending on the details

#

so when one thread needs to find data from ram, then it keeps executing other thing while the data arrives

#

its really smar, and gets good gains

#

but its never going to be x2 power

keen birch
#

Ah, like that

frank escarp
#

unless its a really memory limited benchmark

#

like a database for example

keen birch
#

GG everyone for always explaining hyperthreading to me incorrectly

#

x3

frank escarp
#

usually, the less % you win by hyperthreading, the better is the CPU

#

if cpus were perfect, hyperthreading would do nothing

keen birch
#

๐Ÿ˜›

#

Because less time waiting -> no time needs to be filled by better threads

frank escarp
#

exactly

#

AMD bulldozer had 8 cores

#

but they werent real

#

they were half cores

#

they had lots of parts shared

#

so yeah, 8 cores at 4.5 ghz!!!!

#

and fucking trash performance XD

#

intel, on the other hand, implemented hyperthreading to use the cpu at a higher %

keen birch
#

Stuck on an FX-6300

cursive dirge
frank escarp
#

cpus are complicated as fuuuuuuuuuuuuuuuuuuuuck

#

they are black magic arcane crystals XD

keen birch
#

I've given up on understanding them, honestly ๐Ÿ˜›

frank escarp
#

i know how to make one, but only at the level of tech of the 80s

keen birch
#

I know just about enough to say if one's good or bad

frank escarp
#

cpus were simple back then

#

they just executed one instruction and then the next

#

current cpus are fucking insane

#

they reorder instructions real time

#

to try to execute them as fast as possible

#

and try to predict what is going to happen, so they can be prepared

tender dome
#

in which section, can i post my camera related prob

plush yew
#

Please welcome @tawny fog to the community! :beers:

tawny fog
#

hello

weary basalt
#

@tender dome Here or #graphics maybe. Whats the issue.

#

Hello @tawny fog

tawny fog
#

now......how hard can C++ be.....

Looks at script......regret

weary basalt
#

C++ can be intimidating, especially if you have no prior programming experience, but it becomes really powerful and easy to work with once you understand its fundamentals.

frank escarp
#

one never stops learning C++

tawny fog
#

that sounds like me right now :p

frank escarp
#

its a huge clusterfuck of a lenguage, but incredibly powerful

#

pro tip. Dont try to learn C++ alongside ue4

#

learn it on its own

tawny fog
#

ok

frank escarp
#

once you have the C++ basics hammered down you can then try with ue4

tawny fog
#

i'll ask my friend as he is going a coding course and ask if he has anything that he could give me to me to learn about C++

frank escarp
#

something i recomend everyone is to learn the C++ basics and then try to make Pong or Snake with SFML (a 2d library)

#

if you can do that, you can then pick up ue4 C++ nicely

tawny fog
#

ok

tender dome
#

i am reading "learning c++ by creating games with UE4" and have completed c++ basic part and now im starting in UE4 part. will i regret this in future

weary hull
#

I'm still waiting for the ue4 with basic addon

frank escarp
#

the main issue is that ue4 handholds you quite a bit to make your life easier. But if you learn with that you are learning bad practises

#

and its a huge codebase with a lot of stuff, wich makes noobs go mad when they see all that stuff

#

to be fair i also dont recomend anyone to learn C# with unity, even if its a much simpler thing

tawny fog
#

why is that?

plush yew
#

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

frank escarp
#

becouse its bad practises, and you end up in tutorial land ridiculously fast

#

and you dont learn the basics behind the stuff

#

you dont learn how to program, but how to use unity to do basic stuff, wich gets you stuck real fast

#

ive seen that happen MANY times

weary hull
#

plays windows Russian roulette by installing new NVidia drivers

frank escarp
#

its much better to learn programming from zero in a vacum

#

once you know the basics, you can do some excersises by making some very simple 2d games with a library

#

then, when you go to unreal/unity, you will know what the stuff is about

weary hull
#

what the hell

frank escarp
#

and its reason

wheat pendant
#

Why not very simple 3d games with a library

plush yew
#

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

frank escarp
#

becouse 3d is a clusterfuck

#

the idea is to just do some basic excersises

#

thats why its Pong or a mario clone

#

its about coding it yourself, the library only draws stuff on screen

#

you learn a LOT from that

#

and then engines are easy, as you know why they do what they do

#

i myself had that issue when i started. I tried to learn UDK programmign with unreal, but got stuck and had massive issues, until i just decided to go with pure C++ and learn proper programming

#

then when i came back, everything was super easy

#

and ive seen many other people get stuck in that same way

#

or dont get stuck, but be absolute terrible programmers

weary hull
#

the ue4 c++ course starts with plain c++ doesn't it

frank escarp
#

it tries to go from C++ basics to ue4, wich is a absurd jump

wheat pendant
#

So then where would you recommand someone to learn C++? What website and all?

frank escarp
#

just any noob book

#

there are plenty of them

#

once you finish that noob book, then you go try to make some 2d game with SFML

wheat pendant
#

So you're saying to read "C++ for dummies" and after that voila, you're a C++ pro?

frank escarp
#

SFML is a very easy to use library for rendering and input and sound

#

you just tell it to draw a sprite at a location

#

and it does it

#

trying to make a game with just that is hard, but once you do so, you understand how game development programming works

#

you would be surprised how hard it is to code Pong when you have only done basic console stuff

#

my results teaching people with this kind of route are spectacular, for the few people i trained

tawny fog
#

ok

frank escarp
#

on ue4 itself, ive found sticking to blueprints is better for noobs

#

even if they already know C++

#

to learn how the engine does stuff

wheat pendant
#

how much time did it take them from knowing nothing to coding complex 3D games on their own?

frank escarp
#

for the ones i trained, 3-4 months

wheat pendant
#

3-4 months

weary hull
#

teach us o wise one

wheat pendant
#

>3-4 months

#

How much money do you want

frank escarp
#

1 month to learn the basics, other month to do 2d stuff, and a 3rd month to start doing 3d stuff

tawny fog
#

what i was thinking was learning how to write C++ and know the basics to it them create something using it in Unreal..

wheat pendant
#

No seriously, how much money do you want

frank escarp
#

i dont want money

wheat pendant
#

Where do I sign off my soul then

tawny fog
#

it's called a book

frank escarp
#

i just act as mentor, giving them a path to follow. But im not completely on top of them

tawny fog
#

which i'm going to try to find...

weary hull
#

ok, we shall start by learning plain c++

#

last time I touched it was on unix

frank escarp
#

this one is fairly good

#

it is from a games school

#

downside is that its a bit older

wheat pendant
#

How about this one?

weary hull
#

damnit, NVidia installer has messed up my desktop icons

tawny fog
#

300+ pages......well then better start now

frank escarp
#

one of the cool things in that book, is that to teach OOP it does a full text rpg

tawny fog
#

ok

#

sweet

quartz pagoda
#

Just came in and I see this discussion, I think I like this server

wheat pendant
#

welp Here I go. Be back in a month I guess

frank escarp
#

for questions, just ask on #cpp

#

when learning C++

tawny fog
#

jesus christ.....i've just read the first 3 pages and my head is already spinning

frank escarp
#

btw never copypaste

#

EVER

#

write it yourself

tawny fog
#

ok

#

funny thing is i'm learning Blender and Unreal....and now C++

#

while doing my final years of school

#

yay

frank escarp
#

universities dont teach programming well

#

i dont think its something good to teach in a class

#

becouse people learn it differently

#

so they desync

tawny fog
#

yep

#

that is why i hate my maths class

frank escarp
#

thats why on every programming class, you get 2 peaks on the marks of the exams

#

you get a peak of people going 9+ out of 10

#

wich is the ones that "got it" or that knew programming already

#

and then you have the rest failing

#

there is no middle ground

#

i think its best to just give a book, and let the guy take it at his speed, just asking questions when on doubts

tawny fog
#

uni's are battle grounds

#

teachers do not want the current year to pull down the marks that they had last year which makes them look bad

#

same with School in years 11 and 12

#

they teach it and expect you to know wtf they are talking about

frank escarp
#

i do not like structured classes at all. I find them worthless

#

but thats only for the way i do stuff

tawny fog
#

same

#

if it's hands on i'll most likely remember it

frank escarp
#

when i tought some ue4 classes at university, i just explained stuff for 20 minutes, and left people with excersises to dick around for 1 hour and half

#

checking what the guys are doing

tawny fog
#

ok

#

well, i've downloaded SFML and i'll see if i can understand the basics of coding as i go along :9

frank escarp
#

SFML is a library to do 2d games

#

but its not an engine

#

its just a toolset

#

it draws stuff, it plays sounds, and it lets you check if a key is pressed or depressed

#

and thats about it

#

its tutorials are really good

tawny fog
#

ok

frank escarp
#

the explain all the library does

tawny fog
#

this is really my first time learning how to Code

frank escarp
#

but they are not "technique" tutorials, just how to use the engine to draw or play sounds

#

so it assumes you know C++ basics already

weary hull
#

ive never heard of sfml, gonna give that a look and see how good its 2d access is

frank escarp
#

its the best 2d library i know for C++

#

its open source and very easy to see what it does too

#

its not very big

weary hull
#

2d scenery destruction is a pain in the ass in unity, got to use shader or suffer it being slow

frank escarp
#

you create a object, and then render it. For example you create a CircleShape(), put it (set position) where you want, and then you do like window.render(myCirlce)

#

it doesnt even have collision or editor

tawny fog
#

i was interested in it 2 years ago when a group of Unity guys came along....but then they gave us jack s**t tutorials on how to use the bloody engine....all i ended up was learning how to build and model terrain and if i tried loading in a Character model it would launch the guy (even though he was above the ground and nothing was around him)....so i stopped until now really...

frank escarp
#

it just renders stuff where you tell it to

tawny fog
#

and not in a good way, they told us to create an invisible wall via a email as part of a "challange series" and when i did make it, it did work....i thought it was a bug with the script so i checked it 4 times but still causing the problem...i even rewrote the script and changed the wall to another object but still...same problem.....

I wasn't given a nice greeting to coding or game development from thous guys who did vist my School to show what you can do with coding and Game Development.......

weary hull
#

heh I was expecting the first example to be "hello world"

frank escarp
#

something ive done as first examples with ue4 is to just grab some of the template projects and add stuff

#

like double jump or sprits to the 2d template, or projectiles to the top down game, things like that

tawny fog
#

same...i ended up building a little house

#

i'm going to go to bed....C++ is really interesting and mind melting.....know wonder why my friend gave me a look of grief

weary hull
#

rift starting to piss me off, it keeps steaming up

plush yew
#

Please welcome @lime badge to the community! :beers:

#

hello, where bug tracker of Unreal Engine?

cloud cobalt
glossy flame
#

Bug reports go on the AnswerHub though

cloud cobalt
#

Yeah, I thought the one you can submit stuff to would be more useful ๐Ÿ˜„

stoic moth
#

guys how expensive si to have the ROTORS of the helicopers (5-10 on screen) rotate instead of having like a material that looks like the blades are rotating ?

#

the rotors are quite low poly (rotor and 6 blades) are about 500 poly for each helicopter

cursive dirge
#

500 polys is low poly for 6 cubes and a cylinder?

#

anyway, you'll not get a solid answer for such vague question here

stoic moth
#

this is how detailed they are

#

๐Ÿ˜ฆ is it a preformance hit to rotate them fast realtime in the game ?

#

or should i be looking in making a material that looks like them spinning really fast

frank escarp
#

@stoic moth its not

#

but a material that looks like spinning looks a lot better

#

as you fake its motion blur

cursive dirge
#

yeah, especially if you have to rotate those blades fast

#

as UE4's motion vectors kinda tend to break after some speed

frank escarp
#

games normally use 2 meshes

#

the slow mesh, what you have there

#

and then one with the blurry material for speed

stoic moth
#

hm so a even lower poly mesh with a special UE material that has motion blur will do then, right ?

#

genius idea with the photoshop trick ๐Ÿ˜„

plush yew
#

Please welcome @sweet abyss to the community! :beers:

weary hull
#

will work out about the same, the fast rotor will be a disc so you the edge quite round

#

+want

humble rivet
#

Hi, In my game the characters will be walking on a path from point A to B, Will attack if they find someone.
I have some skeletals with root motion.. My question now is. Do I remove those root motions or DO I redo my animations with Root motion?

tender dome
#

@frank escarp what should i do, SFML or UE, if i know C++ basics. BTW great advice and thanx @tawny fog for asking all those questions

viscid bone
pale remnant
#

HEllo

#

When I shoot my gun the bullet shoots out at the top

#

HAve been trying to fix this but it won't work

buoyant echo
#

Offset

#

Sorry, you have to fix the offset. Are you using a sphere to spawn them or using a point on the gun

pale remnant
#

muzzle

#

fixxed it

#

Anyone know any programs to translate weapon velocity and speed in real life to unreal

viscid bone
spice urchin
#

i actually just googled the question ๐Ÿ˜›

#

it is a neat problem to solve though

vestal cloak
pale remnant
#

Yeah lol

#

Still having a problem with bullets going straight

#

Have literallt roatated this every single way possible but nothing is working

#

Do I really need bullets?

#

Or projectiles?

plush yew
#

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

viscid bone
#

@pale remnant wait what's your question?

pale remnant
#

Fixed it lol

viscid bone
#

Oh ok lol

tawny brook
#

How do i pack the game in the lowest format possible? It's like 400mb for a simple game ๐Ÿ˜ฎ

plush yew
#

Please welcome @lone night to the community! :beers:

#

Hallo everyone - I wanted to reach out to this community regarding a small Project we want to realize. If there is someone that is educated in the FPS space and is interested in helping out I would be super happy about a PM โค

#

Please welcome @willow robin to the community! :beers:

willow robin
#

Hello!

#

I'm a platform engineer (with an IT degree) starting with Unreal. I'm searching a good course of Unreal, but not for begginer people with no programming skills. Just search in the internet and everything for starters requires no programming skills. Any ideas?

frosty bloom
#

@willow robin look at Udemy.com - UnrealCourses

willow robin
#

I was reading the index of the course, and it's more programming oriented for teaching people to code than to use Unreal framework u.u'

pale remnant
spice urchin
#

@pale remnant export it to a 3d package and chop it up

#

there's no shortcut really

#

best case scenario, you'll be able to duplicate the exterior faces of the wall and re-use them inside. however, that still leaves the interior ceiling with nothing, so you'll likely have to re-use the texture of the wood sides there for that

#

the wood sides up top will have to be both floor and ceiling unless you have any other better materials/textures laying around

#

i say that's the best case scenario, because worst-case is - you have to create new textures too

#

there's some very clear modeling and UV work required at the bare minimum as well as creating new collision and breaking out the door into a separate mesh for interactivity

pale remnant
#

Yeah haha

#

Anyone have any idea how to aim down sights

cursive dirge
#

@pale remnant @spice urchin well, twosided material could work too, without having to duplicate the faces

harsh tiger
spice urchin
#

@Olento the walls would have zero thickness with that solution unfortunately and it would make collision a lot harder to make accurate. i don't think there's an entirely "in-engine" solution for him tbh. unless the door is using a different material and he wants to do the interior as BSP then convert to static mesh and then combine the pieces as a blueprint prefab

#

that would work but be super messy

plush yew
#

Please welcome @timber fable to the community! :beers:

frank glen
plush yew
#

Hallo everyone - I wanted to reach out to this community regarding a small Project we want to realize. If there is someone that is educated in the FPS space and is interested in helping out - can someon tell me where to start?

bleak copper
#

@cursive dirge The editor responds fine. I can move the camera and so forth. Close just does nothing.

#

Started after one of the 4.16 hotfixes.

cursive dirge
#

ah, it's not the same thing then

bleak copper
#

Although it could have started after something I did too of course. Don't know what in the world that would be >.>;

cursive dirge
pale remnant
kindred marlin
#

Anyone else's Epic Games Launcher stuck in a cycle of updating?

orchid sable
#

has anyone seen this before:

Ensure condition failed: GetShadowIndex() == 0

#

one of the players connected to my game (who wasnt doing anything, just sitting idly) crashed, and this was the error that started it off

#

also, there were a bunch of warnings before:

Stalled gamethread waiting for particles 0.000255ms 'ParticleSystemComponent /Game/Maps/panorama_nanovoxel: Microvixel_Audio_BP_C_46.ParticleSystem: Particle System /Bluetech/Panorama_xavihouse/ParticleSystems/08_Voxel.08_Voxel

#

and Attempting to load 'AkAudio' outside the main thread. This module was already loaded - so it didnt crash but this isn't safe. Please call LoadModule on the main/game thread only. You can use GetModule or GetModuleCHecked instead, those are safe to call outside the game thread

#

I am not sure what its saying about using AkAudio outside the main thread, as we are just using it simple the way that the docs explain to (its a plugin we've been using the same way for a year with no trouble)

plush yew
#

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

#

Please welcome @gritty bridge to the community! :beers:

plush yew
#

Please welcome @shut minnow to the community! :beers:

shut minnow
#

Howdy folks!

south ridge
#

Hi there

topaz kettle
#

mac osx doesn't support modding tools ?

pine shell
#

question

#

which type of game makes more money and why: fps or mmorpgs

tawny brook
#

Ohhh! Thanks Unreal for crashing on me!

#

I was literally saving my files and it crashes

#

rip

next badger
#

@vestal cloak hope it's not too late, there's a demo on Learning tab called Water Planes

tawny brook
#

Why is a basic UE4 game like 400mb in size?

#

Is it just due to the size of the engine?

cursive dirge
#

@tawny brook redists and stuff

plush yew
#

Please welcome @native dock to the community! :beers:

cursive dirge
#

and no compressed paks by default

tawny brook
#

How would i fix that? @cursive dirge

cursive dirge
#

packaging settings

#

if you remove redists and error reporter and compress paks, you save a ton already

#

@tawny brook ^

plush yew
#

Please welcome @feral stump to the community! :beers:

vestal cloak
#

@next badger dude thank you!!!!

keen pawn
#

hey guys anyone know what HZB setup mips are and why they are taking up so much resource?

plush yew
#

Please welcome @steel flame to the community! :beers:

next badger
#

@tawny brook i believe it could be packaged down to 80+mb, or so, but that's smallest i've seen so far

keen pawn
#

cheers dude

tawny brook
#

@next badger 80mb would be IDEAL

#

Like.. sending a 400mb package to friends to test a single thing is like... fuck no

buoyant echo
#

The game I'm making packaged to around 150mb for the first round.

#

Took a while to get it to that, though

keen pawn
#

so @next badger is this litterally saying sorry nothing i can do?

next badger
#

@tawny brook i've said smallest...means...barebone (or almost)

#

@tawny brook each mesh, each texture matters

tawny brook
#

well duh

#

๐Ÿ˜„

next badger
#

@keen pawn you could wait till 4.18 or apply the fix commit by yourself

keen pawn
#

what kind of frame increase am i looking at

tawny brook
#

@next badger Ye well

keen pawn
#

if i apply the commit manually

tawny brook
#

Isn't really ideal to send to people

next badger
#

@keen pawn read the descripton, it's all there

#

@tawny brook is that a packaged game?

tawny brook
#

yes

#

it is

#

or idk tbh

#

i just exported it

next badger
#

@tawny brook have you stripped all the content from it?

#

@tawny brook like, all except you're using

tawny brook
next badger
#

@tawny brook nope, i mean the ue4 project, it should not have ANY other stuff, like starter's content etc

tawny brook
#

oh

#

no starter content

pale remnant
#

is anyone up?

plush yew
#

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

toxic vale
#

Greetings, Which channel is recommended using for vehicle question(s)? Rigging odd failures

visual spear
#

wishlist me maybe

#

@ashen brook you ever get a chance to try this thing

plush yew
#

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

cloud cobalt
#

@final flicker A bit early to be promoting your own server

#

This is an UE4 support forum, not a gaming community

tender blaze
#

hi guys

#

i have a strange issue

#

for a spesific level my perspective viewport is totally black

final flicker
#

Ok, I'm usually on there working on my UT3 server more than anything. I figured since the bot posted a link to my account and an emoji of some beer mugs that I could probably post a link, but no problem.

tender blaze
#

it's ok with ortographic mode

#

and also works fine with other levels

#

any idea what can I do to get my perspective viewport back?

#

I've only changed levels

#

and if I run the game it works fine also

#

though I can only start from an orthographic viewport

#

with play - selected viewport

final flicker
#

@cloud cobalt Do you know of a larger / semi-official Discord server for UT3 development? I'm not qualified to submit code to the UE4 repo, and don't want to start making mods at this early of the dev process.

cloud cobalt
#

@final flicker I don't, though there is still a UDK community on the forums

#

UT4 is completely different (other engine, other language, etc)

final flicker
#

Thanks. I've done coding and mapping for 2k4, UT3, and UT4, so I'm familiar with the difference... I didn't know if you discussed UE3 here, so I figured I'd ask.

Have a good one.

cloud cobalt
#

Some people probably did work with UE3, more with UDK. But frankly if you're going into UT modding, the new UT sounds like a much better platform

#

UT3 wasn't well received and the current UT is much more fan-driven so the modding will be there

final flicker
#

I already added the missing Invasion gametype to UT3, with RPG stats, magic weapons, and about 50 mods which is already done... I just started playing with it again since I installed the server browser patch last week.

plush yew
#

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

#

Hey, how can i change a localization font?

#

for a specific localization

wary wave
#

UT3 has hundreds of gigabytes of mod content

#

however, it was 10 years ago

plush yew
#

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

versed rain
#

damn unreal engine keeps crashing and i don't know what to do ๐Ÿ˜’

#

maybe i should just set a new project and copy all classes but that is kind of stupid

#

all this because i deleted a class

#

(i think)

paper kernel
#

this is why you have version control

#

so you could roll back to the moment before it all went to hell

plush yew
#

Please welcome @tired locust to the community! :beers:

versed rain
#

yes... in this case it was all very on the beginning and i'm still a newbie so "why use source control? screw it..:"

#

being a seasoned developer, i should've known better ehehe

plush yew
#

Hello, I have questions about Armature, Animation and Material import from Blender to UE4.

#

F.e. I have an animation that animates a change of material properties. When I import the animation and the material in UE4, will it work?

plush yew
#

Please welcome @vagrant coral to the community! :beers:

tender blaze
#

@plush yew you can't export advanced material stuffs

#

you need to set up the material inside the engine

plush yew
#

Hey everyone!

Trying to set up fonts for different languages. For example, English is set up fine, but when we change to Russian, it takes a different font that is larger and messes up our widgets. Is there a way to set up fonts per language?

#

Please welcome @eager wave to the community! :beers:

dusky chasm
#

hi! is someone having problems with oculus in packaged games? thanks!

plush yew
#

Please welcome @ebon echo to the community! :beers:

ebon echo
#

Aloha

tawny brook
#

Welcome @ebon echo

ebon echo
#

Thank you

tawny brook
#

How long have you been working with UE4?

ebon echo
#

๐Ÿค” I've not been working with it for long, I'm being taught by someone IRL how to do some coding stuff but I have to say I'm not liking it's visual studio integration.

tawny brook
#

Ahh ok

ebon echo
#

It just doesn't want to work right for some reason and I'm sure it's our fault but I can't figure out why it is

wary wave
#

VAX is what you want if you're not using it already

#

all hail VAX

plush yew
#

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

#

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

willow valve
#

I know this is a game dev discord server, but I'm totally in love with Fortnite

#

I think the theme and all the little things they do with the audio and graphics are super awesome

tall pendant
#

#lounge is for off topic chat ๐Ÿ˜„

plush yew
#

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

plush yew
#

Please welcome @ivory lava to the community! :beers:

viscid bone
#

Can someone help me in #umg

unborn matrix
viscid bone
#

๐Ÿ˜ฎ

#

Nice

#

@unborn matrix what's it called?

unborn matrix
#

Dark

#

releasing on the 26th

viscid bone
#

Ooo Ima look

unborn matrix
#

They took forever to approve my build .-.

Got sent back once because of redist stuff, and then it took another 5 days to get approved

viscid bone
#

lol

#

Cant find it on Steam :/

plush yew
#

Please welcome @manic gazelle to the community! :beers:

viscid bone
#

Probably haven't updated store yet

paper kernel
#

quick question: any logic ideas how could I convert class check into enum

#

if class is A, pick Enum option 0

#

B, pick 1

#

without doing massssive boolchecklist

viscid bone
#

Umm

#

heh

paper kernel
#

they seem busy

#

but it's not BP question as such, more of a logic

viscid bone
#

Hmm idk

worn granite
#

There isnt a good way to do that

#

Other than a map, maybe

viscid bone
#

Been using UE4 for about a month lol

worn granite
#

Make a map, see if it works well for you

viscid bone
#

^

#

idk

paper kernel
#

yea that could work

viscid bone
#

But if anyone could help me in #umg that would be greatly appreciated

buoyant echo
#

@worn granite what exactly is a map in this context?

worn granite
#

The type

plush yew
#

Please welcome @strong hearth to the community! :beers:

strong hearth
#

howdy

viscid bone
#

Howdy

unborn matrix
#

Hi im back

#

working

viscid bone
#

Ooo yay

#

Thx

#

Looks cool @unborn matrix

unborn matrix
#

Thanks !

viscid bone
#

You should probably make the screenshots widescreen though

#

Some have those borders which take away from the gameplay

unborn matrix
#

It's VR

#

so thats default what the screen looks like

buoyant echo
#

It's looks really nice. Like the music for it.

viscid bone
#

Oh ok, I've never seen VR lol

unborn matrix
#

@buoyant echo Thanks! My cousin made it

viscid bone
#

But it looks cool

#

I might buy it if I saw some more gameplay and actually had VR lol

buoyant echo
#

Wish I had a VR headset to test these things.. Damn.

unborn matrix
#

You dont need VR to play our game

buoyant echo
#

Uh yeah you don't.
Doesn't mean I don't wanna flail my hands around knocking down lamps as I try out your game, though.

unborn matrix
#

You can join in as a normal PC person and like fly around and possess enemies and mess with VR people

viscid bone
#

Noice

unborn matrix
#

yeah steam has weird stuff about VR

viscid bone
#

Oh wait my PC can really not handle it though

unborn matrix
#

but if you notice in our trailer theres a non vr player with a VR guy

#

@viscid bone we have to update specs too

viscid bone
#

Yeah

#

Oh ok

unborn matrix
#

because non VR doesnt require what VR requires

#

I think it can run on like a 700 series

viscid bone
#

Oh ok

#

I have 750 ti

#

lol

unborn matrix
#

Yeeee, I haven't tested it on anything lower than a 900 series

#

but its all low poly

#

and we optimize pretty heavy

buoyant echo
#

OH NON VR CAN POSESS MONSTERS?!

viscid bone
#

Good

buoyant echo
#

THAT'S SUPER RAD!

viscid bone
#

^

unborn matrix
#

Yeah!

#

like

#

literally any AI or NPC

#

can be non VR

#

the final boss (not shown) can be non Vr

viscid bone
#

That's cool

#

@unborn matrix do you know anything about animations?