#ue4-general

1 messages ยท Page 90 of 1

tawny brook
#

Hey 0lento, wanna help me for a sec

cursive dirge
#

it's pure stupidity from human kind IMO ๐Ÿ˜„

tawny brook
#

it is

cursive dirge
#

is there a question related to that?

tawny brook
#

one sec

#

If i get the length of it

lavish glacier
#

@cursive dirge what if i told you that its possible to consume 3x the power a month and have free electricity as a result plus some spending cash? ๐Ÿ˜›

tawny brook
#

wut? u using solar panels or something enko?

#

It's also a waste of the resources in the GPUs

cursive dirge
#

@lavish glacier I dunno about you but my electricity bills are already killing me

lavish glacier
#

just whatever i had

#

mining monero

#

on half a doezen gpus

cursive dirge
#

yeah, it's stupid alright

lavish glacier
#

heheh

#

proof of work isnt free

cursive dirge
#

and I'm not talking of the potential income from it

lavish glacier
#

neither is decentralization

#

it has to hurt to have difficulty

digital anchor
#

i disabled a plugin that im not going to use anymore, when i started the engine i got

lavish glacier
#

and yes it sucks

digital anchor
#

enabled the plugin again but cant fix

cursive dirge
#

think of if people invented they can generate free virtual money by driving gas powered cars in circles, and they then did that?

#

same principle

fluid tide
#

@tawny brook Nice!

tawny brook
#

:/

#

Not what i wanted tho

#

And the heck

fluid tide
#

im going to dev something too

tawny brook
#

Dovydas...

lavish glacier
#

@cursive dirge yes, but is there something biggger at play thats worth it?

tawny brook
#

u know whats confusing

fluid tide
#

um?

tawny brook
#

If i have an input key to cast to zombiegameinstance.. then get players in game and print out length

#

it's the correct value

#

but if it's in PlayerHUD (Blueprint widget) its all funky

cursive dirge
#

@lavish glacier anyway, that's just my opinion on the matter

lavish glacier
#

@cursive dirge i dont disagree, i just think it may be worth the waste

#

maybe

fluid tide
#

@tawny brook That's counting something diffrent than points

tawny brook
#

o i just realized it's counting down

#

its the array

#

of players

cursive dirge
#

couldn't we go back to stone age and hunt squirrels for skins until they are extinct?

tawny brook
#

but i was doing it after the foreachloop

#

๐Ÿ˜„

fluid tide
#

4, 3, 2, 1, 0, -1

tawny brook
#

I see that

lavish glacier
#

@cursive dirge probably be happier too

tawny brook
#

I put the print string after the loop by accident ๐Ÿ˜›

fluid tide
#

๐Ÿ˜„

#

Now... I need to figure out why BP Interface doesn't work in my widgets

tawny brook
#

U know what it is dovydas

#

I think ik why my player count is funky

#

The values on the side

#

I'm calculating it right as Begin Play

#

I'll need a delay ๐Ÿ˜›

fluid tide
#

Might be

tawny brook
#

I noticed because

#

Right as i make the widget.. i printed a string

#

Each client joined..

#

the player count went up

#

Added a 3 second delay after players get put in array.. then call Setup player hud

fluid tide
#

If anyone knows I would be grateful

tawny brook
fluid tide
#

Nice

#

CS:GO? ๐Ÿ˜„

tawny brook
#

๐Ÿ˜› no

fluid tide
#

Soldier... Money

tawny brook
#

well

#

I could make it a zombie if u want

plush yew
#

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

tawny brook
#

Welcome @plush yew

#

#speedResults

fluid tide
#

@plush yew The profile pic xD

tawny brook
#

lol

plush yew
fluid tide
#

๐Ÿ˜‚

plush yew
#

look upon the face of death!

tawny brook
fluid tide
#

erm

tawny brook
#

ye no

#

didnt think so

plush yew
#

maybe like those missing texture maps

fluid tide
#

Mario blocks

tawny brook
#

๐Ÿ˜ฆ

#

Ima get back to finishing this

#

and then cry in a corner

#

cuz ur bullying my game

fluid tide
#

I don't get it. About what this game is. Soldiers, money, Bloks (Bloxs? Blocs???! Blocks??... IDk.)

#

Oh! It's a box!

tawny brook
#

lol

#

Do you know where that box is from?

fluid tide
#

Dunno. But it looks like placed on pallete, like those in the warehouses

#

It's like a chest

tawny brook
#

I can't tell if your joking or not

fluid tide
#

or what

tawny brook
#

it feels like u are

fluid tide
#

Im guessing

tawny brook
#

omg

fluid tide
floral heart
#

I should make a game where you throw things at the dev for making a bad game.

tawny brook
#

LOL

#

gr8 idea

#

put DovydasLinkus as the dev

#

cuz he doesnt know what a mystery box is

floral heart
#

"Your game sucks, and I bought this DLC brick just to throw it at your likeness!"

fluid tide
#

Actually I dont

tawny brook
#

see

#

u just admitted u didnt know

#

๐Ÿ˜„

fluid tide
#

Cuz I didnt

#

Imma google that

tawny brook
#

Have you never played call of duty?

floral heart
#

I don't know either.

tawny brook
#

srsly people?

#

Never played COD?

#

๐Ÿคท

cloud cobalt
#

The bigger question I have is why the surfaces have no materials, but they have geometry

fluid tide
#

No.

cloud cobalt
#

It's like the artist did obly half the job

floral heart
#

I played the MW1 demo once.

tawny brook
#

Stranger

#

It's alot easier for geometry/placing things in

#

then materials.

#

Especially when this is your first game

#

and have no paid assets

cloud cobalt
#

Oh, so that's just a placeholder, gotcha

tawny brook
#

lol

fluid tide
#

IMMA GOING FUCKEN BURN THIS PROTOTYPE TO THE GROUND! WTF THIS ISN'T WORKING ARGH....

#

I need a cigarrete

floral heart
#

It looks early access worthy.

tawny brook
#

lol

cloud cobalt
tawny brook
#

this is about unreal tho

#

m8

#

It's about my gr8 map

#

made in unr3al

cloud cobalt
#

@floral heart I have a pretty higher bar than that for EA myself ๐Ÿ˜ƒ

plush yew
#

Please welcome @lunar adder to the community! :beers:

tawny brook
#

Welcome @lunar adder

fluid tide
plush yew
#

Please welcome @torn owl to the community! :beers:

safe rose
#

@fluid tide Man, I haven't played League in so long.........

plush yew
#

Please welcome @marble ether to the community! :beers:

cursive swift
#

Hey hey hey

#

Does somebody know where i can find the exemple map from that

#

Cause i m looking on the market place but i m not able to find anything

#

theres the content exemple but its from 2015

cloud cobalt
#

Uh, Content Examples are updated

#

You might need to redownload them

plush yew
#

Please welcome @next sail to the community! :beers:

fluid tide
#

@cursive swift A paragon map? I don't think that it is out publically

digital anchor
#

if its the timestamp he sent its on content examples

#

parallax example

cursive swift
#

Okay

#

nah it's a content exemple map but the shape i m making will not be usable with that technic aniway

#

:'(

cloud cobalt
#

POM is mostly for terrain anyway

#

You'll get better result with regular shading for everything else

lament barn
plush yew
#

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

lament barn
#

Launched my game and that came up

#

What does it mean?

safe shoal
#

@lament barn try disabling the Event Driven Loader

#

AFAIK that thing is still buggy as shit

lament barn
#

How do I do that?

safe shoal
#

In project settings somewhere, just search for it

lament barn
#

got it

safe shoal
#

if that's not it, it's likey something else

lament barn
#

:/

#

Any other bright ideas?

frank escarp
plush yew
#

Please welcome @eternal delta to the community! :beers:

frank escarp
#

Blender has added a noob tutorial playlist to their channel

plush yew
#

nice

safe shoal
#

Hmm, not sure in that case @lament barn

lament barn
#

:/

#

Alright, thanks anyways

plush yew
#

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

paper kernel
#

paper cutouts

dim seal
#

Some, not too much

plush yew
#

Please welcome @hushed scarab to the community! :beers:

floral pagoda
humble rivet
#

Hi, What should I use as life in my game ?

#

Instead of just hearts or health amount

#

Some games use stars ๐Ÿ˜ฎ

#

its a tower defense game btw

cursive dirge
#

I vote for visual clues

#

oh, in tower defence that'll not work ๐Ÿ˜„

humble rivet
#

What did you mean by visual clues, like bloodied borders when low on health ?

paper kernel
#

hmm ๐Ÿค” SceneCapture2D is Drawing to render target when placed in the world, but not when it's actor component

wary wave
#

initialisation order issue, perhaps

paper kernel
#

I tried every frame and delayed manual capture

#

lets try create it during construction

next badger
#

@humble rivet then i would love to hear heart pounding sound when close to lose the game...

#

@humble rivet use for lives anythin that players would associate with it...maybe icon of the tower, or icon of the main hero (if there're heroes)

digital anchor
#

when i need in one actor access something in another actor, is there a better way to make sure the other actor is already spawned before executing a code

#

for example, right now im using Beginplay > delay > access the other actor

#

doesnt seens right

#

delays everywhere

upper heart
#

show collision isn't showing my foliage collision. does anyone know how to show that?

feral echo
#

is there any way to use one asset in several projects without constatly migrating new versions between them?

#

like if I have some widgets or blueprints which I want to use in all of my projects and keep them in sync if I make any changes

cursive swift
#

@cloud cobalt Yeah i guess that POM is landscape only more or less i wanted to apply it to a pile of gravel but

#

the effect gets broken and i have no idea on how to operate to get a good result

#

becasue it looks really flat

#

the bottom part is fine

#

but of course if you go on the curve with the camera it goes nuts

#

as expected

#

IF ayone has a solution to make a gravel pile look good using any other method i'm for it

#

strange thing is that i cant get the silouhette of it

#

it take the edge and warp also

#

and on most of the exemple that i ve seen they can break the silhouette of the object

#

I might have done something wrong or forgot something

#

i dont know...

real bolt
#

Is it still possible to move DerivedDataCache foldier to another drive ?

cloud cobalt
#

@cursive swift What does it look like now ?

cursive swift
#

Hum kinda okay from some angles

#

and not on some others

#

that part is okay.

#

okaytish cause if I try to push the steps or the parallax a little bit more it's... well not great

#

and also i change the map the original was making this thing warping like hell

cloud cobalt
#

It looks like you have shadows in the texture

cursive swift
#

yeah i use the cavity on the diffuse

#

to have something more appealing visually for now

#

I ll take that off

cloud cobalt
#

What I would try is removing that, making the normal more intense, and having a very different roughness value for rock and mud

#

Mud is quite shiny and flat, rock usually very rough

cursive swift
#

Well tell thatto megascan xD

cloud cobalt
#

Just because it's a scan doesn't make it what you want though ๐Ÿ˜ƒ

half mango
#

guys, quick question

cursive swift
#

yeah i know but that s not my main problem now

half mango
#

how difficult would it be to get almost complete photo realism

#

like this

#

would that require a massive amount of work?

languid shard
#

@half mango mostly lighting tweaks

cursive swift
#

Yup

languid shard
#

and good models/mats

cloud cobalt
#

@half mango You need to understand the lighting really well and have great materials

cursive swift
half mango
#

ok

#

you think this guy made all these materials himself? or downloaded

cursive swift
#

like on that part you have that warping but i ve ssen some of them using the silhouete to break that

cloud cobalt
languid shard
#

@half mango UE4arch guy(s) is (are) making asset packages

half mango
#

hmm yeah that one is incredible too

languid shard
#

he(they) probably make all from scratch

cursive swift
#

most of the tim its a simple shader with almost nothing in it

#

Aniway POM might not be the way to go actually cause i wont be able to cast shadows

#

so it that pile dont cast a shadow it s gonna be problematic in one way or an other

#

hum

pallid compass
#

someone tell me the secret to 9 slicing

half mango
#

i can't believe how real this looks

#

this is what i want to achieve

languid shard
#

shiny mud pom

cursive swift
#

Yeah he point is not on shady mud i can do that

#

the point is for me to find the best solution to make that stupid pile of gravel with a good silouhette :/

languid shard
#

tesselation ?

cursive swift
#

cost too much

languid shard
#

I'm getting better perf with tess than POM tbh ๐Ÿค”

#

at least for VR rendering

cursive swift
#

Still cost too much

#

you know ps4 :D

languid shard
#

aye

#

even if you regulate the tesselation multiplier based on camera distance ?

#

that's how my material works

cursive swift
#

Yeah i could use a distance fade

languid shard
#

performance impact is quite reasonable if you use that technique

#

and you don't have to use tesselated materials on everything ๐Ÿ˜‚

#
  • you get shadows !
cursive swift
#

I know that but

#

woner if its not better to go oldschool and do a flat thing with some geometry on it

#

ha....

#

I dont know what to freaking do right now =_=

#

and i kinda hate megtextures

#

cause you have control over nothing

pallid compass
#

seriously why is there no detailed 9 slice guiding tuts D:<

sleek crown
#

Sup guys.
I'm trying to create instant object destroy on client side
Current logic:

I'm having an AActor (bReplicates=true) (For ex. named "act")
Client(SomeMethod): S_Destroy(act); // Reliable, Server
Server(S_Destroy): act->Destroy(); // Actor is destroyed on client after (latency*2) amount of time (Client->Server then Server->Client)

So if client has valuable latency it take huge delay on client side to see that actor is destroyed.
If there is a solution to simulate replicated Actor destroy only on client side to make things looks laggless?
Like that one:
Client(SomeMethod): S_Destroy(act); LocalDestroySimulation(act);
I have tried TearOff and Deastroy on client side and had no results

tender dome
#

are there any 2d side-scroller out there that is made using UE4

weary hull
#

unlikely, its massive overkill

tender dome
#

why is that?

weary hull
#

you'd get much smaller games and faster performance from a 2d engine/sdk

cursive swift
#

2D SIDE SCROLLER GO SEE THE GAMESTUDIO MAKER

cursive swift
#

whoops capslock

weary hull
#

what about SFML

cursive dirge
#

but yeah, UE4 isn't really the best pick for 2D games

charred tapir
#

Hey guys. Anyone with a Vive who wants to playtest something from me on Steam?

cursive swift
#

depends what :D

weary hull
#

I'm poor trash who cant afford a vive

cursive dirge
#

sign NDA first

#

he'll tell then ๐Ÿ˜„

tender dome
#

i know about game maker studio, but i have the knowledge and art for this engine so i thought it might make thngs easy

cursive swift
#

studiomaker isnt that difficult

cursive dirge
#

well, check the paper2D example from launcher

#

there isn't really much material to start with

#

and paper2d is what it is

#

it's not a priority for epic

charred tapir
#

Lol

languid shard
#

I made a Metal Slug prototype using Paper2D a while back

#

worked pretty well

charred tapir
#

No NDA required. Just don't be an ass :p

tender dome
#

i have @olive wigeonnto

cursive swift
#

Hum... i ll pass

tender dome
#

whats NDA?

cursive dirge
#

@charred tapir you actually have permission to those tracks?

charred tapir
#

Yeah

cursive dirge
#

non disclosure agreement

#

or something like that

languid shard
#

you play as the prisonner instead of the soldiers

tender dome
#

is it exe @languid shard

languid shard
#

yeah it is

#

its a compiled standalone

tender dome
#

thanx you've made my day

languid shard
#

I lost the sources a while ago, so that's the only remnant of that project :

#

:p

plush yew
#

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

tender dome
#

i just wanna make a 2d top down using UE cuz its the best and i already did some work using it. the engine

cursive dirge
#

well it definitely isn't the best for 2D ๐Ÿ˜„

#

but yeah, I get that you may want to keep using it

languid shard
#

unity is pretty solid for 2D stuff

tender dome
#

i was talking about the engine!! ๐Ÿ˜

cursive dirge
#

we could debate about that too but there's been too many engine comparison talks lately already

tender dome
#

we must not get into it then!!

cursive dirge
#

yeah, paper2d it is then

tender dome
#

yep!! thanx

pallid compass
sleek crown
#

Sup guys.
I'm trying to create instant object destroy on client side
Current logic:

I'm having an AActor (bReplicates=true) (For ex. named "act")
Client(SomeMethod): S_Destroy(act); // Reliable, Server
Server(S_Destroy): act->Destroy(); // Actor is destroyed on client after (latency*2) amount of time (Client->Server then Server->Client)

So if client has valuable latency it take huge delay on client side to see that actor is destroyed.
If there is a solution to simulate replicated Actor destroy only on client side to make things looks laggless?
Like that one:
Client(SomeMethod): S_Destroy(act); LocalDestroySimulation(act);
I have tried TearOff and Destroy on client side and had no results

pallid compass
#

actually better ask in longue as this is kinda off topic

tender dome
#

@sleek crown ask in #cpp i think!!

silk vector
#

Need help importing textures I got from Poliigon to UE.

#

Noobie here

sleek crown
#

@tender dome done, ty

languid shard
#

so @tender dome , have you tried MetalHobo ? ๐Ÿ˜‚

pallid compass
#

the fuck why cant i find any archieves of the ue4 wiki D:

languid shard
#

iirc its E to fire, space to jump and arrows to move around

tender dome
#

i am currntly downloading tappy bird and my internet is slow, but its opened in chrome and once TB is done its next

languid shard
#

aye

#

its a quite short prototype with char controls, a bit of scenery and animations

#

and that good ol' metal slug theme ๐Ÿ˜ƒ

tender dome
#

i love metal slug

languid shard
#

I used spritesheets to make every animation

#

very tedious process, in particular for explosions and sprites that don't have any reference point

tender dome
#

im doing same thing, my friends gave me an idea about this mini game, so i just making the art for that

languid shard
#

right, I downloaded it

#

ZQSD to move

#

space/Z to jump

#

F to kameha

tender dome
#

shit kameha in slug!! awesome

plush yew
#

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

languid shard
#

oh man its missing the soldier at the beginning

#

that's a very old exe then ๐Ÿ˜ฆ

#

oh well

tender dome
#

i dont mind

languid shard
#

made some flash anims aswell like 5 years ago

#

lost em when dropbox reworked their UI

tender dome
#

๐Ÿ˜†

cursive swift
#

Hum

#

I wonder if i might have to go sculpt a tileable texture then to a retopo combine the geometry and make a low poly

#

casue that tiling repetition + megascan doenst work

#

but yet even if i scatter a low poly of 82 triangles

#

well put that 3000 times

#

the polycount gets huge even for a big pile

#

and 240 k is a big no

#

should be at least 10 times less

#

hum

plush yew
#

Please welcome @errant tundra to the community! :beers:

weary hull
#

F to kameha?

tender dome
#

@languid shard did you make those sprites?

#

the game is awesome

#

did you used scalable 2d/3d or high quality ?

half mango
#

i just exported a scene of multiple objects from blender into UE, and i noticed all the mesh's are at the bottom to drag in

#

is there a way of importing so they all end up in the same place as in blender?

#

all like the original scene

languid shard
#

@tender dome nah I gathered spritesheets from the original game

#

Made my own template for the character controller

plush yew
#

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

tender dome
#

i was thinking of using that to find out wheather a very old pc can handle UE's side scroller

old jewel
#

Thanks @plush yew

plush yew
#

Please welcome @knotty saddle to the community! :beers:

sterile cairn
#

Asked in #animation, but the channel seems dead today:
What is the correct way to do layered blends per bone with a multitude of montage groups: Extremities to Limbs then Whole Body, or the other way around?

silk vector
#

Anybody use mixamo to import animations etc?

#

I go to auto mapping and the model doesn't give me an option for pelvis like it does in the tutorial videos I've seen.

#

Plevis, as well as other things.

#

Nevermind, they removed UE4 downloads.

plush yew
#

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

#

uh

#

what a nice server

#

10/10

sterile cairn
#

The bot does it for everyone. Not sure why it isn't put in #introductions, but oh well. :/

plush yew
#

Please welcome @quiet gorge to the community! :beers:

quiet gorge
#

๐Ÿ˜€

humble rivet
oblique fern
#

how would i change the 'skin' of the fps player, such as SK_Mannequin ?

#

can i export the mannquin, change model, texture, then reimport? take it i need to have the same skeleton

tacit matrix
#

hey guys, after packaging my game, im able to open it and go into the main menu but from there, it freezes when i click new game, and have to alt tab out and back in, in order to open my level but then it still freezes,

#

would anyone know why this is happening

pallid compass
#

Question thats been driving me up the wall, how can u control motion blur, it ruins so many particle effects and all sorts

fluid tide
#

Anyone knows how long it takes while I get an item that I purchased from the marketplace? I tryed to write an email to epic asking about it, but it says that I need to fill the captcha whilst there's no captcha lol

pallid compass
#

u normally get them instantly

plush yew
#

Please welcome @chrome jackal to the community! :beers:

fluid tide
#

@pallid compass It's been 2 hours +!

pallid compass
#

stupid question but

#

u even clicking the download button

humble rivet
#

How do You compress texture in ue4? I am only able to change the LoD but not compress ?

pallid compass
#

There is compression settings inside the txt files

humble rivet
#

where are they usually located?

pallid compass
#

double click a texture

#

all the settings are on the right

humble rivet
pallid compass
#

no clue

#

never seen that before

humble rivet
#

all my texture files are using max 512x512 as max texture

#

while they're imported as 2k

pallid compass
#

they should be 512 then

#

dont forget things like AA

#

increase memory usage

#

during run time

#

etc

dapper patio
#

anyone working with unreal tournament ?

#

just a quick question what are the map requirements like spawns and actors that i need in the level for a build and submit ?

pallid compass
#

by the power of epic, i attempt to summon Luos the master of particles, in relation having particles zoom out then come back in too center

terse zealot
#

if I have a 2D level where items (sprites) fall from the top of the screen to the bottom, do you think I should (A) use gravity and let the physics engine perform the falling or (B) just decrement the Y axis each tick or with a timer to have it fall a bit more manually?

#

both should theoretically work, just unsure if physics is heavier or manual movement in tick

pallid compass
#

depends

#

Multiplayer or single

terse zealot
#

let's say single

#

but curious how they'd differ ๐Ÿ˜ƒ

pallid compass
#

Phyx can be painfully heavy on servers for replication

#

i could just use phyx i guess

#

i dont see any issue with it

plush yew
#

Please welcome @last moth to the community! :beers:

fluid tide
plush yew
#

Please welcome @royal hemlock to the community! :beers:

pallid compass
#

Can anyone rememberh how to mask just using a colour like cyan?

#

i cant remember

worn merlin
#

@pallid compass You mean the Chroma_Key_Alpha?

pallid compass
#

no idea

#

Want to use cyan only area

#

as mask

worn merlin
#

To remove all cyan in an image?

pallid compass
#

to use all cyan as mask

worn merlin
#

either that or mess around with the Chroma_Key_Alpha node in the material

pallid compass
#

jesus wtf

#

ur going ham

#

u can do it in like 3 nodes

#

i cant find my example of where it is

worn merlin
#

yeah so use Chroma Key Alpha, no?

pallid compass
#

no it looks like crap

#

or im using it wrong

worn merlin
#

Plug in your image, and cyan, and that will give you a black and white mask

pallid compass
#

yeah it does, and its jaggered af

worn merlin
#

mess around with the scalar params

pallid compass
#

There is litrally

#

a math formula for it

#

and i cant remember it and its driving me mad

worn merlin
#

if you find it, could you let me know please?

pallid compass
#

ofc

#

its simple math formula

#

like u add two channels together, and take 1 away then do another thing

#

or some crap

#

well i managed to get it down to just cyan and green

#

now to remove the green

#

There u go

#

Its not the way i remember doing it but works LOL

#

u can be cheesy and mask like that too

merry gazelle
#

what happened to the marketplace update?

toxic wagon
#

you can do orthographic projection in paper2D correct?

#

ah you can

ornate hamlet
#

I have a general question.
Is there same way to change these settings based on level? For example regular levels should use the pogo pogo pawn, but levels like the main menu should use a different class instead. I havent found anything on that specifically yet (although I am sure it must be somewhere) this might be a bit of a "let me google that for you" question but I have honestly no clue

plush yew
#

whats the easiest way to make a cubemap?

#

Please welcome @grand parrot to the community! :beers:

pallid compass
#

Any reason an ID map texture would random drop too super low resolution in game?

terse zealot
#

thanks, @pallid compass for your info earlier :)
so for single-player, you think physics is the way to go for falling sprites vs movement on a tick or timer?

pallid compass
#

Depends how you want them to handle

#

and your platform target

toxic wagon
#

anyone ever mess with paper 2D?

terse zealot
#

@pallid compass that's fair ๐Ÿ˜ƒ

#

wasn't sure if one was nicer on cpu

#

@toxic wagon only a little

toxic wagon
#

do you happen to know how to change the rendering resolution so sprites render at double size?

terse zealot
#

hmm, good question. I am not completely sure, but maybe look at the settings on the sprite that was imported

#

I know there you can change compression levels, etc.

toxic wagon
#

not on a per sprite basis

#

like, UE4 is rendering the scene at 1:1

#

I want to do 2:1

terse zealot
#

could you zoom in your camera?

toxic wagon
#

tried

#

960x540 upscaled to 1920x1080 with bilinear filtering essentially

#

err

#

no no bilinear

#

nearest neighbor

silk vector
#

Trying to make grass paint but when I make it the landscape material, I don't get any target layers.

pallid compass
#

u gotta create target layers

silk vector
#

That wasn't in the video I watched. :C

pallid compass
#

thats if ur talking about what i think u are

storm venture
#

Hey my map says it needs a lighting rebuild for 400+ objects but every time I build lighting it spends 5 minutes at 1% and then stops

pallid compass
#

u have way too many objects

#

or ur quality is not set to preview

#

wth

#

some how im streaming over pool

#

can anyone advise? first time iv had this

storm venture
#

since when is too many objects a thing? its just a house

#

and its on preview

pallid compass
#

im not expert when it comes too static lighting but

#

sounds like ur hitting a bottleneck

#

lack of something

#

to process the lighting

plush yew
#

Please welcome @rotund tiger to the community! :beers:

toxic wagon
#

what was the thing called where you used enums to specify which exec to use?

plush yew
#

Please welcome @chilly dome to the community! :beers:

#

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

pallid compass
#

What happens if u InputComponent->AddActionBinding(AB);, do u still need to add the input in the editor or?

plush yew
#

Please welcome @lean oyster to the community! :beers:

rotund tiger
#

Is there any way to get a physics actor to rotate by 90 degrees on spawn? Putting a SetActorRotation node in the blueprint constructor seems to work, but I'd like it in the parent's constructor or in some event in the parent's class.

thorny cipher
#

Anyone know how to include engine content in a packaged build ?

#

I only see it under DLC

plush yew
#

Please welcome @patent forge to the community! :beers:

vital drift
#

Hey how's eveyone doing

hexed lance
#

great, and yourself?

vital drift
#

It's going alright, right now I'm trying to learn C++

hexed lance
#

UE4 implementation? or just the language

vital drift
#

I'm starting with the language, isn't is alsmost the same thing or is there more with UE4

#

Do you know C++ coding @hexed lance

hexed lance
#

yes

vital drift
#

Do you know any easier way to learn C++?

hexed lance
#

I can link you some youtube videos that helped me learn, the UE4 documentation won't help you much

naive thunder
#

hey fellas! Anyone has any idea on how to avoid your animation curve from looping?

hexed lance
vital drift
#

Thanks @hexed lance

hexed lance
#

I would watch that and stop and rewind as needed really good at throwing a bunch of info at you

naive thunder
#

going insane in here trying to understand animation curves

hexed lance
#

maybe make a text adventure or sometihing before diving into UE4, because C++ has a steap learning curve and so does UE4.

naive thunder
#

I mean, each time it reaches the end it starts all over again, I need it to just stay on the positive value without looping

hexed lance
#

and then you can message me any questions you have with a dm and I will see if I can help @vital drift

vital drift
#

Alright, cool thanks

#

Thanks for the help @hexed lance

hexed lance
#

I've got a question and I don't really know where to post it so I will put it here. I am building a dedicated server for my game, but I don't really know what kind of hardware I neeed. I don't know a good way to tell how much ram and such the server needs

maiden swift
#

Ah, 4.17 preview 3 is out today. ๐Ÿ˜„

plush yew
#

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

hexed lance
#

Welcome @tender sigil

tender sigil
#

HEllo!

#

Is there a certain channel devoted to lighting in Unreal?

hexed lance
tender sigil
#

Ahh thank you very much!

hexed lance
#

no problem

naive thunder
#

@tender sigil I do mate, what do you need?

tender sigil
#

@naive thunder is it ok to ask it here

naive thunder
#

this is a general zone, so I guess so; yeah

tender sigil
#

Err i think i might have found a alternative but ill tell you the probelm. Basically i am trying to light up my map using the lights now but while using the point lights i wasn't geeting and ... uhh lights if that makes sense. Heres a photo of it

#

but im trying to use spotlights now to see if that works

#

i just wanted it to take the shape of the lights but now i think that ill use a matte to make it look like the lights are on but the light comes from the spot light that sounds good right?

south ridge
#

Using pointlights is wrong in general case, try to use spotlights whenever you can

plush yew
#

Please welcome @potent sky to the community! :beers:

lean rock
#

I have seen that name before in the community

alpine token
#

Someone used faceware live with unreal?

plush yew
#

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

next badger
#

@iPEMiC#7986 $1500? wrong place to ask

#
  • server fee $660/month
plush yew
#

Please welcome @wide glacier to the community! :beers:

wide glacier
#

anyone know how to disable the continuous compiling sharders in the ARK Dev Kit?

#

the latest patch has brought that in "well i think" wasn't doing it prior to patch, now it just runs my CPU @ 100% making the editor unusable

plush yew
#

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

cloud cobalt
#

Graphics works for that

daring mortar
#

Hi everyone, there is no chan for ar ? ๐Ÿ˜ฎ

wary wave
#

use VR

pale remnant
#

Hey everyone, Could someone help me?

next badger
#

@wide glacier ARK is a custom mod, iirc they have own discord

#

@daring mortar it's just not that much AR devs to make a specific channel for that

daring mortar
#

Ok

#

I will share in VR chan some ar projects made with Ar toolkit, it is really funny ^^

plush yew
#

Please welcome @vital basalt to the community! :beers:

wary wave
#

@Moo @next badger - ArkModding is the active modding discord

plush yew
#

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

vital basalt
#

thanks ๐Ÿ˜ƒ

viscid bone
#

Can someone help me in #umg ?

cloud cobalt
#

@viscid bone You asked a question 3 minutes ago with zero detail, don't spam other channels to get help

viscid bone
#

Sorry

alpine token
#

I made a material type glass for the eyes of a character, except that when I do simulate I do not see them anymore. If someone already know.Please

paper kernel
#

glass has tendency of being transparent

strong knot
#

Depends on the glass!

#

try water, I mean... the eye is 90% water :V

#

So maybe it could look right-ish.

paper kernel
#

but, if you go for realistic eye, only the iris is covered by the refracting lens

cloud cobalt
#

Pretty sure that's not the issue here

alpine token
#

ok, I find the solution. Check : Used with morph Target

wary wave
#

usually the engine updates your material automatically, I guess it didn't this time

warm mountain
#

hey guys is there any possibility of infringement if i an asset of an iconic landmark?

daring mortar
#

Somebody have tried artoolkit on unreal engine ?

warm mountain
#

It says Royalty free all extended uses

#

but is it really?

#

I would think the designer would have the right to contest this

wary wave
#

the designer does

#

but it's Turbosquid, aka IP infringement central

warm mountain
#

seems really dangerous to sell stuff like that

#

or even to buy it

wary wave
#

buy from Turbosquid at your own risk (in more ways than one)

warm mountain
#

if the designer finds out

#

does the vendor get penalize as well?

#

I would think a lot of people would have bought those ipads and coca cola cans

wary wave
#

I don't think Turbosquid cares

#

if they got a C&D, they'd likely just silently pull the asset

warm mountain
#

thats pretty sad

#

I was really interested in getting that asset but then I remembered Watch Dogs had to change so much to avoid infringement

#

so I phoned the country regarding the permissions and they had a whole procedure regarding it

#

which just made it a lil weird that people got away selling designs from other artists

#

who are still alive and owning their design

warm mountain
#

LOL

cloud cobalt
#

General rule of thumb for anything that can be copyrighted is, don't use it, ever

#

That goes for movies, books, real-world stuff

#

Fan-art

#

Etc

wary wave
#

written permission, yo

#

(and even then, you can still get a C&D later)

#

I feel particularly sorry for people that fall afoul of that

cloud cobalt
#

Written permission for legal owner of the rights is fine if you can have it, but frankly that rarely happens

wary wave
#

I remember Bungie doing that to a Halo RTS fan game - then two weeks later announced Halo Wars

#

they gave them explicit written permission to use the IP, even reported on the fan game on their own website

#

then pow

#

cease and desist, mofos

#

three years of work down the drain

cursive dirge
#

@warm mountain with buildings, it's tricky as architects have the copyrights afaik, unless they've transferred the rights to the owners, usually the limit goes if the building is generic = you cant copyright generic shapes in general (although we all saw what happened between apple and samsung on phone shapes)

wary wave
#

Apple even patented 'slide to unlock' D:

cursive dirge
#

also, there is some dates involved when the copyright expires

#

with music, it was like 70 years after artists death etc

#

can't tell about the building but I wouldn't put any famous buildings in game without checking the legal stuff first

#

you can put eiffel tower in game though

#

I think at least, don't quote me on that ๐Ÿ˜„

#

every country of course has their own laws

wary wave
#

trouble is, with enough money companies have been buying ways to circumvent those expiry dates -_-

cursive dirge
#

so good luck on going through all legal stuff around the world if your game takes famous buildings from here and there

#

I'm kinda envious to the movies though, usually you get away from having copyrighted designs in your movie without paying any feels, as long as they are not main attractions

cloud cobalt
#

Copyright nonsense goes so far, 300-years old music can get your trailer blocked on Youtube. Been there, done that

cursive dirge
#

although technically same rules apply to movies too

#

@cloud cobalt you got 300-year old recording on your trailer? ๐Ÿ˜„

#

the performance has it's own protection too

#

not just the melody

cloud cobalt
#

Open-source, public domain recording of a 300 years old work

#

But you have to explain that after ContentID automatically removes your work from the Internet

#

Because with Youtube et al, you are guilty until proven innocent

cursive dirge
#

sometimes youtube removes peoples original music even

cloud cobalt
#

Yeah

#

I think Valve got some of their own games censored on their own channel that way

#

It's that bad

#

I once paid $95 for rights to music

#

But the author had used a sample library, and one of those 3-s samples ? It was registered on ContentID

#

Didn't even get the money back after complaining to the seller.

#

That was Jamendo, if anyone was considering ever buying anything from them (don't)

#

Even when trying really hard to be on the safe, legal side, you can get your work removed

languid shard
#

I once had an offer to licence a tune with jamendo

#

2โ‚ฌ or something

#

never got the money xD

warm mountain
#

@cursive dirge gotcha! I'll take a look

#

I actually found the architect of the building just now

#

I'll contact him in the morning tmr

#

and that really sux Legend

humble rivet
#

Olento have you worked with shooting things before ?

silent chasm
#

hey guys, is there any way to rotate a landscape on x or y ?

wary wave
#

you mean around those axes?

#

No, it's fixed

#

rotation around Z only

silent chasm
#

oh nvm, i actually find it possible

humble rivet
#

Fixed

cinder iron
#

Here

#

@plush yew @next badger

#

And how for example you guys would drag down the character if isSliding is true?

#

Phys impulse, input

#

Traditional walking down

next badger
#

@cinder iron i need to think how to combine traditional movement and your "arcade" controllability

cinder iron
#

If the builders leave my house

#

Ill be able to get in hahaha

plush yew
#

hmm im trying to figure out how the component even knows when to begin sliding

cinder iron
#

And we could speak more comfortably i have some idea going on

#

Well i have already something done for that

#

bWantsToSlide

#

So we dont have to forcely override that function

#

The part of angles, building up velocity and determining when to slide

#

That is solved

#

What is not solved is the actual slide down

#

Ive seen some guy on the forums trying to figure out the same for a skii game

paper kernel
#

we should do a weekly pop-quiz "unreal or not" where we just slap 10 random nature images and participants have to guess is it real life or unreal render

next badger
#

it would probably take some time....

#

found

plush yew
#

so i can trigger the built in slide behavior with walkablefloorangle to 0

#

but i have no idea how to begin modifying the behavior

verbal prairie
#

How can I have a 360 environment map in unreal?
The sky box has a horizon that I can't get rid off.
I have a 360 space themed map that I want to use so no need for a horizon

cinder iron
#

@plush yew i did exactly the same lol

plush yew
#

heh

cinder iron
#

But it ended up not liking me the result

#

Maybe if i look at the code of that specific state

#

But im not home aaaaah ๐Ÿ˜‚

plush yew
#

check WalkableFloorZ for the movement component when ya get home, it has alot of slide related stuff tied to it

next badger
#

@verbal prairie DO NOT USE Epic's SKY SPHERE

verbal prairie
#

noob here ๐Ÿ˜›

next badger
#

@verbal prairie just drop there own uv'd sphere

verbal prairie
#

done a few tutorials and they are all using the sphere

next badger
#

@verbal prairie hmm...lemme google

cinder iron
#

@plush yew well the only annoying thing i didnt like about that precise solution was not being able to jump nor control the "sliding" speed naturally without modifying the gravity on the cmc

next badger
#

@verbal prairie oh, yeah, on the step SM_SkySphere - pick own sphere...not sure if Epic has one that has 360 uvs

verbal prairie
#

mmm can I use 6 images and create my own cubemap in UE4?

#

I have the seperate images that forms the cube...

plush yew
#

@cinder iron looks like a fair bit of editing needed, the sliding seems to obey AirControl for movement. maybe your going to need a new movement component state that gets activated when your bIsSliding is true?

next badger
#

@verbal prairie hmm...probably, i've seen there an asset for 6 tiled cubemap...

plush yew
#

i dont even know where to begin haha

cinder iron
#

Yes i supposed hahahha

#

Fuas...

#

:joy:

#

I guess imagination now

#

Ill take a look at the walking state and maybe ill...

#

Ill modify it for my Purpose

next badger
#

@verbal prairie sad story we don't use the 6 faces style cubemaps any longer

wary wave
#

cubemaps don't exactly play nice with complex shaders

#

though you can still do it if you want to

next badger
humble rivet
#

Why does the scaling of my projectile gets reset everytime ?

#

I have put the scale in the socket to 0.2 but when, used it is back to 1.0 again

plush yew
#

Please welcome @crystal orbit to the community! :beers:

crystal orbit
#

Thank you @plush yew

hexed lance
#

im not sure where to put this question so I will put it here

#

everytime Id rag in a custom blueprint that has a mesh with it

#

the mesh gos to 0,0,0 and then the arrows where I move it around in the editor go to the place where I dragged it

#

and when I move around the arrows it remains the same distance away

cloud cobalt
#

Is it the root mesh ?

hexed lance
#

uhm

#

I thinks o yes

#

it is attached to the root component

#

ok I deleted it and recreated it and it wokrs now? very strange

slow estuary
#

uhm, can I ask a question?

tender dome
#

mmm mkey

slow estuary
#

why does my launcher keep hanging on 'singing you in', after just needed to wait 43 minutes for this limiting user logging in rate thing to disappear.

#

it worked before I rebooted ><

tender dome
#

slow internet speed, maybe

slow estuary
#

not really

#

already flushed my DNS, didn't help
kinda stuck now, since I cannot launch any UE4 editor or the launcher :/

plush yew
#

Please welcome @loud drift to the community! :beers:

hexed lance
#

welcome @loud drift

wary wave
#

login system is currently having trouble

cloud cobalt
#

@slow estuary You can launch the engine directly

#

Going to the editor executable should work

hexed lance
#

UE4 broke? nooo.... never. don't believe you lmao

slow estuary
#

@cloud cobalt yeah.. I got one working now. somehow it didn't boot up while loading in the uproject file.

@wary wave aah that explains it, thanks!

next badger
slow estuary
#

just did, all came back < 15ms

next badger
#

@slow estuary and the https website works?

slow estuary
#

yes, also could login normally on the site

#

only the launcher is giving me issues at the moment.

humble rivet
#

http://imgur.com/a/kEHUy Hi, I have 2 blueprints 1 is a static mesh the other is an Actor (the blue prints are exactly the same in EVERY other aspect)... The actor blueprint reset its scale when used in a turret while the Static Mesh BP keeps its own, why? The actor blueprint worked before I changed 1 thing in the turret blueprint after resetting the blueprint again it remained the way it is.. it hasn't resized to its default scale http://imgur.com/a/JLB64 Imgur round objects in the green square are projectiles from the static mesh BP. My actor BP projectiles where the same size, but now every time I recreate another BP actor with the same assest as the static mesh BP they're the same size as that lava orb.. even configuring the socket size in the lava orb doesn't change a thing...

Anyone know why this is happening ?
Imgur
green square are projectiles.

verbal prairie
#

@next badger If I have a equirectangular in PNG or TIFF, how do I show it using a sky box ?
Do I need to make my own sphere and material?
The sky light only takes a cubemap and although my TIFF or PNG is equirectangular I somehow can't seem to apply it

next badger
#

@verbal prairie yep, material is pretty simple, like 1 node, but sphere could be an issue if you have no one...

verbal prairie
#

ah so the sphere is an issue... There isn't one provided with the engine?

next badger
#

@verbal prairie i have no clue...afaik both that used in skysphere are mirror uv'ed

verbal prairie
#

i'll do some googling, thanks

next badger
#

np

verbal prairie
#

I can probbaly create my own sphere with UV maps and bind it to the player location

next badger
#

@verbal prairie umm..nope, sky sphere could not move, just scale it like 8000units...

#

@verbal prairie it's due to light calculation etc

verbal prairie
#

yeah but we established I cannot use the sky sphere

plush yew
#

epic pls

cloud cobalt
#

@plush yew Launch engine executable directly

plush yew
#

not trying to do that

#

lol

#

im trying to go to something else

grim ore
#

The launcher is boned right now due to a Fortnite crash, not much we can do about it ๐Ÿ˜ฆ

plush yew
#

Please welcome @winter vessel to the community! :beers:

#

Please welcome @cunning glade to the community! :beers:

next badger
#

@grim ore i've relogged just fine, maybe it's regional

plush yew
#

Please welcome @tidal skiff to the community! :beers:

tidal skiff
#

AWESOME!

#

ty

plush yew
#

Please welcome @sudden crescent to the community! :beers:

sudden crescent
#

guys i want to ask something

#

whats like the diference between pawns and characters

#

in unreal engine 4

plush yew
#

Please welcome @empty escarp to the community! :beers:

rapid ridge
#

Hello Guys anyone there? Need some help

plush yew
#

Please welcome @sly tulip to the community! :beers:

next badger
#

@sudden crescent Actor->Pawn->Character... With the addition of a CharacterMovementComponent, a CapsuleComponent, and a SkeletalMeshComponent, the Pawn class is extended into the highly-featured Character class. A Character is designed for a vertically-oriented player representation that can walk, run, jump, fly, and swim through the world. This class also contains implementations of basic networking and input models.

sudden crescent
#

im lost

#

so ur saying a character is more simple? im sry my english is prety bad

sterile cairn
#

Nope.

#

Complexity increases from Actor to Pawn to Character

sudden crescent
#

i see

#

then the pawn is more simple?

rapid ridge
#

Anyone knows if theres an offline, easy to download to my phone manual for ue4?

next badger
#

@rapid ridge nope

sterile cairn
#

Actors are like objects, can be anything. Pawns have basic movement included and some other stuff, Characters have more aspects that you'd expect from a playable character.

#

PluslePlays, you could always go a wget on the web pages and store it on your phone but that it outside of the scope of my expertise.

sudden crescent
#

k

#

god dammit

#

thx guys

next badger
#

@sterile cairn wget will destroy crossreferencing, so, pretty useless imo

sterile cairn
#

Yeah, but it is better than nothing. It was a suggestion, not the optimal way to do it.

#

I just know you can use wget to download a lot of things online pretty quickly.

#

Asked in #animation as well but:
I'd like to use a blendspace to be able to turn my character's head, but if I try to do so with an add additive node it screws up everything else. If I try it as a layered blend per bone, it overrides the animations on the head that preceeded it, which won't work either.
I wish it worked like a pose driver wherein there was an input and output.

Anyone have any tips/solutions for this?

sudden crescent
#

no idea sry

tawny brook
#

Is anyone familiar with gamepad setup in UE4?

#

I'm wanting to add DualShock 4, I have DS4Windows which emulates a Xbox 360 controller so Windows can understand my input

#

I just don't know how to do things like movement, look, etc

cinder iron
#

Axis mappings

#

You can define joysticks mappings for axises

tawny brook
#

Lemme try that

cinder iron
#

Under input inside project settings

#

If you want key rebinding that will be operative on 4.17

tawny brook
#

I'm on 4.16.2

cinder iron
#

Or if you want it now check rama's keyrebinding system on the marketplace

tawny brook
#

Nah, don't need rebinding

cinder iron
#

Ok then you just need to define the axises

plush yew
#

Please welcome @heavy relic to the community! :beers:

#

Please welcome @sonic gate to the community! :beers:

tawny brook
#

Do you know the layout for all the keys? or maybe a picture with the unreal engine names on it

#

@cinder iron

cinder iron
#

Puf im not in home

#

I would help you with pics but i have builders in house

#

Google a lb im sure u will find something buddy

tawny brook
#

Can unreal support numerous gamepads?

#

Let's say I have 2 controllers

#

can i control a client per controller?

vital drift
#

Anyone know a good free 3d modeling/material program that'll work with UE4, I tried using Blender, but the materials won't work for it

tawny brook
#

3d Modelling?

#

uhm, autodesk

vital drift
#

Ok

tawny brook
#

there's a trial

#

Uhm, i'm a student so I got it for a couple years

vital drift
#

cool

tawny brook
#

How old are you?

vital drift
#

16

tawny brook
#

Ahh, I'm 15 ๐Ÿ˜„

vital drift
#

I've tried using blender for 3d modeling, and the model went over but not the textures

tawny brook
#

๐Ÿ˜›

#

I also totally don't have a pirated version of Cinema 4D

vital drift
#

XD

tawny brook
#

I'll probably copy how the FPS template is doing gamepad mapping

#

๐Ÿ˜„

#

Seems like a good idea ๐Ÿ˜›

plush yew
#

Hey guys, so we've released our game but unfortunately without localizations as im having alot of problems with it, like it wont export certain dialogues on a level for some reason .
The only thing in commin with those dialogues is that they have filled package name bars, the ohers that are read and exported no problem do not.
Now i have localizations hanging because i cant seem to fix that problem and export the last few lines needed for a full localization.
Can anyone help me with that?

#

Also sometimes localization switch to random languages when tested in a beta build

cloud cobalt
#

@vital drift Materials are typically not imported from your modeler

#

You need to create a material in UE4

vital drift
#

@cloud cobalt so I gotta do the model first in blender then add the materials to it latter in UE4

cloud cobalt
#

Yeah

#

Or in Substance

#

Etc

vital drift
#

One thing I tried importing was a 3d of a clock that had a glass face, is there a way of targeting only one suface enven though it's all one thing to get that glass effect

cloud cobalt
#

You need a different material for glass

#

You'd create two material slots in Blender, export to UE4, apply two materials

vital drift
#

Yeah I'm now lost XD, I'm still new to this stuff and I don't know much about blender or UE4

cloud cobalt
#

Yeah there's lots to learn

#

Doing game art is a full time job

paper kernel
#

unless you're a solo dev, then its the other part time job along with programming

vital drift
#

Yeah I'm trying to learn game design and also 3d modeling

#

but primarly game design

cloud cobalt
#

I'd advise focusing on one thing in particular

#

Game design is important but it's not a technical skill, no one does only game design on an indie project

paper kernel
#

and you dont get design jobs at AAA studios without experience

#

well, maybe overfunded mobile companies

spice urchin
#

game design is a fine thing to study as long as it's paired with game scripting stuff - whether that's blueprints or C# stuff in Unity

#

you don't have to be a programmer, but a game designer that can't work with Blueprints won't have much utility in Unreal

tawny brook
#

"another another"

#

๐Ÿ˜›

frank escarp
#

@vital drift materials in 3d software dont work in unreal

#

you need to setup your material inside unreal

#

you are lucky becouse Blender just added a playlist of noob tutorials

vital drift
#

Thanks @frank escarp

stark lynx
#

hey guys

#

๐Ÿ˜ƒ

#

is anybody using Physical Water Surface?

tawny brook
#

Can someone help me call functions in my custom GameMode Class from PlayerChar (Character) ?

#

I also need to pass my custom Player State into the function

#

I need to set variables in the PlayerState

plush yew
#

Please welcome @swift mauve to the community! :beers:

frank escarp
#

@tawny brook GetAuthGameMode<AMyGameMode>()->DoStuff(Character->PlayerState)

#

btw, check that first function becouse it will nullptr if it cant cast

#

in blueprints just cast it

tawny brook
#

What about getting a MyGameState variable?

#

I need to for a HUD, but it'll be updated frequently

frank escarp
#

dont worry, the GetGameMode function doesnt take any time

#

its instant

#

its basically something like "return worldgamemode"

#

just a getter

tawny brook
#

ok

tender dome
#

hey! are those api.chm files in UE folder specific to the version currently installed UE or is it universal

plush yew
#

Please welcome @safe crown to the community! :beers:

versed rain
#

hey guys, in the editor, under c++ classes, i'm trying to double click the folders on which i've set some classes and... can't! it doesn't open

#

clicked somewhere and it is working now so... forget it

plush yew
#

Please welcome @solar venture to the community! :beers:

humble yarrow
#

can u guys pls throw me the invite link pls

#

i have some people to add

lost ember
humble yarrow
#

thank u bro

lost ember
#

np

plush yew
#

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

vocal vessel
#

hello all, I'm having trouble exporting my soft edges (smoothing groups) from Maya to Unreal, anyone familier with this?

tawny brook
#

Any help? ๐Ÿ˜ฆ

keen birch
#

@tawny brook You didn't ask anything

#

Hard to help if we don't know the problem

livid haven
#

Alright. I'm trying to draft a list of subjects I need to cover that aren't often covered or are covered poorly.

#

Mind, this is going to be, more than anything else, engineering subjects.

#

I might touch on a few things that connect, within my field of expertise: materials, UI

#

General requests?

#

My list right now includes:

#

UWidget/UUserWidget, using BindWidget, dealing with dynamic widget creation/destruction

#

How to create async actions for blueprint

#

Blueprint graph execution and evaluation

#

The different types of delegates, their limitations and use cases.

#

The reflection system, how that ties in to the object system and garbage collection.

#

Modules and the build system, private vs public (not in classes, in modules)

#

Shared vs weak ptrs, general principles on that, mostly used in Slate.

#

View vs model, specifically as it applies to UI and Anim BPs, inversion of control.

#

I'll add lambdas to the list. Really useful, but most people don't understand the capturing system or know how to avoid major scope/lifetime issues even if they do use capturing.

#

Ah, Name vs Text vs String is another one people have a hard time with.

#

If someone wants to add to that, ping me with it and I'll add it for consideration.

worn granite
#

All good topics.... you doing a tut series or something?

livid haven
#

Trying to take a lot of stuff that I've explained dozens or hundreds of times and put them in to a form I can point at easily.

#

Save me a lot of time in the future.

#

Might toss a digital tip jar kind of thing or consider Patreon at some point, but I'm not sure.

#

A) I don't want to come off as begging for tips, whatsoever. I'm good. I'm fine. If someone really wants to, cool, but I do not need tips.

#

B) I don't know that I can provide enough content regularly to keep any kind of Patreon going. I've still got my actual job and that keeps me plenty busy, nevermind having an actual social life.

#

Was about to work on one of these now, but my long build and sync for work just finished. Womp womp.

worn granite
#

Spent too much time explaining it to me

livid haven
#

I want to stop having to say the same long explanations over and over again to people. So I'm writing articles I can link instead.

worn granite
#

Can you express that in a different way kappa

livid haven
#

๐Ÿ˜›

#

Clearly, I need to add a "Why am I doing this?" article to the list, so I can link that.

kind pumice
#

is there any benefit to using nvidia volumetric lighting now that UE4 has volumetric fog?

#

playing with the ue4 fog now and its pretty sexy

floral heart
#

UE4's is a 3d texture (less accurate, more features), Nvidia's is a mesh (more accurate, fewer features).

kind pumice
#

interesting, if my multiplayer level consists of nothing but moving cube shaped rooms - I'm guessing UE4's would be more optimised

#

not really getting the light shafts from the side as strongly as I want, but I think that's just a lack of knowledge on my part lol

floral heart
#

For movement (especially fast movement), Nvidia's approach would probably be better.

kind pumice
#

ah! that's good to know! I'm using the nvidia flow build of 4.16 and am not using flow so I can easily swith to their lighting build

#

in that screenshot, if I look at those light shafts without the light source being in view, they dissapear. think I'm mostly seeing the old occlusion crap and not much actual fog

#

its still a prototype, thus the shit models lol

toxic wagon
#

does paper 2D have an animation blueprint?

kind pumice
#

@floral heart If I'm only looking for awesome lightshafts in a multiplayer-only game with moving cubes like I screenshotted above, is VXGI or Volumetric Lighting the way to go? Reading about both now and both look like they make light shafts that look pretty sweet

patent forge
#

hey, its there a function or something to transform a box?, i dont know the words in english, but in 2 dimensions it would be to transform a rectangle into a trapezoid

kind pumice
#

could probably use morph targets

#

might be called blend shapes when searching

patent forge
#

it seems a box wants to stay as a box, I even have to do it dynamically, i will have to do it in another way

livid haven
#

Scale?

floral heart
#

Skew. It can't be done simply by rescaling or rotating.

livid haven
#

Are you just trying to scale?

#

Oh, rectangle to trapezoid

#

Yeah, skew is the term, but no.

floral heart
#

Spline mesh component or procedural mesh components, maybe. Or, if you don't need collision, WPO from the material.

livid haven
#

You may be able to just directly mess with the meshes matrix.

#

I don't know. There be dragons, which is an idiom for "this is dangerous territory"

patent forge
#

i was thinking about doing a simple program in the fps template, to put some cubes, and to use the math of special relativity to alter the cubes depending on the speed of the char, i wanted to change the "speed of light" close to the speed of the char

#

to see how everything is deformed, and also the time altered:P

livid haven
patent forge
#

oh crap

#

yeah, it was that:P

livid haven
#

:X Sorry. It's not a commercial game, it's just a little game that illustrates it.

patent forge
#

its ok:P