#ue4-general

1 messages ยท Page 97 of 1

north fractal
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@thick ridge Have you had the problem where their root bones don't seem to match up? I can't import a lot of these animations

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never mind; I didn't realize I had to import a separate FBX first

thick ridge
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@north fractal There is a particular way of importing the animations

north fractal
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I've done retargeting before, but I need to relearn how to do it, because it's been a while

thick ridge
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Retargeting is a big job . My previous workflow was to either use Mixamo's skeleton for mixamo animations so that I wouldn't need to retarget animations

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or just use UE4 mannequin skeleton

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but now I have the Mixamo plugin sold on the marketplace

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which does the retargeting for you

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There is documentation on Unreal Wiki on retargeting but it takes a lot of fiddling to get exactly right

north fractal
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Does the Mixamo plugin work on Linux?

kindred viper
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There is only really two issues with retargetting mixamo anims. 1. the mixamo skeleton doesn't use a root bone. it uses the hip bone as the root and UE has an explicit root bone. 2. Mixamo has extra finger anims stuff that you don't need

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but there is a Blender plugin that will build the root bone for you and export it ready for UE4, then you are good to go

north fractal
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looks like no Linux support...bummer

thick ridge
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good to know Marc. thanks

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I will check out that workflow

north fractal
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@kindred viper So I can import the FBX into Blender, run it through a plugin, and export as UE4 friendly?

kindred viper
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yes

north fractal
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great! hopefully that has Linux support too. What's the name of the plugin?

kindred viper
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ill just have a look

cinder flax
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anyone? ๐Ÿ˜ฆ

kindred viper
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@north fractal

north fractal
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Thanks. I hope there's a readme in there for setup, hehe

kindred viper
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there is. it also deals with bulk anims

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I used it the other day and it worked perfectly

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it does need the latest blender version though

north fractal
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is the latest version 2.78c?

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

cinder flax
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would there be a kind and borred soul that would guide me on how to get an .unr to ut4 editor?

polar hawk
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Apparently windows 10 creator update changes your computer's signature, according to remote desktop

toxic wagon
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mixamo animations feel like uncleaned mocap might just be the free ones

polar hawk
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I know you can't resell mixamo animations but can you redistribute them freely?

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Or can you not redistribute regardless

north fractal
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@kindred viper Would you mind if we have a quick private chat about using this plugin? I've got it installed, but Blender isn't my forte.

toxic wagon
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it's actually pretty easy to fudge animations into what you want if you have an idle, walk, and run

north fractal
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I'm trying to get some decent weapon strafe animations, and the animation starter pack doesn't cover my needs

toxic wagon
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though you can't easily do strafe

north fractal
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haha, exactly

toxic wagon
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like strafe strafe?

north fractal
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that starter pack should probably be mroe robust, given how many video games need things like strafing animations

toxic wagon
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or just sideways running

north fractal
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strafe strafe

toxic wagon
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ah why so?

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sideways running looks fine in most cases

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then you apply your aimmatrix with a world space blend

north fractal
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It's not quite what I'm going for. Don't know how else to put that.

toxic wagon
north fractal
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Down the road, I may have an artist, and I may get more specific custom animations, but I want to have an approximation of what I have in mind in the meantime.

toxic wagon
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like tf2 uses it

north fractal
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also, the anim starter pack only has running in one direction and running backwards in the other direction...like you can run left or run backwards while facing left. It was an odd decision, and it's not working for me.

toxic wagon
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ah

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you could fudge the running which I've done a bit of, but it'd require some knowledge of 3D modelling

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also ikchain abuse

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I've actually done a shitton with aimmatrixes and animation despite being awful at actually animating

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Aimmatrixes are annoying af in UE4

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I need to see if I can abuse ik and make strafe animations from running forward

marble halo
toxic wagon
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context please

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the blockyness?

marble halo
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yes

toxic wagon
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yeah that's normal

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use half values to smooth things

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or increase the density of the mesh

marble halo
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thanks

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

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Please welcome @warped grotto to the community! :beers:

warped grotto
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Hello

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

toxic wagon
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rip UE4

thorn topaz
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So I'm trying to rename the project but I keep getting an ENUM error. Is there any way to figure out what is causing this?

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I can open the project but if I try to open any of the assets, the engine crashes

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

fossil ore
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Does anyone in here have a n experience with outlines? I have several questions. Please PM me, Its kinda important

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

woven furnace
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Hey all

toxic wagon
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yo

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

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fixing the shadows created from the grass

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

toxic wagon
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either add a skylight or use baked lighting with bounce

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@plush yew

plush yew
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yeah that fixed it thankls

toxic wagon
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yay

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UE4 isn't building lighting

dawn ore
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Widget Slot positions seem like finnicky little things don't they.

toxic wagon
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Ugh UE4 crashed after building lighting

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now lighting won't build

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

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Please welcome @livid tendon to the community! :beers:

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Please welcome @dark bronze to the community! :beers:

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

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

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

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

lean tide
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anyone working on linux around here?

pallid compass
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Could anyone be fucked teaching me proper source control with git**

lean tide
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brother?

pallid compass
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proper*

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omg

lean tide
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:p

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what are you willing to do?

pallid compass
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dance

lean tide
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I have a good restaurant for that

pallid compass
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jfc

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

sacred crater
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Tip: Do not develop anything in VR where you fly

sacred crater
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Well, not saying it because it would be bad games but you def should have a strong stomach for it during dev time

frank escarp
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nah, its not as bad as PSVR development

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i got myself sick to death the day before sending DWVR for review, as i was testing everything one last time just to be sure

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PSVR makes you a lot sicker

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and i was testing stuff like smooth movement and playing DWVR with only a ps4 controller

sacred crater
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PSVR is not enjoyful, imo

frank escarp
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but my $$

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lets see how it goes

sacred crater
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Gamemania below me has it but It didn't speak to me the way vive does

frank escarp
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at least ue4 does al that stuff quite well

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

surreal viper
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lol, for vr jobs one should prove his stomach in a roller-coaster

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or there should be a dedicated vr app to test it in 5 min, can be used for the interview

foggy raft
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Quick question, I just created my first tutorial, and I'd like to know how I did, not sure where to post it, or if its appropriate to post that here. Anyone know what to do?

grim ore
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post it here for feedback

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and then ignore all the feedback that is negative ๐Ÿ˜›

foggy raft
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xD Alright

grim ore
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I'll check it out when I get home in like 30m for sure ๐Ÿ˜ƒ

dawn ore
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Ayyyyyy its you @grim ore. Your data driven hotbar tutorial has helped me so many times.

grim ore
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yay! good to hear ๐Ÿ˜ƒ

foggy raft
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OH!

pallid compass
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someone teach me source control and i can teach u some AbilitySystem or something if u want ๐Ÿ˜‚

foggy raft
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I've seen your tutorials before, didn't even know it.

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@pallid compass What exactly would you like to know?

pallid compass
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MATHEWW

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I LOVE YOUR TUTORIALS

north sphinx
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Anyone may suggest me a way to downgrade the API level from the last one to the 20? im not quite sure about what to do

pallid compass
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Well im yet to find a detailed guide too setting up git source control with full file support, and general understanding

foggy raft
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Hmm, I've never set up a git myself, just used it once its up. I'll ask one of my friends

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

grim ore
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@foggy raft Watched the video, no real problems with it that I could see. Was able to understand and follow what was going on and the audio/video was good. Suggestions I would have depending on what you wanted your goal to be would be to actually show what you are doing when you do it. You let them know a few times "this will do this" or "we can adjust this to get this effect" but never showed them. Showing them what would happen right then once you implement the code is useful as they don't have to wonder what you are doing since you show them the end result of that code immediately.

foggy raft
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@grim ore That sounds like a good idea, I'll make sure to show exactly what things are doing, thanks!

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

kindred marlin
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Anyone know how to remove the "Plugin ___ was designed for another version of the engine. Do you want to load it anyways?" thing?

plush yew
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Anyone with their UWorld* AActor::GetWorld() const not working in 4.16.3? I'm stuck trying to figure out why UWorld isn't declared, or why peeking GetWorld()'s definition points me to three different files, none of them being Actor.h as in the UE docs.

exotic mural
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Didn't know what section this would best fit in but when working with the sequencer in a game, I'm just trying to record clips of the environment. I don't want to simulate an actual play session with ui and spawned characters. Does anyone know how to play and have it only play and record the sequence? Everytime I try to record it throws up the ui

glossy flame
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@plush yew you're going to have to describe 'not working' a little more :p

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If you're on 4.15+, which you are, IWYU is enabled by default, to where you have to manually include most types

plush yew
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Well I needed to include "Engine/World.h" apparently

glossy flame
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Yep, that's the one ๐Ÿ˜ƒ

plush yew
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IWYU yay

glossy flame
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You can disable it if you'd like, but I think the benefits are worth it

plush yew
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I went for it the moment it got default

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Thanks!

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Please welcome @broken sleet to the community! :beers:

kindred marlin
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Is Unreal Answers down?

glossy flame
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Seems to be fine on my end

kindred marlin
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It loading to a white page for me. :/

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Turns out an addon was being stupid and messing with the page. (Not adblock either, which is odd.)

glossy flame
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Is it associated with the same engine version in its .uplugin?

tall pendant
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looks like the plugin you are using use is not compiled for the engine version you use? never had such issues tho...

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

icy dove
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What's the best approach to getting started with UE4? I have 1-2 years of experience with C++ and have now gotten comfortable with UE's user interface

grim ore
icy dove
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Okay, thank you.

ashen brook
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oh and hey

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apparently someone solved P vs. NP

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can't pretend to understand that but hey

plush yew
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My therapist is telling me I probably won't be able to get a job programming if I don't have a bachelor's degree.

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Even if I know how to program in Unreal.

severe mirage
fierce tulip
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they have their own font-person afaik

tall pendant
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yup. makes sense to have your own "guy" working on stuff like fonts etc at that scale.

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

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

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Ask a programmer to make a map for free, and tell them that you spent all the money on code. โค

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made my day ๐Ÿ˜„

ashen brook
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lol

plush yew
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Where do these guys take my email address btw?

keen birch
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Seeing that he tags himself as a programmer...

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I guess he spent his entire budget paying himself for his freelancing services

ashen brook
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#taxfraud

floral heart
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Blueprints. Not even C++.

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

halcyon marsh
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Hello i am having problem with shadow/lighting i added light map resolution of this static mesh and played with other light settings but i am always having this bad shadow :/

severe mirage
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On a scale of 1-10, how hard would FFXII be to make and why?

warm pelican
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how do i make a noncolliding mesh or texture for a certain actor but not others

plush yew
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@halcyon marsh I'm assuming that is glass in the wall. Is the wall and "glass" two seperate meshes? If so, it could be Z-fighting between the two meshes.

halcyon marsh
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i tested that with a normal wall without windows

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the same result

plush yew
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No AO maps?

halcyon marsh
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no

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i also test with ue4 cubes and i am having the same probleme --"

plush yew
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Did you change the lightmap density settings?

halcyon marsh
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yes but i have no change

plush yew
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Which UE4 version are you using?

halcyon marsh
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4.16.3

plush yew
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I'm on 4.15, so I can't say if it is a bug or something. I'm just a user myself. Going to look into this, so give me a few minutes. Must be some setting somewhere. Would be good to know how to fix if I run into it as well.

halcyon marsh
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yes this is the first time i face this problem ๐Ÿ˜ก

plush yew
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Did you change the lightmap resolution on the meshes itself? Under the Static mesh settings.

halcyon marsh
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yes i changed it

plush yew
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They show your problem in that link I posted. Look for the title "Shadow Seams/Shading Differences with Indirect Lighting".

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Below it is also another related to overlapping UV's, it could be that your meshes have it.

halcyon marsh
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i used the cube from unreal x)

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to be sure that my mesh isnt the problem

plush yew
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Oh lol :/

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I never use default stuff, so I'm not sure what the setup is like with that. So is that wall with the glass also made up of UE cubes?

halcyon marsh
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no

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it is made in blender

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i test that with other static mesh

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same problem

plush yew
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I use blender. You can send me the blend file, if you want, then I'll take a look at it.

halcyon marsh
plush yew
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Nothing wrong with your UV's

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Would maybe add some more padding.

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Definitely something with UE4's settings.

halcyon marsh
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i am not sure since i didnt touch the settings

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also i am in a new project

plush yew
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Anybody have experience with slicing RuntimeMeshComponent? im getting a weird effect where essentially only one side is cut, so if i have a sphere and cut it in half, i now have a sphere and a half sphere, instead of two half spheres. my setup is working fine with ProceduralMeshComponent, but not with RuntimeMeshComponent ๐Ÿ˜ฆ

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It could also be the glass shaders refraction

floral heart
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@halcyon marsh Does it look a lot better with static lighting scale at 0.1?

halcyon marsh
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i am using the cube from ue4 x) it doesnt have a glass

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"static lighting scale at 0.1" ?

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

floral heart
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I think it's in world settings, lightmass

halcyon marsh
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i played with that also

plush yew
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I also think it lightmass.

halcyon marsh
grim sinew
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@severe mirage 10, because it's a massive AAA game that took hundreds of people to produce with a multi million dollar budget.

plush yew
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@halcyon marsh Could you send screenshots of your world settings and lighting info settings under the build options?

halcyon marsh
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i am changing it right now x)

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i will do the same setting as the website you gave me

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then show you if there is a difference

plush yew
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Cool, hope it works.

halcyon marsh
plush yew
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Try 1.0/5/1.0/1.0 for the first four

halcyon marsh
floral heart
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3 minutes... what's he say?

halcyon marsh
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changing the static lighting level scale value

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to 0.1

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it doesnt work for me

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it fixed a little bit of issue

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

halcyon marsh
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but same problem ><

floral heart
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What's it look like now?

plush yew
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What is the lightmap resolution on the mesh itself? Overriden light map resolution under lighting on the mesh

halcyon marsh
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64 i am changing it to 128

floral heart
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Either those are very small cubes or it's something awfully exotic.

halcyon marsh
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i put a lof them x)

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to see if i could fix them all

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@plush yew same result

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maybe a small difference but still ugly x)

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and the comments in youtube and in the forums doesnt help that much ><

plush yew
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It's very weird, I'm trying different settings and trying yours as well and not getting these issues.

halcyon marsh
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eh

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how many cubes di you put ?

plush yew
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12 cubes, some meshes.

halcyon marsh
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the only thing that fix the problem is only to make the cube stationary or movement

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๐Ÿ˜ข

floral heart
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Does it happen with planes as well? There are some plane meshes in engine content.

halcyon marsh
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guess what

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i tried with 1200 cubes

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mission impossible

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i will test that with my wall

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ok same problem

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<

floral heart
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I think your wall would be fine with static lighting scale at 0.1, and if it has no 'bottom' face. Alternately, you can add some more geometry to hide the disjunction, or merge them all into a single mesh.

halcyon marsh
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i am at 0.1

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and it does fix nothing

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Hello @grim ore i have the same problem as your video "HTF do I? Fix weird banding issues in shadows on meshes" and even changing static lighting level scale at 0.1 did not resolve the issue :/

grim ore
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Damn. I guess the biggest question is are your uv's on The mesh lined up to your 0..1 grid and do you have it all unwrapped in one part or is there a seam on that edge? Maybe unwrap it differently.

halcyon marsh
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as i said before i tried with 6 different static meshs

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but always the same problem

plush yew
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@grim ore I looked at his mesh, his UV's are fine on the model side. It's something with UE4's settings

dawn ore
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Are there any good tutorials out there on things screen geometry things? It tends to come up a lot in specific videos but I'm lookign for some help with it in widgets UI.

plush yew
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you were right @keen birch

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he was indeed doing some upwork stuff

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" I dont mistrust the developers here on Upwork, but I dont like to pay via Upwork. Because of that, I pay via P A Y P A L, AFTER I`ve got the source files."

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that is just lol

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and he actually made 3 other posts with similar requirements

ruby chasm
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I have a lot of these and a lot more to do that register impacts and spawn emitters, sounds, etc.

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Is there a way to do all of this inside of a function or something

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So that I can just call it on a line trace hit break

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Or do I have to have it all laid out in the event graph like this?

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

plush yew
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thought that was funny

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Please welcome @whole acorn to the community! :beers:

plain gazelle
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@plush yew can you go to your friends house physically in the near future?

plush yew
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nope

plain gazelle
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Aww, was going to tell you to tell him 'sure, get the 4.9 verstion' and then go over to his house and download it from the launcher in front of him.

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after he downloaded and set up the pirated version.

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

plush yew
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So when are we getting the Unreal remake?

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

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

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Please welcome @gilded silo to the community! :beers:

ruby chasm
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Anyone here use decals before?

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

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

glacial pollen
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can anyone forsee any problems with making my map tiles 1km wide, so a 300x300 map would be 300 million units wide? bigger numbers arent really a problem right?

polar hawk
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Make a map that big

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Place a bunch of assets on the fringe of the map

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And a player start

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Hit play

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See if wierd things happen

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If they don't, you're fine

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If they do, thats why you don't

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There is a limit that if exceeded, weird things will happen

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Due to float precision issues

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I have no idea what that limit is

floral heart
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Last I heard it was something like 20km. However, they've since added some kind of large scale map system with origin rebasing or something, which could probably circumvent the limit for single player.

polar hawk
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Aye

viscid totem
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I bought a book about Learning C++ with Unreal 4 and they always refer C++ programming as "Scripting" is there a reason behind this ?

wary wave
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yes

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they don't have a freaking clue what they're talking about

viscid totem
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that was my guess too

wary wave
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I'm guessing the publisher is Packt

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they love to shovel out terrible books written by anybody they can sucker into a royalty contract

viscid totem
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I thought I made a good deal with those books :/

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I think I know why they refer it as scripting, they use mainly blueprints in this C++ books and C++ is just a thing to write quick classes and structs to integrate in your blueprints

wary wave
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so essentially it doesn't have anything much to do with programming in C++ at all?

viscid totem
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seems like but I just read like 2 pages

wary wave
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(it's not a bad workflow to define things natively, mind)

frank escarp
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why would it be an issue to call it scripting? its just semantics

wary wave
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native code is never scripting (it's not semantics)

viscid totem
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scripting is usally refered as line by line interpreting a code, f.e. php or python

wary wave
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there is some grey area between scripting and programming, but there's little doubt that C++ is firmly in the realms of a programming language, even when managed

viscid totem
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programming is usually compiling into machine code or sth else binaries or whatever

tiny fable
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Do anyone got a turtorial on trueSky, i can't get it to work ๐Ÿ˜ฆ

wary wave
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I don't think many people in here use it

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trueSky have documentation on their website

honest vale
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haha

viscid totem
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@wary wave so I skipped through the book and it seems like its not that bad, it shows how to do stuff in C++ like creating movable characters etc and then programming those and if you want they show you how to use these C++ files in your Blueprints

tiny fable
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I tried, and still, I get a black sky.

wary wave
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@viscid totem - fair

honest vale
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the whole "education" scheme around UE 4 seems crazy

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loads of expensive courses and such

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most of which seem to just say what official docs say

frank escarp
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thats becouse people are idiots and want everything from a book

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docs + examples are fine

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you dont really need a book or a course

viscid totem
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I mean I paid 12 bucks for 8 books, even if they are mostly not good, I still had a good deal

honest vale
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for that price it's okay

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you can always put them under your sofa if it breaks down

frank escarp
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digital books from humble bundle

viscid totem
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sadly not with pdfs :/

honest vale
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dang

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

reef magnet
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hello ?

tiny fable
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hello

reef magnet
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i need help with something..

tiny fable
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what is something?

reef magnet
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well, theres this spline video the guys at Unreal made

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and they made a continuous track

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i just need to tweak it so its just a line

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and it doeesnt loop back on itself

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and i dont know what exactly i must modify, for i am a noob

tiny fable
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I haven't seen that video, so I can't help you right now. Try to ask your question at the blueprint insted.

reef magnet
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okay. thanks

plush yew
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ey all

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Anybody have experience with slicing RuntimeMeshComponent? im getting a weird effect where essentially only one side is cut, so if i have a sphere and cut it in half, i now have a sphere and a half sphere, instead of two half spheres. my setup is working fine with ProceduralMeshComponent, but not with RuntimeMeshComponent ๐Ÿ˜ฆ

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I guess i could 'fix' my issue by doing two "slices", one with an opposite direction plane and not keeping the other half, but that seems to very much defeat the purpose of swapping out ProceduralMeshComponent to RuntimeMeshComponent (the reason for the swap is performance, and i highly doubt doing 2 "slices", even if its more performant, will get me better performance then the single slice that ProceduralMeshComponent needs)

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@lean fog unless im mistaken, your the guy behind RMC correct? ๐Ÿ˜„ once your online, i would love if you could shed a light on the above (or, if this vanishes down the discord drain, just pm me and ill repeat the issue there)

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

fallow garden
#

Hi Everyone,
I have a game and i wanted to view it from different angles on different resolutions what would be the best corse of action making multiplayer game with different logic for player one and two or to use slate and write a logic for rendering second camera in different window
i used this plugin
https://github.com/chaosgrid/ExtraCamWindow
but its really glitchy

any suggestions

sudden agate
#

What is A DataAsset? What's the purpose of these?

nocturne tiger
#

@Raildex It's a way to make custom asset types without having to create an object factory. They're great for storing simple data because you don't have to spawn or instantiate them (or dig up a CDO from a class) to get at their data - you can just pass around a pointer like you would a Texture2D. If you've used Unity before, they're like ScriptableObjects.

plush yew
#

@reef magnet this may help: https://forums.unrealengine.com/showthread.php?118071-Spline-mesh-spline-mesh-component
@fallow garden this is how i test my mp features: https://docs.unrealengine.com/latest/INT/Gameplay/HowTo/Networking/TestMultiplayer/
@sudden agate DataAssets are, as the name suggests, to store data in, they're specific though, like you'd use a TireDataAsset for a vehicle, a BlackBoard DataAsset for behaviour trees, etc | edit; bscly what willrmiller said*

Demonstrates how you can set up the Unreal Editor for testing multiplayer games.

#

he went offline tho so theres no use answering ๐Ÿ˜› - wait, discord is bugged, hes showing as offline but is online?!

#

'update' about my issue, reached out too @lean fog over PM with some more details n stuff, but if anybody else knows about slicing RMC i'd love to chat

sudden agate
#

@nocturne tiger Whats the difference between a simple struct?

plush yew
#

the way i understand it its like a predefined struct

nocturne tiger
#

Structs aren't assets. While you can make a struct definition in the editor, you can't make an instance of it with data in it unless that struct is part of another class. Structs are also pass-by-copy, as opposed to assets (or any UObject) which are pass-by-reference. You could absolutely embed a struct inside a DataAsset if you want to.

halcyon marsh
#

Hello i am trying to build a big big rooms so i am putting walls next to each other but the problem is that the shadow is bad everywhere i tried to change the lightmap resolution of the static mesh, change the lightmass in the world settings but i am always having this problem and this is stopping me from continuing my project can please anyone help me ?

plush yew
#

Please welcome @broken wasp to the community! :beers:

frank escarp
#

@halcyon marsh nothing you can do about it

#

there will be a seam

#

usually, you go around those by adding meshes on the edge, or by having texture detail

#

i think some specific lightmap uvs with some specific ultra high quality settings in lightmass can minimize it

halcyon marsh
#

i changed them to statioanary

frank escarp
#

in your case, dont have the seam in the middle

#

instead of having the seam in the middle, have it on the corner

#

and that way there wont be a visible seam

halcyon marsh
#

and the walls are procedural

#

so they are just HierarchicalInstancedStaticMesh

frank escarp
#

make sure your mesh is cut on the blue line, not the red line as it is right now

halcyon marsh
#

yes it works great when i put a static mesh in the middle of them

#

but gives me less freedom

#

cause i have to hide it with something

#

is that a problem if i changed them to stationary ?

fallow garden
#

Anyone have idea of doing multiple screens in unreal ?

frank escarp
#

@halcyon marsh stationary doesnt build AO

#

you there have very strong AO

#

it will just look quite different

#

for meshes, leave them in static allways

#

its really not that hard to just change that mesh so the seam is on the colum part

halcyon marsh
#

yes but i am always having this problem with shadow with the static

#

for example the floor

#

i cant hide the bad part for a floor

frank escarp
#

@halcyon marsh you can allways use the "merge actors" feature

#

to merge that tiled floor into 1 mesh

#

the seams happen becouse lightmaps are created on different threads

#

so there are slight differences beetween them

halcyon marsh
#

as i said before i used this ^^ "so they are just HierarchicalInstancedStaticMesh"

#

they are already as 1 mesh

frank escarp
#

nope, thats not the same thing as 1 mesh

#

for the lightmap, they are still a ton of different meshes

#

they are just rendered at once

halcyon marsh
#

i will try with the merge actors

frank escarp
#

do you just have a completely plain floor mesh? usually people do things like tiles

#

with a tiled floor, the seam is not an issue as its beetween the tiles

halcyon marsh
#

no i created a blueprint

#

to generate as many floors i need

#

ahhh

wary wave
#

want to make a material alpha in / out based on distance to camera - any suggestions for an easy solution?

halcyon marsh
#

i cant merge if it is build procedualy ><

#

i will try to put them manually

pallid compass
#

Is there any peformance issues that come with having alot of skeletal meshs for rigid skined animation

plush yew
#

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

halcyon marsh
#

@frank escarp same problem even if i merge them

humble yarrow
#

i have a question to you all - can u or ever tried to make character walk on the walls? for example if i made a creature - and i have a valley ready - can u make a blueprint of the character ( creature crawl ) walk on the walls? and when he actually crawl on the walls the camera will be turn with him and the whole world will turn as same angle of the character camera preview " the crawler on the wall walking "

lost ember
#

Having the camera sideways shouldn't be hard to do

humble yarrow
#

who can do that?

plush yew
#

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

vale root
pallid compass
#

@vale root wrong section mate

#

go post it in #work-in-progress

vale root
#

Why would I post a response to ivan's question in this chat there?

pallid compass
#

wait wth

#

unreal said

#

u just joined the channel

#

for me

#

as in

#

the discord not channel

cloud cobalt
#

Sounds like he just helped someone

vale root
#

"i have a question to you all - can u or ever tried to make character walk on the walls?"

pallid compass
#

"
UnrealbotBOT - Today at 2:00 PM
Please welcome @vale root to the community! ๐Ÿป"

#

just poped up to to me

#

weird

#

looked like he just joined the discord and then posted videos right away

#

my bad

vale root
#

I was going to explain that you essentially need to do a find and replace in character movement component for anytime it assumes something along the world Z axis.

#

Replace world Z with the normal of your wall, which you can get from movement sweeps

#

You'll want to add code to update rotation so that your character's up axis is in line with the wall normal, probably.

humble yarrow
#

@vale root hey thanks !

vale root
#

No problem.

broken wasp
#

How to recompile shader in UE4 and make it not crash if shader is with defect

#

any option?

#

Cause it's fckn annoying me

plush yew
#

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

#

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

timber relic
#

Did anyone else just get a Reminder of Royalties letter?

#

Game's not launched yet so I'm curious why it came.

cursive dirge
#

haven't gotten anything, haven't launched anything with UE4

#

sounds like they are onto you

#

they do spy your engine usage, maybe they've seen things, winkwink

cloud cobalt
#

@timber relic That's surprising if you haven't released your game yet

plush yew
#

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

timber relic
#

Do have a patreon but the reward for that is a lovely webcomic.

#

no actual Unreal content is promoted.

cloud cobalt
#

If you aren't showing any UE4 stuff there, you probably need to tell the Epic staff it's unrelated

plush yew
#

what is this server?

timber relic
#

It's... a discord server?

cloud cobalt
#

Looks like it

cursive dirge
#

@timber relic you actually have ue4 stuff on patreon?

timber relic
#

Nope

cloud cobalt
#

The best course of action is to reply, tell Epic about it ๐Ÿ˜ƒ

#

I'm curious as to why they sent that, though. From a cursory look, sounds like you're doing fine

timber relic
#

I mean if I did owe 'em, glad to pay it.

cursive dirge
#

yeah, that doesn't look related at all ๐Ÿ˜„

#

I'd ask them why they suspect you owe them

timber relic
#

Thanks for the sanity check - my business partner is trying to calculate fractions of everything.

cursive dirge
#

and ask what records they have from you

timber relic
#

"We sold one t-shirt"

cloud cobalt
#

Also, royalties are due after you make 3000$

#

per quarter

#

So you're probably not going to pay anything anyway

cursive dirge
#

?

#

I hope you are not planning to run business with less than that ๐Ÿ˜ƒ

timber relic
#

Well, no, I'm just going 'why are you trying to calculate the fraction of a t-shirt we sold man'

cloud cobalt
#

I may have misread that Patreon

timber relic
#

(T-shirts are promotion, really, not for profit)

cloud cobalt
#

Thought it said 750$ per month, which would be clear anyway from any UE4 royalties

#

Yeah that's it

timber relic
#

That's about right.

cursive dirge
#

oh, have you registered to UE4 with same "company"?

#

they might just automate the checks against these sites

#

although, if they do, it's really bad

#

because they sure don't automate marketplace enough ๐Ÿ˜„

#

should focus on more important things

cloud cobalt
#

I think it's worth mentioning that Unity, for example, bases the revenue checks on your entire company's revenue. So if you just want to learn Unity and your company is already making money, you have to pay the big license immediately

#

Epic are much nicer on this front, though they ask for more in the long term

cursive dirge
#

in long term, Unity is practically free in comparison

#

unless you have a big team

cloud cobalt
#

Not really, it's just 2-3x cheaper

timber relic
#

On the other hand, Epic is awesome.

cursive dirge
#

2-3x means you didn't really make a successful game

cloud cobalt
#

Obviously the calculation tips towards Unity with higher sales

plush yew
#

Please welcome @fresh inlet to the community! :beers:

vale halo
#

What's the best way to go multiple Texture2Ds -> UMG animation? (or is that simply impossible?)

plush yew
#

Please welcome @blissful prairie to the community! :beers:

blissful prairie
#

hello! just found this discord

vale halo
#

Welcome blobWave

blissful prairie
#

thanks! im already seeing some familiar names among the staff. neat!

whole quarry
#

They're all bots tho

dawn ore
#

Sometimes its a pain in the ass to ask a question here because it covers so many categories.

#

Guess I'll just ask here.

#

I have two parts: 3D Field with a 2D Widget. Cards are added to my hand dynamically at the moment of draw (they effectivelly only exist in the array beforehand). I then plan on spawning a copy of that widget on drop into the field as the related Actor. I'm wondering is there possibly a more simple way to spawn actors than this (like maybe spawn them from deck to hand at a time of draw, hand now being an upper part of the level

plush yew
#

Please welcome @strange valley to the community! :beers:

#

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

cinder iron
#

@plush yew is that you?

plush yew
#

yes!

#

very sorry for that 3+ min. I had to wait to be authorized

#

okay I'm sorry but I have two CUSTOM (meaning I downloaded them from GitHub and UE4 Marketplace) GameInstances. If I create each one, they will be parented to their own name instead of UGameInstance, like they should, right?

cinder iron
#

Are they fully BP's?

plush yew
#

Please welcome @sage steeple to the community! :beers:

sage steeple
#

Oh plz, @plush yew I've been here before.

plush yew
#

Please welcome @marsh thunder to the community! :beers:

tidal lichen
#

Is there a performance difference between 1) parenting a static mesh to another static mesh and 2) in blueprint, on every tick taking the transform of the parent, adding an offset to it, and setting that as the transform of the child. ?

cursive dirge
#

yes

#

probably not something you'd worry about though

tidal lichen
#

not worry about because it's not a big difference?

cursive dirge
#

you wouldn't care unless you do like thousands or at least hundreds

#

you can benchmark it yourself if you want

#

I'd guess the blueprint overhead is still plays bigger role than the parent/child thing

#

but it's really not a thing you'd worry unless you have tons of these

tidal lichen
#

Nah it's just for the character, thanks for the info

cursive dirge
#

in that case, do whatever works best for you

plush yew
#

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

plush yew
#

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

plush yew
#

1 question, how can I cut a few files at same time?

dawn ore
#

Any suggestions for a good laptop that is suitable for UE4 Dev?

#

Like, what's the typical price range for something capable

cloud cobalt
#

Well, twice the price range for a suitable desktop

dawn ore
#

Had a feeling lol.

cloud cobalt
#

Unless you really need to move around alot it's always a better deal to get a desktop

dawn ore
#

I've already got a desktop but I do a bit of travelling

#

Thought it might be nice to attempt some stuff while on trains etc

cloud cobalt
#

Anyway you should look for a decent multicore CPU (think i7 or AMD equivalent), 16GB memory, lots of disk space and the best GPU you can afford

#

Well the best CPU and the best GPU, really, but CPUs are stagnant enough these days that a GPU is a better investment

floral heart
#

If it can't burn your thighs, it's not fast enough.

tidal lichen
#

how can I find out the height of the navmesh below my actor?

safe rose
#

Get a Threadripper Laptop when they come out

floral heart
#

A threadripper laptop... clocked at 1ghz, with 3ghz turbo (that is reached only while using notepad).

#

Half the reason TR is any good is that monstrous 180W TDP.

frank escarp
#

what the fuck a threadripper laptop XD

#

thats basically impossible

floral heart
#

Impossible would be a threadripper tablet. Just the size of the socket would make it hilarious.

plush yew
#

lol threadripper

#

anywho, hai all, does anybody here have experience with slicing procedural or runtime mesh components? im contemplating 'curved slicing' and am wondering if im just reinventing the wheel here or not

#

bscly what im thinking is convert the curve into a load of planes, use those for straight up slicing (as in, use the built in slice functions) then combine pieces again till its just 2 pieces with a curved cut

#

that does leave a bit of a problem tho, the caps

#

ill have to manhandle those i guess

frank void
#

what the heck, is there any reason AddMovementInput wouldn't do a dang thing?

#

AddControllerYaw works and is fully replicated, but AddMovementInput does literally nothing

#

annoyingly addcontrolleryaw requires physics to be simuated too for replication

ebon tartan
#

Guys , There is anyone here how work with linux?

#

who* sorry, I'm not a english speeker

#

speaker*

wild kestrel
#

@ebon tartan What problem do you have?

ebon tartan
#

i'm trying compile the linux version, but there's too many deps and some of them I can't install, There's any pre package version? like a .deb or else?

wild kestrel
#

No, you could try to compile code from third party directory or instal libraries one by one from repo whatever Linux you using

#

if you use any Debian based Linux remeber to instal dev verion of packages

ebon tartan
#

I'm using deepin it's not the better idea for dev I know, so I will try install the dev packages

#

thanks

#

it's based on debian unstable ๐Ÿ˜ฆ

keen pawn
wild kestrel
#

the normal pagages only got bineries to run, to compile you need header and lib files and those are in dev packages

ebon tartan
#

@wild kestrel Thanks! ๐Ÿ˜„

wild kestrel
#

some distributions package bineries and headers in same package ;p

#

but as i know debian and ubuntu have them seoperate

#

Some libraries are included in UE4 source in third party but im not sure if they build on linux

crimson sky
#

Does anyone on this Discord have/used TaikuMenu?? Or know how to reparent a level blueprint ?? Been having problems with a marketplace thing i got recently :/

tawdry hedge
#

Hey. I have a strange problem. My project doesn't seem to show BSPs on my map. They show up when I launch the game from the editor, but not standalone. The brushes still have colission, it's just that the actual texture/material isn't showing up.

ruby chasm
#

Someone experienced with decals please PM me, this is Day #2 of me trying to get a simple bullet hole to work it's driving me nuts haha

tacit matrix
#

Is anyone having problems packaging with substance plugin enabled?

plush yew
#

Please welcome @woeful oriole to the community! :beers:

sullen swift
#

i bulk renamed a bunch of materials in windows explorer, but content browser still sees their original "unreal" name. is there any way to update them or such?

#

nvm realized that was stupid

gentle crypt
#

When i disable Volumetric fog or restart the editor it goes away. it comes back again when i play around with the fog.

pallid compass
#

god i want bent normal's so much but too spooked too upgrade

plush yew
#

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

ruby chasm
#

Welcome!

late adder
#

Hello!

plush yew
#

Please welcome @pale mica to the community! :beers:

fresh inlet
grim ore
#

the mixamo stuff doesnt target the UE4 stuff correctly by default

fresh inlet
#

I managed to get one in yesterday fine. Even managed to get animations from mixamo to retarget correctly onto Mannequin and Mannequin onto Mixamo. Now I can't get Mix to work on Mix models.

#

That's the link I found this morning. How I got the everything to correctly retarget.

thorn topaz
#

Anyone ever used DoN's 3D pathfinding?

frank void
#

has to be said though, one on the left looks way creepier

frank void
#

as for anyone who happened upon the same issue as I, it was because I was changing the RootComponent of ACharacter to something else and initialising a different kind of collision

#

it has to be capsulecollision and I think changing the root component mucks stuff up

#

I just attached my staticmesh to the GetCapsuleComponent()

wild kestrel
#

@frank void do you character is humanoid?

#

your*

kind pumice
#

this blew my mind

#

its PU Battleground

#

and people are calling it overprices LOL

#

overpriced^

ruby chasm
#

Matinee ^

#

Viewport ^

#

Why won't Matinee render shadows?
My lights are movable, should I do static? They don't give off the same effect when static, though.

kind pumice
#

be sure the camera isn't overriding postprocess settings

#

for what its worth, I like the matinee image better ^_^

#

this auto LOD generation is pretty slick

ruby chasm
#

@kind pumice I like the Matinee better, too but it feels strange without ANY shadows at all haha

#

I'll double check if the camera is overriding pp

#

This is all I see on post process under the cine camera (bottom right) @kind pumice

wide sorrel
#

is the only place to change my Steam app ID is the DefaultEngine.ini?

vale halo
#

What's the best way to store something confidential (an API (secret) token) in ue4 yet expose it to the editor so I can easily change it when I need to?

#

It seems ini files get packed like they are, and aren't really a viable option or am I wrong?

cloud cobalt
#

Well, for starters, it's never a good idea to have a secret on the client

vale halo
#

True

#

I'm storing the real secret on my server, but I need a way to verify that it's a game connecting, if that makes sense

cloud cobalt
#

It does, just be warned that it's one of those impossible things that can always be broken with moderate ease

#

I'd use a formula and some parameters to tweak, personally

vale halo
#

Hm, so you're saying something that is hard-coded into the binary (c++ code) would be a lot safer?

cloud cobalt
#

I'm saying nothing on the client is ever safe, but having a function return the key from a few parameters is slightly less obvious to crack than storing the key in the binary

vale halo
#

Yeah, that makes sense ๐Ÿ‘

cloud cobalt
#

It would filter attempts by laypersons

#

Obviously any real hacker will always get it in hours

#

A PRNG with a unique key is somewhat decent of a key system

plush yew
#

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

cloud cobalt
#

Still, don't waste too much time on this imho

whole quarry
#

Just make it inside a basic text-file on the players desktop ๐Ÿ˜

cloud cobalt
#

Or simply don't have a key and assume that all clients are compromised, which is the reality.

hard ice
#

Watching some livestreams when suddenly one video is not allowed on the Unreal Website itself? No biggy but a bit weird!

cloud cobalt
#

This is why consoles are sometimes easier to work with

#

@hard ice Sounds like the author unticked the "allow embed" box

hard ice
#

Yeah but it is really the only one that has it (for the ones I saw)

low niche
#

Does anybody know the quality a webgl export in UE4?

oblique sorrel
#

Holy balls, just got a call from Techland that they liked my CV and invite me for an interview!

whole quarry
#

grats

worthy ether
#

congrats!

wary wave
#

๐Ÿ‘

keen birch
#

So for the experienced devs here, what would you say to a person planning to become a software engineer, so he makes enough money to save up so he can, somewhere down the line, afford to do full-time gamedev for a while?

icy dove
#

Take a related education

surreal viper
#

start to work on your own project way before you go own project full time

wary wave
#

My advice would be you can't afford full-time gamedev without years of hardcore savings in most places

#

at the end of the day, you're probably going to have to deal with getting a business loan or outside investment

fierce tulip
#

or have the luck to have a shitload of marketplace packs and knowing ue4 wont suddenly get removed for ue5 :p

#

and get 1-2 years of passive income

cursive dirge
#

that's a huge gamble though

fierce tulip
#

yup

cursive dirge
#

put months of work for asset and they just decline it

#

or review takes half a year

#

and you'll not get anything from your investment while that's going on

fierce tulip
#

hence the word luck

cursive dirge
#

yup

#

it could be good

#

but atm it's not

#

you're better of selling in Unity Asset Store in that regard

#

although it also means there's more saturated market

#

but it's also not a surprise when you look how UE4's marketplace is handled

#

it'll never grow as big this way

fierce tulip
#

i think once steph is back, itll get better

cursive dirge
#

I don't trust her at all

fierce tulip
#

i hope at least. i have faith in her

cursive dirge
#

she's one who was ok by keeping people in the dark even they bought pirated assets

fierce tulip
#

adam was the one you shouldnt have had faith in

cloud cobalt
#

Personally I want a high bar on the store

#

Don't really care about sheer volume

cursive dirge
#

I'm mainly worried the lack of transparency

cloud cobalt
#

The quality isn't always super great

cursive dirge
#

and that they can't guarantee you even get to sell your work

#

or when

#

those code plugin delays are not acceptable

cloud cobalt
#

No guarantee of selling it sounds completely normal to me

cursive dirge
#

it doesn't if the quality is good enough

cloud cobalt
#

Define good enough

fierce tulip
#

keep in mind that steph is probably in her last trimester by now, once she gets back I assume things will get better. till that time we just have to grit trough the current clusterf

cursive dirge
#

you do that for living and know what you do

cloud cobalt
#

Plenty of people do a shit job for a living.

#

I definitely want Epic to filter the submisions

cursive dirge
#

really? things have been messed up from day 1, one person getting back to doing what she's done for ages doesn't make things magically work

wary wave
#

it's been three years now since the marketplace opened, and let's be honest, it's barely developed since day one

cursive dirge
#

^

cloud cobalt
#

For the same reason I also deeply regret Valve dropping Greenlight. I believe in manual curation of stores

cursive dirge
#

don't get me wrong, I'd love to sell things on UE4 marketplace myself too

#

but I don't really like how they handle it at all, nor accept it

fierce tulip
#

im not one to stick up for the marketplace, but I have some hope left still. and Im hoping that once steph is back and whip the new people properly things will get better.

wary wave
#

I wouldn't touch it with a bargepole at the moment, and it looks like a number of people with the more valuable offerings are giving up on it

cloud cobalt
#

I had a pretty good experience as a buyer myself. No idea how good it is for sellers

fierce tulip
#

some people are making enough money from it though

honest vale
#

I've had 50/50 success as a buyer

fierce tulip
#

but like i said, im giving steph the benefit of the doubt and hope to see some big improvements in the upcoming months.

honest vale
#

animation blueprint system (ALS or something) was good enough

#

then some sound pack which was horrible

wary wave
#

as a buyer I've been stung multiple times by content that was way below expectations

honest vale
#

yea I'm extremely careful about buying anything

fierce tulip
#

then def post about that on the sellers thread and tagging the curators

honest vale
#

I still don't get why that got 3,5 stars

wary wave
#

Done that, written public reviews, gone for refunds

#

nothing changes

honest vale
#

and the comments are full of clueless people usually

#

๐Ÿ˜„

wary wave
#

there's some excellent stuff on the marketplace, but it's a real gamble

honest vale
#

"These are awesome. Fully expect to hear them in a huge amount of games to come. Nice work!"

#

like... wat

#

is it wrong to expect game ready sounds from the marketplace? ๐Ÿ˜›

wary wave
#

game ready art assets would be nice too

#

non-PBR, auto-collision on everything even when wildly inappropriate, no lightmap UVs.... ๐Ÿ˜ฆ

cloud cobalt
#

No lightmaps is a fucking disgrace

wary wave
#

a lot of people just auto the lightmap UVs

#

and the result is useless

honest vale
#

๐Ÿ˜„

cloud cobalt
#

Don't remember who came up here with lighting issues and the asset didn't actually work with baked lighting

honest vale
#

the store needs more curators by epic

cloud cobalt
#

That should be a big nope

honest vale
#

they should review them

#

let the people release them but Epic should hire few curators to write something like "shit lightmaps"

#

"shit collision"

cursive dirge
#

they'd just hire people for that - who have never done gamedev before

wary wave
#

I've had a few 'my first blueprint' scenarios before too D:

#

big systems where literally everything is in the event graph, rather than being split into multiple blueprints / actors D:

cursive dirge
#

I loved the landscape discussion in past, where person said the landscape (which was obviously created with world-machine and few basic nodes) has to cost $100-150 because it took him 10h to learn and make

#

like.. what

#

if you spend a day learning the tool, you don't go selling it for few hundred bucks ๐Ÿ˜„

honest vale
#

is there any way to rate sellers?

wary wave
#

nope, just assets

honest vale
#

shit

wary wave
#

not that it matters, because the majority of commenters don't seem to buy the product

honest vale
#

comments and reviews should probably be separated and only allow actual reviews from people who own the asset

wary wave
#

most assets have little to no reviews

cursive dirge
#

also majority of the comments are from people who are pretty clueless on gamedev in general

wary wave
#

yup

cursive dirge
#

but then again, that's what most marketplace items target nowadays

wary wave
#

it's the easy money

cursive dirge
#

like, who would REALLY need a blueprint to make elevator to move?

honest vale
#

๐Ÿ˜„

cursive dirge
#

if you can't figure that out on your own, your game will not succeed

wary wave
#

at the moment there's a great perlin noise / cellular automata pair of blueprints on the marketplace

wary wave
#

really well put together, so you can pull them apart and reimplement them elsewhere, very well commented etc

#

I suspect that author will only ever get a few sales :/

honest vale
#

...I'm guessing no

wary wave
#

yeah, that's the one

#

I used the perlin noise to generate landscapes, and the cellular automata to place scenery etc for a proc-gen RTS

honest vale
#

should find the edgy 15 yo me from the garbage dump and tell him to write edgy angry reviews to every asset

cursive dirge
#

doesn't matter

#

they censor those out

honest vale
#

who?

#

Epic?

cursive dirge
#

only good reviews can stay as they don't censor those

#

marketplace staff upon request

honest vale
#

wtf ๐Ÿ˜„

cursive dirge
#

has happened many times

#

well, some of the reviews haven't really been fair

honest vale
#

then they should also remove those no effort "good job" circle jerk comments with no substance

cursive dirge
#

but then again, not are all those 5 star ones either

#

yup

plush yew
#

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

inner mountain
#

Hello, everyone! Does anyone here has experience with running a project build (hot reload) from a command line? (UBT)

whole quarry
#

I didnt knew that was even possible

plush yew
#

Please welcome @lament star to the community! :beers:

inner mountain
#

that's working good, just one thing โ€“ UE4 uses some argument -ModuleWithSuffix ProjectName 243 โ€“ and it seems it generate a random number for this argument. I don't understand is it just a number (random), or it has some meaning

#

e.g., here is the command UE4 uses by default when pressing "Compile" button:

C:/Program Files/Epic Games/UE_4.16/Engine/Binaries/DotNET/UnrealBuildTool.exe ProjectName -ModuleWithSuffix ProjectName 243 Win64 Development -editorrecompile -canskiplink "X:/Path/To/Your/ProjectName.uproject"

vast anvil
#

Hey guys - UK related question (may be too off-topic)
I'm currently a sole-trader, but have seen lots of advice to setup as a LLC before selling on steam - I know how to setup a PLC, but LLC seems totally american. Anyone know what the UK equiv is, and how to register? (or is there no equiv, and I should just go PLC?)

plush yew
#

Please welcome @elfin cape to the community! :beers:

whole quarry
#

@vast anvil Just go to your local Chamber of Commerce, they can help you with that question

#

Likely its something like a sole proprietorship or smth

vast anvil
#

Hmm, not too near me, but perhaps I can give them a ring, thanks for the tip @whole quarry

whole quarry
#

np ๐Ÿ˜ƒ

timber relic
#

Good advice that man

elfin cape
#

@vast anvil as far as i'm aware you can trade through steam as a sole trader here in the UK but to protect yourself a limited liability company maybe a good idea. As someone said, the chamber of commerce can help you. But theres also the Princes Trust

#

They give a lot of advice for people starting up a business for the first time and helped me when I was trying to start a company about 4 years ago

#

usually they have a free course to help get you up and running, and can even provide a small amount of funding

whole quarry
#

That limited liability company (LLC) is american

elfin cape
#

@whole quarry the equivelant here would be a Private Limited company i believe.

vast anvil
#

@elfin cape I don't thin PLC is the same, I get the impression they also have them in the USA, main differences seem to be:
PLC: you have shares you can pass around
LLC: may be able to skip some tax in some situations (as in, avoid paying both corp and income tax)

#

I guess I could even stick as a sole trader... I'm not anticipating any trouble... but probably should be on the safer side regardless

elfin cape
#

You dont have to give out shares

#

theres two types of PCL

#

by gurantee or by shares

#

but yh it maybe easier while your a 1 person operation to do the Sole Trader

#

but you will have unlimited liability as a Sole Trader. So thats worth remembering.

vast anvil
#

Looking through the PLC registration forms, it looks like shares must be created, but they can have a value of ~ยฃ1 in total, and can have the payment deferred (though, not sure that is needed if they are ยฃ1)

elfin cape
#

yh thats what we did

#

one pound shares

vast anvil
#

well, I was thinking 100 1p shares ๐Ÿ˜„

elfin cape
#

this was about 4 years ago before i became a teacher, but i think the laws are still the same ^^

cursive dirge
#

our equivalent here in Finland it Limited Company

#

would be odd if UK didn't have something similar

#

PLC sounds like the thing though

vast anvil
#

well, we have sole trader, and PLC, but perhaps not something between (like a LLC)

cursive dirge
#

here you can have private limited company (you have shares but they are not publicly traded)

#

with is the common one for game companies around here at least

#

and there's public limited, which means you can do stock trades

vast anvil
#

I guess PLC does sound like the best option so far

#

I've no need to do stock trades in a hurry ๐Ÿ˜„

cursive dirge
#

for taxation, you don't have to pay double tax if you spend all your company income to your salaries or for other expenses

#

I'm pretty sure that's how it works for US LLCs too

#

you pay that tax from profits basically

vast anvil
#

Makes sense! though I nthink company tax is smaller than personal tax here, so it probably makes sense to balance it out somewhat (don't quote me on that)

#

Well, big thanks for the advice guys!

cursive dirge
#

you may want to have more shares though

vast anvil
#

more than 100?

cursive dirge
#

we have 2500โ‚ฌ initial capital here, I have 50k shares ๐Ÿ˜„

#

basically if you have more, you can split them in future in easier way

#

if you never plan to sell any, it doesn't really make any difference

#

of course, I don't know the UK system

#

that's just how things work here

vast anvil
#

Well, No plans to sell. Nice to have the option, but 1% divisions probably enough for me

#

I guess it wouldn't hurt to have some money in the company account anyhow

cursive dirge
#

oh, I meant that one share in my case cost โ‚ฌ0.05

#

not โ‚ฌ1

#

but yeah, if you mean about the profits

#

it would be good to have some bigger buffer

plush yew
#

Please welcome @cursive kraken to the community! :beers:

pallid compass
#

Thoughts? I feel too many panels not enough depth

plush yew
#

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

plush yew
#

help me pls

#

Idk why on my game, when I want look around with the mouse, I can't, but I can If I press the left mouse key

grim ore
#

What is your code for moving your camera or player?

plush yew
#

my game is a multiplayer game, the problem is, when I click on play, and I click host and game be created I can't move around the camera, but for example If I click on play on the map, I can move camera ๐Ÿ˜ฆ

#

problem fixed ๐Ÿ˜„

frank hound
#

hey guys I have just moved to UE4 (yay!) but I would like more info on the company, specifically who owns it.

I know Tencent owns 40% of epic games and has 2 board members but what about the rest? Epic has employee stocks so multiple people has shares, Tim and Mark are the co-founders and probably own a large portion, but is Tencent the one that owns the largest number of shares?

plush yew
#

@frank hound just curious: why do you want to know?

#

@pallid compass looks pretty cool imo, i would have the depth of all panels a bit more uniform though, having some pop up so far when the biggest portion hardly does is a bit strange

#

then again its some alien thing im sure so hey wth

grim sinew
#

@frank hound tim Sweeny owns the biggest chunk I think

#

The Tencent stock situation is unfortunate though, I agree. It's I suspect responsible for some of the weirdness epic has with supporting VR more than standard normal games that actually make money.

cloud cobalt
#

Epic support for VR is because of Robo Recall

plush yew
#

i would assume its the other way around lol

cloud cobalt
#

I think they were paid quite a lot for it

#

It's a Rift exclusive

#

I really doubt Tencent is related

plush yew
#

ye, i think its a money thing too, its no secret oculus likes to throw that shit around

grim sinew
#

Epic diverted almost all of their graphics programming staff towards VR in the last 2 years

frank escarp
#

Epic vr support is oculus $$$

grim sinew
#

It's not a coincidence that it coencidces with Tencent's Chinese VR arcades

frank escarp
#

they got paid more than 10 million dollars by oculus to dev robo recall

plush yew
#

ehhh

frank escarp
#

robo recall did not cost that much, the money was also for the engine

plush yew
#

hmm

frank escarp
#

and the vr market is growing hella hard

#

remember one thing

#

look at PSVR

#

tons of ue4 games on it

#

and the switch version of ue4 is being incredibly popular

plush yew
#

true psvr is the clear winner atm

grim sinew
#

Nobody in their right mind would say VR is bigger than standard, mass market gaming

frank escarp
#

even used for the next mario

grim sinew
#

It shouldn't have priority over it

#

But it does

plush yew
#

it does get prio because its 'new' tho

frank escarp
#

@grim sinew but its an area that needs much more research

plush yew
#

ye

#

and bscly theres 'name to be made'

cloud cobalt
#

@grim sinew It's also an area where people wanted Unreal Engine. Not sure that many AAA is doing UE4 these days

plush yew
#

if ue4 does the best crossplatform vr in a year that will be worth something

frank escarp
#

@cloud cobalt go to asia tho

#

@plush yew it does

#

right now

plush yew
#

fair enough ๐Ÿ˜›

frank escarp
#

basically since forever ue4 has had by FAR the best crossplatform vr

#

in unity you had to wiggle plugins around

cloud cobalt
#

@frank escarp Are you that Chinese person who wanted to recruit me this morning ? :p

plush yew
#

im secretly hoping for (edit: full) source2 sdk to drop soon and do it even better :3

frank escarp
#

@cloud cobalt for what job?

grim sinew
#

Right, AAA dropped UE4 because it didn't have the capabilities they wanted out of it. So Epic's response was just to give up entirely and risk the whole company and engine on an untested, brand new maket?

cloud cobalt
#

@plush yew Trust me you don't want Source 2

grim sinew
#

That wasn't just a random decision

frank escarp
#

@grim sinew Epic develops the games, not the engine

plush yew
#

@cloud cobalt i do, trust me

grim sinew
#

So who makes Unreal 4, if not Epic?

plush yew
#

epic does, period

frank escarp
#

the engine features are either done for their AAA licensees

#

or added for their own games

cloud cobalt
#

@frank escarp UX designer, totally unrelated to what I do ๐Ÿ˜„

frank escarp
#

why do you think they have been doing so much sequencer stuff? for their movie, car, and Hellblade

#

the VR stuff is Robo Recall, plus extra oculus money so they develop the engine more

cloud cobalt
#

@plush yew Have you worked with it already ? It's not exactly in the same class as UE4

frank escarp
#

now we are going to see tons of updates for mobile games as epic is doing a F2P gacha XD

#

Fortnite added a tremendous amount of stuff to the engine, and so does paragon

#

the reason my game runs faaaaast on ps4, is becouse epic games optimized the engine for Paragon

plush yew
#

@cloud cobalt ive worked alot with all aspects of 'source1' (read: all source engines so far) and been poking a little at source2 engine where possible, seems similar enough

frank escarp
#

and i happen to be able to use those optimizations

#

basically, Epic develops for their own games first, and then they work alongside the licensees

plush yew
#

@cloud cobalt its alot steeper learning curve for sure but i already got a head start bscly

grim sinew
#

So in your mind, the company that owns 49% of Epic games has nothing to do with the direction the engine is taking?

cloud cobalt
#

The reason Source 2 is similar to Source is also why I would never touch it ever again - even UDK had better tools imho

frank escarp
#

LPV (global GI) was being done for that Fable game

#

but that one got cancelled

#

so dynamic GI wasnt finished

#

Epic doesnt need dynamic GI in their games, so they dont have it

plush yew
#

I actually like source over ue4 because its alot less about holding your hand and alot more about performance and possibilities

frank escarp
#

and well, you can see the tencent influence in their games

#

F2P, F2P, F2P,F2P

plush yew
#

but i love ue4 too ๐Ÿ˜›

frank escarp
#

except robo recall wich is paid directly by oculus

#

personally i have absolutely no issue. If i have a bug i can fix it myself (and ive done so)

cloud cobalt
#

@plush yew It's a nice way to describe having 10% of the features, but well, if you're happy with it ๐Ÿ˜ƒ

frank escarp
#

in unity, if i have a bug

#

im fukd

#

becouse there is no way of fixing it

grim sinew
#

Tencent are opening huge VR arcades in China and are making a HUGE push here to get Unreal as the main driving force behind it. I personally know people who they've come to to try and recruit for this

frank escarp
#

seems just about right

#

that also explains the VR features

plush yew
#

@cloud cobalt ~50% at the least ๐Ÿ˜› but ye i get your point, and i do like ue4 for taking alot of work from your hands for sure, but idk, in source i feel alot more 'free' or something

#

and yea, do not ever underestimate how well source engine scales, ue4 doesnt come near that at all

frank escarp
#

@plush yew it scales becouse its from 2004 mate

#

go grab UDK and tell me if it scales

plush yew
#

source2 still scales like crazy ๐Ÿ˜›

frank escarp
#

source 2 is dota2 only at the moment

plush yew
#

false

frank escarp
#

and i think the lab too

cloud cobalt
#

Of course it does, it's just not the same class

grim sinew
#

They're also trying to get a "blank check" of sorts. "We'll pay you X amount of money as a flat fee and in return you let us set up as many machines with the game as we want." They're just buying talent and trying to shove the whole Unreal community in the direction that they can personally take advantage of it for this VR arcade idea.

plush yew
#

theres also steamvr home, and the lab, and the performance test thingy

frank escarp
#

@grim sinew personally i have no issue with something of the sort

#

ive entered in contact to local arcades for that

#

tencent could do the same buy pay 20 times more

#

keep in mind in a case like this you are getting paid basically up front

#

nah, not really

#

few people want to go to china just like that

grim sinew
#

Ignore that message

#

I wasn't supposed to say that >.>

frank hound
#

@plush yew it won't affect the fact that I will be using the engine, just would like to know who i'm working with and who has more power in the company.

@fiery burrow looking at wikipedia it says tencent owns epic so Im not sure if Tim owns most of it, not that it matters tho, tencent owns shares on a lot of large studios and those studios are all doing a great job, I don't really have anything against Tencent I just want to know if they actually own epic more than anybody else, I think it's importat to know who Im working with just that.

I was hopping someone would have some numbers, I was not able to find any numbers on epic shares besides the 40% Tencent got

plush yew
#

@frank hound ah ok, nothing wrong with that ofc, was just wondering ๐Ÿ˜ƒ

fiery burrow
#

Y'know, every time I've been beeped in this server, it's NEVER for me ๐Ÿ˜›

grim sinew
#

hahahahaha

#

I love how that typo turned into an actual name here

frank escarp
#

i dunno, no issue with that stuff. Honestly as i do VR and console dev, means the shiny stuff is perfect XD

#

anyway, the general logic is that. Epic does not do features for the indie community

#

they are the absolute last focus of them

#

for obvious reasons

#

they do features for their games, and for their AAA licenses

#

indies just happen to get the features "tricke down" from all of that, becouse the engine is open source after all

grim sinew
#

It wouldn't be so bad if Epic didn't leave so many features unfinished. 2 years later, the procedural foliage tools are still considered "experimental" and haven't been touched since the kite demo

frank escarp
#

the AAA licensees use the exact same engine versions as the indies

#

just they can get stuff done as they are paying tons of money to epic directly

pallid compass
#

try the witchcraft of Gameplay ability system plugin, thats never getting finished

grim sinew
#

And some engine features actively -regress-, like heightfield GI is flat out broken now

frank escarp
#

@pallid compass gameplay ability is something that comes from paragon and fortnite i think

#

its just nowhere near stable

grim sinew
#

same with DFGI

pallid compass
#

its my fav thing ever, i pray for it

#

ALSO

plush yew
#

anybody ever get the feeling they dont fully implement features they develop for their own games because that would make it to easy for somebody to make a clone?

pallid compass
#

someone tell me about the asset manager thing ;o

frank escarp
#

@plush yew no

pallid compass
#

no they do suicidal

#

its just, there not user friendly

frank escarp
#

they do not like adding "game specific" code to the engine

pallid compass
#

go take a spin with gameplay ability plugin and ul find out

frank escarp
#

thats why gameplay abilities is kind of a framework, but you dont have stuff like powers already made

grim sinew
#

This whole situation stinks of what broke the CryENGINE 3 years ago. They kept on taking contracts (military, serious games stuff) and shifted focus to that and only worked on what they personally needed for stuff like that and Ryse, and for indies the engine shifted to be more and more unstable and unusable, with more features breaking every patch.

frank escarp
#

@grim sinew i was on that thing

#

not even comparable

#

what killed cryengine was their own ego

#

they had it so far up the ass it was absurd

grim sinew
#

I was too

frank escarp
#

see how many indie games released

#

i only know of Snow

#

literally the only one

pallid compass
#

rip them

frank escarp
#

i had a team that asked crytek for a license

grim sinew
#

I used the CryENGINE from 2011 until when I got the UE4 beta invite. Years of it.

frank escarp
#

they asnwered half a million dollars and 8% profit

#

to an indie team

#

the engine couldnt create an installer

plush yew
#

ouch

frank hound
#

@grim sinew what would you want from the procedural foliage tool? just curious. I always thought this kind of thing was better done in a 3d software like houdini

frank escarp
#

you couldnt play a game standalone

#

and everything was on a DRM

#

imagine unreal engine, but the launcher login is obligatory

#

the engine will NOT launch without the launcher login

#

also no cooking features

grim sinew
#

@frank hound Houdini isn't capable of placing down engine specific tags like instancing and clustering

frank escarp
#

and to top it off, fully closed source

pallid compass
#

ue4 is god compared to other engines

#

well imo that is

frank escarp
#

you only need to compare with unity if you want