#ue4-general
1 messages ยท Page 98 of 1
people complaining about how they have it.. i dunno but if my sales had spiked i would be paying ue4 royalties
Why students if I may ask
obligatory back in mah day
More places in Germany teach Unity
unity is the common
@grim sinew but it can
like in the mayority of the places
ye i think unity is common for students tbh
As that exists longer and the Schools don't retutor their teachers for UE4 now
ue4 is usually too hard for this schools
everyone i know in the uk has studied ue4
thats why i did some ue4 classes myself in my university
wait ue4 is too hard?
Then you have a lot of schools that actually invested into that
becouse the classes there were on unity
unity is wayy harder imo
@frank escarp Yeah. It sucked. And look at what Epic's been doing. They've hidden all their development off the master branch, so who knows anymore if we really -do- have the same engine as the AAA guys anymore, and it makes it a lot harder to keep track of updates. They've been leaving anyone not using the engine for VR out to dry for 2 years because that's just not the priority right now even though that's most of their indie user base. Unity is PROOF you can make a business off of supporting indie devs, but even when Epic started to move towards that with making the engine free, they dropped the whole idea by now.
if i remember correctly we had a big talk amonth ago about unity and people where saying it does not work out the box and its basically a premium engine
unity is cheaper thats reason enough for studios to use it
I think every pretty much every engine has its benefits
And Epic's ego is getting to them a tad too, ignoring massive threads on the forums about BASIC FEATURE problems like we have with shadows
Unity just exists longer. It was for free before Epic released the subscription model
"Free to use, Unreal Engine 4 can be downloaded and installed to classroom computers as well as personal systems at no cost."
if u didnt know
They flat out don't care or just don't have the resources to fix basic engine features.
ue4 does not cost anything for schools
Dude, the teachers are all skilled in Unity
unless im missing something
no idea, all tutors know ue4 over here
Not all teachers use Unity, a few schools in the US use Unreal.
Initial parse of large solutions, especially those that include Unreal Engine 4 (UE4), requires less time. Initial parse times for UE4 have dropped by up to 75%.
well im only talking about the uk, because i dont know anywhere else
oh do schools have to pay to use Unity? didnt know that
Not if they use the free version
isent unity basically a premium engine?
it bscly is
i mean
xD
Pretty sure new schools would get UE4 instead of Unity
But the ones that are teaching unity since forever might never change
at least not here in Germany
our college is stupid af
there are more studios using unity so schools have a good reason to use it
They just bought a ton of zbrush licences for environmental design games and no quixel licences.
and they bought alien ware pc's like the fuq
But yeah, @frank escarp . I'm just going to say it, after seeing how Epic's treating its indie community lately outside of VR, I've been considering shifting projects towards CryENGINE instead, at least to see what it's like and look at alternatives. A game engine's a tool, not a religion, I'm going to use the one that best fits my project and change any time it benefits me to do so.
really o_o i think epic treats us amazing
lol @pallid compass alienware pcs for a school xD
Yeah my college is back to front they dont know what there doing
hmmm but now thinking about teaching C++ and lower level stuff is kinda important and UE4 could help with that
You don't need quixel licences, nobody really uses it anymore
I think blueprint is amazing for teaching people who have 0 concept of programming
And my college is in the same building as the zbrush dev studio ๐
Quixel is amazing
Quixel is worthless. Too slow and hard to customize compared to substance.
Yo, so I just graduated a games college, and I'm helping out working at one until I can find industry work. The reason why a lot of schools use Unity is so we can teach scripting that involves syntax, teaching C# is super easy compared to C++. Also the school didn't want to teach UDK, and UE4 was paid, while Unity was free, so... no brainer there.
Compared to substance designer/painter? Yeah, very.
i7-5930k I think on most lab machines, the newer computers probably have faster though
Titan XP for the GPU
64gb ram
hmm, iv got i7-6800k 6core @ 4.3 ghz and titan xp
no idea why ur quixel is slow
actually wait
baking curv is slow in quixel
imo
Waiting 3 minutes for a smart material to apply is beyond stupid
And unless you NEVER need to make a material outside of the presets, adding more is annoying to Quixel
maybe the lab need to upade some drivers? :p
do u think? takes 2 clicks haha
Drivers are up to date?
If it was really this great, why do you think no AAA studios use Quixel outside of megascans?
no idea., works for me, cheap & great results and fast pipline
but they do use
wait didnt epic use quixel for some ut4?
No, they all use substance. Photoshop is even barely used for texturing anymore
Editing images straight on, sure. But not for a whole texturing workflow
im pretty sure
I wasn't talking to you ๐
they made a whole map using just quixel, theres a video on it isent there?
The deus ex environment on the learn tab Quixel made and gave to Epic
Please welcome @plush yew to the community! :beers:
Epic used Quixel for the first UT4 map and substance for the rest
Yep. Pretty cheap.
im thinking thats expensive
Grab it on a steam sale, 50% off
a lot of artists use Quixel, I know this for a fact, and many studios use substance painter to just to manage things (get files from multiple sources)
of course a lot of artists also use substance, but quixel is used at every studio
Licence can transfer to the normal allegorhmic account
750$ just for 5 people and thats just for the painter dam
Maya is $250 per month for you and you think Substance is expensive?
no indie studio pays that
At least Substance isn't a monthly fee like Photoshop
try 250$ a year for maya LT
BUt yeah u use photoshop for other things as well in a studio
Plenty of indie studios do, because Maya LT is stupid. Dynamics and higher poly counts are too important to give up
like we use it for web design, concept art, GUI creation etc
Right but not texturing, and that's the discussion ๐
idk about that man, we use zbrush for high poly count
we never take high poly crap in too maya
it handles it like trash
all baking is in xnormal
Good luck doing precise, hard surface stuff with zbrush
Make Optimius Prime from the new transformers movie in Zbrush
Also, unless you're making cages by hand, use something like substance or marmoset for baking, not xnormal. Those automate making cages and will get you better results.
i was joking lmao
im actually hard surface working in zbrush rn
going to have too disagree there, never have any issues with xnormal
ao and high to low baking always been fab in it
Nothing to disagree about there, just a fact. Xnormal is old and doesn't have conveniences of modern baking like automatic cage creation and baking by mesh name
what u on about, i never have to setup cages in xnormal
What about 600k polys do you think Maya couldn't handle, btw? Maya only starts to choke at about 10 mil or so
You didn't have to, I'm looking at it
then ur looking for the wrong thing :p
Meanwhile, baking meshes on Blender
@grim sinew i myself am evaluating unity
"What's this "xnormal" thing"
@pallid compass Just checking beforehand, are you famliar with cages?
i can guarantee you the "master" branch from the licensees is the same as the master branch in github
but with the console stuff removed
they have done changes to the stuff
and Paragon runs in Promoted branch
what happens is that feature development works on separate branches
you can see them doing huge fucking merges from dev-vr or dev-whatevre
they merge that into master, and eventually stabilize more or less in promoted
then it goes into the numbered versions
in some Paragon talks they directly say that their artists run on the Promoted branch
@cloud cobalt xnormal is fab free tool for baking things like ao and normals
I know
oh lmao
Yes, especially if you have an hour to burn watching AO bake
I'm just making fun because Blender has xnormal built in since like 2005
Not on the CPU baker you don't
gpu baking m8
blender has had bakers since literally forever
even cycles baking from quite a while ago
GPU baking on xnormal is horrid, much more prone to artifacts
ur baking baking cpu then u might need to take a step back haha
you can bake lightmaps on blender if you want
what's blender? :p
@frank escarp Cycles baking is not even the oldest one
no idea man, works well for my team and we get good results
and no antialiasing on the normal map
so fast
@frank escarp I use Cycles and it's pretty good. AO bakes are slow though
I never once said to bake anything in maya ๐
I know
AO is slow after all
never used cycles
but blender AO bake its very exact, its not approximated or anything
it literally just throws a fuckton of rays and occludes depending on the collision
ive never seen somoene get so angry about the fact i called them a lazy government worker and said they do nothing.
this dude on this programming discord
i told him how i think gov't workers are lazy
little do i know
he calls me ignorant and shit
says im dumb
and he works government
all the people ive had to work with in the government
have no skills, are overall lazy, and incompetent
they get overpaid as well
@plush yew Not the right Discord
isn't max the most used 3d software for modeling in AAA game studios?
lmfao amazing
i highly doubt it haugar
it runs like garabage
its prob the worst thing iv used i think?
@cloud cobalt what do u mean o3o
@plush yew If you want to talk about how goverment workers suck, that's not here
@cloud cobalt are u a government worker?
I think the point is that its a discord for ue4/game development
Libertarian 101 can go on Reddit instead
I am
@pallid compass and what doesn't ? :p compared to maya its just the same lol
the only off-topic things that are allowed here are cat images
so start posting them cats
is there a performance impact between modeling with gemetry in ue4 or importing static meshes?
bye
ok are LODs availible on geomoetry modeling?
Doubtful
ok
Please welcome @tranquil bone to the community! :beers:
@paper briar yeah you can create better mesh if you import, but ue4 modeling is still valid for prototyping
Geometry modeling is not exactly encouraged by Epic, it's kind of something they left from decades ago because sometimes it's useful
Hi everyone! Im just wondering does anyone know how to make a toon water material that would fit a low poly style game
hehe
hello
i have a question
im making a fps game and i want a suggestion for the type of bullets
type of bullet wat
armor piercing
? ๐
can i actually import a 3d model from lets say, blender rather than doing it in UE4
what
ye ofc
not sure how that fits in too bullets
can you expand on what ur trying to do with bullets & model
export from blender as fbx or fxb or what its called
No, you can only import models you make line by line in a text editor, manually specifying vertex coordinates and face assignments.
Notepad for life
yes
fancy bullets
But heres the thing
Really though, yes. Anything that exports obj or fbx, you can use.
Bullets move so fast u dont really umm, actually fire models.
Oh are u talking for bullet rounds too fall on the floor?
hmm so just fire models whit collision
s
idk, i think hes just asking how to tackle having bullets
no u dont fire any models
You would use a muzzle flash & line trace normally
its very situational too actually fire projectiles.
you can shoot a model too but yea, use the line trace
if u have 30 rps and your spawning 30 models a second per person thats not so good
and if its multiplayer thats a 100% no
true lol
and any way to manage the line trajectory since i want to have recoil and bullet t
drop
you can incorporate that in your code
and linetrace afaik
ok tnx @plush yew @pallid compass
np
sorry for the time waste , still learning ๐
@plush yew watch this https://www.youtube.com/watch?v=jNVEimfgvm4
A UE4 tutorial showing how to add penetration and advanced projectile physics to the unreal engine 4 first person template. Note: rather than copying out the...
ok
(its a 5 part series, but a quick look already tells me it will be worth your time)
covers 'proper' shooting (so linetraces) and bullet drop, and penetration
well if it does not work .... we can always make another cod style game ... ๐
I am really suprised they dont have a linetrace with drop built in
๐
ye was just lookin for that too halcyon, weird
but the video tut will surelly explain how it does that too so yea, watch it all & gl ๐
In this video, we'll implement bullet drop with a sniper rifle, just like you might have seen in games like Battlefield 1. Join the Patreon: http://www.patre...
seems alot less general use & detailed then the series i linked ^^ but your pick ofc
theres bound to be lots of good tuts on the subject
man im really thinking about rebuilding my engine system to use quats
4dimensional math is so nice for this type of stuff
@plush yew im watching it rn (ur link)
okie ^^
im too lol, might learn something new ^^
heres a link to playlist btw: https://www.youtube.com/watch?v=jNVEimfgvm4&list=PLFb4aMnKngaZrO6HgTZjEgbM904_nvkUJ
A UE4 tutorial showing how to add penetration and advanced projectile physics to the unreal engine 4 first person template. Note: rather than copying out the...
Does anyone have experience tracking down crashes when playing shipping builds over steam?
The .dmp file doesn't give me any useful information
Atleast not in a format that I can undestand
@plush yew Have you tried this? https://msdn.microsoft.com/en-us/library/d5zhxt22.aspx
not in a format that I can undestand
Makes it sound to me like you were trying to look at it as a text file, rather than trying to load it up in VS.
Dump files basically have a snapshot of the state of the program when it crashed. You'll be able to see the callstack, which line it crashed on, and potentially the values of variables.
It may not be enough to diagnose the cause, but it is usually enough to at least start to form a theory and add in some extra logging or guarding code that will either resolve the issue OR make it so that future crashes give more actionable information.
sion too the rescue
before I decide to just give up on learning UE4 C++, does anyone know how to shut off the IWYU changes they added in? None of the learning materials work with the new method and my ability to care is almost at 0 =/
I don't know that you can shut off IWYU, but you're better off learning how to IWYU anyways.
What's the problem specifically?
@livid haven Thanks, I'm opening it in VS but it just tells me which modules were active?
I can't get Engine.h added to my game mode header without it shitting everywhere
I actually don't see a callstack
@grim ore And what happens if you just don't add that header?
@plush yew Open up the threads window in VS and look for the main thread.
Double click it.
It should then give you the callstack of the main thread.
-taking notes-
if I don't add the header I cant use GEngine->AddOnScreenDebugMessage
@grim ore Meaning, it doesn't compile because GEngine isn't defined?
Epic really needed to update their official docs with the new stuff =/ you can't use any of the old stuff
if i dont have the header then yes it wont compile
@fossil ore hola ๐
hola.
Then you need to IWYU - the headers that define GEngine and UEngine.
Does anyone know/have a good tutorial on creating a material that will represent blood on the actor (player) ?
yep which I do, Engine.h, and then it goes to shit
it might just be intellisense but if thats the case then I lose autocomplete and =/
Hold on, are you getting a build issue or just Intellisense?
Intellisense can not cope with the sheer scale of UE4.
imo Intellisense is a lying little brat
It will absolutely mislead you as to what is or is not valid.
Engine.h != Engine/Engine.h
build issue if I dont use the header, intellisense if I use it but then I lose autocomplete
Also, what @glossy flame just said.
its the correct files
Engine.h is the massive header that includes a large part of the engine, Engine/Engine.h is probably the one you're looking for?
it compiles and runs fine if I let it squiggle itself to death
They both exist, they just serve different purposes
Alright, @grim ore, then you're fine. It's Intellisense.
You won't want to hear this...
yes its Engine/Engine.h , I made sure to use the correct one from the docs
Anyone? Blood decal on actor?
... but the reality is that a third party tool called Visual Assist X by Whole Tomato Software is practically a de facto standard for working with C++.
yep I've got VAX but I can't start a video with "today we are going to learn C++ and blueprints in UE4. First thing you are going to want to do is spend $100 or else your fucked"
I can't start a video with
Are you making a video?
(Herp derp typo makes me sound illiterate)
that was the plan before I started this horrible horrible experience lol
I'm going to suggest you not try to make tutorial videos if you're not proficient. I mean, documenting your experience, sure.
Mathew makes great videos though
And unfortunately you can't get around that quote you made - you do need to spend $100 or resort to piracy.
what costs 100$ for c++?
VAX
oh i dont have vax, oops
I'm not familiar, not questioning the quality of his videos, I'm just suggesting that the proverbial "blind leading the blind" is... questionable.
@livid haven Am I required to open the .dmp file within my VS project for the game?
well I can get around it by regenerating the files after I add the header but that just seems stupid. Was hoping for a "correct" of doing it but so far everyone's answers have been VAX =/
he is far from blind
I was able to run debug, open the threads window
@plush yew I don't think so, but it's been years.
he is just having a hard time to come to grips with UE as a shit platform that is MACRO C++ not C++
simple
i once spent 6 hours trying to find a vs problem, and it turned out id typed "lol" at the top of a header by mistake at some point, if only i had VAX
@raven cedar Uh, what? UE is plain old C++ through and through.
UE C++ is not plain C++
...
and please, dont be ignorant in here
nowhere near plan C++
there are plenty of people who know what they are doing
oh jesus here we go
i mean, it is C++, just too much weird shit
@raven cedar Oh, don't worry, I was only part of the engine team and am currently working with Epic. -_-
inb4 the roast
telling a community member who does nothing but contribute, maybe he needs to learn, from someone we dont give a screw about? lollers
So tell me about how UE4 is not plain C++ and Epic invented a custom compiler to compile it's custom version of C++.
they do run a preprocessor on the headers tho
I dont need to justify what kind of engineer I am, I am simply stating you are not the engineer of everyone else.
cheers.
what the..? where was that implied
UBT runs UHT to parse the headers, yes. It then generates plain old C++.
Macros are also plain old C++, not some kind of special "MACRO C++"
And at no point did I suggest @grim ore is "blind", I used the idiom "blind leading the blind" to refer to someone who does not know something trying to teach others what they don't know - it's alright to not know, but it's inadvisable to teach when you don't yet understand.
I wouldn't advise that Bjarne Stroustrup try to teach UE4 if he's not yet familiar with it, doesn't matter how famous or important or genius someone thinks he is.
we can review his video tho
but a noob (at that part) trying to do video tutorials.. not something good
Right, which is all I was saying before someone decided I had slighted and insulted their idol, apparently.
the consensus seems to be that intellisense is fairly useless for UE4 in C++ and that VAX is a requirement then?
Indeed, unfortunately.
MS's Intellisense just isn't up to spec for something as huge and complex as UE4, as odd as that may sound.
As for VAX, it's about 100 USD and you get a year of updates from the point of purchase, IIRC.
is there a way to regenerate the .generated files without closing/opening the project?
You can still download and use it after that, you just won't be able to download a version that's newer than a year from the date of purchase.
yeah
Slight confusion.
just generate project and let it reload
when ur in vs it ask if u wann reload it or not
The *.generated.* files are made when you build.
ohhh
they don't seem to be for me then,. or I broke something
i thought generate project files makes them?
Hold on
Trying to clear up the confusion.
The *.generated.* files are regenerated on build, but the project files are not.
You can regenerate project files from within VS if you install UnrealVS which is a free plugin for VS that ships with the engine.
You can find it under Engine/Extras somewhere.
It's a handy little plugin that will let you regenerate the project files with the click of a button.
Looks like this
(And before anyone asks/tries, none of those command line args will do you any good nor are they leaking anything other than my phone number sans area code)
if you use the absolute latest version of VS2017, its "kind of" usable
but only kind of usable
it shits itself constantly
a pro tip
never
EVER
trust intellisense errors
i havent seen them being right ever
look at the errors on the compile log
Let's you select the startup project, specify command line args when launching from VS, regenerate project files, and gives a handy batch build option. Also, I accidentally snapshotted the bookmark toolbar there, that's not part of UnrealVS.
so adding a billboard component header to my game mode header break intellisense regardless of if I clean/rebuild/build/do a dance. Closing down the editor/VS and opening it again fixes this. This is what I am trying to avoid and seems weird.
the compile error window is broken as fuck, the errors in the code itself with red lines are broken too
look for the errors in the compile log
those are the exact ones
randomly during this it will also give me the "cant find the blah.generated.h" error which is why I was asking that
@grim ore Yeah, that's just intellisense for the most part if not completely.
this is the only thing you can trust
+1 on look at "Output", not "Errors"
so what does UE4 do when I re open the project? closing VS and restarting it without restarting the editor doesnt fix this.
it does nothing, really
But that's generally true of VS I find - template related errors are way easier to follow in the Output log that in Errors.
it does enough to fix this lol
look at the output log
anyone using linux version here?
it will give you the exact error
and in what line it is
meanwhile, i look at Clang compile errors
and im jelly
output is clean, it compiles fine. Intellisense gets broken.
visual studio is like "ERROR LNK 516231441234 mismatch in function signature AHSDRXCV@STUFF(HGASDFVASDF VOID INPUT)"
@grim ore Once you switch to VAX, the only reason to regenerate project files and reload the project file should be because you added new source files and you want them to show up in the the solution explorer OR because you tweaked the module or target CS files (which are indeed C#).
just trying to find out what UE4 does to fix it
it just cant handle its size
basically that
if it compiles fine and output is fine, everything is fine
also becouse the .generated files are weird
I don't know why your broken intellisense fixes up with a VS and UE4 restart. If it fixes, I'd imagine it's because of the VS restart, but you're saying you need to restart both? That's weird as all get out.
and the macro fuckery, like UPROPERTY() wich works with the preprocessor, fucks with the intellisense parser
intellisense kind of compiles the code
Either way, kill Intellisense and pick up VAX or you are going to have a very bad time (tm). :/
so stuff like uproperty, wich is a fake thing, confuse it
Yeah, UE4 uses macros that (most of them, most of the time) compile down to nothing at all as a means of marking up code so that it can parse the markup and generate code.
and it uses a quite custom weird compile options, not the "usual" compile options
for example, things like unity builds
its interesting that the VAX guys are really working on making it work better for UE4
i guess they got a very considerable increase in the clients just from people with ue4
I'd believe that.
great tool tho. Even if i just use the basic features
but thats all i need, really
as long as it has a working autocomplete and rename features, im gold
and "go to definition"
stuff like "find references" is also gold
Does anyone think that a game that is stylized to be low poly and is a battleroyal hunger games style. Would it work? or survival/sandbox game
no becouse by the time you are done, 40 other battle royales will release
VAX is a life saver. Alt + S, Shift + Alt + S, Alt + O, Shift + Alt + O... those will wear out some time after WASD.
@tranquil bone it would sell between 0 and a billion copies, go for it.
True facts.
Don't chase the fad now. If you start when it's in full swing, you'll be late to market and left with tears and debt.
You best be delivering some real quality if you're going to compete in that saturated market.
Or be comfortable with really questionable practices to make a dime, I suppose.
it would need to be free, for a start
and you dont really have the resources for the online framework needed, for sure
i did look into creating a lowpoly battle royale game myself
as a possibility,
made a prototype and everything
for a VR version
i just wanted to make a cool looking game since im not old enough to even realse it
if you dont want it to be a commercial project for serious, then do whatever you feel like doing
Ah. Then you need to start way, way, way smaller. That is, you should start way smaller.
ive done multiple games before so i know how the engine works
Massive environments + multiplayer, especially high player count is a very large, very expensive can of worms, though.
But yeah, if it's just for kicks while learning and you feel like you've got some notches under your belt, go for it.
Your question was "Would it work?".
I don't quite know what you're asking there, but I think everyone who responded took that as "could it be successful?"
Yea i think that was the response
i was just wondering if it was the two low poly and battleroyal would actaully be able to work together
Huh. I think it's kind of an odd question.
More of a larger point of discussion I guess.
I mean, I'm pretty sure there's a Minecraft mod/map thing that is Hunger Games (or at least inspired by).
probably
So, clearly there is some market for that.
if its for a personal project, do whatever you like
im just way too busines minded XD
xD
As phrased though, you're asking if combining an aesthetic style and a "genre" of gameplay "work together", which doesn't exactly make sense when you think about it, you see what I'm saying?
You've probably got a legitimate question underneath that, but only you can clarify what it is you really mean to ask.
Whether that's marketability or whether they're at odds with eachother tonally or something else.
This would be going down more of a game design discussion to an extent (which is totally fine), but as far as "work together", it's matter of whether they're at odds in some way. Low poly could means it looks like ye ol' Tron or it could mean Minecraft "cube-ism".
i used "low poly" and i just noticed thats a very broad topic/style
ill send a picture
/video
3D OpenGL Game development log videos about my indie Java sandbox game. This week I added low-poly water and shadows! Support the tutorials, the devlogs, and...
like an art style like that
Battle royale seems to mean having competitive multiplayer with high player count in a large environment, typically with environmental hazards (or beneficial opportunities) that force players to interact with eachother.
So just very polygonal, got it.
Well, what do the two have to do with eachother? How does the art style impact that kind of game?
It's a broader subject of aesthetic design vs gameplay/mechanics.
They both define the experience the player has, in different ways.
Ideally, they work off of eachother.
You can take a look at games that have similar gameplay but dramatically different aesthetic styles or art styles and start to reflect on how they made it work, why it works.
@pallid compass xD
For example, The Surge is a souls-like game, but it's futuristic and sci-fi, as opposed to "medieval" fantasy. Did it work? Does it feel wrong? Is it at odds with the way the game otherwise feels?
Or Hollow Knight, which is also "souls-like" in a much more general sense, but also a "metroidvania" game. It's also got a dark palette, ghostly/ethereal stylings, but it's also kind of "cutesy" too.
@livid haven you could saythat. though all games ive seen that are battletoyal go for a sense of realisum but if you look at it from that angle none of the games make sense if it is realistic since a purge/deathmatch for the last man standing would never happen throwing that sense of realisum out the window. So aesthically it doesnt affect the way the player plays the game since say if i made a game with ultra realistic graphics but it was a battleroyal game say that was just a skinned H1Z1/PUBG it would still feel unrealistic from the consepct of the game
imo a realistic battle royal is not fun
Well, they're going for "realism" in some sense, not all senses of the word.
Like when i create my game mechanics i want the player to feel like they are having an impact & when the impact is successful i want them to feel rewarded
There's realistic aesthetic style versus realistic simulation versus "realistic" narrative and on and on.
As well, realism as perceived is more about "suspension of disbelief".
You can have wizards and dragons and someone can fault you for being "unrealistic" because you did something inconsistent with everything else that you've done - not because it's literally not real.
when you need to sleep but the discord chat has good discussion going on rip
๐
its already sion already ruined me with 4 dimensional math
after i got taught a bit of that
couldnt sleep all night
its alright*
Hey now, I didn't teach that, I just said quaternions involve 4d math and imaginary numbers. ๐
all i could think about was 4th axis rotational planes
Is sion just a force that no one should touch
And don't bother trying to understand them.
I tend to stick around here, generally #cpp though, and on Game Dev League's Unreal channel.
I'm not Epic staff, but I've been working with Epic for about 5 years, worked on the engine, currently working on Fortnite.
taught me how not to be mentally impired when using bind events
i didnt know that
actually while u are both here
u know whats been driving me insane for like 6 days now
Im just a 14 years old xD
i doubt ul know the answer but, passing mouse over target data in a god dam target actor in gameplay ability system
So I've got a lot of knowledge and best practices from that. I haven't seen or heard from any other industry professionals on here, besides Epic staff, so I'm generally sharing stuff people can't find anywhere else in that respect.
no mater what way i try and do it, server always rejects the data, and even if i rpc it too server its liek "noooo"
oh 14 LOL oops
Alas, gameplay abilities system isn't my thing. Couldn't tell you where that point of failure might be.
will wait till u 1 day finally get curious and dive in
its so weird if i trigger the skill via a payload with the target data it works
I've dipped my toe in and opted to write my own instead, eventually, with lessons learned from what I find dysfunctional about it.
but anything else with mouse over target data is like "no"
@livid haven just wondering since your epic staff since i cant find this out on how to do is it possible that you know how to turn your terrain into basically polygons like that video i sent
tldr i wish there was a button that was like "just listen too the client dam it"
u can export the height map, and make a polygon with it
then reimport
Not Epic staff. I also don't want the tag, because then that means I have to be burdened with representing someone/something else and not just myself.
im gonna throw my self off a bridge
W H Y
that makes no god dam sense, i havent done anything all day too it
iv been in zbrush all day
xD
@tranquil bone I'm not quite sure what you mean - landscape is already polygonal. You just want it to be "low" poly, so you'll have to make the landscape big but with fewer "tiles".
i hate the engine for real
@pallid compass You've got to have done something odd to keep running in to that intermittently. Something about your workflow?
i havent done anything all day
i have not really done anything since i fixed it
apart from make some more UI
Toss me a screenshot of your callstack and your Locals window from the topmost non-array method
im not even getting a callstack
@livid haven i mean like this https://gyazo.com/337cbe1dc60e7803c7746d3fca109d16
it might be difficult to sea
get it....
@pallid compass Run with VS attached.
@tranquil bone Hmmm. Well, for one that's water and not landscape, but the other thing you need to do is not have smoothed normals.
@pallid compass You can just attach via VS, but you do need to be in the right config.
yea ik i was giving an exsample
If you've always been working with Debug Editor, then that should be easy.
wait there is debug editor and debuggame editor o_O
Correct
iv been using development editor most of the game
Debug Editor means everything is built for debugging (including engine) and the build includes the editor and runs the editor by default.
gotcha
DebugGame Editor means only your project is built for debugging, and again the editor is included and runs by default.
just gotta build the debug editor
now time to figure out how to make a landscape material end my life
I'll give you hours.
Fair enough.
ive always been confused by landscape materials
thats the lowpoly i want to see
Right Sion if i launch it with vs, its attached correct?
there is diag tools going so im going to assume it is
sorry to interrupt, just wondering what are the common ways about doing the intro movies in a final game?
is using the ue4 intro logo a good idea? is it allowed? should it just be our own logo?
@pallid compass Yes.
right its attached
@storm venture There's some legal doc somewhere on the site about using their logo. :X
As for startup movies... I think they're done in a very specific manner. You may have luck searching for "startup movie" in the codebase or INIs.
Not to be confused with the splash screen when the process is starting up.
That, I think, is editable via project settings in the editor.
@pallid compass Yeah, though you can kill the diag stuff. You just want to crash with the debugger attached.
Then you'll get the callstack and be able to inspect everything.
Im going to assume this is the correct screen,
Question since this is first time doing this and for future reference, is the break point is where it has crashed correct?
Night everyone
That is where it has "broken", but it is not a break point.
You insert break points to make the code "break" at that point.
Buh... alright. Scroll down the callstack. Just, like, Page Down on it once.
Actually, should move this out of #ue4-general anyways.
Please welcome @spare kestrel to the community! :beers:
Please welcome @stray niche to the community! :beers:
If a clean build doesn't help, good luck :/
When I'm in matinee, I'm trying to go back to my regular Perspective view so that I can move the camera manually instead of while looking through it
No matter what I do, it forces my view to be through the camera
How do I switch back out of it whilst still being able to add keyframes to it in the Matinee?
Would a endless runner game on Unreal work out well if I put it on my resume for like trying to get into the industry and stuff? I was doubting it since it's such an over saturated genre lol
@lunar palm Anything you've done would be great on your resume
Yeah that's true. I have a few RPG Maker games and planning on writing a couple of short stories too.
But those are often looked down upon cuz you know most of them are never finished ever lol
I remember RPG Maker back in the day, crazy fun
Yeah it's still fun using it even now
Please welcome @plush yew to the community! :beers:
Hey Kyle
I made and finished an RPG Maker game heh
But never could release it
My internet didn't let me upload all of it at the time
Anyone know why I can't select any tool other than the Move tool after setting Matinee up? I'm not in the Matinee window anymore but I can't rotate objects in my scene
I can hover over it but not click
Any idea on how to fix this? I want the text to be with the scene https://gyazo.com/80b35510d5cdef855de653e134d444f0
Please welcome @plush yew to the community! :beers:
Ugh, I do not know if I should be happy to see someone with the same issue : https://answers.unrealengine.com/questions/667059/strange-green-light-in-sequencer-render.html
Thing is: sometimes the render works well
weird some people talks also about driver stuff
ill try on 4_17
im on 4_16
prod version of the guy too
btw, I fixed my problem by simply going into the camera settings and unchecked "Constrain Aspect Ration"
Well done~
Please welcome @wind pecan to the community! :beers:
Hello Everyone โค
hi~
@bright needle ... I changed one value. like "start frame" from 0 to -1 and now it renders it well
I....... don't understand............
Nothing changed again green stuff
...srsly...
Please welcome @quick heath to the community! :beers:
Please welcome @wispy shore to the community! :beers:
Please welcome @plush yew to the community! :beers:
Please welcome @icy perch to the community! :beers:
@bright needle yes i've found that one too Anyway, thank you :p
Please welcome @versed summit to the community! :beers:
Still waiting for the Unreal remake
Please welcome @gleaming plaza to the community! :beers:
Thank you โค you are a very kindly bot ๐ but I search for someone who can help me with a ARK Mod, not chatting with a Bot .... or if you are a Tutorial Bot, that would also be nice ^^
Hi Hill.
Hi ๐
I unfortunately don't have ARK so I'm not much help there. Not sure how many people are actually on now.
thats ok ๐ i'm happy that I found a Discord Group for Unreal Development.... it's hard for me to learn only by videos or tutorials ๐
Are you in the EU area?
yeah, but i am also often online at night, so also US Dev's are possible as helper ๐
I'm in Africa. Most of the action only takes place during US hours.
yeah, thats normal, especially in game development
Welcome
europe has some very very good developers, but the US have a better education system for technical development, so there are not only the freaks in the scene ๐
Are you calling Europeans freaks? ๐ฎ
the europeans, that start game development, often do it by theirself, without educational help... so yeah... this guys are freaks, but in a positive meaning ๐
I'm so offended by that ๐ฎ
"europe has some very very good developers, but the US have a better education system for technical development"
- false
US Bachelor degrees are often held in so low regard in the UK that they aren't accepted as equivalent to a British one, hehe
Someone got a good i18n tutorial? The website localization documentation kinda lacks information except the basics and YT is full with "everyones" own way
US Masters are sometimes considered equivalent to a UK Bachelors
But in the US, there are some high school projects, which include Game Modding... you wouldn't see this in the most countrys in europe... thats fact
I wouldn't want to see it, I would want to see better general education
yeah... and that world wide... the actual education systems are all outdated
We didn't even have computers in my high school. ๐
but thats not the reason why I am here xD is here someone with knowledge about ARK Modding ? I want to create a extended Stack Mod for a new server and would be happy about some help
Well, this is a UE4 dev server, not a Ark Mod server
ARK is a UE4 Game, and I think there is no real ARK Modding Chat Server/System
there's an Ark modding Discord
really ? do you know where to find ?
Thank you mate ๐ so... this Discord here, is not for Game Modding... more for real Game Developers for completly new Games yeah ?
This is the real deal here, not some hobby modding club
and Ark's version of the engine is A) very old and B) heavily customised anyway
I think it's based on 4.6?
They never updated to newer?
does anyone know what exact dependencies UE4 redist install ?
ok I see ๐ sorry for disturbing and good luck everyone ๐ when someone needs a experienced Beta Tester, you can contact me ๐ I'm a very experienced Gamer
and why they are not provided as standalone dlls ? ;d
<Goes back to watching Alien Isolation speedruns
no, they never updated to a newer version because their engine is heavily modified
constantly updating to new versions makes no sense when developing a decently sized game
So no volumetric fog for ARK then
they have their own volumetrics
plus they couldn't use UE4's anyway, as the game has to run (also on consoles)
just the idea of trying to update a project the size of Ark to a newer engine revision gives me nausea D:
No biggie, 30min work, maybe 35min

Please welcome @plush yew to the community! :beers:
You have the "end" shortcut to place an actor on another actor but are there also for the x and y axis shortcuts?
@whole quarry the base engine version for ARK is old but they've pulled in many feats from newer UE4
cherry picking them
that must have gotten way more tedious after Epic decided they don't put inidividual commits to git anymore though
because.. reasons
nowadays you get hundreds of commits bundled in one commit
good luck on cherry picking the feat from that
didn't ARK revamp most of the lighting rendering?
they use some IBL system for GI, right?
they have IBL thing but they did that early on
it's not impressive though
although it's possible they didn't turn that on until you put some higher graphics settings?
I've never had a GPU that could run that game on better settings
the one I had when I played the game ran it 14fps on low
had to scale the resolution down to get anything acceptable
wtf ๐
game actually got only worse for me while they kept "optimizing it"
my guess is that they just threw more things in that what their optimizing tweaks gained
but then again, they've always developed that game like that
kinda curious to see what happens on the release
I wonder if it's CPU or GPU limited
GPU
if you look at their materials on ark modkit, it's not really any wonder it doesn't perform well
shader complexity all red? ๐
in the early days, they put 40+ layers in their landscape material
...
and that was prior they had lots of new environments in it
sounds like they aren't very experienced with UE
it must be horrible now
or in gamedev in general ๐
I doubt any engine can handle that kind of abuse properly
the low settings gave you alternative material that only had like 10-12 layers
you can get away with surprisingly few layers
"only"
Ark knew that they could abuse early access
and they did exactly that
why even bother when you can sell a barely playble game, if your players wont really care that is barely playable
game itself wasnt't that bad IMO, it has it's moments, it's just the optimization is really bad
or rather, how they prepare things, it shouldn't even be called optimization
(I'd call it common sense)
Kinda sounds like how Rust abuses EA for years
and now Ark exits early access
while still running like ass
and they increased the price to 60 dollars without doing a thing XD
for the retail release for consoles
wich runs at like 15 fps
heh, doesn't really help either that people have this kind of attitude
https://steamuserimages-a.akamaihd.net/ugc/839207011926157406/777B14591D54B988B219E7D3BD1712DC739163C5/ We're excited to say Ragnarok has received its first expansion and here's what the the development team behind the map had to say: https://ste...
like 1080 is some standard nowadays
people do report improvements on that last patch though
which is mainly UE4 renderer side improvement, not something they did for the game assets
Ragnarok is a mod
but yeah, performance in Ark has gotten a lot better over the last year
they did something to change how transparency was handled a while back and it made an enormous difference
I get a decent framerate in Ark on a 970
running on Xbox is another question...
fair
they enabled early-Z on masked materials? ๐
they did something deeper in the shader files, I think - it changed how a lot of the transparent materials looked / worked
for a short while you could amusingly look through glass panels straight through the ocean, lol
For some reason, all of the brushes I placed on my map are invisible but the colission is still there, anyone have an idea why that can happen? Thanks!
is this in game or editor?
Ark still run like ass on my pc
I'd like to play, but the moment I have 25fps
and the game is looking like from 2012
doesn't convince me
on the other hand Conan Exiles run very smooth
even in dense areas
Idk how ark "heavily modified engine, but it doesn't really look like it
from the outside
Does anyone know why my terrain has a random really green spot https://gyazo.com/0537e63c95fb835e87b35700cffd2b35
Would the normals be wrong?
even with the basic material is starts with its like that https://gyazo.com/0537e63c95fb835e87b35700cffd2b35
ment to send that one
yup
construction script is supposed to be the first one ran
Im mapping spawn locations in gamemode during construction script, yet postlogin says it accessed none when trying to find a spawn position for player
im so confused that all the terrains i make has an insainly bright patch in the middle
Looks darker to me than brighter
@worthy ether Ah: "It's worth noting that this only happen if I launch my project by right clicking on a .uproject file -> Launch Game
They appear just fine in the editor"
Please welcome @tropic parrot to the community! :beers:
@tawdry hedge I was gonna say maybe it was one of the "show" flags in the editor, but I guess not!
@tranquil bone what's your lighting setup?
i fixed it
Please welcome @hidden tapir to the community! :beers:
Dam olly u stull goin
Steam App ID 480 is region locked, but what are the regions? is there a list somewhere? I could find a list of some countries, but no list of what belongs to specific regions or what are the regions
@wide sorrel if you want to do steamworks stuff, get an App ID from steam direct
and you will be able to test everything on the app id for your own game, alongside distributing builds easily
I have an appid
i never had any luck with the 480 ID
@frank escarp I have an appid but that didnt help me with multiplayer issues. I was thinking that using 480 could get me some results but Im not sure about regions. I saw on a price comparison website that there are 2 EU regions (?) and 1 UK but I do not have any more information and it is really confusing
it wont matter
480 id will work worse than your own
if your own doesnt work then you have issues
how do i have a normal map and opacity enabled on a material
@wide sorrel is your game set as "free"?
multiplayer and leaderboards can have trouble for free games, you would need to contact steam to beg so they unlock it
Hi there
Anyone would have some maya plugins to generate proper convex collisions ?
Becuase i have one the problem is that if i try to do multiple collision unreal split them and go from 3 UCX to 34 once inmported :/
and i m not really happy with the convex decomposition from unreal
@frank escarp it is not free but it is Early Access not sure if it is a problem
nope no one :/ ?
@tranquil bone u pliug it in too the normal and opacity ๐
u plug
if its not avalaible then one of your settings like lit, unit or masked, trans etc
wont allow it
so they need to change
Please welcome @timber torrent to the community! :beers:
What is the name of the node that takes two floats and blends them according to a factor?
lerp
Thanks
@pallid compass it wasnt working and it was making it black i relaunched my engine and it fixed it thats why i asked
to see if i did something wrong
I have a custom event which I use to pass down an actor through blueprints but in my Widget I can see that my actor is being passed byt in my CharacterBP the value is None, I use an Interface to bridge them, anyone has the same problem?
has anyone had the "can't load file asset" issue where u can't save?
@tranquil bone you need to put forward shading on from the translucent material properties
i keep losing my model ๐ฆ it's not too bad cause it's ready in blender but it's a pain having to do all the lightmass and textures again
wut
@tranquil bone it's defaulted to some volume etc option (sorry can't remember the names out of my head)
just look at the material properties on your translucent material
How do I check if a point is in front or behind of my character?
ah
hmmm, it might be "surface" too
they've changed the naming convention it appears
Guide for using Transparency in your Materials
why does it say preview when i flatten my terrain?
I would guess it's using static lighting and it needs to be rebuilt
ah ok
Please welcome @plush yew to the community! :beers:
Please welcome @forest isle to the community! :beers:
Nevermind i found a nivce maya plug in to do Convex colision and way better than the unreal process
you know that unreal can do convex as well (and I don't mean those really coarse ones)?
I know but they are not really
... Hum optimal
in some ways
Specailly for some weird shapes
I just made my auto landscape material!!! im so happy xD
How do I check if an actor is behind or in front of the player?
the easiest way is to see if has been recently rendered/seen
the other way is to do a trace to it and check the thingy that I can't remember what it is called but it gives you the direction and you can see if its behind you
the problem with the first one is if something is blocking it pretty much makes it not work well
Yeah, I would do a dot product between the player's forward vector and the direction vector from the player to the actor
there you go, DOT product. the stupid word I always forget
If it's negative, the actor is behind
The more positive it is, the closer it is to the forward vector
Pseudocode: dot(PlayerForwardVector, (OtherActorPos - PlayerPos).Normalize())
theres also a neato node call Get Dot Product To that takes in 2 actors and works like a charm ๐
It's the Dot Product that I always forget, simple name but I always forget it lol
Oh, that's cool, didn't know that function exists ๐
Yeah, looking at the source it does pretty much the same thing but built-in
Thank you!
Is there any way I can mimic keyboard inputs without the need to actually press a key on the keyboard for beyond UE4 functions, just for example: mimicking the windows start key input and actually opening the windows start window
like opening the start window based on some behavior in the game?
Yes but not for a game function actually haha. It's an experimental project for myself
You probably can do it via the Windows API or some generalized UE4 wrapper API if that exists, but in BP only I wouldn't be holding my breath
Yeah lethal I just did a little research and it seems like that's how I can pull it off, I wonder though how I could do the same with mouse inputs
I'm trying to create a private Remote Desktop control for my pc from my laptop straight in UE4
You can use c++ and hook to windows directly from unreal or you could write a script in python or something and make it listen for commands on a port. And then you could send tcp messages to the script with blueprints
^ yeah that too. Thanks guys I think I've got it ๐
Please welcome @steady venture to the community! :beers:
Please welcome @chrome seal to the community! :beers:
hi, i was wondering if anyone knows a fix for the assertion failed: bCustomPropertyListForPostConstructionInitalized error which i am getting after packaging the engine using the source version in 4.17 after ungrading from 4.16?
Please welcome @crimson laurel to the community! :beers:
this seems to be the issue im having here:
https://issues.unrealengine.com/issue/UE-47991
but i dont see how i can find the blueprint causing the error when i only get the crash in the packaged game
Please welcome @steady venture to the community! :beers:
Please welcome @dapper chasm to the community! :beers:
Please welcome @plush yew to the community! :beers:
Is there a channel to get help with sequencer?
Ask in here, I guess, there's not really a cinematics channel.
@blissful reef if you feel lucky, cryptocoins
Did you figure out your HW cursor problems?
but thats the most volatile market there is