#ue4-general

1 messages ยท Page 98 of 1

pallid compass
#

Without ue4 the industry would suffer, and students would suffer massively.

frank escarp
#

people complaining about how they have it.. i dunno but if my sales had spiked i would be paying ue4 royalties

regal mulch
#

Why students if I may ask

frank escarp
#

obligatory back in mah day

pallid compass
#

Unity is no where near out the box works kinda thing?

#

Alot of places teach ue4

regal mulch
#

More places in Germany teach Unity

frank escarp
#

unity is the common

frank hound
#

@grim sinew but it can

frank escarp
#

like in the mayority of the places

plush yew
#

ye i think unity is common for students tbh

regal mulch
#

As that exists longer and the Schools don't retutor their teachers for UE4 now

frank escarp
#

ue4 is usually too hard for this schools

pallid compass
#

everyone i know in the uk has studied ue4

frank escarp
#

thats why i did some ue4 classes myself in my university

pallid compass
#

wait ue4 is too hard?

regal mulch
#

Then you have a lot of schools that actually invested into that

frank escarp
#

becouse the classes there were on unity

pallid compass
#

unity is wayy harder imo

grim sinew
#

@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.

pallid compass
#

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

frank hound
#

unity is cheaper thats reason enough for studios to use it

#

I think every pretty much every engine has its benefits

grim sinew
#

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

regal mulch
#

Unity just exists longer. It was for free before Epic released the subscription model

pallid compass
#

"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

grim sinew
#

They flat out don't care or just don't have the resources to fix basic engine features.

pallid compass
#

ue4 does not cost anything for schools

regal mulch
#

Dude, the teachers are all skilled in Unity

pallid compass
#

unless im missing something

regal mulch
#

They don't invest into changing that

#

Never change a running system

livid haven
pallid compass
#

no idea, all tutors know ue4 over here

grim sinew
#

Not all teachers use Unity, a few schools in the US use Unreal.

livid haven
#

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%.

regal mulch
#

"Over here" is not an argument though

#

Over here it's Unity

pallid compass
#

well im only talking about the uk, because i dont know anywhere else

frank hound
#

oh do schools have to pay to use Unity? didnt know that

regal mulch
#

Not if they use the free version

plush yew
#

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

#

wich cant do a whole lot

pallid compass
#

isent unity basically a premium engine?

plush yew
#

it bscly is

pallid compass
#

i mean

regal mulch
#

Yeah it's a bit limited

#

but for teaching it's enough

pallid compass
#

freemiu

#

i cant even spell it omg

plush yew
#

xD

pallid compass
#

Free mium

#

there we go jesus

#

play on words

regal mulch
#

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

pallid compass
#

our college is stupid af

frank hound
#

there are more studios using unity so schools have a good reason to use it

pallid compass
#

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

grim sinew
#

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.

pallid compass
#

really o_o i think epic treats us amazing

plush yew
#

lol @pallid compass alienware pcs for a school xD

pallid compass
#

Yeah my college is back to front they dont know what there doing

frank hound
#

hmmm but now thinking about teaching C++ and lower level stuff is kinda important and UE4 could help with that

grim sinew
#

You don't need quixel licences, nobody really uses it anymore

pallid compass
#

I think blueprint is amazing for teaching people who have 0 concept of programming

grim sinew
#

And my college is in the same building as the zbrush dev studio ๐Ÿ˜›

pallid compass
#

Quixel is amazing

grim sinew
#

Quixel is worthless. Too slow and hard to customize compared to substance.

foggy raft
#

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.

pallid compass
#

Well i mean i love the workflow for it

#

wait u think its slow o-o

grim sinew
#

Compared to substance designer/painter? Yeah, very.

pallid compass
#

hmm iv used both seams about the same

#

what sort of cpu u got?

grim sinew
#

i7-5930k I think on most lab machines, the newer computers probably have faster though

#

Titan XP for the GPU

#

64gb ram

pallid compass
#

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

grim sinew
#

Waiting 3 minutes for a smart material to apply is beyond stupid

pallid compass
#

wtf lmao

#

mine apply instantly

#

like 1-2 seconds

#

maybe 3?

grim sinew
#

And unless you NEVER need to make a material outside of the presets, adding more is annoying to Quixel

frank hound
#

maybe the lab need to upade some drivers? :p

pallid compass
#

do u think? takes 2 clicks haha

grim sinew
#

Drivers are up to date?

pallid compass
#

make ur custom mat > click save > click save

#

and its in your custom materials

grim sinew
#

If it was really this great, why do you think no AAA studios use Quixel outside of megascans?

pallid compass
#

no idea., works for me, cheap & great results and fast pipline

frank hound
#

but they do use

pallid compass
#

wait didnt epic use quixel for some ut4?

grim sinew
#

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

pallid compass
#

im pretty sure

grim sinew
#

I wasn't talking to you ๐Ÿ˜›

pallid compass
#

they made a whole map using just quixel, theres a video on it isent there?

grim sinew
#

The deus ex environment on the learn tab Quixel made and gave to Epic

plush yew
#

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

grim sinew
#

Epic used Quixel for the first UT4 map and substance for the rest

pallid compass
#

DAM SON

#

each substance painter licence for indie studio is 150$

grim sinew
#

Yep. Pretty cheap.

pallid compass
#

im thinking thats expensive

grim sinew
#

Grab it on a steam sale, 50% off

frank hound
#

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

grim sinew
#

Licence can transfer to the normal allegorhmic account

pallid compass
#

750$ just for 5 people and thats just for the painter dam

grim sinew
#

Maya is $250 per month for you and you think Substance is expensive?

pallid compass
#

no indie studio pays that

grim sinew
#

At least Substance isn't a monthly fee like Photoshop

pallid compass
#

try 250$ a year for maya LT

#

BUt yeah u use photoshop for other things as well in a studio

grim sinew
#

Plenty of indie studios do, because Maya LT is stupid. Dynamics and higher poly counts are too important to give up

pallid compass
#

like we use it for web design, concept art, GUI creation etc

grim sinew
#

Right but not texturing, and that's the discussion ๐Ÿ˜›

pallid compass
#

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

grim sinew
#

Good luck doing precise, hard surface stuff with zbrush

pallid compass
#

actually

#

im doing that right now

#

as we speak

#

LOL

grim sinew
#

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.

pallid compass
#

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

grim sinew
#

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

pallid compass
#

what u on about, i never have to setup cages in xnormal

grim sinew
#

What about 600k polys do you think Maya couldn't handle, btw? Maya only starts to choke at about 10 mil or so

pallid compass
#

i never mentioned 600k polys

#

this is low poly model rn

grim sinew
#

You didn't have to, I'm looking at it

pallid compass
#

then ur looking for the wrong thing :p

cloud cobalt
#

Meanwhile, baking meshes on Blender

pallid compass
#

lmao

#

10/10 stranger

frank escarp
#

@grim sinew i myself am evaluating unity

cloud cobalt
#

"What's this "xnormal" thing"

frank escarp
#

and on the development thing

#

i was on a team that had an AAA license

grim sinew
#

@pallid compass Just checking beforehand, are you famliar with cages?

pallid compass
#

yes

#

ofc

frank escarp
#

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

pallid compass
#

@cloud cobalt xnormal is fab free tool for baking things like ao and normals

cloud cobalt
#

I know

pallid compass
#

oh lmao

grim sinew
#

Yes, especially if you have an hour to burn watching AO bake

plush yew
#
pallid compass
#

wtf u on about lmao

#

u need too sort ur pc out

cloud cobalt
#

I'm just making fun because Blender has xnormal built in since like 2005

pallid compass
#

takes me 7 seconds to bake an AO

#

4k ao

#

7 seconds.

#

at most

grim sinew
#

Not on the CPU baker you don't

pallid compass
#

gpu baking m8

frank escarp
#

blender has had bakers since literally forever

#

even cycles baking from quite a while ago

grim sinew
#

GPU baking on xnormal is horrid, much more prone to artifacts

pallid compass
#

ur baking baking cpu then u might need to take a step back haha

frank escarp
#

you can bake lightmaps on blender if you want

frank hound
#

what's blender? :p

cloud cobalt
#

@frank escarp Cycles baking is not even the oldest one

frank escarp
#

yeah

#

blender internal baker is like ridiculously old

pallid compass
#

no idea man, works well for my team and we get good results

frank escarp
#

butit has issues

#

its not good as xnormal

#

to start with, no cages

pallid compass
#

i use to bake in maya, but eh idk

#

it got annoying AF

frank escarp
#

and no antialiasing on the normal map

pallid compass
#

so fast

cloud cobalt
#

@frank escarp I use Cycles and it's pretty good. AO bakes are slow though

grim sinew
#

I never once said to bake anything in maya ๐Ÿ˜›

pallid compass
#

I know

frank escarp
#

AO is slow after all

pallid compass
#

never used cycles

frank escarp
#

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

pallid compass
#

lmfao

#

amazing

#

anyone still use max?

#

or is it finally dead as a dodo

plush yew
#

ive never seen somoene get so angry about the fact i called them a lazy government worker and said they do nothing.

pallid compass
#

what omg

#

i was modeling but tell me more lmao

plush yew
#

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

cloud cobalt
#

@plush yew Not the right Discord

frank hound
#

isn't max the most used 3d software for modeling in AAA game studios?

pallid compass
#

lmfao amazing

#

i highly doubt it haugar

#

it runs like garabage

#

its prob the worst thing iv used i think?

plush yew
#

@cloud cobalt what do u mean o3o

cloud cobalt
#

@plush yew If you want to talk about how goverment workers suck, that's not here

plush yew
#

@cloud cobalt are u a government worker?

cloud cobalt
#

I'm not, and that's irrelevant anyway

#

This is a serious channel

worthy ether
#

I think the point is that its a discord for ue4/game development

cloud cobalt
#

Libertarian 101 can go on Reddit instead

plush yew
#

you know

#

u are essentially being a dick

#

and telling me to fuck off

#

so fuck u

cloud cobalt
#

I am

frank hound
#

@pallid compass and what doesn't ? :p compared to maya its just the same lol

worthy ether
#

the only off-topic things that are allowed here are cat images

#

so start posting them cats

paper briar
#

is there a performance impact between modeling with gemetry in ue4 or importing static meshes?

plush yew
#

bye

cloud cobalt
#

@paper briar Yeah I think static meshes are better

#

Unless that's changed

paper briar
#

ok are LODs availible on geomoetry modeling?

cloud cobalt
#

Doubtful

paper briar
#

ok

plush yew
#

Please welcome @tranquil bone to the community! :beers:

frank hound
#

@paper briar yeah you can create better mesh if you import, but ue4 modeling is still valid for prototyping

cloud cobalt
#

Geometry modeling is not exactly encouraged by Epic, it's kind of something they left from decades ago because sometimes it's useful

tranquil bone
#

Hi everyone! Im just wondering does anyone know how to make a toon water material that would fit a low poly style game

paper briar
#

ok

#

@tranquil bone Look up "How to make cell shader"

cloud cobalt
plush yew
#

hehe

#

hello

#

i have a question

#

im making a fps game and i want a suggestion for the type of bullets

pallid compass
#

type of bullet wat

plush yew
#

armor piercing

pallid compass
#

can u expand on that

#

ah go on

plush yew
#

? ๐Ÿ˜›

#

can i actually import a 3d model from lets say, blender rather than doing it in UE4

pallid compass
#

what

plush yew
#

ye ofc

pallid compass
#

not sure how that fits in too bullets

#

can you expand on what ur trying to do with bullets & model

plush yew
#

export from blender as fbx or fxb or what its called

grim sinew
#

No, you can only import models you make line by line in a text editor, manually specifying vertex coordinates and face assignments.

grim sinew
#

Notepad for life

pallid compass
#

yes

plush yew
#

fancy bullets

pallid compass
#

But heres the thing

grim sinew
#

Really though, yes. Anything that exports obj or fbx, you can use.

pallid compass
#

Bullets move so fast u dont really umm, actually fire models.

plush yew
#

uhu

#

so why do u want too?

pallid compass
#

Oh are u talking for bullet rounds too fall on the floor?

plush yew
#

hmm so just fire models whit collision

#

s

#

idk, i think hes just asking how to tackle having bullets

pallid compass
#

no u dont fire any models

#

You would use a muzzle flash & line trace normally

#

its very situational too actually fire projectiles.

plush yew
#

you can shoot a model too but yea, use the line trace

pallid compass
#

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

plush yew
#

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

pallid compass
#

np

plush yew
#

sorry for the time waste , still learning ๐Ÿ˜ƒ

#

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 ... ๐Ÿ˜ƒ

pallid compass
#

I am really suprised they dont have a linetrace with drop built in

plush yew
#

๐Ÿ˜›

#

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 ๐Ÿ˜›

#

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

pallid compass
#

man im really thinking about rebuilding my engine system to use quats

#

4dimensional math is so nice for this type of stuff

plush yew
#

@plush yew im watching it rn (ur link)

#

okie ^^

#

im too lol, might learn something new ^^

#

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

livid haven
#

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.

pallid compass
#

sion too the rescue

grim ore
#

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 =/

livid haven
#

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?

plush yew
#

@livid haven Thanks, I'm opening it in VS but it just tells me which modules were active?

grim ore
#

I can't get Engine.h added to my game mode header without it shitting everywhere

plush yew
#

I actually don't see a callstack

livid haven
#

@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.

pallid compass
#

-taking notes-

grim ore
#

if I don't add the header I cant use GEngine->AddOnScreenDebugMessage

fossil ore
#

MathewW!

#

Good to see you here fellow UE maker.

livid haven
#

@grim ore Meaning, it doesn't compile because GEngine isn't defined?

grim ore
#

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 ๐Ÿ˜ƒ

fossil ore
#

hola.

livid haven
#

Then you need to IWYU - the headers that define GEngine and UEngine.

fossil ore
#

Does anyone know/have a good tutorial on creating a material that will represent blood on the actor (player) ?

grim ore
#

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 =/

livid haven
#

Hold on, are you getting a build issue or just Intellisense?

#

Intellisense can not cope with the sheer scale of UE4.

pallid compass
#

imo Intellisense is a lying little brat

livid haven
#

It will absolutely mislead you as to what is or is not valid.

glossy flame
#

Engine.h != Engine/Engine.h

grim ore
#

build issue if I dont use the header, intellisense if I use it but then I lose autocomplete

livid haven
#

Also, what @glossy flame just said.

grim ore
#

its the correct files

glossy flame
#

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?

grim ore
#

it compiles and runs fine if I let it squiggle itself to death

glossy flame
#

They both exist, they just serve different purposes

livid haven
#

Alright, @grim ore, then you're fine. It's Intellisense.

#

You won't want to hear this...

grim ore
#

yes its Engine/Engine.h , I made sure to use the correct one from the docs

fossil ore
#

Anyone? Blood decal on actor?

livid haven
#

... 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++.

frank escarp
#

yup, 100% that

#

sadly

grim ore
#

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"

frank escarp
#

you pretty much cant code C++ in unreal without VAX

#

intellisense is a bitch

livid haven
#

I can't start a video with
Are you making a video?

#

(Herp derp typo makes me sound illiterate)

grim ore
#

that was the plan before I started this horrible horrible experience lol

livid haven
#

I'm going to suggest you not try to make tutorial videos if you're not proficient. I mean, documenting your experience, sure.

plush yew
#

Mathew makes great videos though

livid haven
#

And unfortunately you can't get around that quote you made - you do need to spend $100 or resort to piracy.

pallid compass
#

what costs 100$ for c++?

livid haven
#

VAX

pallid compass
#

oh i dont have vax, oops

livid haven
#

I'm not familiar, not questioning the quality of his videos, I'm just suggesting that the proverbial "blind leading the blind" is... questionable.

plush yew
#

@livid haven Am I required to open the .dmp file within my VS project for the game?

grim ore
#

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 =/

raven cedar
#

he is far from blind

plush yew
#

I was able to run debug, open the threads window

livid haven
#

@plush yew I don't think so, but it's been years.

raven cedar
#

he is just having a hard time to come to grips with UE as a shit platform that is MACRO C++ not C++

#

simple

pallid compass
#

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

livid haven
#

@raven cedar Uh, what? UE is plain old C++ through and through.

raven cedar
#

UE C++ is not plain C++

livid haven
#

...

raven cedar
#

and please, dont be ignorant in here

frank escarp
#

nowhere near plan C++

raven cedar
#

there are plenty of people who know what they are doing

pallid compass
#

oh jesus here we go

frank escarp
#

i mean, it is C++, just too much weird shit

livid haven
#

@raven cedar Oh, don't worry, I was only part of the engine team and am currently working with Epic. -_-

pallid compass
#

inb4 the roast

raven cedar
#

telling a community member who does nothing but contribute, maybe he needs to learn, from someone we dont give a screw about? lollers

livid haven
#

So tell me about how UE4 is not plain C++ and Epic invented a custom compiler to compile it's custom version of C++.

frank escarp
#

they do run a preprocessor on the headers tho

raven cedar
#

I dont need to justify what kind of engineer I am, I am simply stating you are not the engineer of everyone else.

#

cheers.

pallid compass
#

what the..? where was that implied

livid haven
#

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.

frank escarp
#

we can review his video tho

#

but a noob (at that part) trying to do video tutorials.. not something good

livid haven
#

Right, which is all I was saying before someone decided I had slighted and insulted their idol, apparently.

pallid compass
grim ore
#

the consensus seems to be that intellisense is fairly useless for UE4 in C++ and that VAX is a requirement then?

livid haven
#

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.

grim ore
#

is there a way to regenerate the .generated files without closing/opening the project?

livid haven
#

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.

pallid compass
#

yeah

livid haven
#

Slight confusion.

pallid compass
#

just generate project and let it reload

#

when ur in vs it ask if u wann reload it or not

livid haven
#

The *.generated.* files are made when you build.

pallid compass
#

ohhh

grim ore
#

they don't seem to be for me then,. or I broke something

pallid compass
#

i thought generate project files makes them?

livid haven
#

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.

#

(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)

frank escarp
#

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

livid haven
#

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.

grim ore
#

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.

frank escarp
#

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

grim ore
#

randomly during this it will also give me the "cant find the blah.generated.h" error which is why I was asking that

frank escarp
livid haven
#

@grim ore Yeah, that's just intellisense for the most part if not completely.

frank escarp
#

this is the only thing you can trust

livid haven
#

+1 on look at "Output", not "Errors"

grim ore
#

so what does UE4 do when I re open the project? closing VS and restarting it without restarting the editor doesnt fix this.

frank escarp
#

it does nothing, really

livid haven
#

But that's generally true of VS I find - template related errors are way easier to follow in the Output log that in Errors.

grim ore
#

it does enough to fix this lol

frank escarp
#

look at the output log

smoky oracle
#

anyone using linux version here?

frank escarp
#

it will give you the exact error

#

and in what line it is

#

meanwhile, i look at Clang compile errors

#

and im jelly

grim ore
#

output is clean, it compiles fine. Intellisense gets broken.

frank escarp
#

visual studio is like "ERROR LNK 516231441234 mismatch in function signature AHSDRXCV@STUFF(HGASDFVASDF VOID INPUT)"

livid haven
#

@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#).

grim ore
#

just trying to find out what UE4 does to fix it

frank escarp
#

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

livid haven
#

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.

frank escarp
#

and the macro fuckery, like UPROPERTY() wich works with the preprocessor, fucks with the intellisense parser

#

intellisense kind of compiles the code

livid haven
#

Either way, kill Intellisense and pick up VAX or you are going to have a very bad time (tm). :/

frank escarp
#

so stuff like uproperty, wich is a fake thing, confuse it

livid haven
#

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.

frank escarp
#

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

livid haven
#

I'd believe that.

frank escarp
#

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

tranquil bone
#

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

frank escarp
#

no becouse by the time you are done, 40 other battle royales will release

livid haven
#

VAX is a life saver. Alt + S, Shift + Alt + S, Alt + O, Shift + Alt + O... those will wear out some time after WASD.

grim ore
#

@tranquil bone it would sell between 0 and a billion copies, go for it.

livid haven
#

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.

frank escarp
#

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

tranquil bone
#

i just wanted to make a cool looking game since im not old enough to even realse it

frank escarp
#

if you dont want it to be a commercial project for serious, then do whatever you feel like doing

livid haven
#

Ah. Then you need to start way, way, way smaller. That is, you should start way smaller.

tranquil bone
#

ive done multiple games before so i know how the engine works

livid haven
#

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?"

tranquil bone
#

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

livid haven
#

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).

tranquil bone
#

probably

livid haven
#

So, clearly there is some market for that.

frank escarp
#

if its for a personal project, do whatever you like

#

im just way too busines minded XD

tranquil bone
#

xD

livid haven
#

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?

tranquil bone
#

Yea

#

i see

livid haven
#

You've probably got a legitimate question underneath that, but only you can clarify what it is you really mean to ask.

tranquil bone
#

yea

#

i get that alot i cant really explain my ideas to other people xD

livid haven
#

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".

tranquil bone
#

i used "low poly" and i just noticed thats a very broad topic/style

#

ill send a picture

#

/video

#

like an art style like that

livid haven
#

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?

tranquil bone
#

ummm ummm umm

#

idk

livid haven
#

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.

pallid compass
#

i feel like im the only high poly guy who exists in the indie community

#

๐Ÿ˜‚

livid haven
#

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.

tranquil bone
#

@pallid compass xD

livid haven
#

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.

tranquil bone
#

@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

pallid compass
#

imo a realistic battle royal is not fun

livid haven
#

Well, they're going for "realism" in some sense, not all senses of the word.

pallid compass
#

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

livid haven
#

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.

pallid compass
#

when you need to sleep but the discord chat has good discussion going on rip

livid haven
#

๐Ÿ˜›

tranquil bone
#

xD

#

LOL

pallid compass
#

its already sion already ruined me with 4 dimensional math

#

after i got taught a bit of that

#

couldnt sleep all night

#

its alright*

livid haven
#

Hey now, I didn't teach that, I just said quaternions involve 4d math and imaginary numbers. ๐Ÿ˜›

pallid compass
#

all i could think about was 4th axis rotational planes

tranquil bone
#

Is sion just a force that no one should touch

livid haven
#

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.

pallid compass
#

pretty much olly

#

taught me rather alot and pretty much

livid haven
#

I'm not Epic staff, but I've been working with Epic for about 5 years, worked on the engine, currently working on Fortnite.

pallid compass
#

taught me how not to be mentally impired when using bind events

tranquil bone
#

i didnt know that

pallid compass
#

actually while u are both here

#

u know whats been driving me insane for like 6 days now

tranquil bone
#

Im just a 14 years old xD

pallid compass
#

i doubt ul know the answer but, passing mouse over target data in a god dam target actor in gameplay ability system

livid haven
#

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.

pallid compass
#

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

livid haven
#

Alas, gameplay abilities system isn't my thing. Couldn't tell you where that point of failure might be.

pallid compass
#

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

livid haven
#

I've dipped my toe in and opted to write my own instead, eventually, with lessons learned from what I find dysfunctional about it.

pallid compass
#

but anything else with mouse over target data is like "no"

tranquil bone
#

@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

pallid compass
#

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

livid haven
#

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.

pallid compass
#

ARE U SERIOUS

tranquil bone
#

rip

#

sorry

pallid compass
#

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

tranquil bone
#

xD

livid haven
#

@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".

pallid compass
#

i hate the engine for real

livid haven
#

@pallid compass You've got to have done something odd to keep running in to that intermittently. Something about your workflow?

pallid compass
#

i havent done anything all day

#

i have not really done anything since i fixed it

#

apart from make some more UI

livid haven
#

Toss me a screenshot of your callstack and your Locals window from the topmost non-array method

pallid compass
#

im not even getting a callstack

tranquil bone
#

it might be difficult to sea

#

get it....

pallid compass
#

This is what happens when i attempt to open any bp

#

no crash log thingy

livid haven
#

@pallid compass Run with VS attached.

pallid compass
#

gotcha

#

debug editor right?

livid haven
#

@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.

tranquil bone
#

yea ik i was giving an exsample

livid haven
#

If you've always been working with Debug Editor, then that should be easy.

pallid compass
#

wait there is debug editor and debuggame editor o_O

livid haven
#

Correct

pallid compass
#

iv been using development editor most of the game

livid haven
tranquil bone
#

nvm i did it

#

i just remembered about the way i did the water

livid haven
#

Debug Editor means everything is built for debugging (including engine) and the build includes the editor and runs the editor by default.

pallid compass
#

gotcha

livid haven
#

DebugGame Editor means only your project is built for debugging, and again the editor is included and runs by default.

pallid compass
#

just gotta build the debug editor

tranquil bone
#

now time to figure out how to make a landscape material end my life

pallid compass
#

give me a moment

#

dw polly landscape mat is ez

livid haven
#

I'll give you hours.

pallid compass
#

olly*

#

nah dw

#

does not take long

#

its been built before

livid haven
#

Fair enough.

pallid compass
#

it just needs updating i think?

#

done

tranquil bone
#

ive always been confused by landscape materials

pallid compass
#

17 success 15 failed wat

#

one moment

#

Just building now.

tranquil bone
pallid compass
#

Right Sion if i launch it with vs, its attached correct?

#

there is diag tools going so im going to assume it is

storm venture
#

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
#

where is this dam attach button

#

nvm found it omg

livid haven
#

@pallid compass Yes.

pallid compass
#

right its attached

livid haven
#

@storm venture There's some legal doc somewhere on the site about using their logo. :X

pallid compass
#

so just crash it right?

livid haven
#

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.

pallid compass
#

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?

livid haven
#

Double click this one.

#

And no, that's not a break point.

tranquil bone
#

Night everyone

livid haven
#

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.

pallid compass
#

ah gotcha

livid haven
#

Buh... alright. Scroll down the callstack. Just, like, Page Down on it once.

plush yew
#

Please welcome @spare kestrel to the community! :beers:

#

Please welcome @stray niche to the community! :beers:

stray niche
#

Oh, why thank you Unreal bowbit

#

Haalloo

glossy flame
#

If a clean build doesn't help, good luck :/

ruby chasm
#

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?

lunar palm
#

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

ruby chasm
#

@lunar palm Anything you've done would be great on your resume

lunar palm
#

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

ruby chasm
#

I remember RPG Maker back in the day, crazy fun

lunar palm
#

Yeah it's still fun using it even now

plush yew
#

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

ruby chasm
#

Hey Kyle

south ridge
#

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

ruby chasm
#

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

bright needle
plush yew
#

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

tall sage
bright needle
#

wtf thats weird

#

is it the same color of green?

tall sage
#

yes exact same

#

and also in sequencer

bright needle
#

My guess would be some kind of driver or something.

#

maybe an outdated engine?

tall sage
#

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

bright needle
#

btw, I fixed my problem by simply going into the camera settings and unchecked "Constrain Aspect Ration"

tall sage
#

Well done~

plush yew
#

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

wind pecan
#

Hello Everyone โค

tall sage
#

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...

plush yew
#

Please welcome @quick heath to the community! :beers:

#

Please welcome @wispy shore to the community! :beers:

bright needle
#

try that in the answers

plush yew
#

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

plush yew
#

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

devout gulch
#

are linux binaries really have 500+ MB or that's just me ?

#

I mean single file..

tall sage
#

@bright needle yes i've found that one too Anyway, thank you :p

plush yew
#

Please welcome @versed summit to the community! :beers:

plush yew
#

Still waiting for the Unreal remake

#

Please welcome @gleaming plaza to the community! :beers:

gleaming plaza
#

Thank you โค you are a very kindly bot ๐Ÿ˜ƒ 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 ^^

plush yew
#

Hi Hill.

gleaming plaza
#

Hi ๐Ÿ˜ƒ

plush yew
#

I unfortunately don't have ARK so I'm not much help there. Not sure how many people are actually on now.

gleaming plaza
#

thats ok ๐Ÿ˜ƒ i'm happy that I found a Discord Group for Unreal Development.... it's hard for me to learn only by videos or tutorials ๐Ÿ˜ƒ

plush yew
#

Are you in the EU area?

gleaming plaza
#

yeah, but i am also often online at night, so also US Dev's are possible as helper ๐Ÿ˜ƒ

plush yew
#

I'm in Africa. Most of the action only takes place during US hours.

gleaming plaza
#

yeah, thats normal, especially in game development

whole quarry
#

Welcome

gleaming plaza
#

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 ๐Ÿ˜ƒ

whole quarry
#

Are you calling Europeans freaks? ๐Ÿ˜ฎ

gleaming plaza
#

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 ๐Ÿ˜ƒ

whole quarry
#

I'm so offended by that ๐Ÿ˜ฎ

wary wave
#

"europe has some very very good developers, but the US have a better education system for technical development"

  • false
plush yew
#

They are not like us white africans.

#

kekekeke

wary wave
#

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

hard ice
#

Someone got a good i18n tutorial? The website localization documentation kinda lacks information except the basics and YT is full with "everyones" own way

wary wave
#

US Masters are sometimes considered equivalent to a UK Bachelors

gleaming plaza
#

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

wary wave
#

I wouldn't want to see it, I would want to see better general education

gleaming plaza
#

yeah... and that world wide... the actual education systems are all outdated

hard ice
#

Guys, you have #lounge for those topics ๐Ÿ˜›

plush yew
#

We didn't even have computers in my high school. ๐Ÿ˜

gleaming plaza
#

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

whole quarry
#

Well, this is a UE4 dev server, not a Ark Mod server

gleaming plaza
#

ARK is a UE4 Game, and I think there is no real ARK Modding Chat Server/System

wary wave
#

there's an Ark modding Discord

gleaming plaza
#

really ? do you know where to find ?

wary wave
#

and almost nobody here will know anything about Ark

#

it has a few hundred members

gleaming plaza
#

Thank you mate ๐Ÿ˜ƒ so... this Discord here, is not for Game Modding... more for real Game Developers for completly new Games yeah ?

wary wave
#

more for game developers

#

modding Ark isn't really like developing a game

whole quarry
#

This is the real deal here, not some hobby modding club

wary wave
#

and Ark's version of the engine is A) very old and B) heavily customised anyway

#

I think it's based on 4.6?

whole quarry
#

They never updated to newer?

devout gulch
#

does anyone know what exact dependencies UE4 redist install ?

gleaming plaza
#

ok I see ๐Ÿ˜ƒ sorry for disturbing and good luck everyone ๐Ÿ˜ƒ when someone needs a experienced Beta Tester, you can contact me ๐Ÿ˜ƒ I'm a very experienced Gamer

devout gulch
#

and why they are not provided as standalone dlls ? ;d

plush yew
#

<Goes back to watching Alien Isolation speedruns

wary wave
#

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

whole quarry
#

So no volumetric fog for ARK then

wary wave
#

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:

plush yew
#

Lol yeah, can imagine, switched my game for IdTech 4 to UE4. Complete overhaul.

#

from*

whole quarry
#

No biggie, 30min work, maybe 35min

plush yew
plush yew
#

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

hard ice
#

You have the "end" shortcut to place an actor on another actor but are there also for the x and y axis shortcuts?

cursive dirge
#

@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

honest vale
#

didn't ARK revamp most of the lighting rendering?

#

they use some IBL system for GI, right?

cursive dirge
#

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

honest vale
#

14 fps?

#

how the hell did they manage that

cursive dirge
#

on gtx670

#

that's the scene

honest vale
#

wtf ๐Ÿ˜„

cursive dirge
#

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

honest vale
#

I wonder if it's CPU or GPU limited

cursive dirge
#

GPU

#

if you look at their materials on ark modkit, it's not really any wonder it doesn't perform well

honest vale
#

shader complexity all red? ๐Ÿ˜„

cursive dirge
#

in the early days, they put 40+ layers in their landscape material

honest vale
#

...

cursive dirge
#

and that was prior they had lots of new environments in it

honest vale
#

sounds like they aren't very experienced with UE

cursive dirge
#

it must be horrible now

#

or in gamedev in general ๐Ÿ˜„

#

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

honest vale
#

you can get away with surprisingly few layers

cursive dirge
#

"only"

honest vale
#

:D:D

#

decals ftw

#

and foliage

frank escarp
#

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

cursive dirge
#

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)

whole quarry
#

Kinda sounds like how Rust abuses EA for years

frank escarp
#

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

cursive dirge
#

heh, doesn't really help either that people have this kind of attitude

#

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

wary wave
#

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...

cursive dirge
#

I don't know why it tagged that as ragnarok

#

thread has nothing to do with it

wary wave
#

fair

honest vale
#

they enabled early-Z on masked materials? ๐Ÿ˜›

wary wave
#

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

tawdry hedge
#

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!

worthy ether
#

is this in game or editor?

devout gulch
#

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

tranquil bone
high echo
#

Would the normals be wrong?

tranquil bone
#

ment to send that one

paper kernel
#

engine never stops amazing

#

postlogin is triggering BEFORE construction script

tranquil bone
#

wut

#

how

paper kernel
#

yup

tranquil bone
#

construction script is supposed to be the first one ran

paper kernel
#

Im mapping spawn locations in gamemode during construction script, yet postlogin says it accessed none when trying to find a spawn position for player

tranquil bone
#

im so confused that all the terrains i make has an insainly bright patch in the middle

whole quarry
#

Looks darker to me than brighter

tranquil bone
#

really?

tawdry hedge
#

@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"

plush yew
#

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

worthy ether
#

@tawdry hedge I was gonna say maybe it was one of the "show" flags in the editor, but I guess not!

honest vale
#

@tranquil bone what's your lighting setup?

tranquil bone
#

i fixed it

honest vale
#

o

#

what was it?

tranquil bone
#

idk

#

i just made a new level

#

and it worked

plush yew
#

Please welcome @hidden tapir to the community! :beers:

pallid compass
#

Dam olly u stull goin

tranquil bone
#

hmm?

#

@pallid compass

wide sorrel
#

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

frank escarp
#

@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

wide sorrel
#

I have an appid

frank escarp
#

i never had any luck with the 480 ID

wide sorrel
#

@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

frank escarp
#

it wont matter

#

480 id will work worse than your own

#

if your own doesnt work then you have issues

tranquil bone
#

how do i have a normal map and opacity enabled on a material

frank escarp
#

@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

cursive swift
#

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

wide sorrel
#

@frank escarp it is not free but it is Early Access not sure if it is a problem

cursive swift
#

nope no one :/ ?

pallid compass
#

@tranquil bone u pliug it in too the normal and opacity ๐Ÿ˜‚

#

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

plush yew
#

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

tidal lichen
#

What is the name of the node that takes two floats and blends them according to a factor?

pallid compass
#

lerp

tidal lichen
#

Thanks

tranquil bone
#

@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

hard ice
#

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?

half mango
#

has anyone had the "can't load file asset" issue where u can't save?

cursive dirge
#

@tranquil bone you need to put forward shading on from the translucent material properties

half mango
#

i keep losing my model ๐Ÿ˜ฆ 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

tranquil bone
#

wut

cursive dirge
#

@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

tidal lichen
#

How do I check if a point is in front or behind of my character?

tranquil bone
#

i already made it transulacent

#

i did that ages ago

cursive dirge
#

obviously

#

but you asked how you get normals

#

that's how you get normals

tranquil bone
#

ah

cursive dirge
#

hmmm, it might be "surface" too

#

they've changed the naming convention it appears

tranquil bone
#

why does it say preview when i flatten my terrain?

grim ore
#

I would guess it's using static lighting and it needs to be rebuilt

tranquil bone
#

ah ok

plush yew
#

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

#

Please welcome @forest isle to the community! :beers:

cursive swift
#

Nevermind i found a nivce maya plug in to do Convex colision and way better than the unreal process

cursive dirge
#

you know that unreal can do convex as well (and I don't mean those really coarse ones)?

cursive swift
#

I know but they are not really

#

... Hum optimal

#

in some ways

#

Specailly for some weird shapes

tranquil bone
#

I just made my auto landscape material!!! im so happy xD

tidal lichen
#

How do I check if an actor is behind or in front of the player?

grim ore
#

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

glossy flame
#

Yeah, I would do a dot product between the player's forward vector and the direction vector from the player to the actor

grim ore
#

there you go, DOT product. the stupid word I always forget

glossy flame
#

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())

grim ore
#

theres also a neato node call Get Dot Product To that takes in 2 actors and works like a charm ๐Ÿ˜‰

#

It's the Dot Product that I always forget, simple name but I always forget it lol

glossy flame
#

Oh, that's cool, didn't know that function exists ๐Ÿ˜ƒ

#

Yeah, looking at the source it does pretty much the same thing but built-in

tidal lichen
#

Thank you!

obsidian topaz
#

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

tidal lichen
#

like opening the start window based on some behavior in the game?

obsidian topaz
#

Yes but not for a game function actually haha. It's an experimental project for myself

glossy flame
#

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

obsidian topaz
#

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

tidal lichen
#

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

obsidian topaz
#

^ yeah that too. Thanks guys I think I've got it ๐Ÿ˜ƒ

plush yew
#

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

#

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

chrome seal
#

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?

plush yew
#

Please welcome @crimson laurel to the community! :beers:

chrome seal
plush yew
#

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

#

Please welcome @dapper chasm to the community! :beers:

dapper chasm
#

Hello!

#

๐Ÿป

plush yew
#

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

wheat sand
#

Is there a channel to get help with sequencer?

worn granite
#

Ask in here, I guess, there's not really a cinematics channel.

blissful reef
#

@pastel prairie What stocks should i buy in the future?

#

Cool

frank escarp
#

@blissful reef if you feel lucky, cryptocoins

blissful reef
#

Did you figure out your HW cursor problems?

frank escarp
#

but thats the most volatile market there is

blissful reef
#

yup.

#

I'm not going to replace the cursor when it's outside the game

#

hmm, might be a bug

#

It does some work to unset the cursor outside the viewport, prolly a bug where the cursor entered the window before the viewport started caring