#ue4-general
1 messages ยท Page 101 of 1
argh the white
it burns
damnit, I think I screwed this up
tried to use generic fuse character, exported to mixamo
but the download has only 1 material slot
and it's not compatible with what I exported
imma go flip a table
@devout gulch Couldn't find the subscribed threads
I only ever use that on forums, no time to go through hundreds of topics
Please welcome @steep mulch to the community! :beers:
why NodeJS though?
Because I wanted to work on it for less than a day
And work on Linux without having to learn linux shit
And because I already had existing code written for most of it
hmmm, can you download the learn page items with it too?
like content examples?
I guess not as it didn't show content examples in the GIF
that's the main issue on linux I think, as people don't get the launcher and therefore have no means to download the official sample content
Please welcome @wraith tiger to the community! :beers:
Aye, Code Plugins and those items return a 403
I'm not sure why
I can get their listing and manifest files, but I can't start the actual download. Still looking into it
Heh, anyone ever figure out how to get a normalized FRotator? -1 to 1 range?
FRotators are normalised
Is there a way to tell an billboard actor to ignore some meshes , but only some?
Guess I can divide that
yeah it's already normalized
well, no, I mean the concept of normalising it makes no sense
a rotator is an expression of three rotations through arbitrary axes
those three rotations are expressed in degrees
you can remap it to use some kind of arbitrary -1 to 1 coordinates, but you can't 'normalise' it
why -1 to 1?
(why not use radians?)
1ฯ radians = 180 degrees
Yeah can use that I suppose
Please welcome @hearty abyss to the community! :beers:
Cheers
๐บ ๐
Yeah my logic failed me there, getting radians does work but not the way I need it to work. >.>
wow that looks cool
@sacred crater - what are you actually trying to do?
thats super cool!
I got a flying pawn, and it all works fine and I can perfectly calculate speed and velocity and whatnot, problem is gimbalock is kicking in when I need it to move upside down, but the controls such as Yaw and roll and pitch all have to be relative to the camera, so if you're rolling on your side and you want to change yaw as if you were standing straight it would still rotate as if it was yaw, but obviously not yaw when you rotate on 90 roll
Yeah that I know
FOUR DIMENSIONS
Just still need to know how to get relative rotation on it because all logic I throw at it won't actually do it
you probably want to ditch rotators entirely
euler angles aren't suitable if you have full 6 dof
(they conk out at 5)
Indeed, was hoping it still would somehow using epic's bp functions that actually convert it to FQuat and then back to FRotator, but seems like I'll need to go in full cpp for that then
yup
@polar hawk what does it show ?
and.. how do ou made that faked perspective UI ? ;d
and question does foliage from materials spawn in deteministic manner ?
That video I linked? I didn't make it, thats @brisk path
to be fair, just use directional vectors and convert to rotators if something really REALLY needs it
and Im gonna get back to flipping tables, 2 animation files have wrong name for some reason
Please welcome @hard surge to the community! :beers:
I am still very sad, and now my level designers are sad too because the tools I've built don't do what they should ๐ฆ
nyan 
@wary wave you know when that issue has been introduced?
looks like over two years ago
I've used spline stuff a lot in past but not much after 4.13
never had such issues
brb
I don't get it really, I've always got EXACTLY same position out of it
I can visualize that by spline component visualizer and spline mesh component that follows it
I've also had debug draw stuff on those points I've read, and they've been along the spline
I never had that issue and I did the same tutorial back in the day
(unless the person having issues is indeed mixing local and world space options)
but that would put things off way more
I am using the Localization in UE4. I have different files with translation in it. Is there a way to import the csv or some other translation file to the Localization dashboard?
I use distance along spline myself
and I know a guy who does the same as well
no issues whatsoever
get location at distance only works if you want local coords, and you do not modify point tangents
I actually just opened my old stuff in 4.17
still worked
I modifty tangents
and get in world space
there's something wrong with your code then
there isn't
or you do something that they didn't think people would do
but I've never had any issues with that getter, and I've used it since 4.5 or so
up to 4.13
(and just verified it still works with 4.17)
do you have some repro project that clearly demonstrates is doesn't work?
(in human readable way)
get location in the above is clearly not getting the right coords to give the output with the cones
(I'm tiling spline meshes down the length of a spline component)
you sure it's not getting messed up by that boolean logic that forces the distance to 0?
it's following the original spline, and ignoring the changes to the tangents
the select node is just for the final mesh - i.e the while loop that handles the whole thing has completed
Spline based wall kit from the marketplace exhibits the same behaviour:
https://snag.gy/kFCWQT.jpg
tweak the tangent and the changes do not affect whatever this blueprint is doing
I rarely use distance, I always get index point
I do the exact same tweak for tangent as you do
Maybe that's the problem?
point is fine if you want points, but I don't
hmmm
that looks like one mesh stretched down a single spline?
actually it's using splinemeshes that are small chunks
between each spline point, there are many small spline meshes
I can put super small chunks there, like between each 5cm and it still follows the spline perfectly
it wouldn't do that if the locations were off
so what are you doing differently?
I can't see how
it's literally settting the start / end point of a spline mesh to GetLocationAtDistanceAlongSpline
oh right
now I get it
it's not the same as you have
or well, it should be if you calculated it correctly
hmmm
can I stream foliage indepedently from landscape ?
it's possible that the distances could be incorrect, but the locations should still conform to that spline regardless
ie paint it on landscape which is on separate level..
@devout gulch - yes
you may need to use world composition to do it, I'm not sure
each level will need to foliage info in it
life saver in theory it should work, but can't check it now
I can share this tool I have if it helps, but it's now saved in 4.17.1
that's fine, I have 4.17 installed
I wouldn't mind trying to work out what's different
it's basically just extension of that old roadtool tutorial so it's not very well organized
'cos the locations I'm getting are not on that spline, heh
I do have some additional stuff, like fixing the loops via upvectors and automatically figuring out the tangent size and mesh dimensions
and selector for mesh alignment
I do similar calcs myself
also there's only one function ๐
in theory those could be wrong, but the points should still be on the spline
if I did this now, it would be done way differently
this might be a strange question @wary wave but if you get Transform and break out the location do you get the same result? im using transform and its working fine
that is a good question
we do a separate calculation for Roll, but the locations never been weird
thanks a lot
np, hope it helps
aww people helping eachother out.. brings a tear to my eye
if thats no help i can pastebin my construct script, might be something in here that can help (divide the Roll by 60?)
@wary wave the tangent setup is partly in function but it's same as you had, I just put it there as I reused it in case I did want fixed sized chunks when not looping the spline
normally the last chunk would be stretched
there's always possibility that you've had some BP corruption that makes it do wonky things
I'm going to try a quick experiment here...
I've had my share of those when using BPs
chasing odd bugs and then redoing the same BP and it works
anyway, good luck with it, I'm taking the dog out now ๐
I'll let you know how I get on xD
@cursive dirge - our two setups are nearly identical
the two organisational things that were different is that my calcs were in the event graph (due to editor-function needs) and the spline was not the root component, but neither of those have made a difference
the other big difference is you precalculate your mesh lengths because you only have one mesh, whereas I have to use a while loop as I have a random selection
but that shouldn't be it either
I don't support roll, and we handle mesh scale differently (I have a custom fuction)
that's it - the rest is more or less the same
I have NFI
the bit that matters is literally done the same way
sounds like my way is the same as his too, boo
thats our construct script on our spline, maybe something in there to help? not sure.
it's got to be one of the features I have that he doesn't
one of the editor side functions
there's that checkbox on spline component itself for that
don't remember it's label anymore
heh
well, all bets are off then
have you tried just copy pasting your stuff into new BP?
it really could be some BP oddity
I'm narrowing it down using yours
the event graph function has been tagged 'call in editor'
when I hit mine, the modified tangents on the spline disappear
yours remain the same
heh
it's eerie how similar these BPs are in a lot of places
I think one of the functions I'm calling must be resetting the tangents maybe
so I just need to narrow down which you aren't using
BINGO
I have a feature you don't - I can change the spline point types
the native function wipes the tangent values
Please welcome @fierce wharf to the community! :beers:
and for some reason the visual in the editor does not get updated
oh man that's irritating
nicely spotted
the offending function in question is SetSplinePointType
@cursive dirge - thanks for that; without another very similar tool to compare it with, that would have been literally impossible to isolate
splines can have different types of curve
trick is, if you call it, it wipes the tangents (even if the type hasn't changed)
can i bother you folks with a noob question?
you can try
how should i go aobut starting a terrain with only blender and ue4? s
I'd probably skip Blender and work just with UE4's tools
you should look at the free version of World Machine
that's probably a better place to start
yeah the more i dig the more it seem like the answer is, use something els, or try and make something nice with ue's terrain editor. if i use world machine, will it be optimized well and not have lod or occlusion issues?
LOD / Occlusion is irrelevant
it is a built in and entirely automated feature of landscapes
idk, ive just been told if i make a large landscape in blendr and import as mesh that i would have lod and occlusion issues ยฏ_(ใ)_/ยฏ
im a total newb and just want to try to make a pretty terrain with a beach and hut and go from tere, and im aving issues ๐
probably that a blender landscape will be coming in as a static mesh, an unreal landscape uses heightmaps and they optimize it purposefully
yes, because if you use a mesh you will have those problems
if you exported a heightmap from Blender and created a landscape with it, you would not
yeah youll wanna look at using a heightmap, world machine is great at making some realistic looking ones, not sure of the free versions limitations however
but I'd still use World Machine
gotchya, so what if i create a height map from a mesh in blender will i have problems llater with texturing?
shouldnt do because then you will be working with unreals landscape
Ok i have three materials, 2 I made in ue and 1 i made in blender. I have a model with three meshes inside it. When i combine all the meshes during import i can't put the 2 ue materials on the two smaller objects.
Its a truck, the body and chassis are one mesh and the headlights are another and the blinkers are the third mesh. I want to import them combined but , in ue i made headlight and blinker materials. I want these materials to go on the lights and the native texture that i made for the chassis to go on the latter.
thnx preciate it
Sorry if my explanation is not that great.
3 models in one need to add seperate materials to each-in ue
did you un wrap and make a uv mapped texture?
For the main cab part yes
you can assign selected faces to their own material
then the mesh have multiple materials in ue4
When you assign you are talking about blender correct? (Thats what i use)
yes
Ok i think i know what you mean. I will give it a go, thanks!
Please welcome @plush yew to the community! :beers:
Please welcome @noble bane to the community! :beers:
Hey @plush yew and @noble bane
Hello
Welcome
wake up
ue4 forum signatures enabled
see: https://i.gyazo.com/34aae37c49afb4ba79769d05db7b2515.png
go back to bed
o.o
is there anything wrong with using free height maps and materials? they say for any use but the material one seems sketchy to me, https://www.youtube.com/watch?v=83881ybCBrc
Free 690 material for unreal engine 4 Thank you guys so much for watching! Switch to HD Please! SUBSCRIBE Here: https://www.youtube.com/channel/UCBR8... I ho...
are these legit ok to use if i, god willing, actually release something?
ue4 killed my gpu
i was running some pre intense lighting
then boom
crash
and it never breathed again
rip
ouch
warranty time?
Please welcome @uneven maple to the community! :beers:
Please welcome @sullen bough to the community! :beers:
Please welcome @uncut roost to the community! :beers:
Please welcome @reef shale to the community! :beers:
Please welcome @bitter jasper to the community! :beers:
@quick heath That #gameplay-ai though
@safe rose sorry then
Please welcome @muted fulcrum to the community! :beers:
Welcome!
Thanks ๐
@fierce wharf always be cautious for the free stuff in the internet
ESPECIALLY if they are linked to youtube video
Is there a good way to collaborate on projects, seems like 4gig projects are not an ideal thing to be working on through say github?
nor does github want that big projects
yeah
I did have one UE4 project on git that was like 8GB though ๐
I mean, on github
static lights are evil
they bloat the repo really quickly
If i want to work with someone remotely, do i have to do something like vpn and stuff? I assume others have wanted to work together on stuff remotely
trying to setup a good workflow
What is VSTS?
Ok, is that what most of the UE4 People are using these days for collaborative projects?
their web interface is bit clunky if you compare to other sites but it works
perforce for professional projects probably
git for projects that are mainly code
it's free for small teams
but the thing is that you need to host it yourself somewhere
That is good news
they don't provide hosting
hmm ok that makes more sense
and there's no free online hosters for perforce as far as I'm aware of
Thanks for the help Olento
Please welcome @plush yew to the community! :beers:
is it me or do we have too many diffrent channels to keep up with? lol
^
doesn't help on mobile client though
as you can't hide the extra channels there
you can still mute them there
but what if they have something interesting i dont want to mute?
Is there anything I can do to confirm that the uploaded indeed created the materials @cursive dirge
Ide hate to inadvertently pirate something as petty as this and then it bite me in the ass. But at the same time, it would certainly help my 1 man crew
With a budget of 0 doll hairs
@fierce wharf not unless the person who shared them explicitly told the source of the materials and you can verify it
usually with such links, you will not get them
I wouldn't touch such content at all
there's plenty of legit free stuff around
like, look at https://share.allegorithmic.com/
Substance Share ยซ The Free Exchange Platform ยป
Kool thnx, he did drop his name but that could be bogus and I can't imagine how you'd prove that
also, there's freebies on marketplaces, like free pack from gametextures on ue4 marketplace etc
Anyone familiar with accessing data tables from c++?
i have used them from time to time, do you have a question or something?
Please welcome @plush yew to the community! :beers:
Whats generally the best source control option out of the 3 available
For working with binary assets, P4 is generally best. Git LFS exists, but doesn't seem to work quite as well as P4
At the same time though, speed might not be your primary concern
'Best' is a hard question to answer...you can have objective comparisons in most categories, but balancing those comparisons is up to the person deciding
Perforce for life
I like Git for its workflow personally, but as I usually do things solo, workflow isn't as important to me
Perforce is speed for sure :p
Not just about speed
How can you setup 1 workspace with perforce and share it with multiple people
Basically how do you setup 1 project for multi user with perforce
You used "workspace"
It's a perforce term ๐
@obtuse orchid Anyway, there;s a few good tuts out there
How to setup Perforce so that you can share assets with other on your team.
Ever wanted to work with friends on an Unreal Engine 4 project but just couldn't figure out source control? Look no further! Collaborate with your friends, w...
This document covers how to set up a new Perforce server and populate it with an Unreal Engine source build alongside your projects. This is the most basic setup for 'beginner' Perforce pipelines and does not cover things like streams. Please note that you should only do this if you
^ this is pretty simple to follow
Obviously don't worry about source stuff
Once you have a server up
/repo
/depot
All you need to do, is submit your project up
I think the issue we had was that we had to use the same root folder
Or can he change the destination
ie: i use C: and he uses D:
Anyone like Dungeon ni Deai?
@meager bridge what is that?
Anime
hmm, never heard of it, but what does that have to do with UE4?
With a gorgeous style
Okay, are you making this into a UE4 related topic now?
@meager bridge As ever, do not make fan games.
You want to make something inspired by it, sure.
It's for practice
So, we still can't rename our threads right? As in the forum update was totally pointless and backwards?
@meager bridge You can make a game based on it
It's not like it's anything "new"
Basically a dungeon crawler
Not exactly
Multi-leveled dungeon crawler
@vale root lolo. who knwos, forums are messed up badly. I wouldn't mind renaming my threads though
@meager bridge Not exactly?
I've watched both series
How is it not a dungeon crawler?
k
Buuut
But?
is it possible to reparent a data asset like asset? there is no option for that in the file menu where there is the one for normal blueprints ๐ฆ I just want to remove a Blueprint Parent from the inheritance chain... and I don't feel like remaking all the assets manually
I have an idea to make it better
Then do it
I'm starting right now
@surreal viper Are you using the Asset Management framework?
@meager bridge Nice, good luck! Post in #work-in-progress your well... WIP stuff
I don't think so, I have no idea what that is
Sure
@surreal viper Anyway, when you said "Data Asset Like Asset" , what did you mean?
UDataAsset?
Or something else?
I checked how udataasset work, and did the same for my own class based on UObject (so basically it has a factory)
now I have UObject -> MyCppClass -> MyBPClass, and that has instances, and I want to remove the mybpclass
MyBPClass is derived from MyCppClass ?
yepyep
So delete it?
won't that ruin all my instances?
Yup
You will get a message telling you what reference(s) will be broken
If you want to check beforehand, just right click and reference viewer
But if you're asking me if it affects MyCppClass (the parent), then no
yeah, I have that part
only problem is that I can't really do anything
all the assets are there obviously
but I need them, that's the point
replace reference does not work with the parent cpp class
I want to reparent the existing assets
yeah
the BP class itself was a stupid way to add a BP only enum to my assets which is handled as int in c++ level
and I came up with better design and I can remove that now
theoratically I could just leave the empty BP class there
but I hate junk
Well, it's not like it's costing you anything
And, it's good practice to have BP children of cpp classes sometimes anyway
yes, but not in this case, it's just a data asset
and UObject based BP-s used not to work in general
but I admit, I could just leave it be, it's not entirly ractional
but I really hate that it's there
it makes me feel bad
so I'm working on a more or less automate way to copy the data to new assets ๐
Please welcome @plush yew to the community! :beers:
Hi!
Has anyone used a camera crane in Sequencer?
I've animated it's Crane Yaw value and it works in editor, but in a packaged build doesn't seems to be taken into account, the camera remains static
Please welcome @desert dew to the community! :beers:
Hi, i'm new to UE4. I used a tutorial to apply a video texture to a cube but the projection came out warped and mirrored. The UVs of the cube were unwrapped optimally in C4D. How can I fix the video texture projection?
Please welcome @median shell to the community! :beers:
Please welcome @light glade to the community! :beers:
when u spend all day studying the gameplay ability system, MAN ITS SO GUD
Please welcome @sleek mango to the community! :beers:
has anyone else experienced this problem or know whats up with it: so im making a low-graphics quality paper2d game with a lot of ai, after ive spawned in about a thousand of them the game gets laggy (obviously) but when I was testing this the cpu was running at about 30% and the gpu was running at around 50% power, and the game was getting about 20 fps. Why is the hardware not pushing to get higher frames?
Please welcome @buoyant island to the community! :beers:
can anyone help me figure this blender issue out? when i 'difference' cut with boolean, its not filling in the cut with faces and edges ๐ฆ
@fierce wharf i dont understnad what you mean
im folowing a tutorial, its supposed to
Anyone else ever have trouble with the forum? They appear to have redesigned it and now when I try to send a private message or post a new thread it says something about a 200 parse error, and then takes me to a new page that says this action could not be completed.
the answerhub or the forum lol
suposed to do that
oh
just delete the verts then
ask in #level-design they should know about third party modelling programs
Question! For my projectiles to hit and fracture a DM, I had to add CollisionComp->SetCollisionResponseToChannel(ECC_Destructible, ECR_Block);
which works for the first projectile to hit it
but after it fractures, no further projectiles can hit the unfractured parts of the mesh
they pass right through it
is there a setting for "Update collision mesh after fractured" or something like that?
Does anyone know if the translation editor can be made to detect updates to source strings ?
@cloud cobalt ask @livid haven
Clarify?
If you change a source string, the existing translation is invalidated.
Not sure if by translation editor you mean loc dashboard or the actual translation editor which is... something.
Better off using POEdit (3rd party) and using the import and export functionality.
morning.. importing an fbx with animated FOV works in matinee, but in the sequencer only the transform works.. any clues on how to get this to work?
fbx is animated cam from 3dsmax
@livid haven Yeah the dashboard !
for reference here's an FBX.. free beer for anyone who finds a way to get it in the sequencer as a CineCamActor: https://www.dropbox.com/s/zx3m5a94flieoep/NB_camera.fbx?dl=1 with the FOV animation intact
Hi.
What 3d packages do you use?
@Jonathan de Blok#0779
He is no longer in the house
I guess I am not taking a look at it.
You have to run the gather step, @cloud cobalt
Yeah I'm doing that. But changes in a LOCTEXT data doesn't appear in the "untranslated" field in the editor
Or even "needs reveiw"
Same for Blueprint texts
Hmmm. Ping me tomorrow? 3 AM here.
Wow, sorry !
both 4.16 and 4.17 dont do the FOV bit
using 3dsmax, classic simple cam. I'm pretty sure it's not in the export bit since matinee does pick it up and so does houdini and when I re-import back into 3dsmax the fov anim is there as well.
I think the issue is that the cineCamActor uses focal length instead of FOV, it's fov propery is read only. It's a trivial conversion but it's not done during import I guess
and matinee uses the old CameraActor instead of the cineCameraActor
does UE dislike enum:boolean maps inside structs?
@plush yew sorry, got sidetracked after posting it.. i'm still here ๐
oh, does Map not support replication?
TMap and TSet do not support replication no.
damn, would be nice if they supported. Thanks for info
you can't replicate them because they're more like databases
you can however write your own functions to manage them over a network
A TSet is basically a TArray with only unique Entries...
Please welcome @gusty knot to the community! :beers:
What happens when a piece of Marketplace content is updated, when I've created a new project using it?
Say, has anyone here had problems with the UE4 auto save. It simply doesn't want to save. So I started setting the timer to 1 minute. I waited a minute, but one minute passed and it still hasn't saved. What's going on here?
Please welcome @tight radish to the community! :beers:
Welcome @tight radish
Please welcome @rugged grove to the community! :beers:
@wicked tiger is this allowed? https://teespring.com/unreal-engine-t-shirt#pid=46&cid=2739&sid=front
probably not
someone is promoting ^ those links on a variety of social media thats ue/ue4 related
looks like they do this a lot
https://cartrdge.com/conormccann some really artsy fartsy shader/sim effects
Artist - Ex-advertising guy learning to make games in a small house on the rolling plains of west Texas.
I bought 2 ue4 shirts on amazon from china for $10 each @fierce tulip
it's too bad there are no ue4 shirts on the epic website >.>
not much at present
(the other problem is that their shipping costs more than the items...)
Is there a help channel?
Choose the channel that best encompasses what you wish to ask and go right ahead.
How do you manually build an unreal project?
I tried to build it from the unreal project file but it gives me an error and asks to build it manually
Are you using an C++ project?
You need to rebuild the project binaries in Visual Studio
There is a ue4 wiki doc on how to package tho
oh FFS - you can't get the location of a component in construction script if it has been adjusted in the viewport
if anyone has any clever suggestions I'm wide open -_-
bah, just gonna give an actor reference
Hi everyone. Does someone know which operations (Blueprint, Placing Actors/Meshes, Importing/Migrating Assets, etc.) I can do while the engine is compiling it's shaders? The whole engine reactions slowly or stutters while it's compiling everything but I also want to work while it is compiling.... I don't want to wait until ~10.000 shaders are ready =/
@fierce tulip Thanks for calling that out to me!
@plush yew, afaik you can do whatever you want while shaders are compiling. It's just that your CPU is busy pretty much 100 %. If you want to, you can set the affinity of the shader compile processes (there are multiple) in the windows task manager to free up a CPU core /thread.
Is general an appropriate place to share a GoFundMe link for a VR simulator?
I wouldn't think GoFundMe links are appropriate here at all
Please welcome @gleaming thistle to the community! :beers:
heyo
hey, welcome ๐
Please welcome @queen helm to the community! :beers:
Where does compiling Questions to go?
as good here as anywhere else I think
this channel or programming, but i would rather use this :/
aight cus i've started getting Assertion failed: Offset >= 0 [File:D:\Build++UE4+Release-4.16+Compile\Sync\Engine\Source\Runtime\PakFile\Private\IPlatformFilePak.cpp] [Line: 148] all of a sudden in my project, and i'm not sure whats causing it, as it works fine in editor and use to work fine packadged
do you have a crash output? might help to see more of the call stack
Sec!
Assertion failed: Offset >= 0 [File:D:\Build++UE4+Release-4.16+Compile\Sync\Engine\Source\Runtime\PakFile\Private\IPlatformFilePak.cpp] [Line: 148]
KERNELBASE.dll!0x0000000074B4A9F2
AutismoDrift.exe!0x0000000000A421DB
AutismoDrift.exe!0x0000000000A421DB
(If thats the output you ment) as its all information i'm given by it.
ah nah was hoping for a function call stack, no worries though.
Lemme check if logs gives any
you crash on startup of a packaged build for this?
Yu
is the package under debug game? logs could help, any project logs too if theres any return there
Not sure where to put this, but are Matinee's still being supported by Epic for animating objects, but not for their cinematics? (i.e. if you want to use it to make a moving platform) Or is there a better way to make one?
(also sorry for randomly barging in ^^)
no worries, just looking over the log. i believe matinee is still used for things like moving objects and stuff yeah
These Last compiles that given crashes has been compiled over teamviewer aswell.. maybe i should add that :p
if you feel more comfortable in it on a smaller scale its not deprecated or anything, so feel free
yeah that narrows down some steps
whats the platform target? just win64/32?
win32 rn
Oh okay, thanks Craig! ๐
any changes in a win64 build?
uhm, can try will take me a tiny bit of time
are the specs of the other computers running the build quite low?
or the the same specs as yours at least
na, the PC running the game is Very top-end
and i do have testers with different specs
and they are all experiencing it
you might have better luck with a win64 build, give it a go
looks like it could be memory
Has anyone done anything with animation retargetting?
ah boo
My bet is its just teamviewer messing it up tho
as last update i did, added litarilly just 1 car, and a end game mode, which either of those should of caused it
and cars are not pre-loaded
yeah memory looks good actually. im stumped. we had some weird issues a while back with no cause in only shipping builds, had to step back to see what fixed it, while a different issue might be worth doing the same test
Lets be all honest tho, The engine dosen't like the project name, and therefor throwing a fit, Despite autismodrift being a perfect name!
Seems like a legit reason ๐
anyhow i'll be back in here on sat day when i'm at home if issue contiues when compiling without teamviewer,
Gah there's this one menu I can't find
no worries, good luck
and the wiki won't tell me how to find it
What menu :p
"You can specify Bone Translation Retargeting through the Skeleton Tree view."
well, which one, there's the Main Skeleton's animation tree, the retarget skeleton's, the animation's skeleton,
and I've checked all of them and they don't have that
Never seen that menu either, Did that come in last update?
Ah, I've not seen it sadly stiffy,
maybe source's retargetting will work
are there any plans for a browser UE4 player, similar to what Unity has? I know there's the html5 thing but that needs particular browsers, just curious
Please welcome @plush yew to the community! :beers:
Please welcome @tulip bear to the community! :beers:
Please welcome @edgy bloom to the community! :beers:
Please welcome @plush yew to the community! :beers:
Please welcome @vagrant pasture to the community! :beers:
Is it okay if I started with a ThirdPersonTemplate, created a C++ file from within Editor (so now it's C++), and I want to convert to the latest engine version?
Please welcome @autumn ferry to the community! :beers:
@plush yew Just open it in the latest version and it will convert and re-compile? (Remember backup)
Anyone feel Temporal AA in UE4 is a bit blurry? Look for some feedback on a solution I'm working on. (Example https://imgsli.com/MDY5Ng)
Thanks I guess. I didn't know since I converted a template to C++ if it would act just like a github C++
when modeling should i try to keep all my faces tri or quad?
What type of wording would one use to look up how a game does certain mechanics? I'm trying to google about silent hill's "psychological behavior" approach to games, but all google is spitting out is stuff about the game's 'otherworld' and how the 'different dimensions theory' works..
@fierce wharf quads always
Please welcome @plush yew to the community! :beers:
ok so after i complete a model, should i try and knife my faces to tris to increase performance? im reading that ue4 converts all quads to tris because hats how ue4 shades. so would it benefit me to do it myself befor import?
man, you guys should considder trimming inactive members, the server runs so slow i cant read what im typing in browser discord
@fierce wharf lol. Has nothing to do with the server. Just your PC.
Mine's working just fine.
@fierce wharf Anyway, Usually, you keep your models in quads, because like you stated, game engines typically convert them automatically.
Quads are much more manageable in DCCs than tris
So, will you see any performance difference if you import tris vs quads? I doubt it
if theres enough geometry i shouldnt get anykind of unexpected result tho right? like this?
As long as your normals are fine and you don't have any n-gons.
better example
Right, so that's a totally different issue
Have you done any Basic 3D modelling tutorials?
you can have blender triangulate all faces, but i doubt it increases performance
yeah thats really why im asking, in the middle of one im doing he stated the only time youd consider tri faces is for when moddeling game assests . so i wanted to asee what and if there would be issues sticking to nothing but quads
knife all faces seems like a pain in the bum too me ๐
@fierce wharf that actually is a problem sometimes, particularly coming from Maya where there is no concept of a "turned edge". We generally triangulate before coing out of maya to unreal. In max it's not a problem.
@glad saffron ??
Why do you triangulate at all?
There's no reason to do it in Maya either
ue4 turns them all to triangles, will that cause unwanted looks or performance drops. <specificaly what i want to know , just wanted to mclear that up a bhit
Please welcome @ionic lintel to the community! :beers:
I never heared anything like that
@fierce wharf Your answer = no
BUT
Setting up, exporting, and importing Static Meshes using the FBX content pipeline.
Which I think is where you got that one pic from
But, DCC's exporters and Game Engine's Importers are pretty damn good
I've never seen any of my art ever go in wrong unless I messed up terribly inside the DCC itself
LiveStream about Composure is happening on Youtube now
Hmm Composure
@fierce wharf no it will not cause unwated look or peformance drop
u tell me no, and provide a link that sais yes... here are several ways you can ensure your mesh is triangulated.
Model the mesh with only tris - best solution, provides the most control over the end result.
Triangulate the mesh in the 3D app - good solution, allows cleanup and modification before export.
Allow the FBX exporter to triangulate the mesh - okay solution, allows no cleanup but can work for simple meshes.
Allow the importer to triangulate the mesh - okay solution, allows no cleanup but can work for simple meshes.
It will always be best to manually triangulate the mesh in the 3D application, controlling the direction and placement of edges. Automatic triangulation can lead to undesirable results.
straight from their own guides, thanx
The only time it's useful to triangulate in a 3d software is when you want the exact same triangulation result for several things, for example triangulating before exporting to Substance Painter, creating textures there, then applying that to your mesh in UE4. If the didn't have the same triangles weird things can happen.
But it doesn't matter for performance. It will happen automatically when importing into UE4 anyway.
We see flipped edge orientation problems at times with something modeled in max but rigged in maya. We triangulate out of maya to fix this. There is no performance ramification either way as it's a preprocess import step on Unreal's end.
you folks have been most helpful, i appreciate it
one last thing, so i should definitely triangulate and fix irregularities before uv mapping and texturing?
If it's another software it can be a good idea, but if you're doing it in Blender it doesn't matter.
Please welcome @spice rune to the community! :beers:
Please welcome @empty thicket to the community! :beers:
Please welcome @forest bear to the community! :beers:
Please welcome @fierce iron to the community! :beers:
Please welcome @sturdy siren to the community! :beers:
!gameidea
A role-playing game where you hinder birds to survive during World War I.
k
lmao
!gameidea
A role-playing game where you raise rodents of unusual size for the future of humankind in an abandoned mansion and a ghostly cat is constantly distracting you.
I'm not a commoner there, but how long ago Unreal Forums lost their dark theme?
2 days?
@next badger since they changed the whole forums to vBulletin 5
@grim ore is it temporary? i just...it's too bright
Is not a theme change but whole forums change
@teal tulip i'm aware
Then why ask about the theme himself ?
They don't have the themes since new forums version don't have it or they didn't found it yet I image
aswell there is not way to change theme I see
no one knows if its permanent or not, epic kinda broke it in the process of moving over so we can hope ๐
@grim ore ok, ty
Rather thana problem with black theme its a problem with the white one its a bit worst to read than last one
What type of wording would one use to look up how a game does certain mechanics? I'm trying to google about silent hill's "psychological behavior" approach to games, but all google is spitting out is stuff about the game's 'otherworld' and how the 'different dimensions theory' works..
@buoyant echo I'm not sure what psychological behavior means in the terms of Silent Hill
@buoyant echo oh, it's called Adaptive Gamplay here's paper: https://graphics.tudelft.nl/Publications-new/2014/Lop14/
thank you so much.
quick question: how do you decide if an equipment item is to be a skeletal mesh or static mesh? For example, Infinity Blade weapons are SM, but why?
I understand why armor may be SMs, but why things like weapons?
@opal hornet You decide it simply by this... Does it have a bone or not
Does it need a bone
and wtf did I just do
with my discord
it's super small now
I guess a derivative question would be: how do you decide if it needs a bone or not?
if its physics involved?
@opal hornet Physics...
Animations
Anything really
Does a sword need to be a SK? nah
@opal hornet iirc Infinity Blade weapons using SM for Socket locations
That's not his question
thank you ๐
No problem
it was partially Victor
@buoyant echo I like the psychological game...really cool
A game that learns from player choice. Sounds like a monster to program ๐
!gameidea
A puzzle game where you destroy cubes for mysterious reasons and you do it all with one button.
nice beginner game
Small update
how do I convert an imported static mesh to a pawn
@vestal cloak You can't afaik, You need to make a pawn blueprint, then add this mesh to it.
nevermind I fixed it
I noticed t.maxfps is 120 by default, shouldn't it use the monitor refresh rate in the engine at least?
there is no easy way around this unless you actually pack a game
it was possible once by editing alot of ini files, but i dont think that works anymore
maybe its cause some observative services are invoked when playing/previewing from or in the editor
Please welcome @ruby token to the community! :beers:
WELCOME
@weary basalt nope, it's mine custom CSS
it's wip yet
if You have Stylish installed i could send you code
hilight for unread threads
!gameidea
A simulation game where you shock towers to unlock a mysterious door and the sun gives you more power.
that... actually sounds interesting xD
Hmm
This is weird
I'm trying to set up a destructible actor, I've enabled world support and placed it to overlap with static mesh
And tried out setting chunks to be supported and stuff
But it still acts as if it's not being supported
As if it doesn't detect overlap with the static mesh
Even though there is overlap
V-Ray for Unreal Engine http://www.cgrecord.net/2017/08/v-ray-for-unreal-engine-is-here.html Check Original Video from FXguide VRay in UE4 at the Epic Games ...
any idea why my particle light is not casting lights at all?
doesn't seem to be working. the ribbon works. the light does not
@forummod hmm no tag for them @maiden swift I think they warrant it
Especially with forums fubar'd
Please welcome @short orbit to the community! :beers:
@safe rose Pretty sure the mods can't do anything about the software update.
If you have feedback on the forum update, share it here: https://forums.unrealengine.com/unreal-engine/feedback-for-epic/1342396-new-forum-update-feedback
forum is...i'm not sure if t's Epic's fault or it's buggy...
I've posted only ONE message. and it's the last one...so both, popup and thread info are wrong
hey guys would it be counter productive to use assets from the marketplace that are highly detailed in a large map?
say if we have a large map with about 700-1100 different types of meshes
with diffuse, normal maps around 1024x1024 and 2048x2048 would it cost performance issues?
@warm mountain game probably won't even run if the whole map will be visible...just IMO
I notice some big budget games with a high degree of photorealism do have some pretty blurred textures on their meshes especially in large spaces
won't load the whole place all at once
its divided into 8 places that are loaded slowly as the player approaches
Camera clamping, LODs, Mip-Maps
each place has 50-280 meshes
And level Streaming
@warm mountain You could generate Lods in UE4 btw...can't say anything on quality tho
@warm mountain also, Instanced Meshes (those are like 80% of performance boost)
gotcha
most of my assets are 1kx1k maps and those that are closeups or large objects are 2kx2k
well, it's fine, ue4 could manage textures...
oh Alex is LOD and Instance Meshes a manual process where we set the shape and quality manually based on distance?
LODs are impost instances of the same object with differet resolution that are switched based on visible screen area, so yes...
Instance Meshes are quite different beast, those are EXACT copies of the mesh (those could be transformed) but everything is done directly on GPU
oh thats very cool!
oh last question
I've heard a lot of bad things regarding hard edges
on meshes
but I do see a lot of meshes in some big games that are simply just that, a cube having 6 sides. Is the issue more with archvis than gaming?
or did they do the softing of the edges using really close edge loops?
Um. There's nothing wrong with hard edges. If You mean smothing groups. The problem they adress probably is vertex count multiplication, but it' not much an issue actually.
If you have hard edge, each polygon that shares this edge will be composed from different vertices, even if those are same for this edge
nope, it's purely GPU math thing
ah thats good to know
UE4 still will store mesh as is, it's for the GPU will be the difference...i'm not relly aware how ue4 treating mesh data unfortunately
gotcha
I was a bit curious maybe i hadn't been looking hard enough
was peering into the asset store and found nearly every pack using softedges
at least the ones that got reviews
@warm mountain maybe we're talking in different terms?
perhaps I can't say I'm well verse in the lingo. When I mean hard edges it means if there is a cube, there are just 6 faces. But if the edges are smoothed there might be around 36-48 faces along the edge
I just tend to notice a lot of assets in the store sold low poly assets with smoothed edges but I don't see too much of that in some big budget games and I still see a number of hard edge objects like crates and bookshelfs
@warm mountain oh, that's just tesselaton
or subdivision
no wise man would use that in game
it's reduction of the poligons count what makes GameArt production hard...many assets on MP are for archiVIZ
I see
I suppose there must be quite a demand of it since its tedious
I was guessing a lot of those models with for arch vis too
as I never seen games with insanely high quality models like those
Please welcome @vestal plank to the community! :beers:
@warm mountain You probably should look at Infinity Blade assets on the market, they are free and they are definitely AAA assets
gotcha
that would be a pretty good reference
@warm mountain also, if You're new to UE4, look at Learn Tab in launcher, there're many examples there, as for HUGE level is "A Boy and His Kite" demo
alrighty Alex thanks for the help!
nya!
does a lower detail version of the kite demo assets exist somewhere?
or rather it seems like UE4 crashes if I so much as try loading any of the assets
like even a single small-ish rock
well I got some things viewable, but ultimately my computer just ain't up to snuff ๐คท
the assets take a very long time to open because they're high res
Please welcome @thorny siren to the community! :beers:
yeah, in some cases it was taking weirdly long. I assume it was generating mip map or LoD stuff or something like that. Maybe just memory trubs.
like my computer isn't so bad it "should" struggle with opening the inspector on a 4k x 4k texture
cpu is showing its age though I think
@crimson sigil Epic rigs are monstrosities. Methinks those assets were never made with any intention of being opened on anything but a monstrosity.
To work on Fortnite, I have 32 GB, so I can handle editor + vs + server + client.
yeah.... reminds me of the 32 core cpu that we had in the lab at a place I did a brief stint recently
I bet that would do it.
I don't think I get much over 24 GB used at peak during dev, but nonetheless.
might have been fewer cores hyperthreaded
xeon, that's what it was
and yeah, probably 16 core, 32 thread
also I've got 24GB ram on my home machine. I think it's more a cpu/gpu thing if it is
Someone has any experience with Building for iOS on Windows?
I have configured everything like in the documentation but what now?
How do I say, launch it on my ipad?
Please welcome @spark garden to the community! :beers:
Please welcome @candid shard to the community! :beers:
Is there a way to make level templates for a project?
Please welcome @gray fractal to the community! :beers:
@wary wave basically level templates are put inside the engine folder according to this answerhub
https://answers.unrealengine.com/questions/33833/create-level-template.html
yeah, if you want them as part of the 'new map' basic window they will need to go in that folder
Please welcome @fickle cradle to the community! :beers:
dang, thanks anyway
Please welcome @dusk hearth to the community! :beers:
Please welcome @low zealot to the community! :beers:
Anyone know how to fix this error: https://cdn.discordapp.com/attachments/148122414767669248/350601412553736196/unknown.png
!gameidea
A puzzle game where you mimic nightmares to impress your friends on an abandoned ship floating on an endless ocean.
Whoa
@fringe grail shot in the dark, check if that file exists and is currently set to readonly
https://www.udemy.com/unrealcourse/ is this legit only 10 bucks? like i wont be told later i need to buy a book and a software license or anything like that?
yeah i saw it at 10 bucks last week too :/ i mean i dont mind paying 10 bucks for a nice tutorial that i could maybe even put on a resume, i just dont like shady
why would you put a tutorial on a resume?
if it isn't accredited in any way, the certificate isn't worth anything
i dont really mean in the 'education' spot, more like accomplishments
the kinda spot ppl would put extra curricular stuff
@fierce wharf hmmm...I would advise against putting something like that on your resume
Just add it to your "years of experience" (1 month, whatever)
And skillset (Unreal C++)
You have to think, there are over 10000 student who've taken that course
You should be working on a portfolio if anything
Create as many little games as you can
Show your worth
Not that you can follow a tutorial
Since, in the real world, 99% of the time you won't be. It'll be custom logic implementation.
nice, good to know
except you want quality over quantity
^
i dont see how You have to think, there are over 10000 student who've taken that course makes any difference though. that's going to be a factor for any course any where, and 10,000 would be small ammount compared to things that have been being tought for a long time
Trust me man, i would not put that on my CV
Employeers dont even look at your name
They dont care about courses u did online, or anything u did in school etc
when i was in colege my ethics teacher used to over look applicants. he mentioned his favorite resume for a advertizing firm was one on a pizza box
game industry is alot different
its not like employing people for things like working in a shop etc
Because you want quality over someone just getting the job down
etc
im sure u get what i mean
this is stuff iv been taught by someone who tutors me, who worked for rockstar and on gta and stuff
and has been in the industry for like 25 years
point being resumes should be tailored to the job your applying for, so im not saying i would add that if i applied at a studio. something entry level not requiring a degree or experience, i cant see adding that certificate hurting your chances. im trying to be realistic, i dont honestly mean that ill be applying to anything BIG, i dont have a portfolio or any experience. these questions are really only relate d to if this course is worth my time and money. will it help me make a 'quality' portfolio , and weigh in on like a small devs teams choice to hire me?
its a introduction course
it will teach you the basics of making a game, if you complete it you are by no means good enough to have a job at a studio, but it will be a first step for you to learn things and from that you will eventually make something good
Does Ue4.17 support VS 2017?
Im new to UE4 as well and have taken that course, its pretty good I recommend you taking it, if you are new its totally worth your time.
right, i never looked at it in the sense wit would get me working for a studio, more like just get me out of working in warehouses and learn to eventually make quality games
thank you for taking the time to share your experience
yes well it will help you getting a job eventually, but meanwhile whatch it and learn from it, its a pretty good introduction, Im sure you will be able to make lots of things once you complete the course.
oh!, is there any hidden costs with udemi? like books and software licenses?
nope
the only problem with Udemy is that they tell you "here look at this amazing discount, but make sure you buy it today" but then next week they give the same discount
this course always has this discount
still worth, just they kinda make it look like its your last chance when its not
but yeah no hidden costs. of course unless you get a course on maya and you dont own the software.
cool, yeah i dont think the basic unreal one has you use anything outide of ue4, from the looks of it any how
and even if you want to use some 3d app in this case you could just use blender and you are good
yeah i was considering buying both those courses, espicaly since the blender one looks like it has a nice lone section for lods,uv maps, and game assests
I don't use blender and I dont know that course so I can't recommend but sounds like a good idea none the less
another course I got was the one aproved by epic games, that one was fun to start with
but this had no C++ and was more basic
its just blueprints but still was a fun one, I think good for people that want to start slow or want to avoid programming
but if you take the other one first this one wont be very good lol
im pretty interested in learning c++, so ill probably just look into the other. im still waiting for my friends to try to convince me to work with them and learn unity, i don't think they even plan to ask, so im just gonna go make my own game with unreal, and hookers, and blackjack
yeah go for it, and good that you will learn C++ in the long run it will give you so much power
anyway, have fun and good luck on your journey, I will go back to my work lol This got me fired up
Please welcome @tough dew to the community! :beers:
Please welcome @spring yew to the community! :beers:
Please welcome @visual fog to the community! :beers:
does anyone know how to scale the collision of a static mesh using x,y, and z? Is that possible in the editor?
Please welcome @merry ingot to the community! :beers:
@autumn ferry yep...buggy? like how?
I get logged out every other minute. I need 5 tries to post, reply, etc.
I get a new session cookie like every other minute. So it seems they are not syncing stuff between edge servers correctly.
Seeing "logging in.." every 2-3 minutes or so.
@autumn ferry that's weird, i had no issues since update
did the forum's skin change?
or is this a bug? mine looks like this now https://gyazo.com/6724ef8034991a4ded71daf1efd0f611
They updated it
when?
yesterday
It's very much broken atm for me.
nope
But will hopefully get a good theme in the future. They need to make it work first.
@plush yew you could grab my dark one CSS if you know how to use Stylish. https://t.co/TPgEdvzUyo it's very WIP
ugh, tried to reply to my own thread. got
That action could not be completed. Please try again, and if this occurs again please contact the system administrator and tell them how you got this message.
@plush yew You get that error because the session cookie gets reset every minute. So you need to be really fast to post after you see the "logging in" screen.
Where in the world are you located btw? I have a feeling it's their front end servers acting up.
Please welcome @plush yew to the community! :beers:
@next badger Give me that theme :V
@fossil ore read above
Please welcome @thin viper to the community! :beers:
Okay. I've updated the CSS and added some comments, still WIP https://t.co/TPgEdvzUyo
!gameidea
A simulation game where you push the fabric of reality on the set of a horror film but you're made of titanium.
Please welcome @fickle hornet to the community! :beers:
I created a new C++ blank project, and I clicked Generate VS code, and I have no solution file in VS with engine and what not, trying to follow FPS C++ text tutorial
@heady bridge You could generate a solution file by right clicking the .uproject file
generate project files should be there
I did do that, but doesn't seem to have worked
Dou you have VS installed?
And ue4 installed too?
Yes
@heady bridge Do You have some antivirus/firewall?
Nope
Yes I have those
Im not new to Unreal engine, I just never had that happen before, and somewhat new to C++
I hit the generate VS project files, then open Unreal engine editor, and file > open in VS, and I don't have the solution
and I've recreated the project several times
@heady bridge you could click that option and it should generate them asap, no ue editor required...i'm looking where a logs located now...
They do generate when I generate them in the project folder, but I just open the code from in editor
@heady bridge wait, You've sait there're no solution file...right?