#ue4-general
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I saw XD
@warm mountain I see, thanks! that's pretty solid work on those calculations ๐
np norlin!
Hey
what was that thing that caused colors to be all washed out
I think it happend in 4.16
something to do with the tonemapper
They changed how tone mapper worked in 4.16. I thinl
Think
Im not sure what thr major change was though
@safe rose They changed the color standard. Forgot what its name was.
Yeah. I will figure it out when I wake up. But colors all kinds of messed up
they changed the tonemapper and bloom, so even when you revert to the told tonemapper nothing really looks the same.
and it sometimes just breaks
https://i.gyazo.com/50b0edc83d570b4cb151053c5cc464bc.gif
and after a restart:
https://i.gyazo.com/4f8b273c4d8b6c2e86a3ff88149d3e4b.gif
bloom intensifies
They made the "new" ACES tonemapper the default one
And changed a few other things related
Lots of changes required to get the old look
(Much lower bloom values + higher boom setting does most of the trick)
hey guys does anyone know if VS 2015 can compile ue 4.17 or do i need VS 2017 ?
It should? im using 4.15 right now with 2015. it's not like the engine changes that much per update @fading cobalt
Please welcome @nocturne marten to the community! :beers:
@plush yew alright just asking, since here it says vs 2017 https://i.gyazo.com/9dcc7f0047c79dc2e5e9e88877feeacd.png
ill try later with vs 2015 anyways
in fact ue4 refers to vs2015 even with vs2017 internally
I'm using Community 2015 Update 3
Please welcome @faint spindle to the community! :beers:
@safe rose ur not promoting ur pixelart anymore? ๐
@obsidian nimbus my 2d pixelart is the best
There
But. I don't think I even have any pixel art to showcase. Or I don't even remember promoting it in the first place.
๐
Please welcome @fierce bluff to the community! :beers:
Helloooo!!
Is there any videos on the new asset manager yet?
Guys my project wont play the startup splash screen videos i made, it just goes straight to the main menu?? Its 1920x1080 mp4 60fps for both videos ?? Any help!
@pallid compass Nah, I tried working on it for a little bit the other week
Failed bad
lol
i spent 4 weeks fighting the gameplay ability system plugin
But, it's not as intuitive as I had hoped or thought it would be
And the docs are lacking
Well, they have docs now
Im intrested in looking in too the framework, but iv only just got access to the engine now
lemi guess, just comments in c++?
So maybe I should try again. But I am sure it's the same crap that I saw in the PDF
just going for a drive then i might do deep dive in too the c++ and take alook
Any ideas?
il let u know if i find anything intresting
sorry woozy never played any videos inside the engine yet
well, not for along time that is
@pallid compass https://docs.unrealengine.com/latest/INT/Engine/Basics/AssetsAndPackages/AssetManagement/index.html
Asset Loading and Unloading
Cooking Content and Building .pak Files for Distribution
These weren't there when i was first trying it out
So, I might have to check it out again
ah fair fair, i mean in the project settings i added both my videos, and ticked to wait till complete and they are skippable, but it just ignores them and goes straight to the main menu :/
oooo il take alook now thanks man!
someone help me!
Make that stop! lol
It's not the cull distance, I tried that
And the parent material fade distance doesn't work also
Please welcome @vast fjord to the community! :beers:
A role-playing game where you provoke cosmic entities to make virtual money during the Machine Age and it gets very dark very fast.
A horror game where you slap towers in a laboratory.
An adventure game where you investigate knights on a space station.
Anybody been playin with that new cloth solver yet?
any clear performance improvements? ie; can i now get away with using cloth? or still a bit of a issue?
Please welcome @shell gyro to the community! :beers:
A role-playing game where you examine bloodthirsty rabbits to stop a giant asteroid from hitting Earth during the apocalypse.
!gameidea
An action game where you pounce on insects for mysterious reasons and you have to take care of an endangered animal at the same time.
!gameidea
A racing game where you drive delivery trucks to escape the clutches of an evil time lord.
!gameidea
A fighting game where you flatten mermaids in the darkest place on Earth and there's no gravity.
!gameidea
A strategy game where you manage houses to gain levels in a giant greenhouse.
ANYONE HERE KNOW HOW TO USE STARTUP VIDEOS?!?!
WHY THE HELL ARE YOU YELLING?
Please welcome @rocky socket to the community! :beers:
BECAUSE YELLING MAKES YOU LOUDER!!!!
Please welcome @cold cypress to the community! :beers:
does epic take thier 5% after steam takes their 30?
if steam takes 30% of the $ that would go to epic i can understand why tim is complaining ๐
steamspy says pubg has over 8 mil players and price is 30$
so if the 5% goes after steam gets their cut they took 12 mil that would have gone too epic
You get a pie, and everyone slices from that big pie before you get take home IIRC
yeah, i think you just get 65%, epic 5% steam 30%
fortunately I'll always stay broke so I have nothing to fear
If i was epic id remove all steam integrations and start a platform
they would bring more ppl too paragon and fortnite aswell
so tim was complaining steam take to big a cut from Devs, but he doesnt like steam takes 30% from him ๐
btw steam allows you to sell your keys elsewhere which is kinda weird
but people will still buy your game in steam so whatever
not if they remove steam integrations ๐
that's like putting a knife to your own throat
not really
not if they have a similar platform
Ubi bethesda EA they all have 1
and so does epic, they just use it for their games only
ow origin is utter shite
I won't use a damn platform for each game I wanna play with
that's just stupid
would be cool to have a single platform where all publisher is equal, but we will never have that
then the second best option is just to use steam, that's the best and the most popular one anyway
if the game u wunna play is on some funky platform u are gunna install it anyways ๐
nope I didn't buy a game I really wanted to try cause it's origin only
battlefield?
nope, Unravel
I did install origin , i did install the bethesda launcher even the ubisoft thing
I installed those too at some point in my life, I just ended up removing them
they are still on my pc somewhere not updated in ages ๐
i recently installed bethesda for quake
but i do update my UE launcher frequently and would have bought pubg on there if it was sold for less/ same price
that 12 mil would have kickstarted the platform itself and thats just the 30% steam takes from the 5% epic gets
they could have added another 10% to that
for platform use
ppl get the platform for one game and might also get fortnite due to popup addin a whole lot more
thats all money not goin too a competing engine
or i dunno, they might get their 5% bac from steam considering it is also rev
but then they would get 5% of that 30?
so if pubg sold 8 mil for 30 thats 240 mil
steam takes 30% that 72 mil
than epic gets 5% of 168 mil is 8.4 mil
and then goes to steam get 5% of that 30% wich is 3.6 mil
Not 5% of net/profit, if that's what you were thinking
ONLY if $3k/quarter
Yeah, that part is true :p
So, if you time your sales just right, you can make $12k on the sly
well, minus steam cuts
Darn it, tag me next time there's the best fuck feast.
๐
Ey lethal u ever used becons?
but if steam takes 30% and epic wants 5% from that, but then steam wants 30% from that 5% and epic wants 5% of that 30%?
now timmy doesnt like that 30% ๐
I'm pretty sure they both just take from gross?
So you'd be paying a flat 35% total
(after the $3000)
Pls no epic i just want a golden bathtub
yea you are, but steam makes money of unreal games and epic wants 5% of that
anyone have any advice for my launcher? it's stuck at please wait for the downloading of the engine, new computer, new problems ๐
Wait do they??
lethal is correct, you get 65% steam gets 30% epic get 5%
there are no loops between steam and epic
Yeah, you don't give Epic 5% of your 70%
You give Epic 5% of your 100%
:p
They don't need any money from Steam, as it's not like you're paying 5% after Steam made their money
I mean i guess its not that bad
Considering steams huge base
I wonder what sony and microsoft would want
you get 65% of your earnings
Epic wants your 5% after you've grossed more then $250k
otherwise they don't care
steam always wants 30%
Sure about that? The FAQ says 5% on gross after $3000 per quarter
Tbf u get forums and all sorts with steam
not sure today about that, but it used to be $250k threshold
So thats kinda nice
aww there is no loop ๐ฆ
I feel like xbox and ps4 would want like 40%
there is only one way to fight them... make bad games
nobody buys your game -> they don't get money, win
does anyone have a link to that video where they are showcasing creating animation in ue4 editor viewport ?
yes thats where it was from gdc
In this GDC 2017 session, members of the Unreal Engine 4 development team demonstrate several exciting upcoming animation and physics features for the engine...
Join us for a live demonstration of Sequencer, Unreal Engine's cinematic tool, as Wes Bunn, Sr. Technical Writer, Epic Games, breaks down and edits the intro...
at 15 min , look at him adjust that leg... like a freaking bossss
this is wat we live for
its from 2017 so its prolly all diffrent on current version, cuz thats how epic rolls ๐
Please welcome @hazy swan to the community! :beers:
@worthy ether #multiplayer
@safe rose okeydokey!
I will also ask on the the forum.
But I am quite curious about the WorldNormal buffer
What are the color displayed?
(0,0,1) seems to be, in RGB (186, 186, 255). Instead of 186 I was expecting 255/2 but it was not the case.
Anyone has an idea?
Please welcome @tough relic to the community! :beers:
Hi~ @tough relic
o/
Unreal website is not opening.
This website is redirecting in such a way that the request can't be completed
NVM I found an old EPIC installer on my Hard drive
http://i.imgur.com/gPxIIO8.jpg why is there a 3-d red/cyan effect on my stuff? I have never added this to anything
any eu players wanna join some drifting/testing mess about races ? ๐
Please welcome @rapid oak to the community! :beers:
anyone alive in here want to help me with a multiplayer test of a scfi jetpack shooter with a grav cycle?
requires steam and about a 500mb download
Anyone work with Unreal 2 or has
Please welcome @umbral bough to the community! :beers:
Please welcome @thorny plover to the community! :beers:
Random question, but is there a way to make it so debug points dont glow all weird
i mean in certain lighting they have bloom
and its mildly annoying
and causes my auto exposure to go all wonky
Yes
Draw them with other colors
Multiply color by 0.1 and stuff like that
They will be rendered with darker colors and won't cause overbright
Please welcome @main mango to the community! :beers:
Please welcome @low kettle to the community! :beers:
how do i stop a particle from playing indefinetly?
i want it to play just once
it's probably a setting somewhere in the particle, but can't find it
found it
Please welcome @tranquil path to the community! :beers:
Please welcome @jovial knoll to the community! :beers:
what is faster changing material or vector parameters in materials?
considering that if I will change parameters material can get pretty complex
Please welcome @paper spindle to the community! :beers:
parameters
Please welcome @loud valve to the community! :beers:
Hey guys! Great to see this Discord chat! I have a question about sudden multi error messages in Visual Studio after updating it. I've been stuck on this problem for 2 weeks now ๐ฆ Could someone help me?
Are there any good, step-by-step guides to optimization? My project runs at 60FPS, but in span of 5-10 seconds gradually drops to 15.
Run the profiler
That's it?
Its the best advice you'll ever be given
Don't ever forget to run the profiler
People do
Will it at least tell me "hey, too many materials with tefraction", or some "&&ref_mat_node-588562758 15utr 0.005ms"?
Well no, no one can
We can only tell you to measure
Optimization will always depend a lot on the project and target hardware
@oblique sorrel First step is "stat unit" in console on a packaged build to see if CPU or GPU is the problem
Then for CPU you have the profiler with stat startfile, stat stopfile, and the session frontend to analyze the log
For GPU you can run "profilegpu"
@all My problem is solved. No more help needed thanks guys!
https://forums.unrealengine.com/community/work-in-progress/67135-dynamic-gravity-for-character?95384-Dynamic-Gravity-For-character= hey guys so for a long time im trying to do this but im still a noob in c++ and the only way to do this is by editing the charactermovementcomponent and idk how to do that if someone can help me anyway i would apreciate it, thx
Well, looks like I have a problem
Please welcome @mild isle to the community! :beers:
@oblique sorrel Is that a packaged build ?
No, it's in-editor
You need to profile on a packaged build
Though only stat unit will work AFAIK, not profilegpu - but at least you'll know the real numbers, without the editor. CPU performance is largely affected by the editor
Here, GPU is your problem so packaged is probably not the biggest concern
So, mipmaps after all
Not really
This HZB thing is a known issue but it's apparently a profiler artifact
And it might actually be linked to the editor too, depending on who you ask
Huh
So, should I launch it as a standalone game maybe, instead of in editor window?
Or will it not give me access to profilegpu either?
Yeah, standalone is a good idea. I think "profilegpu" will output to logs instead, though.
Well, I hope it's in human-readable format at least
Yeah it is.
Yall wanna see some shit? type !roll d20
can't make me
!prefix +
@polar hawk, Only administrators may change the command prefix.
Strange that that exists
!roll d20
@whole quarry, Please roll a maximum of 10 dice.
Respond with cancel to cancel the command. The command will automatically be cancelled in 30 seconds.
cancel
!roll 10 d6
@shell jetty, Please roll a maximum of 10 dice.
Respond with cancel to cancel the command. The command will automatically be cancelled in 30 seconds.
and now see strange
@shell jetty, Please roll a maximum of 10 dice.
Respond with cancel to cancel the command. The command will automatically be cancelled in 30 seconds.
10 d10
@shell jetty, Please roll a maximum of 10 dice.
Respond with cancel to cancel the command. The command will automatically be cancelled in 30 seconds.
cancel
@shell jetty, Cancelled command.
Yeah, its cool that it has the idea of state management
but
why on dice rolling
why
and why is 10 not 10
why it dont allow max dice roll
most likely parser is doing a single character search
and its expecting a space after that single character
and it freaks out
If I had to guess
because
!roll 9 d10
:game_die: [1] [8] [10] [5] [9] [3] [10] [9] [9]
I hope its not a simple case of < vs <=
!roll 9 d20
@shell jetty, Supported types of dice: d4, d6, d8, d10, d12 and d20.
Respond with cancel to cancel the command. The command will automatically be cancelled in 30 seconds.
hey allar quick question
9 d10
@shell jetty, Supported types of dice: d4, d6, d8, d10, d12 and d20.
Respond with cancel to cancel the command. The command will automatically be cancelled in 30 seconds.
Thoughts on using custom comp to handle all things like sound, or fancy animation with materials etc
cancel
@shell jetty, Cancelled command.
hmm does it wait roll too before cancel
Okay, so, mipmaps are an issue even when played as a standalone game.
Any ideas as to why that might be the case and how to fix it?
Apparently it's a prevalent issue: https://answers.unrealengine.com/questions/431377/gpu-performance-tuning-of-hzb-setupmips-as-seen-in.html
Anyone noticed any issues with the widget switcher / setting the active widget?
Seems that using both the index and widget reference way aren'tworking for me ๐ค
@oblique sorrel Do you have like a large open level with lots of small objects ?
Define "lots"
Thousands, I guess
I could phrase this as "do you have culling volumes to remove unwanted objects" ?
I have a couple dozen at most
Okay, not it then
When it comes to small actors, that is
Also, no custom culling volumes
Although I did have 66 small actors I forgot about, since that was just a test, and removing them increased the FPS by ~10
from 15 to 24-25
Or not
It still drops as low at 11 FPS, it just takes more time to do so
where does a question according to the cooking/packaging process fit best? I guess my question is related to #graphics because I get several warnings according "eINTERNAL_ERROR : QuickHullConvexHullLib::findSimplex: Simplex input points appers to be coplanar/colinear.".... but it is connected to "Build++UE4+Release-4.16+PhysX_Compile\Sync\Engine\Source\ThirdParty\PhysX\PhysX_3.4\Source\PhysXCooking\src\convex\QuickHullConvexHullLib.cpp" so is it a question best asked in #cpp ?
Brother in a motorcycle accident
Parents say hes partially paralyzed and his helmet was split in half
Brother is fine and only has a knee injury
Not even hospitalized
wat
not sure what is more surprising, Allar having a brother, or that his parents are a bit over-stating what happened
I tried to get clarification of 'what do you mean he can't feel his arm'
Wrist is sprained
<_<
Only reason his knee is messed up is he wasn't wearing proper motorcycle pants and skid pads, because hes a dumbass
If you're on a motorcycle, wear the right shit yo
god dam, how the hell do i move a or fill a texture across a direction, say simple health bar or something
every tutorial i find is umg
clamp black/white texture, pan it along. done.
Maybe that fps counter is why your fps sucks
Not really, but I mean, wouldn't be the first time
so i need to make a black texture? i cant just do it from a vector 3?
i remember doing this ages ago, now i cant remember how
@polar hawk default FPS counter shows the same
And you can feel the drop too, from animations to movement, everything gets choppier
And it's apparently a fault of a bug that was, apparently, fixed.
I'm not saying its not accurate, I'm just saying you're making additional overhead displaying something thats already displayable
Although we're talking about micro seconds
Ignore me
might be some kind of memory leak or weird ass thing. What are you doing to just have the FPS drop like that?
run the profiler
I did
Apparently it used to be a known issue https://answers.unrealengine.com/questions/431377/gpu-performance-tuning-of-hzb-setupmips-as-seen-in.html#comment-455040-form
And the goal of fixing it is 4.18 https://issues.unrealengine.com/issue/UE-33448
Profile in standalone game?
But at least the profiler should be showing more meaningful results?
< has 2tb online "harddrive backup"
< uses 400gb
< company complains that my folders are too big.
bro, wtf
Where can I ask questions about the cooking/packaging process best?
general is as good as anywhere prolly
I guess clouds aren't that responsive xD
@fierce tulip IT is never ready for artist raw content
@polar hawk That screenshot was taken from a standalone game profiler
Then I have to ask are you sure you're gpu bound? Since that issue seems to stem from a cpu workload
Iunno
I use 4.16.3 and I have like ~1000 Warnings in my packaging process but the build is successful. I see that many warnings are linked to the following statement:
Failed to load '/Script/SubstanceCore': Can't find file '/Script/SubstanceCore'
How can I fix this? Yes Substance is installed in the desired engine version.
Work at company
Company makes new mandate to archive all source art for everything
I ask for bigger IT budget for new storage requirements, denied
"Why the fuck is there no room anywhere for anything?"
I have a Ryzen 5 1600 @3.4 GHz, so should be enough
Yeah but is your game hogging the cpu
Doesn't really matter what cpu you have
I have a system with 2x xeons
I have code that will max-load them
Okay, wow, what the fuck
I disabled the HUD and I'm getting >100 FPS now
And I have, like, 3 widgets there
@oblique sorrel that profiler is GPU only
No, the FPS display is on ๐
Well then, I bet all your UI widgets make use of the 'Bind' property
I.e. a textblock that you 'bound' to a text property
and stuff like that
True
That is literally the worst way to data bind UI
That feature is actually a regret of its creator, last I heard
I should be using Event Graph instead and change values from there?
Well, if you do it on Tick you won't be gaining much
Basically, your UI should be event driven when possible
I'm not saying property binding and tick should be avoided at all costs
But it should be avoided if your value doesn't update every tick
Hard to do that when displaying health or ammo count
Not really
Okay, those don't update every tick, true
Ammo count only changes when you fire your weapon or reload or etc
Health only changes when you take damage
Those by definition are event driven things
So an interface? Direct communicaton?
Theres about 100000 ways to do it
And firing an event that checks the values and displays them only then
hmm I guess nobody knows an answer to my question according to the SubstanceCore not being found?
^That type of error is stupid
It could mean a ton of things and it could also mean nothing
I'm willing to bet in your case, the substance plugin isn't loaded when cooking
I wouldn't be able to tell you why or how to fix it, but I'd look for anything that disables that plugin when cooking
It could be as simple in that its module code has a 'if running commandlet bail out'
How could anything disable a plugin? doesn't the editor need to restart if there is a change with the enabled plugins?
It can be programatically be disabled by other means
Basically, someone would instruct it to do so
However if I suspect thats the case, you'll see other people reporting the same issue
If you don't see people reporting the same issue, then that probably isn't the case
In which case, good luck
Okay, now how do I change text values in a widget without using binding..?
TextWidget->SetText
I only found this bit: https://forum.allegorithmic.com/index.php?topic=3436.0
but I checked the .uplugin file of the substance plugin and in the 4.16 version the LoadingPhase is already set to "PreDefault" so it doesn't fix it
If you don't see your text widget in the variable list, check 'is variable'
Well, it definitely seems related to the plugin loading then
Because thats a load order change
Your issue might or might not be load order
Either way, shits not being loaded for some reason
(I believe)
LogFactory:Error: Failed to load file 'Some/Path/To/My.csv' to string Anyone had this error? Can't seem to fix it ๐ค
UTF-8 standard csv export from excel
Hm, I guess I could try some other spreadsheet thing
Hmm yeah, will look into that.
Having another question: Does someone know why the game wants to load data/assets which I moved to another folder from the old folder despite me fixing the redirectors?
Theres a reference, somewhere
A lot of people miss 'preview' references
i.e. a material with a mesh preview set
How interesting, seems using the crappiest xlsx -> csv converter online works ๐ค
@polar hawk that makes sense... But it doesn't tell me where so I have to look everywhere I guess? xD
๐ I guess excel's built in is the crapiest then @glossy flame
Man, my UI sucks so bad ๐
You should diff those csv files
Good point
@plush yew yup
I use a CSV macro
That was supplied by @joatski @michaelnoland who probably isn't here
And is incredibly hard to track down (the macro)
Hm, seems one is using ; and one ,s
Why on earth would a csv produce semicolons?!
Nope, never messed with it
@plush yew I got that substance core error yesterday morning. It was due to me forgetting to install it to 4.17.
Just used the default ๐ค
I barely ever use excell though, usually use google sheets, but ain't logged in and too lazy to log in ๐ค
Not sure what version you are on. But anyways. Probably just forgot to install it to engine and enable it in plugins.
(my google account is too secure)
Google Sheets is superior
But I can't use it the same way I use Excel for data tables
Yeah, I'm just using it for tests myself ๐
@polar hawk yeah lol. I mean. Usually I don't install Substance. But this was for a client, the upgrade to 4.17.
I personally tend to use SQLite in real projects
It was the only thing that made sense to me.
It's pretty much a data table, but with a heck of a lot more control
I feel like SQLite is the catchall overkill for people who don't know simpler shit exists
becouse it is
& it allows you to write completely custom apps for huge data collections
for most projects, data tables will be fine
Agreed
@polar hawk what's simpler than SQLite ?
sqlite is good if you are getting into RPG tier of stuff
where its good to edit stuff from outside ue4 or interface with other tools
SQLite is usually overkill, but I love using it when I need to easily create a huge amount of linked data
I love me some Data tables.
But usually. People use SQLite externally
As in. On some database
To send and receive data.
SQLite can't be used "externally" ๐
People who direct connect to databases in games, aside from local database for saving massive things, scare me
Are you saying that it is easier to just write to and open Excel sheets?
^ same here, which is why I hope people'll only use NetDB on servers lol
You can always pull down a remote sqlite data base
(as using prepared queries on your dedicated server is actually safe)
True, true
The number of times I've seen 'mmorpg' people connect to a 'login' using a direct 'mysql' connection
is haunting
๐คฆ
They're not supposed to use MySQL though ๐
It's c++ connector is licensed under GPL unless you buy the "professional" version, which sets you back a good 2k
(which most MMORPG people that do stuff like that aren't going to be doing lol)
(unless the licensing has changed since I last checked, that is)
what do u mean by direct connection? ๐ฎ
Player -> mysql database
we have login system but obviously not like mmo huge massive login shit
I'd think, pretty much, as soon as a user rips your game they have access to all the password (hashes)
oh dam wtf
You should never have players connecting directly to any database
And if they're pulling stuffl ike direct connections, they're probably not hashes, but plain text passwords
Hmm, now makes me wonder what GameSparks uses other than JSON
Thats what REST API or literally any layer in the middle is for
we send player data encrpyted ofc, to php that then talks with the server and sends it back
GameSparks is an API, which is what it should be
Aye, PHP is a middle layer
good job
As long as you're not sending PHP fucking SQL statements
no omg jesus
I'm really scared about my database plugin's launch though. I'm aiming it at users who want to build dedicated server builds.....but I'm scared people'll use it in clients and blame me for it lol
i saw a guy that was doing a rust webserver
middle man
it seemed quite interesting
(also, I've seen multiple database plugins without prepared queries. I don't want to bash the competition but......I'll just say that that is horrible practice)
due to some async + webserver libraries rust had, that combined with rust features meant some REALLY interesting server programming
let me just double check
(prepared queries -> saves you from SQL injections....kinda)
https://rocket.rs/ this webserver server
Client > to json > to php (php is not sitting in any public folders of web server > to sql
Oooh interesting ๐ฎ
Sounds pretty secure, is your PHP using prepared queries?
yeah
Ah, awesome ๐
thank god i didnt do a stupid
Rust is the most awesome thing I have not yet used
There could still be huge security issues, but atleast you've made a pretty good effort :0
Same @polar hawk
friend of mine does alot of network pen stuff so, im going to ask him to check it out then gimi gud roastin
I've read about rust, and it looks so interesting/awesome....I just waste way too much time doing other stuff
When Rust heads are like 'you need to use Rust because blah blah blah' I don't even bother looking into it, I just assume they're right
Nice @pallid compass ๐
Because apparently Rust is magical
And everything anyone says thats good about Rust is always good and true
you know what i cant quite figure out yet, best way to make session tokens expire
cron job
Its simple, its effective
Is it most effective? I don't know
Rust probably has some magic to handle it better
hmm good idea
im learning it couse i find it interesting
but mostly for lower level/secure stuff. definitely NOT for gamedev
right now im trying to write a chip8 emulator (as i had one in C++), and a obj loader (to see the parse features)
Awesome ๐ฎ
i really, really, really miss proper autocompletion
its what blocks me the most
i tried to do some gamedev with SDL, but it was a fucking shitshow due to the autocomplete not working at all, so i had to have all the "headers" opened to check the functions
Please welcome @alpine topaz to the community! :beers:
Ouch
VAX works great for me, yolo
when u expose particle param's whats the constant value for, i cant remember
is there anything speial u got to do when exposing particle param
feel like iv forgotten something and it aint working
Okay, that's weird...
If I add any widget in FirstPersonHUD, I get horrible frame drops.
If I add it in FirstPersonCharacter, FPS rarely drop below 100.
Apparently
Are you adding it each frame or something?
Like on Event Draw or whatever it's called
Yeah, on EventDraw
I thought that it fires ony once. I mean, why draw HUD each frame?
That was my train of thought
Well, I think that's your issue :p
I believe event draw fires each frame, as simple things like "draw rectangle" need to be drawn like that, but widgets persist
Widgets are their own encapsulated object that handle their drawing, so I think you were creating a ton of widgets and that's the reason for your frame drops
And I would disagree that the HUD isn't the place for widgets, you can definitely make an overall HUD that makes use of widgets
Creating them each frame, however, isn't the way to do that, hehe
jfc
cant get emitter to params work
0 up to date doc on them
10/10
if a particle emits 0 things
does it die?
I'm trying to build UE 4.16 from source, but i dont have a UE4.sln file?
Please welcome @warm bluff to the community! :beers:
Did you generate your project files? ๐
ye
Hm ๐ค
I'm following this
Guys i need some help. So i was on here yesterday, talking about the startup movie resolution etc. Basically i want to start my game on a custom camera that shows a plane showing my intro videos, then link that to my main menu, but i dont know how to do that? any help?
Hm strange issue ๐ค
Dependencies took all night to download ๐ญ
i have VStudio 2015
I have these files:
(Which seems to be every other file in the guide..)
https://i.latouth.com/2017/yzWz9s1b.png
@vale halo any idea?
it prints out a somewhat long msg right before the generateprojectfiles.bat closes
but i cant read it in time
Try opening up your command prompt (as admin), cding into that directory and running the bat (using your command prompt)
That should let you see the message ๐
Also, where is that file located? It may be having issues due to having a too long file path for some of the things
W:\UnrealEngine-4.16
(I belive the max is 255 characters, it's an issue some users have for packaged builds, but I'm not sure if it's persistant for engine building too)
Hm, then that can't be it
How tf do i navigate to the W:\ drive
I'd try the command prompt trick to try and get that error thoug h:O)
w: I belive
I'm mainly a linux user though ^^
Woohoo! Another linux user ๐
if i do W: it just prints out a folder inside
?
I'm using windows for buildingmy game tho
it won't change directory, lemme google dis
It's usually <DRIVE>: and then cd someDir
I totally prefer linux file management though ๐
๐
I mean that'd work in linux... ๐ญ
Partitions but ye
linux = ftf ๐
(which isn't bad, I love the way linux mounting etc works)
Partitions != drive letters really
You're usually going to mount the drive first, which means it'll be some sub path of /
I know, I know
Woohoo!
Not quite sure how to fix it I'm afraid, but atleast we're getting somewhere ๐
Did you install the required c++ stuff when installing visual studio?
atleast it's not "im running the batch file but nothing is happening..."
Yeah, that issue sucks ๐ฆ
I believe so, I've never had issues opening vstudio w/ unreal & such
You may have an issue where newer versions of ue4 (4.16+ I believe) are meant to be built with VS2015
Not completely sure about that though\
well that wouldn't be my issue
hmm, im going to try make a c++ project inside unreal in a sec
ill try that now
It's vstudio community 2015 if that matters
Hmm
Seems to work
It opened a Program.cs file
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace ConsoleApplication1
{
class Program
{
static void Main(string[] args)
{
}
}
}
That's C#, hehe
Well there you go, you didn't install the C++ tools
Dunno which works with UE4, usually you install it when you install VS
Yeah, you didn't install the c++ components ๐
There's <some> ue4 page on this, a quick google search should get you there ๐
I'll do the top one, then try when it finishes
Downloading all the packages i can for visual c++
omg, did it really say 9gb storage space neede
Alright, ill get back in 3 days
It shouldn't be that much, though I do remember it being a few GB
Well, you did say you're downloading "all the packages I can"
due to temp files, then extracting it & installing
๐
ยฏ_(ใ)_/ยฏ
The VS2017 installer makes it a lot easier
They have a nice "C++ gamedev" box that you click
lol srsly
Well you see
Downloading vstudio 2015 took like ~4 hrs
and like every UE4 guide i could find for starting with ue4 was using vstudio 2015
I couldn't find a straight "You can use vstudio 2017"
I even have VStudio 2013 Update 5 EN Ultimate ๐คท
I downloaded that aswell, never installed it
good old 4.81gb
2017 definitely works with 4.16, I think support started in a 4.14 or 4.15 hotfix
I'm running 4.16 so
do you guys know why when I try to open my Blueprint class it doesnt show the editor window? It shows that I have opened another window somewhere but I cannot see it
classes have been dismissed :p
Lethal, I'll do VStudio 2017 next time I upgrade my pc (probably in a couple months)
is it just me cuz i see nothing wrong
I cannot access the blueprint code
Try selecting the windows and using win+arrow up
Or the editor may be crashing, not sure actually ๐ค
Please welcome @haughty junco to the community! :beers:
๐
It's still installing things though ๐
But looks to be almost done
I didn't mention you, so not your fault ๐ @vale halo
@tawny brook did you know that it is faster to reinstall windows than uninstall vs15? :d
i'm not uninstalling vs15 ๐
But that's probably true
Taking it that I have a windows 10 install usb stick
๐
If not, it wouldn't be ๐
Please welcome @rugged snow to the community! :beers:
that gif was open in the corner of my screen and it severly annoyed me.
Please welcome @civic juniper to the community! :beers:
god dam cant find decent audio pack with missle/rocket engine trail sounds D:
make the sounds with your mouth and a toilet.... like the real audio pros ๐
it would be hilarious ๐
if only i was that good haha
it was good enuf for MYST
Hey all, anyone here 'come from source engine'? and if yes, can i ask u some questions? ๐ im bscly looking for displacements, but not terrain
I don't think that exists.
so then, say i wanted to make a little tunnel with a curved roof
am i supposed to make a model for that?!
are you using BSP for everything?
atm yes but appearantlly thats bad
so im looking at changing some things over, im just very puzzled, afaik everything needs to become models, wich seems like a huge waste
meanwhile i see plenty of games with rockwalls caves tunnels etc
I would just use those as placeholders until you have geometry for the shapes you can't make out of them
Models in UE4 are more efficient than prop statics. (Well, maybe relative to the rest of the engine.)
but if i need something once, it seems wastefull to make a model for it
Models are small in filesize. Textures less so.
im confused, are there just enough BSP shapes in source to make what you are trying to do?
source for one does bsp better then models, so that may be part of my confusion
secondly it has these 'displacements' wich i guess are best explained as any size terrain you can use in any angle/pos you like
so, if u need a cliffside, just make a terrain, rotate sideways, bam, cliffside
etc
that sounds like a model
Displacements are pretty inefficient, by the way.
(obviously simplifying things here for example)
thats true but you can work around that with nodraw bsp boxes lol
Especially on high subdivision levels.
thats besides the point tho ^^
I use static meshes for cliffs and stuff in UE4, with a material that helps blend them into my terrain
hmm ok
soo, still curious about tunnels ๐
what about splines
say i make a straight tunnel model
fit that too a spline so it can curve as i like for that place in my enviornment
would that be good or bad practise?
(seems to me its bad lol, but yea, idk)
Sounds good to me. It's what splines are for.
mkay
I feel like I would just build a set of pieces that fit together that have all the curve angles I want
There are also spline meshes, so you can take a mesh with many faces and bend it to the curve you want.
oh right
yea thats what i meant for the tunnel example
but idk, seems wrong
engine has to waste resources curving the model along the spline
or well, thats my perspective
@vale halo It finished ,3
ok so to recap, i need to stop beeing so source oriented and just use models? ๐
Even Valve frequently used prop statics. Displacements were simply because most amateur level designers couldn't afford Max/Maya, and Blender was still aw.... er, more awful than it is now.
If you have an educational e-mail you can probably get a student version.
i tried that thing several times the past few years, and can confirm its awefull
sadly i dont
Awesome @tawny brook ๐
now how tf do i open it ๐
how do i open source built ue4
Engine/Binaries/Platform/UE4Editor I believe
If it isn't in the windows doc, check the linux build doc and "port" it to windows ๐
i have a short question in case somebody came across the same problem:
One of my friends did send me his material so i can try it out on some of my assets. I noticed the same problem as over a year ago when i had something similar: when manually migrating materials (uasset files without any project files), every reference to the assigned textures is permanently lost - even by keeping the folder structure. My question is - is there any way arround this problem?
the only way to "copy" materials or assets to another project is to migrate it while having both projects opened in ue4 - thats the only thing which ever worked for me, but thats extremely stupid for just "trying out" something ๐
since the materials preview works in the ue4 editor, i guess some meta data is there ... just not the assigned textures when actually using/editing the materials
Please welcome @hard pewter to the community! :beers:
does anyone know about this xbox dev kit thing
iv seen on the site that you get 2 dev kits free of charge but is that just the software of do you get the console

@north nova The ID@Xbox program helps qualified game developers self-publish on Xbox One. Developers accepted into the program are provided two Xbox One development kits at no cost, and have access to the Xbox One XDK, developer documentation, private forums, free middleware, and more.
ya i get that but what im asking is that the dev kit that they are providing are they the consoles or just the codes to make your xbox one into a dev kit
I highly doubt they would send a free console to people
Especially since you don't pay for it
what happens if u knock delay in too construction script
They probably just whitelist your xbox id with a developer tag, which unlocks an option to setup the dev kit.
That's my guess
Help us get 400 likes for this awesome secret! --------------------------------------------------------------------- What's up everyone! Corbman here with a ...
dev consoles are not the same as normal consoles
ya i guess
u normally have to pay for dev console
That video might be helpful
the only reason i asked is cause they where talking about sending these new scorpion kits out to people
and i dont even have an xbox one
from what i know from a friend who had one
iv barly got a 360
the dev consoles look dif
and they pack abit more power
but that was awhile ago
360 time
ya there more focused to devlopers rather than the normal users
you could probably still turn a normal xbox to a dev xbox
I don't see why they would force devs to buy another one
ya you can do but it is supposed to completely reset you xbox so you dont have any achievements from games or any installed nothing
i think it leaves you profile but thats it
Only way to get accurate up-to-date is to contact them
i doubt it just be a general kit
u normally need more than playing power
for development
going to have to wait until after pax before i can know
just thought there might be someone here with that expience
is there anyway to set a cull distance on a static mesh without a cull distance volume?
maybe try to create an empty LOD
mhh .. maybe also set up the material for it, opcacity in a certain distance
you can blend it if that looks better in your case
everything is better than dithering .. hehe
Please welcome @elder plover to the community! :beers:
Looking for decal expert
anyone recommend a sound bundle thats got rocket trail / missle trail engine sound?
is running UE4 dedicated servers on Linux a struggle? Or is windows easier?
Anyone know offhand how to pass a gamemode as a parameter when opening a map, so I can reuse my level for different modes?
Please welcome @digital mango to the community! :beers:
How can I get the angle between my camera and a component of my actor? Like between the forward vector of the camera and the position of the component
Anyone help me in #blueprint plz
@tidal lichen Use the dot product https://www.youtube.com/watch?v=WDdR5s0C4cY
Dot Product : Find Angle Between Two Vectors. Here I do another quick example of using the dot product to find the angle between two vectors.
Not the greatest example, but hopefully gives the gist of it
@plush yew Should I use the dot product node with the forward vector of the camera and the world position of the component?
What you'll want to do is Normalize(ComponentPos - CameraPos) to find the normalized vector in the direction from the camera to the component
And compare that to the normalized camera facing vector
@plush yew thank you, your method worked!
great, glad to help
if u have a premade button with image and button for example, how can that premade widget tell its parent to do something?
is there a way to make a mesh invisible to the player camera but visible in a scene capture component?
I found it. Its "set owner no see"
Please welcome @dim quiver to the community! :beers:
Greetings.
Please welcome @loud jackal to the community! :beers:
Please welcome @spark belfry to the community! :beers:
Please welcome @fossil mountain to the community! :beers:
Please welcome @thorny kayak to the community! :beers:
Please welcome @jolly maple to the community! :beers:
Please welcome @dire token to the community! :beers:
wtf
Please welcome @dire fiber to the community! :beers:
Please welcome @clear storm to the community! :beers:
Please welcome @granite island to the community! :beers:
Please welcome @plush yew to the community! :beers:
Minor improvements
Please welcome @sleek oasis to the community! :beers:
hey, quick question how do you have access to clicking UE UI while you are playing?
My dedicated server seems to crash instantly after it starts, any idea?
Ran it in the command prompt? ๐
& you've done a great job at that theme @next badger, but I share your concirn about the forum update ๐
Then....check the logs I'd suppose (and/or share them here if you can't figure out how they're built up)
Mind pastebinning them? Way easier to deal with when on mobile ^^
oh, my bad ๐
No problemo
This seems to appear (looks like an error to me)https://pastebin.com/yGgL8g6c
Hm
Does this error persist when you build a dedicated server for an emty project? It'd be a good way to isolate whether this is a bug with the engine/etc. or your project
(probably doing something which only clients are allowed to do or something, not quite sure about that)
uhm
Also, what happens when you run it as admin? Could be some strange permissions issue?
Haven't tried, but it took ages to compile everything (server, client, package client, etc)
Hm true
Maybe someone in #multiplayer can help you further based on that error, I've avoided building dedicated servers as it takes ~11.4h to compile ue4 from source on my computer
25> [2/2] Link BootstrapPackagedGame.exe
25> Total build time: 41074.57 seconds
========== Build: 21 succeeded, 0 failed, 0 up-to-date, 4 skipped =========
``` Not even kidding btw ๐
๐คฃ
Fuck so long
ยฏ_(ใ)_/ยฏ
The 6850k dropped in price.....a lot, so I'll probably upgrade to that soon-ish depending on how 8th gen consumer hexacores run
(currently using an i5-4210M)
Guys if i make a video play on a flat plane, how do i make it so that when the game starts its in the POV of a camera facing the wall where the video is playing, then when the two videos are done playing it goes to my menu>
?
I was playing a india ue4 game, and their startup movies were (1. same as mine) (2. 1920x1080 and 60fps??) whereas i can only get 1280x720 working because of the bug, how does one do that?
Topic selection
Please welcome @edgy bloom to the community! :beers:
does anyone made a web-service server with UE4? ๐
just for fun...
code web pages in blueprints...
@inner mountain UE4 have no http server, it could not be used like that, max you could do is generate JSON and push it by sockets...you could link it to node or other server tho
Please welcome @vague musk to the community! :beers:
@next badger well http server could be definitely implemented in c++
@inner mountain indeed...node is...i wonder how much time it will take
and, we're not talking about serving the requests, right...you also have to generate dom
@next badger why? I'm talking about simple web server ๐ which can serve web pages ๐
also, there are lot of c++ open source http servers, just need to connect them with ue4 ๐
@inner mountain well, that's exactly what i've said...you could link it to some other server
but it has some limitations, since ue4 EULA not compatible with some source code projects
Please welcome @dim imp to the community! :beers:
๐
hell, in those internets any idea is already implemented!
cc: @next badger
is anyone here good with materials?
@inner mountain Seems like just a http request server, probably could not generate web pages
@pallid compass depends
@pallid compass it is float based, 1.0 is equal to one second
@pallid compass https://www.youtube.com/watch?v=SMQI9_MEfRM
What is the Material Add Node in Unreal Engine 4 Source Files: https://github.com/MWadstein/wtf-hdi-files
sorry, nap time
just needed to double check
wasent working at first
man why is figuring out how to do shield impact disperal so hard
@next badger seems like full-featured http-server :)
can handle requests, can serve static files...
cookies, etc
um...that's what http requests do...where is dom?
I mean, it has no web content generation...
"web content" is just a text, usually
see those "Hello world" text node? it's exactly example of returning some web content ๐
other question is how to build efficient template engine or something like that inside UE4