#ue4-general
1 messages ยท Page 109 of 1
where can i get or buy skyboxes?
@south ridge @plush yew you still have the same avatars
I didn't change mine yet
guys can someone tell me a workflow for character models? using Zbrush > ? > ? > ? > Unreal engine
Zbrush -> Scale properly -> UE4
step 2 is whatever
blender, most likely maya or 3ds max, but whatever.
You'll probably rescale / retpology the model in blender / maya / max and bake your normals there as well.
Zbrush scale is weird
if I recall correctly
yes
maya has to be in the middle for sure, between zbrush and ue4, save your scene and then export FBX
or whatever modeling program you use. Maya is my sanity at this point
@gloomy horizon you got to check the box for Reset
what you show would be making sure it isn't activated I believe
Supa, are you still trying to figure out the projectile issue
does that look about right to you?
Nope! Works great ๐
Solved that last night
Loving the feel, and it's modular so I can artificially make it more impulsive, add special abilities like homing, and more.
I think it'll offer a lot to someone willing to invest their time in practicing with it if I ever do end up making a game.
I ended up dropping a bunch of the stuff I was in here having problems with and went with Projectile Components in the end and calculated the impulse / vectors manually
Super glad I did.
@ruby chasm I'll send you a video soon!
Trying to figure out how to do grips properly though
so I can't grabe a blade by the blade ๐
@kindred fable Noobs for i bot?
Is there no console command that shows how much time has passed since begin play?
@gloomy horizon I see you made progress since yesterday ๐
Cool, you got your cloth thingy working
Yeah, haha
Now implement Cutting Enemies in half and I would buy this ๐
Note when doing your own: Add more vertices near the beginning where you want it to be rigid.
it's super glitchy
and if you d ont have enough vertices to distribute the weight it'll cause the plane to shift
@sudden agate I'm inspired by MMOs and Metal Gear Rising actually.
Not that it'll be an MMO
but it'll have elements of the equipment systems in MMO's as well as (if UE4 still supports) slicing rigid bodies
you can make cloth in like 5 minutes
@gloomy horizon Will it have spells/ skills aswell? โค
do you have the clothes separate from the mesh?
It'll have abilities.
Not sure about spells.
@gloomy horizon Nope
Homing shurikens, Freeze time, basic stuff that's fun.
Our characters wear uniforms that are tight around them
I need to find the commit that added support for temporal AA to scene capture components. anyone maybe knows where that was? the feature was added in 4.17
So, I've imported some fonts into UE4..but when I actually apply them to things..they don't work. If I go to an actor BP and change a text rendered to use one of the fonts, the text just disappears. if I assign it to a draw text option in a BP it just doesn't use it.
Something seems wrong, because the wiki says when I drag a font in.. I should get a dialog about saving fonts. But when i drag it in, it just gets added to mey content browser without any dialog.
Is this really what you have to do to import a font? https://answers.unrealengine.com/questions/183640/textrender-doesnt-load-font-correctly.html this seems..insane..
Well, some of those steps don't quite belong to "import a font"
And more to "make font render properly"
Well sure..but if it's not rendering properly then it isn't really imported is it? I mean if it doesn't work.
You can check the material and settings for rendering it in the default font material ๐
Is there a tutorial on that? The wiki doesn't mention that. I'm pretty new at this.
That answer slightly doesn't work me , it mentions changing the font size to have the "Z" line up at the end..but when i change the size, it doesn't resize dynamically, so it seems like a long process
Heh. Well. There ought to be a tutorial somewhere
But you're gonna have to look through content examples & check out engine content and preferrably also get into reading engine source code
All engine features are used somewhere, so there's some reference to them
Please welcome @acoustic swan to the community! :beers:
@fiery harbor Change 3388862 on 2017/04/11 by Guillaume.Abadie
Allows Motion Blur and TAA in scene capture 2d.
@grave nebula oh thanks! I actually looked at all the recent dev-rendering merges, and I also looked at exactly that one but for some reason I didnt notice that one commit
Please welcome @timber lava to the community! :beers:
<@&213101288538374145>
Why are you new people highlighting the moderators ๐
<@&213101288538374145> fatal error: [file:h:\svn_ark\engine\source\runtime\engine\private\globalshader.cpp] [line: 635] failed to compile global shader tgeneratecluttercs version: 0.0 kernelbase.dll!unknownfunction (0x00007ffda86e95fc) + 0 bytes [unknownfile:0] ue4editor-core.dll!unknownfunction (0x00007ffd9016614d) + 0 bytes [unknownfile:0] ue4editor-core.dll!unknownfunction (0x00007ffd9004d3cf) + 0 bytes [unknownfile:0] ue4editor-engine.dll!unknownfunction (0x00007ffd7f81eb7f) + 0 bytes [unknownfile:0] ue4editor-engine.dll!unknownfunction (0x00007ffd80377491) + 0 bytes [unknownfile:0] ue4editor-engine.dll!unknownfunction (0x00007ffd80376045) + 0 bytes [unknownfile:0] ue4editor-unrealed.dll!unknownfunction (0x00007ffd7e2ed7c4) + 0 bytes [unknownfile:0] ue4editor-unrealed.dll!unknownfunction (0x00007ffd7e2d402d) + 0 bytes [unknownfile:0] ue4editor-unrealed.dll!unknownfunction (0x00007ffd7e2bb6c3) + 0 bytes [unknownfile:0] ue4editor-unrealed.dll!unknownfunction (0x00007ffd7e59329d) + 0 bytes [unknownfile:0] ue4editor-unrealed.dll!unknownfunction (0x00007ffd7e2e515a) + 0 bytes [unknownfile:0] ue4editor-unrealed.dll!unknownfunction (0x00007ffd7e2e4e3b) + 0 bytes [unknownfile:0] ue4editor-unrealed.dll!unknownfunction (0x00007ffd7e5fa433) + 0 bytes [unknownfile:0] ue4editor-unrealed.dll!unknownfunction (0x00007ffd7e58ec00) + 0 bytes [unknownfile:0] ue4editor.exe!unknownfunction (0x00007ff64984f99d) + 0 bytes [unknownfile:0] ue4editor.exe!unknownfunction (0x00007ff64984faca) + 0 bytes [unknownfile:0] ue4editor.exe!unknownfunction (0x00007ff64985c240) + 0 bytes [unknownfile:0] ue4editor.exe!unknownfunction (0x00007ff64985d189) + 0 bytes [unknownfile:0] kernel32.dll!unknownfunction (0x00007ffda96b13d2) + 0 bytes [unknownfile:0] ntdll.dll!unknownfunction (0x00007ffdab3754e4) + 0 bytes [unknownfile:0] ntdll.dll!unknownfunction (0x00007ffdab3754e4) + 0 bytes [unknownfile:0]
Report the error to Ark developers. Moderators are not Ark developers
Ummm <@&213101288538374145> ^
failed to compile global shader
Ah got it. If anyone needs it, this is a much better guide for fonts: https://answers.unrealengine.com/questions/282513/how-to-make-clean-big-text-renderers-with-custom-f.html
what GPU and driver you got?
also, reinstall the SDK
@timber lava i dont have experience with the Ark sdk, but i do with unreal. Its failing to compile a material for something. The cause can be your GPU being crap, your drivers being off, or your installation being corrupt
i mean the ark sdk
launcher
ฤฑ am bad english
ni hao
@timber lava Um
We aren't Ark Devs
ok thxc
Please welcome @round pumice to the community! :beers:
You'd be farther ahead coding an entirely new dinosaur survival game than modding the bloated mess that is Ark.
Please welcome @inland fulcrum to the community! :beers:
Please welcome @plush yew to the community! :beers:
Any tips on how I should proceed with a glass building as a game model? I understand it would be rather heavy and unoptimized to have the entire building cast reflections.
Would it be better both visually and in optimization to,
Bake the reflection into the diffuse and specular ( my worry is the player won't be able to see their own reflection especially when they go close up to it, in the game the player is supposed to jump down from it to test gliding)
Turn on reflections only when the player is in 10 meters proximity to the glass material and turn off reflections everywhere else on nearby glass buildings unless the player is also in 10 meters proximity to the building. (not sure if this would be possible)
Why does the sound in game sound different from when I test the cue in the editor? I have a nice sound there, of this clang..but when I test the game and the sound comes up it sounds like some kind of unholy banshee...
@dire fjord Are you overriding attenuation settings anywhere?
Nope
I didn't even really change the cue itself jus thooked the file up to output
even if I choose the basic sound file it sounds like an unholy banshee
while the preview sounds fine
Yes it is
Can you send me the audio file so I can try and reproduce the issue?
sooo I need to create model in Zbrush and export the Normal map,Uv and Texture map, done export as FBX then import in MAYA to RIG, after rigging send to unreal engine and apply the Normal map,Uv and Texture that I exported in Zbrush right?
That sound work. I've not used Maya for this but the process should be similar
zBrush models are high-poly by default so if you haven't done this kind of transfer before, I'd definitely try and cut down before importing into UE4
how should I cut them down and what is the safe poly count so I can Import it in UE?
I'm using decimation
and around 200k poly
It depends on what the model is, how many of them you're using in your scene, etc.
this is my main character in game
so basically this should be in high quality, by high quality, how many polycounts do I need to consider it as HIGH QUALITY model?
200k is way, way too high
It may work for a single character but I'm not sure. I would try and reducing it down to 50-80k, you should have no problem making it look great
U cant decimate anything and put it in ue4 your gonna have issues
just curious
if game models are around 50-80k polys on the high side
how high are those cinematic models for games like final fantasy
If ur models 80k then uv got a problem
is it true they are close to 500k o.o
fair enough yups
I thinking of doing a char that has some contortionists animations
aiming for around 40-50k polys for it
gonna use clothes to hide the popping of the arm twists
quads
its going to have at most 6 main chars together at anytime
and not more than 15 npcs
Hmm idk man
its a rather small area
60k is whay we use in tv for hero characters but that is tv
i see
Have fun rigging and painting 50k chars
U can get amazing high quality chars at 20k quads
I'll try
I'm not too sure how much would cut it going to be testing it
char needs to be able to do some pretty weird moves like twisting his arm 360
but I'll be using clothes to hide the rig pop
Thats not really got much to do with count
More the use of weighting and twist bones
hmmm then why in some assets, trees comes with 70k?
Et
i see
Etc
Who ever made a 70k tree is retarded
I was just worried I would need a pretty high density in those regions
for the weights to perform well
yups
have you ever heard of evermotion
Nope
Average polycount: 80k.
We present our first collection of trees for Unreal Engine - Archmodels for UE vol. 4. You can buy this collection in Evermotion Shop: http://goo.gl/15pqYC -...
Quads or tris
but they are created for UE 4
architects use UE 4 too
If u could run games that high
i'm using UE for arch vis
Why arent people doing it
just looking to learn its functions for games
Because 70k trees aint viable
to expand my career skills
ohh I see so I need to decimate my character to at least 70k?
why?
what do you mean by "retopologise " it?
Maybe u can get away with decimation if u fix all the faces and normals in maya but no chance to animate
Rework the whole models surface
hmm can you please give me link or tutorial on how to retopologize? or you mean I need to start all over?
so basically, your aim is to lower the polycounts right? and retopologizing is a "proper" way of doing it?
if I just need to make my polycounts lower why can't I just use decimation then? (i'm using zbrush)
Press the wireframe and have a look and u will see
I'm gonna use the basic animations of UE (running,idle etc ) and I got my own animations, now if I retopologize this one and make it smaller , will it affects the animations? in skin binding it the bones are attach to the polys right?
Il be suprised if ur thing will even remotely animate or weight in that state
the problem with your model tian is that when you decimate it normalizes the flow of your polys and averages them. Since a decimated model doesn't flow the same way the muscles of the human body does
there will be complications
think about it
Kinda but its not really muscle flow
Its skin control your after
Tldr decimate is retarded topology
so I really need to retopologize this? point by point?
say your biceps move from your deltoid to your elbow joint if your polys are going to be facing all direction
Try youtubing it
your muscle is gonna move above the skin with random jagged edges
or it will pop itself
Its not about poly direction its about flow for vertex control
@warm mountain yes I get that one thanks to your example, like in legs right? or fingers
i see Halc
so basically I need to retopologize those areas onle?
Uv got it right
all of it
Just worded wrong thats all
yups I get what you mean Hal
U need retop the whole char
I need some facial animations and currently working on it now, if I retopologize this one I think I'm gonna encounter some problem in animations?
english is not my first language not very good with the terms ๐ฆ
Of animating that current face
me too @warm mountain
so my first step sir @pallid compass is to retopologize this one? WHOLE BODY then after what should I do?
it will lower my polycounts right?
that depends on how you do it
It should do
U need to go research pipline for chars
Seams like yout looking in the dark
Once its retoped its rdy to animate
oh after retopologizing this one I can now export this as FBX?
Hello guys, does anybody know where I can get ARTv1 tools?
marketplace doesn't allow me to isntall them for 4.17
@unreal quartz Not sure what that is but some items on the marketplace have not upgraded their products for 4.17 compatibility yet. In some cases, you can import them into a 4.17 project either way. If not, you can create a new project in 4.16 with the items you purchased and then migrate everything into your 4.17 project. You can do this via migrate or, worst case scenario, manually by moving them in the explorer.
If all fails, reach out to the developer (they usually have an email listed) and ask them if/when a 4.17 update is coming out
Thanks
Please welcome @shut stirrup to the community! :beers:
Also, please note that not having a 4.17 update isn't (always) the developer's fault
The marketplace is taking longer than usual to update to 4.17, one of my plugins, ConfigBP, took almost a month from me sending them the update to it going live ยฏ_(ใ)_/ยฏ
thats why i only get open source plugins
so i can fix the couple errors myself if needed
You get the source for MP plugins as far as I know ๐ค
I tend to like open source plugin too, but releasing open source plugins unfortionately doesn't get me a computer that is actually caphable of running UE4 properly ๐ค
I do have at least one open source plugin though ๐
there are plugins outside of MP that are closed source
those are a minefield
never use them
becouse then you cant use them easily on custom engine versions
Yeah, true
And you can't? ๐ค Wasn't aware, but that sounds like a PITA ๐
I'd understand it if they'd linking a static/dynamic lib for their own source, but not providing any ue4 source? Ouch
(I belive substance does this, an open source ue4 plugin, but dynamically linking the proprietary substance parts)
thats fine
the issue is that then you cant port it to other places
for example i cant use the substance plugin on ps4
Ah yeah, forgot about that
PS4/console/etc. is pretty hard to support as a plugin developer though
And mac is too in a lot of cases, but when you have all of the source, it does indeed become a lot easier ๐ค
for example, right now im using the houdini plugin to try bullshit
i have tested, and it works on ps4
i just trick it into thinking its building for the Switch, and it Just Works
becouse the plugin disables all its "editor features" when compiling for mobile or consoles
lol, nice
so it doesnt link for the houdini runtime or anything
and it works
of course, i cant generate new stuff
but houdini is not for genereating stuff realtime
its for generating it at editing time
the realtime stuff doesnt need a plugin
this 3d smoke im investigating with is made in houdini, but it doesnt use the plugin
its just a normal mesh with a very fancy material and a magic texture
Nice ๐
saving clears undo historyyy niceeee ๐
Yeah, I believe that got introduced in 4.14
I hated it at first too, it drove me 100% nuts ๐
I'm pretty sure there is/was a setting to disable it though right?
at least keep it around from a few saves back geeze
Yeah ๐
hopefull there is
Sorry to hear you lost work ๐ฆ Hope it wasn't a lot of work
just an hour or so, placing all the start spots on one side of my map. Was working on mirroring them over and accidentally deleted all of them instead of just the ones I mirrored and I constantly hit ctrl+s
๐ฆ Man, that sucks
I remember having nearly the same with InventorySystem (marketplace inventory asset I created), I wasn't using git back then (don't ask me why, I know I'm a bloody moron for not using vcs), and remember loosing a ton of UMG work
ahh yeah I push like crazy, but didn't realize I couldn't undo anymore after saving
I'm not finding much on disabling it
Are there any artists that are looking for creditable work? I need someone to design my games characters, will provide full credit and make the artist a character within the game! can be 2D /3D or both preferably.
yay I got it back ๐
it had a backup under Saved/Backup instead of Saved/Autosaves
Nice ๐
& It could be that you can't disable it, I just remember people saying that when I asked about it
il give someone 50p to shoot me rn, thats how much i hate retopology
Please welcome @proper marten to the community! :beers:
hi
Please welcome @wet flint to the community! :beers:
Please welcome @rigid juniper to the community! :beers:
How do I disable geometry pop in for the sequencer movie render?
objects keep popping into view even though it's supposed to be pre-rendered
Any news on the dynamic GI front?
Please welcome @red fern to the community! :beers:
Please welcome @plush yew to the community! :beers:
Please welcome @edgy otter to the community! :beers:
Please welcome @regal lake to the community! :beers:
Welcome @regal lake oh wait that's me ๐
I could use help though
I am trying to join the Unreal Tournament server but I have to verify my phone number.
Yet it doesn't work at all.
They say my carrier is likely not supported.
Please welcome @vague oar to the community! :beers:
Heyo!!
hai
Can someone help me?
How do I keep the engine from minmizing when I launch my VR Preview?
Please welcome @slim parcel to the community! :beers:
Please welcome @fleet creek to the community! :beers:
Please welcome @vague night to the community! :beers:
Please welcome @olive rock to the community! :beers:
Please welcome @smoky siren to the community! :beers:
@vague oar what do you need help with?
how does GetNavigationSystem() work if you have multiple nav meshes? ๐ค
and would you ever want to have more than one?
@zinc bison Your natural reaction to this should be to go to UE4 GitHub and search for GetNavigationSystem code .... and just see for yourself :p
Hahah fair enough
But I am curious if there are reasons to have multiple navmeshes
like from a design perspective
which isnt really something I could figure out from code
most examples i had seen if theres possibility of multiple result is either by getting already established varable or return first found
Please welcome @wild knoll to the community! :beers:
Please welcome @full spire to the community! :beers:
Hey everyone I finally came around to join the conversation here ๐. What are the best or most comprehensive tutorial in regards of the multiplayer? Sessions, server browser, replication etc.
What does one do if you susspect your pack is being pirated from the market place
Please welcome @plush yew to the community! :beers:
Please welcome @hard thorn to the community! :beers:
there is seriously no way to rotate multiple actors around their own pivots :/
hopefully this gets adopted
maybe through bluetilities
what cpu are y'all usin?
@tiny prawn yeah, it's just so basic it needs to be in the product
Hello Unreal folks, I havea question - How do I make these control point sprites smaller
I know I can toggle them on and off but I want to scale them down a little
or alot rather
@storm venture I'm using an i7 5820k, why?
i'm building a new computer soon and i'm scouting for a new cpu, i'm using an i7 4790k right now
don't get 5820k
I have one as well
it was a great chip in 2014
not so much anymore
Especialy with CoffeeLake
next month
well yeah, theres obviously no reason to buy an old CPU now
Wait for CoffeeLake
That 6/12 will be pretty nice
and IPC is way better than the 5820k
I mean, there's really no erason for me to upgrade
If I did..I would go Threadripper
For a Build Workstation PC
if I would upgrade I would chose a threadripper now
Yeah
Right now, TR is the shit
BUT
the new CoffeeLakes...
that 6/12 is beyond sexy
The IPCs on that thing are so tuned
well its 6/12 with only 4 ram slots though
Meh
Yeah I have a i7-4770K @3.5
I mean, really, you can get 8GB sticks
hey about these large sprites, does anyone know how to scale them down a bit?
isnt i7-6850k 6 to 12?
@safe rose 4*8 would be stupid now
only ran into a few issues...because photshop sucks
32GB isnt enough
32GB is actually probably still overkill
32GB was at times still annoying, so I upgraded to 48GB
Well, that's only because I was doing stupid shit with photoshop
I don't have an RAM issues anywhere else
yeah 32gigs is nice, I found this setting called "billboard scale" but it doesnt do anything.
I have with UE4 and chrome
I mean, if you have 50+ tabs
I always have chrome running with 100+ tabs in the background
....
Anyway
@storm venture If you want a nice longterm, high core count workstation. Go Threadripper. But, if you don't need the cores. 6/12 CoffeeLake next month is your best bet.
Especially if the prices are true
I wouldnt count on those "next month" though. you dont know if its a paper launch
100 tabs is alot, I found I can toggle the sprites with "G" but I want to see them just make them smaller
That they are trying to compete with Ryzen/TR
well i'm planning on blowing around 2.5k on this build
threadripper looks nice but i have no experience with amd
intel is rushing stuff due to ryzen, so they might only be available in real quantities in 2-3 months
you dont need any experience
if you want to spend 2.5k, go threadripper
@placid agate are you asking a question?
yeah I am trying to
Then please do
sorry to interpt your rig spec chat
I How do I make these control point sprites smaller
https://i.imgur.com/ota7Q5R.jpg
On the right side, details tab.
Under Rendering
Editor Billboard Scale
GGWP
Unless you are asking about the move thingie
Nah, you said sprites
I am using 4.17.2, I dont see render
sorry to be a pain I am sure I am overlooking it
someone told me the same thing you did but I think maybe its changed on the new version of UE
That is in 4.17
I dont mess with landscapes
but let me see if they have somethign similar
@placid agate how do I get one of those actors?
What's it called?
guess I gotta create landscape first
terrain/manage/edit splines/
I know right!?
I am going to guess
Thank you for your time trying to help I appreciate it
I will keep looking online and see if I can find an answer, will report back in here if I find the answer
AMD Ryzen Threadripper 1900X
should i do it?
@placid agate hmm
Not sure wtf this does
But, if you change width, it makes it smaller
But... I don't know what that does (assuming it actually changes the spline's width)
is AMD Ryzen Threadripper 1900X overkill for ue4?
yeah but thats under the rendering yeah? I dont see that unde the spline section
i imagine blasting through lighting builds and that makes me feel warm and fuzzy
@storm venture nothing is overkill for UE4
if you build lighting or compile shaders or just compile the engine you always want to have as many cores as possible
time you dont have to spend waiting you can spend working on your game
ill probably get the 1900X but my wallet wont be happy
if you planend to pay 2.5k for that build its not making it any more expensive
@storm venture I wouldn't get 1900x
I'll be honest. If I were going to upgrade and it was a TR build
It's all or nothing
1950X
Or even the 1920X
But I already have 6/12
So, my reasoning is different
keep in mind, i'm a broke-ass university student
you are the one who said you want to spend 2.5k
yeah for the whole build, not just the cpu and mobo, lmao
400 mainboard is already quite expensive
well, you will definitely be below 2.5k
my original plan was getting a gtx 1070 but i cant mix that with amd, can i?
ive only ever used intel
lol sure you can
or get a few SSDs, they are super cheap now anyway
lmao
get a 1950X and a gtx 1080
You guys didn't see this?
yeah that tweet was funny
?
like Apple; p
If Nvidia would prase Vega then it would be shocking
Nvidia can be happy that AMD is only competitive against Intel at the moment
From a huge competitor
1080 ti's are like a grand, lmao
Yeah, AMD GPUs are still poop
I would get a 1080ti if I were upgrading
I already have a 1070 laptop
im using a gtx 970 for my pc right now, ill probably be happy with anything else
you can also just continue to use your gtx 970, its not like its bad
Where's mine?
delicious
I mean, seriously, I have no real need to upgrade
I would just be, for the sake of it
TRv2 hits next year
So does Ryzen2.0
Along with Volta
And whatever the hell Intel is doing
here my new PC
ignore thsoe udnerperforming harddrives, they from my old PC :p
they all used up
this should be fun
let me close out of editor
everything is stock settings
I keep forgetting to put back my OCs
probably would help me out a bit while compiling
I think we will see 12 core CPUs on AM4 in future if AMD figure way to make 6 core CCX for Ryzen
that means 24 core threadriper and 48 core Epyc
holy crap so many SSDs
Need to grab some TB SSDs
lol
Yeah, and I have one more from the GameJam
I keep forgetting to install
I don't even know where it is
I have a few M2s in my laptop
and Main drives are SSD also on that thing
They are so cheap compared to 5 years ago
still quite expensive :>
My 5820K is beating out that Ryzen
Not in multicore ;3
well
faster compilation times baby
but we both got 88.5% so i guess its draw
I might upgrade if i will have money when there gonna be last CPU in AM4 line
they say it might be alive to 2020
That's the way to go with AMD
Please welcome @warm nimbus to the community! :beers:
You guys ever run into really slow BP compile times without maxing out any system resources? Nothing is utilized above 40% but its taking like 2-3 minutes to compile a simple BP now
only explaination I can find is that there are tons of intances of it in my level, but still - why not max out my CPU if its that intense?
BP logic is fairly simple too, nothing crazy
@kind pumice version?
any macros?
nativitized?
(though the last one, should technically NOT do anything until you actually build your game)
4.16.1, not nativized, no macros
the blueprint that I change isa child blueprint of a shitload of BPs on the map though, there are like 1,000 instances of it at least
The doors
talking about the doors on the rooms, doors are a child BP of the room Bp, which is a child BP of the entire cluster's BP
wondering if nesting BPs inside of each other is part of the problem, not sure how buggy/laggy that gets
Just to give an idea of how many I'm talking about LOL
@kind pumice its likely because you have so many, yeah
blueprint compile is singlethreaded I think
ahhhhh
single thread explains some things
I was just staring at my low CPU% wondering why its not on fire, doing its job
you should try 4.17
it has that new blueprint compilation stuff
they completely changed how blueprints are compiled
I guess it helps with stuff like this
my sexy lighting depends on nvidia's volumetric lighting build, but I bet they've made a 4.17 by now
will definitely check it out
๐
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@kind pumice have you looked at UE4s volumetric lighting?
UE4 has volumetric lighting?
yeah, since 4.16
how's everyone doing tonight
Anybody working on anything cool?
lets hope everyone is ๐
sort of
Is there a way to trigger a global event?
Or some kind of way to trigger an external event
I was interested in, whenever an enemy gets hit, they send their position to an event that draws text in 3D world coords
Event Dispatchers
BPI
DirectCasting
I mean, either of them, with the proper reference will trigger it
You can simply put the reference in GM
So by direct casting you mean calling a specific blueprint to trigger and passing in some values?
I use an interface to trigger my interact / release functions
k
O_o That's not passive aggressive or anything
omae wo ma shindeiru
I told you how to do what you wanted in your original question
Yeah I know
So, is there a followup?
I was just saying I use interfaces already I just wasnt aware that's how I would do this
If volumetric lighting didn't mean "fog", what would it mean?
it's god rays
and whatnot
through gaps in leaves for example
It's lighting based on the lack of occlusion between a light source
God rays are fog, except when they're a lying filthy screenspace effect.
Yeah so the absence light scattering in particles floating in the air
So volumetric only talks about whether your fog is lit or not
For some reason I think I was expecting light fields.
Guys, I gathered these mushrooms today and my neighbours say that they are poisonous. What do you think, are they?
Why the fuck would you ask that here and also why the hell would you risk it with judgement of people online?
Don't kill yourself.
_>
Not all fungi makes you a fun guy.
Don't eat wild mushrooms unless you grew up in the woods eating said mushrooms
source: grew up in the woods eating mushrooms
That's a really good point too.
Even if it's not poisonous to some people they might have a resistance to the bacteria..
its just so hit and miss. like I knew the 3-4 types that I could eat that grew in the woods around me. But I wouldn't eat a mushroom from somewhere else even if it looked similar
too risky!
theres a bunch of people in california that die from it every year
jesus they even look like your mushrooms
haha they do
R I P @desert spear
๐
I will eat them
@fiery harbor I didn't like the results I was getting from UE4's volumetric fog
I think they are good
@desert spear http://www.imdb.com/title/tt0758758/
Directed by Sean Penn. With Emile Hirsch, Vince Vaughn, Catherine Keener, Marcia Gay Harden. After graduating from Emory University, top student and athlete Christopher McCandless abandons his possessions, gives his entire $24,000 savings account to charity and hitchhikes to Alaska to live in the wilderness. Along the way, Christopher encounters a series of characters that shape his life.
watch this movie
before you do
nvidia's volumetric lighting looks way more like what I wanted
what kind of last name is supertramp
that awkward moment you realize a lot of peoples names are based on their profession
lol
Ancient Greece? The 70's.
It definitely isn't close enough to be the 80's since I know the tech we had in the 90's when I was born.
But it's def' not the 80's so it COULD be the 70's
Thankfully UE4 does not support these volume lights:
https://www.youtube.com/watch?v=8CFv59IvEM8
With volumetric lighting, practically you don't have limitations in game engine. Can manage literally hundreds of them without dropping the frame rate. All c...
that looks like something nintendo would use
tbf thoug that's like first pass volumetric lighting
That looks like something Nintendo REJECTED.
you can do more than one pass on the results of the first pass
and on the second and third
lol
And it's only from 4 years ago, not the 24 years ago you'd expect.
It reminds me of windwaker actually
so whenever that came out is the # ofyears you can use
๐
I guess it is similar to what nvidia's solution does, only directional instead of radial
We have so many faux retro games that use 8-bit but still look better than that.
debug
I really like how UE4 renders line trace debugs in the scene with transparent materials. like how the lines are purple behind the blue window
looks spiffy
Hey look, it's Nvidia's volumetric fog before PBR was invented
https://www.youtube.com/watch?v=DUpOr2zdfwE
Presented at the High Performance Graphics conference in Saarbrรผcken. More information about the paper can be found at http://www.cse.chalmers.se/~billeter/p...
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Does the ue reddit have a section for job offers?
Well i already tried my luck here... i doubt all people use Discord.
the official forum is where you wanna go
Yeah, still i think there have to be more sources... how about twitter?
there's a Facebook group
anyone know how to fix redirectors? I moved a bunch of folders around, renamed, and deleted somethings through the file explorer because im a dumbass - using fix refrences just causes it to crash out the editor
Ideally if there was a way to easily setup if you're looking for this folder it's here instead in bulk
What do you folks think would be the best approach to storing user data? I'm assuming JSON is quite popular but wasn't sure if it should be stored locally in a struct BP or in its own class blueprint. Cant structs in UE4 have functions?
I'm assuming structs in UE4 aren't what I derive from C++ structs :p
what kind of user data?
structs in c++ can have functions, structs in blueprint are nothing more than a container for different variables
I was hoping to hold things like level, hp, etc.
I realize structs can do that but they can't have things like "SetHealth"
that's stuff for a save game usually?
Well I'd like to save the users stats
I thought people would just use JSON or something
But I assume that's not the case
you have save games for that
Would the networked solution be any different?
If I wanted to store multiple players stats?
That makes sense.
I'm assuming it would probably be easiest to use Steamworks API
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Guys, is there a way to change the keys that trigger the Button focus? I mean, when your focus is set on a button, currently Space/Enter trigger clicks. I'm mapping Space to something else and i don't want to go through each button in my UI and set "Is Focusable" to false
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hi guys!! i was just wondering, what is the best way to approach a game with water physics similar to "where's my water?" thank you!^^
So I've been teaching myself C++ to demo a card game I'm making, and the only bit I'm unsure of now is: What would the main "field" area be where you play the cards too? (As far as a text-based version goes). Would it be an array, object or something I haven't covered yet?
IMO depends on how you want to control the layout (well you said text)
Yeah so I'd use an array I think. You could also model each "place" as an object.
If there's nothing at an element in your array (so either nullptr or a struct marked empty or w/e) then either offset or draw an emtpy card or something
Yeah. This is probably how I'll go with it. Maybe change it later on when messing with a GUI.
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Hey people, quick general gamedev question...
Those of you that work a long-ass day job outside of gamedev, how do you manage to buckle down and work on your games after hours?
I'm finding it really tough, and I have a few ideas regarding how to fix this for me personally but I also wanted to see what other people do
@gloomy horizon, I personnaly have a json reader serializer system using macro magic
example of my base item:
BEGIN_JSONSERIALIZER
SERIALIZE_JSON(Id)
SERIALIZE_JSON_UENUM(ItemType)
SERIALIZE_JSON(Name)
SERIALIZE_JSON(Description)
SERIALIZE_JSON(bIsStackable)
SERIALIZE_JSON(MaxStackSize)
SERIALIZE_JSON_ASSET_PTR(Icon)
SERIALIZE_JSON_UENUM(Rarity)
SERIALIZE_JSON(Price)
END_JSONSERIALIZER
I made some modification, but the initial system is an unreal stuff
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noob sequencer question. If i record ie. a sequence with 1000 frames, and i go into Sequencer and try to see ie. Transforms for an object, is it normal that the Sequencer is SUPER SLOW? i mean, i can click on it, and it seems like it's totally locked up
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I'm having issues with lighting in my game. This is a slightly modified version of the TopDown-Example. When standing in a certain angle or distance from my lights, the shadows suddenly changes. Any ideas why this happens?
@graceful falcon the shadow of what?
Just looks like a lighting issue to me
Shadow of light
What type of light?
That's a Point Light Component
The light on the wall is a Blue Print, consisting of a Static Mesh Component and a Point Light Component
The mesh is basically a "V" shape, open at the top.
I will try that, thanks @frank escarp
@frank escarp No more popping shadows now, thank you!
I'm still curious what could cause that issue - because I can reproduce it by simply placing a Point Light anywhere.
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Is there a way you can have a flat vertical surface using lanscape sculpting ??
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man im gonna kms if xnormal does not play nice
Could someone give me an advice on doing exercises from a book?
Please how can I disable that message? I canยดt update to newer driver, it says me, I had already the newest...
It spam me everytime I enable UE44 and I must click on OK, if I don't, it doesnยดt loading.... but when I enable UE4 and go away ("while it loading"), I forgot wait than display that and I must wait again ๐ฆ . So, how can I disable it?
@plush yew uninstall every driver you have
Windows 10 also canยดt find driver, I am tried also unofficial ways
That is the latest driver available for your GPU so you're screwed.
driver updates etc.
Some programs, what I tried, also donยดt help me ๐ฆ
@ionic sedge and canยดt add developers way to disable that message?
I really donยดt wanna buy new AMD GPU, beacuse it showing me that message
And I donยดt want click everytime on OK
Maybe you can disable it somehow, but it's there to warn you that there are issues with your driver.
I know, but I canยดt update probably
I tried too much ways
And official W10 still says me, I have the newest
I'm using data table for weapon system, and the data tables have variables in the weapon specifics BP's, but I want to spawn the weapon to the character to pick up and use the weapon, would I do that on the Player controller BP itself or in the weapon blueprint?
Please welcome @woven rover to the community! :beers:
Or is it possible to pick up any weapon using data table in the character BP?
@heady bridge rephrase
I mean, I can just say yes
Because you can do whatever the heck you want
Lol, I guess that's true
I'm just not sure how I would create a weapon pickup script using a data table so I could pick up what ever weapon I interact with
Ah, now that's a bit more complex
And I am doing something a bit similar
Basically, you are only using the DataTable to get the information you need
The inputs, I would probably keep on the PlayerCharacter
(I will be)
The functionality of the weapons
So stay in weapons
Create a Parent class, BP_WeaponBase
subclass it, BP_Weapon_Ranged, BP_Weapon_Melee, BP_Weapon_Thrown, whatever
In Player Character
Okay, I have weaponBase with function setting all variables, and 2 child classes so far
depending on how you wish to interact with the world
You can probably just do a simple line trace
I was going to do projectiles
oh for pickup lol
yeah...
I was just reading my bp while reading here lol
Anyway, the DataTable is just to get the base stats of the items
it's static
Depending on how you do your logic, you'll be using structs, and setting them to new ones.
Or, as simple as overriding parent default variables
I have a weapon struct, that sets different variables to each row
Since DataTable is only to get stats, is there any point to having a variable for projectile, and weapon mesh? I'm probably thinking it does more than it actually does.
Well
I don't know what you're doing
Where is this variable
I am assuming inside some struct for the DT
But, if this is a "WeaponStruct"
Then, yes, you will want this
Anything that can think of that will be part of weapons
And set them all in ConScript
in Weapon
So, it's easier to just manage everything on one screen
That's what I would do anyway (am doing)
Okay, yeah I have a weapon struct that has all variables for each row on the data table, and I set them all in a function I created
I just don't know how to actually use the Data table in BP's
You read the Name field of the data table and set the variables of your weapon to the information in the data table row.
I have the variables set in a function I created, so I can use the function in each Weapon BP, but I'm not sure how I could use the function to apply to, weapon shooting, or damage, etc
You can also have a DataTable variable and switch it out if you want to change the stats in runtime.
I have the variables on the right side under details on each weapon BP I make, so that's handy, do I basically use the function as a GET " variable" sort of thing?
Yes, you can make changes in the data table file and reimport it to quickly get new values.
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Hello
Please welcome @plush yew to the community! :beers:
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hey, has anyone ever successfully thrown a sequence capture avi into a video editing program?
its turning up black for me, it wont work :\
U should google if any special codecs are required judt incase
i cant find anything on it
Please welcome @potent silo to the community! :beers:
im just installing codec packs hoping for it to work but none are doing anything
yup
im gonna try using movavi and convert them
i checked the metadata of the avi's and they use the MJPG codec which i've installed but it didnt chance anything
oh, watermarks, yay
Then its issue with your editing software
alright, ill see what i can do
Hi, how can I activate auto-LOD? When I try to do so, it tells me "auto mesh reduction is unavailable. please provide a mesh reduction interface such as sympligon to use this feature"
So how can I get sympligon?
(or whatever that allows me to do LOD)
And how do I install this?
Yes, but
Well, I guess I will have to go on unity?
There isnt in-built LOD in UE4?
There is
Per-mesh LOD is a built-in feature in UE4 starting with like
4.16?
You enable it in the static mesh properties
Full-scene LOD is not available in UE4, you would need Simplygon or something else for that. It's possible that you're looking at full-scene LOD while you wanted to use per-mesh LOD
I cant find it
You are on latest version, right?
hi, are there any commercial plugin or project to allow 3d model loading for ue4 ?
i found this https://github.com/GameInstitutes/RuntimeMeshLoader but i would prefer a commercial solution in the hope of having a more stable solution
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I dont know if you find commertial solution for this kind of function
@tawny fossil why would you even think a "commercial" solution would be more stable than some open source library
you should always prefer open source stuff
Anyone here use the tracetag command?
can't seem to get it working for some odd reason
@fiery harbor from my experience a commercial solution is maintained and updated in a regular basis this is also the case for big open source projects but not always for small ones
You can find someone who is willing to maintain that for you, commercially
You get the best of two worlds
Commerical support and it's based off an open source thing
I set up a preview weapon on my socket (right hand) and when I pick up weapon from ground, the rotation is way off, and location, and I have it set up to attach to socket ๐ก so frusterating
for the gun to point in the right direction with correct rotation, the gun in the preview must be upside down, and I have to move the gun backwards behind the socket, so in game it will be right of socket... I dunno what's happening
if i want to make a backup of my project can i do it without the saved or intermediate folders?
@heady bridge you have a negative scale on one of your axis
thanks
Where would I change that?
or is that an issue with how the model was exported? because I'm using free asset for placeholder
@south ridge actually you shouldnt delete the Build folder, that contains data that you would lose
Alrighty, so I made a crappy test gun in blender, and I replaced the mesh with that.. it works perfectly, can't trust free assets these days lol
@fiery harbor You shouldn't back it up though
you should back it up, if you dont then you would lose data
Not regularly
well, I dont see why you would do "backups" anyways, but it should be part of your source control
Well
I don't package and build things in the same environment, so that folder is skipped for me
but you need that folder just like you need the content folder
some content in stored in the Build folder
its the stuff thats only used during packaging, but you still want to have it
Please welcome @grand sonnet to the community! :beers:
Doesn't it only store cooked content and stuff
no
one thing thats stored in the build folder is the icon of the game
the .ico file that will be used for the exe file
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@fiery harbor That's wrong though
At least in my case, the icon is stored in the Source folder
Source/GameModuleName/Resources
Maybe it puts it into build folder if source folder isn't used
@south ridge I dont have any Resources folder there
I'm using 4.15, so maybe something changed in newer versions
Does time dilation effect the tick rate of UE4?
I'm curious because I was wondering how it affects VR controllers.
afaik no, but you can exclude actors from time dilation anyway
See that's exactly what I'd love to do
However so far it appears I can only explicitly define a time diation for a specific blueprint
rather than for all blueprints excluding say, one.
Yes