#ue4-general

1 messages ยท Page 109 of 1

ruby chasm
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Ohh, clamps

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That's what it was

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Thanks

sullen sonnet
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where can i get or buy skyboxes?

fiery harbor
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@south ridge @plush yew you still have the same avatars

south ridge
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I didn't change mine yet

gloomy horizon
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Any reason this doesn't force the projectile to activate again?

plucky reef
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guys can someone tell me a workflow for character models? using Zbrush > ? > ? > ? > Unreal engine

gloomy horizon
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Zbrush -> Scale properly -> UE4

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step 2 is whatever

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blender, most likely maya or 3ds max, but whatever.

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You'll probably rescale / retpology the model in blender / maya / max and bake your normals there as well.

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Zbrush scale is weird

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if I recall correctly

kind pumice
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yes

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maya has to be in the middle for sure, between zbrush and ue4, save your scene and then export FBX

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or whatever modeling program you use. Maya is my sanity at this point

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@gloomy horizon you got to check the box for Reset

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what you show would be making sure it isn't activated I believe

gloomy horizon
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ah ok

ruby chasm
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Supa, are you still trying to figure out the projectile issue

gloomy horizon
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does that look about right to you?

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Nope! Works great ๐Ÿ˜„

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Solved that last night

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Loving the feel, and it's modular so I can artificially make it more impulsive, add special abilities like homing, and more.

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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.

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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

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Super glad I did.

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@ruby chasm I'll send you a video soon!

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Trying to figure out how to do grips properly though

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so I can't grabe a blade by the blade ๐Ÿ˜›

spiral zodiac
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@kindred fable Noobs for i bot?

ruby chasm
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Is there no console command that shows how much time has passed since begin play?

sudden agate
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@gloomy horizon I see you made progress since yesterday ๐Ÿ˜„

gloomy horizon
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haha indeed

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a little bit!

south ridge
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Cool, you got your cloth thingy working

gloomy horizon
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Yeah, haha

sudden agate
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Now implement Cutting Enemies in half and I would buy this ๐Ÿ˜„

gloomy horizon
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Note when doing your own: Add more vertices near the beginning where you want it to be rigid.

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it's super glitchy

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and if you d ont have enough vertices to distribute the weight it'll cause the plane to shift

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@sudden agate I'm inspired by MMOs and Metal Gear Rising actually.

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Not that it'll be an MMO

south ridge
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Sadly we don't have any cloth in our game

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Not even actual clothes are cloth-y

gloomy horizon
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but it'll have elements of the equipment systems in MMO's as well as (if UE4 still supports) slicing rigid bodies

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you can make cloth in like 5 minutes

sudden agate
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@gloomy horizon Will it have spells/ skills aswell? โค

gloomy horizon
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do you have the clothes separate from the mesh?

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It'll have abilities.

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Not sure about spells.

south ridge
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@gloomy horizon Nope

gloomy horizon
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Homing shurikens, Freeze time, basic stuff that's fun.

south ridge
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Our characters wear uniforms that are tight around them

fiery harbor
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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

dire fjord
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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.

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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.

south ridge
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Well, some of those steps don't quite belong to "import a font"

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And more to "make font render properly"

dire fjord
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Well sure..but if it's not rendering properly then it isn't really imported is it? I mean if it doesn't work.

south ridge
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You can check the material and settings for rendering it in the default font material ๐Ÿ˜„

dire fjord
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Is there a tutorial on that? The wiki doesn't mention that. I'm pretty new at this.

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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

south ridge
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Heh. Well. There ought to be a tutorial somewhere

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But you're gonna have to look through content examples & check out engine content and preferrably also get into reading engine source code

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All engine features are used somewhere, so there's some reference to them

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

acoustic swan
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<@&213101288538374145>

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plz help me

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ark dev kit crashing and freezing

grave nebula
fiery harbor
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@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

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

timber lava
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<@&213101288538374145>

south ridge
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Why are you new people highlighting the moderators ๐Ÿ˜„

timber lava
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plz help me

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ark dev kit freezing

south ridge
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Ah

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Just the same guy

timber lava
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<@&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]

south ridge
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Report the error to Ark developers. Moderators are not Ark developers

safe rose
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Ummm <@&213101288538374145> ^

frank escarp
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failed to compile global shader

dire fjord
frank escarp
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what GPU and driver you got?

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also, reinstall the SDK

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@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

timber lava
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sdk

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link

safe rose
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google

frank escarp
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i mean the ark sdk

safe rose
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launcher

frank escarp
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uninstall it completely, and install it again

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update drivers too

timber lava
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ฤฑ am bad english

safe rose
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ni hao

timber lava
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what a letter

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?

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what a search

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driver booster

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ฤฑ have a driver booster

safe rose
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@timber lava Um

timber lava
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ฤฑ have a gt 710m and i5

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ฤฑ playing ark medium

safe rose
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We aren't Ark Devs

timber lava
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ok thxc

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

dire fjord
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You'd be farther ahead coding an entirely new dinosaur survival game than modding the bloated mess that is Ark.

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

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

warm mountain
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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)

dire fjord
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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...

ruby chasm
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@dire fjord Are you overriding attenuation settings anywhere?

dire fjord
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Nope

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I didn't even really change the cue itself jus thooked the file up to output

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even if I choose the basic sound file it sounds like an unholy banshee

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while the preview sounds fine

ruby chasm
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Hmm

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Wave format, yeah?

dire fjord
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Yes it is

ruby chasm
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Can you send me the audio file so I can try and reproduce the issue?

plucky reef
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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?

ruby chasm
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That sound work. I've not used Maya for this but the process should be similar

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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

plucky reef
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how should I cut them down and what is the safe poly count so I can Import it in UE?

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I'm using decimation

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and around 200k poly

ruby chasm
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It depends on what the model is, how many of them you're using in your scene, etc.

plucky reef
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this is my main character in game

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so basically this should be in high quality, by high quality, how many polycounts do I need to consider it as HIGH QUALITY model?

ruby chasm
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200k is way, way too high

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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

pallid compass
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U cant decimate anything and put it in ue4 your gonna have issues

warm mountain
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just curious

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if game models are around 50-80k polys on the high side

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how high are those cinematic models for games like final fantasy

pallid compass
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If ur models 80k then uv got a problem

warm mountain
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is it true they are close to 500k o.o

pallid compass
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There not that high

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Its all about lighting

warm mountain
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fair enough yups

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I thinking of doing a char that has some contortionists animations

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aiming for around 40-50k polys for it

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gonna use clothes to hide the popping of the arm twists

pallid compass
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Define polys

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Quads or tris

warm mountain
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quads

pallid compass
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50k is wsy to high

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Way

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Imo

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But also depends on game

warm mountain
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its going to have at most 6 main chars together at anytime

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and not more than 15 npcs

pallid compass
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Hmm idk man

warm mountain
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its a rather small area

raven cedar
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60k is whay we use in tv for hero characters but that is tv

warm mountain
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i see

pallid compass
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Have fun rigging and painting 50k chars

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U can get amazing high quality chars at 20k quads

warm mountain
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I'll try

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I'm not too sure how much would cut it going to be testing it

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char needs to be able to do some pretty weird moves like twisting his arm 360

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but I'll be using clothes to hide the rig pop

pallid compass
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Thats not really got much to do with count

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More the use of weighting and twist bones

plucky reef
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hmmm then why in some assets, trees comes with 70k?

pallid compass
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Et

warm mountain
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i see

pallid compass
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Etc

warm mountain
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gotcha

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i'll see what i can do and thx Hal!

pallid compass
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Who ever made a 70k tree is retarded

warm mountain
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I was just worried I would need a pretty high density in those regions

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for the weights to perform well

pallid compass
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Start heigh is

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Practice

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Shade some weight off

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Pratice etc

warm mountain
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yups

plucky reef
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have you ever heard of evermotion

pallid compass
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Nope

plucky reef
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Average polycount: 80k.

pallid compass
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Quads or tris

warm mountain
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those are for arch vis though not games

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iirc

plucky reef
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but they are created for UE 4

pallid compass
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Ye

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Use ur noggin

warm mountain
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architects use UE 4 too

pallid compass
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If u could run games that high

warm mountain
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i'm using UE for arch vis

pallid compass
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Why arent people doing it

warm mountain
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just looking to learn its functions for games

pallid compass
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Because 70k trees aint viable

warm mountain
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to expand my career skills

plucky reef
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ohh I see so I need to decimate my character to at least 70k?

pallid compass
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No lmao

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U cant use a decimated char

plucky reef
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why?

pallid compass
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Its gonna have fuck ton of issues

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U need to retopologise it

plucky reef
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what do you mean by "retopologise " it?

pallid compass
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Maybe u can get away with decimation if u fix all the faces and normals in maya but no chance to animate

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Rework the whole models surface

plucky reef
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hmm can you please give me link or tutorial on how to retopologize? or you mean I need to start all over?

pallid compass
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not start over

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Youtube character retopology

plucky reef
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so basically, your aim is to lower the polycounts right? and retopologizing is a "proper" way of doing it?

pallid compass
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Kinda

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More like make the actual topology work in game and animation

plucky reef
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if I just need to make my polycounts lower why can't I just use decimation then? (i'm using zbrush)

pallid compass
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Press the wireframe and have a look and u will see

plucky reef
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this one?

pallid compass
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Jesus christ

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Ye that

plucky reef
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why? is it wrong?

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now what do I need to do?

plucky reef
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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?

pallid compass
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Il be suprised if ur thing will even remotely animate or weight in that state

warm mountain
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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

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there will be complications

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think about it

pallid compass
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Kinda but its not really muscle flow

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Its skin control your after

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Tldr decimate is retarded topology

plucky reef
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so I really need to retopologize this? point by point?

warm mountain
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say your biceps move from your deltoid to your elbow joint if your polys are going to be facing all direction

pallid compass
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Try youtubing it

warm mountain
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your muscle is gonna move above the skin with random jagged edges

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or it will pop itself

pallid compass
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Its not about poly direction its about flow for vertex control

plucky reef
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@warm mountain yes I get that one thanks to your example, like in legs right? or fingers

warm mountain
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i see Halc

plucky reef
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so basically I need to retopologize those areas onle?

pallid compass
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Uv got it right

warm mountain
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all of it

pallid compass
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Just worded wrong thats all

warm mountain
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yups I get what you mean Hal

pallid compass
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U need retop the whole char

plucky reef
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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?

pallid compass
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Just dont wann confuse him thats all

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Uv got 0 chance

warm mountain
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english is not my first language not very good with the terms ๐Ÿ˜ฆ

pallid compass
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Of animating that current face

plucky reef
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me too @warm mountain

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so my first step sir @pallid compass is to retopologize this one? WHOLE BODY then after what should I do?

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it will lower my polycounts right?

warm mountain
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that depends on how you do it

pallid compass
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It should do

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U need to go research pipline for chars

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Seams like yout looking in the dark

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Once its retoped its rdy to animate

plucky reef
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oh after retopologizing this one I can now export this as FBX?

unreal quartz
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Hello guys, does anybody know where I can get ARTv1 tools?

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marketplace doesn't allow me to isntall them for 4.17

ruby chasm
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@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.

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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

unreal quartz
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Thanks

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

vale halo
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Also, please note that not having a 4.17 update isn't (always) the developer's fault

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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_(ใƒ„)_/ยฏ

frank escarp
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thats why i only get open source plugins

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so i can fix the couple errors myself if needed

vale halo
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You get the source for MP plugins as far as I know ๐Ÿค”

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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 ๐Ÿค”

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I do have at least one open source plugin though ๐Ÿ˜ƒ

frank escarp
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there are plugins outside of MP that are closed source

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those are a minefield

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never use them

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becouse then you cant use them easily on custom engine versions

vale halo
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Yeah, true

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And you can't? ๐Ÿค” Wasn't aware, but that sounds like a PITA ๐Ÿ˜

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I'd understand it if they'd linking a static/dynamic lib for their own source, but not providing any ue4 source? Ouch

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(I belive substance does this, an open source ue4 plugin, but dynamically linking the proprietary substance parts)

frank escarp
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thats fine

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the issue is that then you cant port it to other places

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for example i cant use the substance plugin on ps4

vale halo
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Ah yeah, forgot about that

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PS4/console/etc. is pretty hard to support as a plugin developer though

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And mac is too in a lot of cases, but when you have all of the source, it does indeed become a lot easier ๐Ÿค”

frank escarp
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for example, right now im using the houdini plugin to try bullshit

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i have tested, and it works on ps4

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i just trick it into thinking its building for the Switch, and it Just Works

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becouse the plugin disables all its "editor features" when compiling for mobile or consoles

vale halo
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lol, nice

frank escarp
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so it doesnt link for the houdini runtime or anything

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and it works

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of course, i cant generate new stuff

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but houdini is not for genereating stuff realtime

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its for generating it at editing time

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the realtime stuff doesnt need a plugin

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this 3d smoke im investigating with is made in houdini, but it doesnt use the plugin

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its just a normal mesh with a very fancy material and a magic texture

vale halo
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Nice ๐Ÿ‘

upper heart
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saving clears undo historyyy niceeee ๐Ÿ™„

vale halo
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Yeah, I believe that got introduced in 4.14

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I hated it at first too, it drove me 100% nuts ๐Ÿ˜

upper heart
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awesome, just lost some work

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time to redo it

vale halo
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I'm pretty sure there is/was a setting to disable it though right?

upper heart
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at least keep it around from a few saves back geeze

vale halo
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Yeah ๐Ÿ˜

upper heart
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hopefull there is

vale halo
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Sorry to hear you lost work ๐Ÿ˜ฆ Hope it wasn't a lot of work

upper heart
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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

vale halo
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๐Ÿ˜ฆ Man, that sucks

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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

upper heart
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ahh yeah I push like crazy, but didn't realize I couldn't undo anymore after saving

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I'm not finding much on disabling it

crimson sky
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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.

upper heart
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yay I got it back ๐Ÿ˜ƒ

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it had a backup under Saved/Backup instead of Saved/Autosaves

vale halo
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Nice ๐Ÿ‘

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& It could be that you can't disable it, I just remember people saying that when I asked about it

pallid compass
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il give someone 50p to shoot me rn, thats how much i hate retopology

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

proper marten
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hi

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

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

oak linden
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How do I disable geometry pop in for the sequencer movie render?

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objects keep popping into view even though it's supposed to be pre-rendered

timid flame
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Any news on the dynamic GI front?

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

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

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Please welcome @edgy otter to the community! :beers:

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Please welcome @regal lake to the community! :beers:

regal lake
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Welcome @regal lake oh wait that's me ๐Ÿ˜„

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I could use help though

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I am trying to join the Unreal Tournament server but I have to verify my phone number.

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Yet it doesn't work at all.

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They say my carrier is likely not supported.

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

vague oar
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Heyo!!

regal lake
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hai

vague oar
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Can someone help me?

scarlet jackal
#

How do I keep the engine from minmizing when I launch my VR Preview?

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

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Please welcome @fleet creek to the community! :beers:

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Please welcome @vague night to the community! :beers:

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Please welcome @olive rock to the community! :beers:

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

heady bridge
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@vague oar what do you need help with?

zinc bison
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how does GetNavigationSystem() work if you have multiple nav meshes? ๐Ÿค”

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and would you ever want to have more than one?

wild kestrel
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@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

zinc bison
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Hahah fair enough

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But I am curious if there are reasons to have multiple navmeshes

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like from a design perspective

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which isnt really something I could figure out from code

wild kestrel
#

most examples i had seen if theres possibility of multiple result is either by getting already established varable or return first found

plush yew
#

Please welcome @wild knoll to the community! :beers:

plush yew
#

Please welcome @full spire to the community! :beers:

#

Hey everyone I finally came around to join the conversation here ๐Ÿ˜‚. What are the best or most comprehensive tutorial in regards of the multiplayer? Sessions, server browser, replication etc.

safe rose
#

@plush yew Maybe wait for mine

#

pinned

tiny prawn
#

What does one do if you susspect your pack is being pirated from the market place

plush yew
#

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

plush yew
#

Please welcome @hard thorn to the community! :beers:

upper heart
#

there is seriously no way to rotate multiple actors around their own pivots :/

#

hopefully this gets adopted

tiny prawn
#

maybe through bluetilities

storm venture
#

what cpu are y'all usin?

upper heart
#

@tiny prawn yeah, it's just so basic it needs to be in the product

placid agate
#

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

fiery harbor
#

@storm venture I'm using an i7 5820k, why?

storm venture
#

i'm building a new computer soon and i'm scouting for a new cpu, i'm using an i7 4790k right now

safe rose
#

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

fiery harbor
#

well yeah, theres obviously no reason to buy an old CPU now

safe rose
#

Wait for CoffeeLake

storm venture
#

oh that's next month?

#

awesome

safe rose
#

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

fiery harbor
#

if I would upgrade I would chose a threadripper now

safe rose
#

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

fiery harbor
#

well its 6/12 with only 4 ram slots though

safe rose
#

Meh

placid agate
#

Yeah I have a i7-4770K @3.5

safe rose
#

I mean, really, you can get 8GB sticks

placid agate
#

hey about these large sprites, does anyone know how to scale them down a bit?

storm venture
#

isnt i7-6850k 6 to 12?

safe rose
#

32GB should do you good

#

I have 32GB

fiery harbor
#

@safe rose 4*8 would be stupid now

safe rose
#

only ran into a few issues...because photshop sucks

fiery harbor
#

32GB isnt enough

safe rose
#

?

#

lol

#

32GB is plenty

#

wtf are you talking about

fiery harbor
#

well its enough for most

#

but you still get issues, as you said

safe rose
#

32GB is actually probably still overkill

fiery harbor
#

32GB was at times still annoying, so I upgraded to 48GB

safe rose
#

Well, that's only because I was doing stupid shit with photoshop

#

I don't have an RAM issues anywhere else

placid agate
#

yeah 32gigs is nice, I found this setting called "billboard scale" but it doesnt do anything.

fiery harbor
#

I have with UE4 and chrome

safe rose
#

I mean, if you have 50+ tabs

fiery harbor
#

I always have chrome running with 100+ tabs in the background

safe rose
#

....

#

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

fiery harbor
#

I wouldnt count on those "next month" though. you dont know if its a paper launch

placid agate
#

100 tabs is alot, I found I can toggle the sprites with "G" but I want to see them just make them smaller

safe rose
#

That they are trying to compete with Ryzen/TR

storm venture
#

well i'm planning on blowing around 2.5k on this build

#

threadripper looks nice but i have no experience with amd

fiery harbor
#

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
#

I mean they are just to big I cant even see what I am working with

#

๐Ÿ˜‘

safe rose
#

@placid agate are you asking a question?

placid agate
#

yeah I am trying to

safe rose
#

Then please do

placid agate
#

sorry to interpt your rig spec chat

safe rose
#

On the right side, details tab.

Under Rendering

Editor Billboard Scale

GGWP

#

Unless you are asking about the move thingie

#

Nah, you said sprites

placid agate
#

I am using 4.17.2, I dont see render

#

sorry to be a pain I am sure I am overlooking it

safe rose
#

hmm

#

that I don't have much experience with, this is what I was talking about

placid agate
#

someone told me the same thing you did but I think maybe its changed on the new version of UE

safe rose
#

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?

placid agate
safe rose
#

guess I gotta create landscape first

placid agate
#

terrain/manage/edit splines/

safe rose
#

holy crap

#

those things are huge

#

lol

placid agate
#

I know right!?

safe rose
#

I am going to guess

placid agate
#

and I dont see a spot to adjust them

safe rose
#

that this wasn't exposed to the editor

#

from C++

#

for some reason

placid agate
#

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

storm venture
#

AMD Ryzen Threadripper 1900X
should i do it?

safe rose
#

@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)

storm venture
#

is AMD Ryzen Threadripper 1900X overkill for ue4?

placid agate
#

yeah but thats under the rendering yeah? I dont see that unde the spline section

storm venture
#

i imagine blasting through lighting builds and that makes me feel warm and fuzzy

safe rose
#

@storm venture Hmm, nah

#

@placid agate the width is in landscape spline details

placid agate
#

try this though, I am editing the segments

#

v

fiery harbor
#

@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

storm venture
#

ill probably get the 1900X but my wallet wont be happy

fiery harbor
#

if you planend to pay 2.5k for that build its not making it any more expensive

safe rose
#

@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

fiery harbor
#

well yeah, you want the 1950X

#

with the 1950X you will still be below 2.5k

storm venture
#

keep in mind, i'm a broke-ass university student

fiery harbor
#

you are the one who said you want to spend 2.5k

safe rose
#

1k for CPU, 500 for GPU. That's 1500

#

400 for Mobo

storm venture
#

yeah for the whole build, not just the cpu and mobo, lmao

safe rose
#

1900

#

ram, 200

#

2100

#

still under 2500 for a full TR build

fiery harbor
#

400 mainboard is already quite expensive

safe rose
#

Well,

#

I don't fuck around with Mobos

#

I don't go cheap

storm venture
#

yeah but all the 399 mobos are about that anyway

#

X399

fiery harbor
#

well, you will definitely be below 2.5k

safe rose
#

Yeah

#

I was overestimating

#

You don't need new monitors/KB/M

#

you can use old drives

storm venture
#

my original plan was getting a gtx 1070 but i cant mix that with amd, can i?

#

ive only ever used intel

fiery harbor
#

lol sure you can

safe rose
#

or get a few SSDs, they are super cheap now anyway

fiery harbor
#

the GPU doesnt care what CPU you have

#

its all x86

safe rose
#

Red and Green

#

Best combo ever

storm venture
#

lmao

fiery harbor
#

get a 1950X and a gtx 1080

safe rose
#

You guys didn't see this?

fiery harbor
#

yeah that tweet was funny

wild kestrel
#

NVidia dont make CPUs ;p

#

i mean the do CPUs but only ARM SoCs

safe rose
#

?

wild kestrel
#

like Apple; p

safe rose
#

lol

#

It doesn't matter

#

AMD and Nvidia compete in GPU space

wild kestrel
#

They coudl as well say hi to Intel

#

but no in CPU space; p

safe rose
#

But that doesn't matter...lol

#

The tweet was an awesome gesture

wild kestrel
#

If Nvidia would prase Vega then it would be shocking

fiery harbor
#

Nvidia can be happy that AMD is only competitive against Intel at the moment

safe rose
#

From a huge competitor

storm venture
#

1080 ti's are like a grand, lmao

safe rose
#

Yeah, AMD GPUs are still poop

#

I would get a 1080ti if I were upgrading

#

I already have a 1070 laptop

storm venture
#

im using a gtx 970 for my pc right now, ill probably be happy with anything else

safe rose
#

1070 Laptop for UE4 VR Dev Tests

#

Gotta somehow keep this on topic

#

๐Ÿ˜‰

fiery harbor
#

you can also just continue to use your gtx 970, its not like its bad

safe rose
#

Right, 970 is still decent

#

I mean, I barely play games anymore

#

Kind of sad

wild kestrel
safe rose
#

Where's mine?

storm venture
#

delicious

safe rose
#

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

wild kestrel
safe rose
#

And whatever the hell Intel is doing

wild kestrel
#

here my new PC

#

ignore thsoe udnerperforming harddrives, they from my old PC :p

#

they all used up

safe rose
#

@wild kestrel how'd you test?

#

oh

#

big button that says test

wild kestrel
#

yes

#

it runs test in installer

safe rose
#

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

wild kestrel
#

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

safe rose
#

They have to

#

with TR.20

#

TR2.0

wild kestrel
#

TR2.0? :p

#

you mean Zen2?

safe rose
#

i need to learn render pipeline

#

damn HHDs

#

so slow

wild kestrel
#

holy crap so many SSDs

safe rose
#

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

wild kestrel
#

still quite expensive :>

safe rose
#

My 5820K is beating out that Ryzen

wild kestrel
#

Not in multicore ;3

safe rose
#

well

wild kestrel
#

faster compilation times baby

safe rose
#

you got 4 more cores

#

2/4

wild kestrel
#

but we both got 88.5% so i guess its draw

safe rose
#

wait

#

yeah

#

lol

wild kestrel
#

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

safe rose
#

That's the way to go with AMD

plush yew
#

Please welcome @warm nimbus to the community! :beers:

kind pumice
#

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

safe rose
#

@kind pumice version?

#

any macros?

#

nativitized?

#

(though the last one, should technically NOT do anything until you actually build your game)

kind pumice
#

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

#

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

fiery harbor
#

@kind pumice its likely because you have so many, yeah

#

blueprint compile is singlethreaded I think

kind pumice
#

ahhhhh

#

single thread explains some things

#

I was just staring at my low CPU% wondering why its not on fire, doing its job

fiery harbor
#

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

kind pumice
#

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

#

๐Ÿ˜„

plush yew
#

Please welcome @dire tundra to the community! :beers:

fiery harbor
#

@kind pumice have you looked at UE4s volumetric lighting?

floral heart
#

UE4 has volumetric lighting?

fiery harbor
#

yeah, since 4.16

gloomy horizon
#

how's everyone doing tonight

humble badger
#

Anybody working on anything cool?

fiery harbor
#

lets hope everyone is ๐Ÿ˜„

keen birch
#

sort of

gloomy horizon
#

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

safe rose
#

Event Dispatchers

#

BPI

#

DirectCasting

#

I mean, either of them, with the proper reference will trigger it

#

You can simply put the reference in GM

gloomy horizon
#

So by direct casting you mean calling a specific blueprint to trigger and passing in some values?

safe rose
#

and get it anywhere you want

#

no

#

You call the event

#

after the direct cast

gloomy horizon
#

I use an interface to trigger my interact / release functions

safe rose
#

k

gloomy horizon
#

O_o That's not passive aggressive or anything

safe rose
#

nani?

#

I mean, if you have a question, ask it

gloomy horizon
#

omae wo ma shindeiru

safe rose
#

I told you how to do what you wanted in your original question

gloomy horizon
#

Yeah I know

safe rose
#

So, is there a followup?

gloomy horizon
#

I was just saying I use interfaces already I just wasnt aware that's how I would do this

safe rose
#

Ah, that's not what you said... lol

#

But, got it

gloomy horizon
#

Just nevermind I guess

#

:p

floral heart
#

If volumetric lighting didn't mean "fog", what would it mean?

gloomy horizon
#

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

floral heart
#

God rays are fog, except when they're a lying filthy screenspace effect.

gloomy horizon
#

This is probably a better example

keen birch
#

Yeah so the absence light scattering in particles floating in the air

#

So volumetric only talks about whether your fog is lit or not

floral heart
#

For some reason I think I was expecting light fields.

gloomy horizon
#

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.

kind pumice
#

Don't eat wild mushrooms unless you grew up in the woods eating said mushrooms

#

source: grew up in the woods eating mushrooms

gloomy horizon
#

That's a really good point too.

#

Even if it's not poisonous to some people they might have a resistance to the bacteria..

kind pumice
#

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

gloomy horizon
#

haha they do

worn granite
#

R I P @desert spear

kind pumice
#

๐Ÿ˜„

desert spear
#

I will eat them

kind pumice
#

@fiery harbor I didn't like the results I was getting from UE4's volumetric fog

desert spear
#

I think they are good

safe rose
#
#

watch this movie

#

before you do

kind pumice
#

nvidia's volumetric lighting looks way more like what I wanted

kind pumice
#

thick rays, sci fi feeling and all that

gloomy horizon
#

what kind of last name is supertramp

#

that awkward moment you realize a lot of peoples names are based on their profession

kind pumice
#

supertramp reminds me of the 70s

#

not that I was around then

gloomy horizon
#

"Baker, Smith, Supertramp"

#

every time period before the 90's = the 70's for me

kind pumice
#

lol

gloomy horizon
#

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

floral heart
kind pumice
#

that looks like something nintendo would use

gloomy horizon
#

tbf thoug that's like first pass volumetric lighting

floral heart
#

That looks like something Nintendo REJECTED.

gloomy horizon
#

you can do more than one pass on the results of the first pass

#

and on the second and third

kind pumice
#

lol

gloomy horizon
#

smooth it out

#

This guy has way too happy music for this video though

floral heart
#

And it's only from 4 years ago, not the 24 years ago you'd expect.

gloomy horizon
#

It reminds me of windwaker actually

#

so whenever that came out is the # ofyears you can use

#

๐Ÿ˜›

kind pumice
#

I guess it is similar to what nvidia's solution does, only directional instead of radial

floral heart
#

We have so many faux retro games that use 8-bit but still look better than that.

kind pumice
#

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

gloomy horizon
#

Debug almost feels like a shader you could use for an actual scene

#

somehow

floral heart
plush yew
#

Please welcome @ionic mica to the community! :beers:

plush yew
#

Please welcome @snow sandal to the community! :beers:

fiery hemlock
#

Does the ue reddit have a section for job offers?

fiery harbor
#

why the reddit?

#

you have a section in the forum and you have #career-chat here

fiery hemlock
#

Well i already tried my luck here... i doubt all people use Discord.

fiery harbor
#

the official forum is where you wanna go

fiery hemlock
#

Yeah, still i think there have to be more sources... how about twitter?

fiery harbor
#

there's a Facebook group

plush yew
#

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

gloomy horizon
#

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

fiery harbor
#

what kind of user data?

#

structs in c++ can have functions, structs in blueprint are nothing more than a container for different variables

gloomy horizon
#

I was hoping to hold things like level, hp, etc.

#

I realize structs can do that but they can't have things like "SetHealth"

fiery harbor
#

that's stuff for a save game usually?

gloomy horizon
#

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

fiery harbor
#

you have save games for that

gloomy horizon
#

Would the networked solution be any different?

#

If I wanted to store multiple players stats?

fiery harbor
#

you would still use save games

#

probably only the server would save the stuff

gloomy horizon
#

That makes sense.

#

I'm assuming it would probably be easiest to use Steamworks API

plush yew
#

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

jaunty quest
#

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

plush yew
#

Please welcome @vestal drum to the community! :beers:

quick heath
#

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!^^

dawn ore
#

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?

worn granite
#

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

dawn ore
#

Yeah. This is probably how I'll go with it. Maybe change it later on when messing with a GUI.

plush yew
#

Please welcome @lyric bear to the community! :beers:

plush yew
#

Please welcome @ebon frigate to the community! :beers:

woeful pond
#

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

errant lintel
#

@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

plush yew
#

Please welcome @livid hatch to the community! :beers:

midnight igloo
#

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

plush yew
#

Please welcome @tiny pebble to the community! :beers:

graceful falcon
#

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?

safe rose
#

@graceful falcon the shadow of what?

#

Just looks like a lighting issue to me

#

Shadow of light

#

What type of light?

graceful falcon
#

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

safe rose
#

Double sided mesh?

#

Or material

frank escarp
#

@graceful falcon use a spotlight instead

#

after all you are cutting the whole light

graceful falcon
#

The mesh is basically a "V" shape, open at the top.

frank escarp
#

pointlight shadows are 6 shadowmaps

#

1 pointlight = 6 spotlights

graceful falcon
#

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.

plush yew
#

Please welcome @rocky gyro to the community! :beers:

upper iris
#

Is there a way you can have a flat vertical surface using lanscape sculpting ??

plush yew
#

Please welcome @ember grotto to the community! :beers:

plush yew
#

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

pallid compass
#

man im gonna kms if xnormal does not play nice

plush yew
#

Could someone give me an advice on doing exercises from a book?

plush yew
#

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 ๐Ÿ˜ฆ . So, how can I disable it?

safe rose
#

@plush yew uninstall every driver you have

plush yew
#

I tried it too much time

#

and nothing

safe rose
#

(after downloading the new one)

#

then install that new one

plush yew
#

Windows 10 also canยดt find driver, I am tried also unofficial ways

ionic sedge
#

That is the latest driver available for your GPU so you're screwed.

plush yew
#

driver updates etc.

safe rose
#

It's not @ionic sedge

#

Clearly states on there

ionic sedge
#

No it doesn't, that's a UE4 message.

#

There are newer drivers for newer AMD GPUs.

plush yew
#

Some programs, what I tried, also donยดt help me ๐Ÿ˜ฆ

#

@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

ionic sedge
#

Maybe you can disable it somehow, but it's there to warn you that there are issues with your driver.

plush yew
#

I know, but I canยดt update probably

#

I tried too much ways

#

And official W10 still says me, I have the newest

heady bridge
#

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?

plush yew
#

Please welcome @woven rover to the community! :beers:

heady bridge
#

Or is it possible to pick up any weapon using data table in the character BP?

safe rose
#

@heady bridge rephrase

#

I mean, I can just say yes

#

Because you can do whatever the heck you want

heady bridge
#

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

safe rose
#

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

heady bridge
#

Okay, I have weaponBase with function setting all variables, and 2 child classes so far

safe rose
#

depending on how you wish to interact with the world

#

You can probably just do a simple line trace

heady bridge
#

I was going to do projectiles

safe rose
#

Or overlap event

#

what?

#

What's that have to do with picking it up?

heady bridge
#

oh for pickup lol

safe rose
#

yeah...

heady bridge
#

I was just reading my bp while reading here lol

safe rose
#

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

heady bridge
#

I have a weapon struct, that sets different variables to each row

heady bridge
#

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.

safe rose
#

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)

heady bridge
#

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

ionic sedge
#

You read the Name field of the data table and set the variables of your weapon to the information in the data table row.

heady bridge
#

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

ionic sedge
#

You can also have a DataTable variable and switch it out if you want to change the stats in runtime.

heady bridge
#

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?

ionic sedge
#

Yes, you can make changes in the data table file and reimport it to quickly get new values.

plush yew
#

Please welcome @proven eagle to the community! :beers:

dim quiver
#

Hi.

plush yew
#

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

heady bridge
#

Hello

plush yew
#

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

#

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

#

Please welcome @paper crest to the community! :beers:

storm venture
#

hey, has anyone ever successfully thrown a sequence capture avi into a video editing program?

#

its turning up black for me, it wont work :\

pallid compass
#

U should google if any special codecs are required judt incase

storm venture
#

i cant find anything on it

plush yew
#

Please welcome @potent silo to the community! :beers:

storm venture
#

im just installing codec packs hoping for it to work but none are doing anything

pallid compass
#

Does it open normally

#

If uv try some vieeing softwarr

#

Softwarr

#

Ware

storm venture
#

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

pallid compass
#

Then its issue with your editing software

storm venture
#

alright, ill see what i can do

ripe zenith
#

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?

glossy flame
#

Well, uh, download it?

#

๐Ÿ˜„

ripe zenith
#

(or whatever that allows me to do LOD)

glossy flame
ripe zenith
#

And how do I install this?

glossy flame
#

Scroll down

#

Do you see the "register & download" button?

ripe zenith
#

Well, I guess I will have to go on unity?

#

There isnt in-built LOD in UE4?

south ridge
#

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

ripe zenith
#

I cant find it

south ridge
#

You are on latest version, right?

tawny fossil
#

hi, are there any commercial plugin or project to allow 3d model loading for ue4 ?

plush yew
#

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

#

Please welcome @odd wyvern to the community! :beers:

wild kestrel
#

I dont know if you find commertial solution for this kind of function

fiery harbor
#

@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

sinful umbra
#

Anyone here use the tracetag command?

#

can't seem to get it working for some odd reason

tawny fossil
#

@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

south ridge
#

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

heady bridge
#

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 ๐Ÿ˜ก 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

tiny loom
#

if i want to make a backup of my project can i do it without the saved or intermediate folders?

south ridge
#

Yes

#

Skip Saved, Intermediate, DerivedDataCache, Build

gloomy horizon
#

@heady bridge you have a negative scale on one of your axis

tiny loom
#

thanks

heady bridge
#

Where would I change that?

#

or is that an issue with how the model was exported? because I'm using free asset for placeholder

fiery harbor
#

@south ridge actually you shouldnt delete the Build folder, that contains data that you would lose

heady bridge
#

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

south ridge
#

@fiery harbor You shouldn't back it up though

fiery harbor
#

you should back it up, if you dont then you would lose data

south ridge
#

Not regularly

fiery harbor
#

well, I dont see why you would do "backups" anyways, but it should be part of your source control

south ridge
#

Well

#

I don't package and build things in the same environment, so that folder is skipped for me

fiery harbor
#

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

plush yew
#

Please welcome @grand sonnet to the community! :beers:

south ridge
#

Doesn't it only store cooked content and stuff

fiery harbor
#

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

plush yew
#

Please welcome @crystal birch to the community! :beers:

plush yew
#

Please welcome @merry spire to the community! :beers:

south ridge
#

@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

fiery harbor
#

@south ridge I dont have any Resources folder there

#

I'm using 4.15, so maybe something changed in newer versions

south ridge
#

Hmm. Weird

#

I've been using this structure since 4.5 or so

gloomy horizon
#

Does time dilation effect the tick rate of UE4?

#

I'm curious because I was wondering how it affects VR controllers.

paper kernel
#

afaik no, but you can exclude actors from time dilation anyway

gloomy horizon
#

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.

gloomy horizon
#

Yes