#ue4-general
1 messages Β· Page 112 of 1
@rapid oak usually only if you get banned.
was wondering seems like some post i make in here then leave sometime after go missing.........
Is there any way to uncook a map file?
umap
Please someone tell me there is lol I reinstalled my ARK Dev Kit and forget to backup a level file
Please welcome @tight vessel to the community! :beers:
Hi guys i was hoping somone could check out this log for packaging, i have migrated the levels into a seperate project to help with storage space but when i package the game im getting an error π¦
Please welcome @restive wind to the community! :beers:
Allo
I was wondering if someone could help me with a texture question
is there a difference if I, for example, had a giant castle wall with an 8k texture, or 8, 1k textures?
a difference in performance I mean
Please welcome @cobalt cedar to the community! :beers:
@restive wind Hard to say, there's also so many other factors to the rendering overhead involved.
I want to say that 8 different textures is worse for performance because there's some level of "context switching" involved to reference different textures.
But that may well be a naive assumption. While that statement may be true, it's isolating just one factor. Maybe having to iterate over 1 huge array is somehow worse than iterating over 8 smaller arrays, for the GPU I mean.
I think you're just going to have to benchmark this particular case.
Ya like...if it's referencing one small image file I feel like it would be faster? or that it would at least take up less vram?
I just saw a GDC talk where they were saying they wanted to reuse the same texture with different masks
it wasn't clear if it was for performance or workflow
You said 1 8K vs 8 1Ks. Ostensibly, the 8 1Ks would take marginally more VRAM because there's got to be some flat overhead per-texture, besides the actual VRAM for the pixels.
And I do mean marginal.
Again, there really are a lot of potential factors, I don't think anyone can really give you a real answer with reasonable confidence without, themselves, benchmarking it.
Ya, I'm just a long ways off from actually getting my textures in game, it was just a passing thought, and I couldn't find a real answer online
Could test with a blank set of textures. π€·
Problem is you should benchmark with a test case that represents what you're likely to encounter, or else you might get results that mislead.
Well I have a procedural texture generator that I made, that basically just puts different masks on the same original image file
Great for saving time, but if it's gonna break my game I'd have to change it a little
I guess hedge your bets and write your code knowing that there's a possibility you'll have to refactor it for one approach or the other.
That seems like it would strike a good balance of not overengineering prematurely, but also spending a fraction of the time on due dilligence in preparation for a plausible future technical hurdle.
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Write it as if it needs to be able to operate on multiple textures, but only actually operate on a single texture, y'know?
Ya it was originally just to save alot of time in generating the textures with like 5 minutes of work in between each variation lol
and i could make it work pretty much eaither way
There's surely a common set of functionality and structure to both.
So isolating the work for a specific approach is really the due dilligence task.
Nope.
lol help with what?
oh wow I probably should have been in #graphics for these questions
Yessit
Please welcome @fresh scaffold to the community! :beers:
Im asking in here because im not sure which room to ask in but im having trouble importing some Uassets
ive got a folder with uassets an put it into my directory under cotent but when i open up ue4 nothings there :/
You can't just copy paste uassets around.
UAssets can and often do have references to other assets.
These references break when those assets do not exist in the location they were originally in when the reference was made.
If those assets were also made with a newer or custom version of the engine, an older or different verison of the engine can not possibly load them.
Mmm thats probably the problem x.x
sigh
The read me said just drop the folder under content
The engine can not reliably load assets created with a new version of the engine - it has absolutely no way of guaranteeing that the newer version of the engine produces identical, compatible binary layouts to the old.
mildy frustrating that they release new versions so often π
ive got a pretty simple scene atm, could i bring that all forward to a newer version? is there a easy way to do that?
Moving forward is easy.
Moving backward is practically impossible.
And you best be using source control.
Or prepare to feel stupid for permanently upgrading your project and discovering there's some bug in a newer version that makes working in that particular version impossible.
I just honestly use it from an artist stand point making little scenes for my portfolio atm
nothing too serious
Source control, always. π
i dont even know what that is
Well, shit.
Version control is another term for it.
Generally, software that tracks what the latest version of a file is and all previous versions of it in backup.
Saving copies of your file with a number attached for what revision it is is a poor, poor approximation... but... the general idea is that.
so how do i upgrade a project, its currently 4.14 i wanna make it 4.17
Pretty sure you can install 4.17, right click the project file, and switch engine versions.
Ahk will try that thank you π
That said, I don't know if jumping 3 major revisions is going to work without a hitch.
You can try it.
Its a pretty simple scene just a lay out an some materials an objects
Probably fine then.
@idle sail be sure to back up your project fire before switching engine versions and keep 4.14 around for a few weeks
Jumping multiple major revisions ahead tends to be more of a gamble with code, where APIs may have changed a lot.
yeah
files
Yeah, to make it clear, not just your project file, but all files in the entire project.
would be safe to juts make a clone of it?
A clone? Are you using Git?
you can have many engine versions installed and keep the projects working for each version
Sound engine made it great
Okay. Sorry, clone has a particular meaning in Git, which is version control software.
lol im an artist not a programmer π
I would let the launcher clone it but before that I would copy the entire project directory to a safe location and zip it up
I guess clone means copy/paste
kk
Being an artist doesn't change the need for version control software.
stop it
launcher will clone it
with the version control π
No?
but you can copy and past it to a save place before it does it
lol
But clone on source control means dowloading from repo
I agree its probably a good idea
i just dont use UE4 much at all
im using it for this current project but
no but it is slow if have a large project and are not paying for good up bandwidth
Even outside UE4, you're an artist yeah?
will go back to not using it again soon
@loud knoll you don't need to pay for bandwidth if you don't use any.
Please welcome @stiff badge to the community! :beers:
It's not ideal to use local source control, but it beats nothing at all.
It just means you're still in danger if you have a total hardware failure.
I m saying it is slow if you are moving 1 to 5 or more gigs up stream most pro teams put everything in the repo not just code. π
Any PSVR developers here?
I repeat, you don't have to use bandwidth if you aren't going over a network.
You can use a local source control solution.
For reals though, @idle sail, you should look in to artist-friendly version control software, outside of UE4 too.
It will save a lot of tears.
If you've ever had a photoshop file corrupt or something, you know how gods damned frustrating that can be.
Local version controller? Not for me. But if its your only alternative DO use it. Don't pass on it.
i keep upto date with all my artist programs pretty well
Just use it.
I had everything happen... I am giving advice that most people can follow and it is easy to follow for non engineers. π
Or if you've ever had to look at your 50 files named _Revision_Final_ReallyFinal_Reviewed_15_Edited...
Hahaya
oh man im notorious for that lol
Yeah, get you some artist friendly version control software.
It'll also potentially save your harddrive space. Potentially.
Use tortoise git or source tree as a client
Really user friendly
And they have good guides and community support
I'd actually recommend SVN over Git for just artists.
Git is fucking brutal, even with a GUI.
I dno though my computer already cluttered with crap an needs a wipe dont like the idea of pushing more stuff on there
have you ever looked a pure artists work station? It is usally a I nightamre. π no ofense to any anal artists who keep a clean desktop. π
My god wwwww
Vexar once im more gainfully employed maybe
@loud knoll Plenty. I still don't see the point in avoiding even local version control software.
atm im currently starving artist status but hopefully got a job coming up
preach much bro
local version control is making a copy of files and managing it if he is the only one working on it, the getto approach can be better then nothing.
And the local version control system is better than the ghetto approach, costs 0 dollars, potentially saves space... really, what is your argument?
Ok then dont cry if you get the reset bug on unreal and get all your values of all your files to default....
setting up version control is hard for folks man is all I am saying, and it makes working a pain in the ass if you are not used to checking out files and all that.
you are not an artist @livid haven are ya?
Git is kinda trivial aswell, but svn is a cake
Il look into it when i start a company π
my god man
Please welcome @buoyant oar to the community! :beers:
@loud knoll I sense an incoming fallacy.
Dude stop saying that you are an artist xD
who me?
I would like to bring here some artist friends to speak with you abiut the benefits of it since ima a programmer and svn is so complicated apparently even though we say the contrary
Jeeze what did i start π π π
nothing man you good
Im sorry vexar, even with 40 years of experience...
Cool, well, I'm going to keep up with best practices and not forgo advising source control.
We already said what we had to say
If you have any doubt about versiΓ³n controlling dont doubt to ask it
Yeah, we said that.
Pretty sure all parties involved said to backup the whole project. We also advised looking in to version control, rather than saying to not bother with it because the ghetto approach of untennable file name management is totally fine.
Can anyone confirm if Epic have stopped responding to bug reports on answer hub please?
I have two that I really need fixed and they're going ignored, well my one from yesterday hasn't been up long enough but I posted a very serious one on Sep 05 and no response
The one I posted yesterday is going to cause a lot of extra work for a lot less
I doubt they just stopped replying to their major source of bug reports :p
If it's slow, well, it's slow :/
The one I posted yesterday will likely never get any support or a fix
I'm assuming they just don't use ragdolls in Paragon or Fortnite
Then again Paragon probably doesn't need copy pose from mesh
And when I google for answers there is virtually nothing on the topic in the first place
tough niche situation
Yep exactly
guess you gotta be your own pioneer
Waaaa
Yeah, I sympathize with that, but the plural of anecdote isn't data :p
I don't think you can just assume they unilaterally stopped replying to AH just because you see a few that haven't got responses
I am still waiting for them to fix bugs in version 4.12 with the file system so just depends on the internal priorities of Epic, the good news is that they are using the engine to make games so a lot more got fixed in the last few years, I also figure they are all focused on 4.18
the jumping bug seems like something that should never happen
You can test it yourself if you want, I put reproduction steps
And it happened after they fixed the bug I posted ages before that
I saw it you write nice
Meaning their fix just caused another
or is it well I never went to high school or college
And yeah @glossy flame but I looked at some older ones, seems they're way behind
well I tweeted tim lets see if he is repsonds π
@drifting finchSweeneyEpic Dear God Lord Tim, first of his name how far behind are you guys on bug reports? Everyone on vacation or working on 4.18?
5:22 PM - 17 Sep 2017
No, it's a bug
Well, that's kind of shitty. What do you expect to happen?
You want him to come down and yell at us or something?
Its not a bug its your networking
No, it's a bug in THEIR networking
To compensate for it
This is their code, not mine
If u understand it fix it then
Read the bug report properly
Then you don't understand the problem, especially if you're using the words 'root motion'
Root motion has nothing to do with it whatsoever
We use root motion to send curves of floats
To avoid issues like this
Im not ur getting defensive ag
Af
OK, well I'm going to ignore the person who is being a dick while giving advice from a place of inexperience haha
@pallid compass You may or may not be right, but you are being a dick...
He's definitely wrong, if you read the bug report it's apparent
Call it a bug or w/e
My point being
U can fix that ez
Can tell by your post that u dont know whats going on
Also as for me not knowing how to network, that might have been true a while ago, but I've learned a lot the past month and I'm building a multiplayer shooter (which is why I learned a lot), so I do actually know how to use their client-side prediction and UE4's networking
Othetwise u would of expanded on iy
It
There is no client side prediction built in
The only client prediction is in the GPA
I think your trying to say network smootbing
Smoothing*
Where CMC is concerned I feel it's better to let Epic fix it, everything is interconnected in some way, even if I know it nearly inside out I'd still prefer to avoid it, it's why it's so easy for their bug fix to have bugs in it
Do u know why your pinging back
Iv got good few ideas with out even testing it
By sounds of it jump max hold time is causing an issie with no network send over
And client has no direct replication input/ some sort of auth over jump canceling or release
So server is playing tug of war
I think I'm just going to head back to GDL lol
Its not a bug my point is your not setting it up correct
Why dont u try actually finding out
What the issue is
I wish Discord didn't tell you when there are blocked messages, that's just annoying
Bye
Yeah yeah
Bloody potato :,)
networking support no work for me out box
must be bug
Please welcome @warped hill to the community! :beers:
Also <@&213101288538374145>
U can mod all u want man
I came back here thinking maybe there would be a more focused community here
Please welcome @unreal comet to the community! :beers:
Its not working
@livid haven what was it u use to say to me
99%its the user and not the engine?
I'm remaining well away from this little fight.
Yes, most of the time the issue is the user and not the engine.
Well, it's pretty one-sided but you can call it that
Thats the point im hust trying to make
I'm just trying to get my issues solved, and it's frustrating me
You've generally been difficult for me to help out because of your attitude, but he's also being inflammatory.
In like 5 mins
So this is generally a shit show all around.
^^
ok so where do i go to upgrade a project to the latest version?
Im pretty chill but u cant keep shrugging off what im telling u
When u could find a solution
Easily if u where listening
I always blame myself first and am always surprised I find a bug if it is real, I found a bunch of landscape bugs and they fixed most of them. Still want them to add the wire frame color change feature I asked for 2 years ago, but I don't have high expecations.
I have no idea if either of you is actually correct or not, but at this point I just don't even want to get involved. You're both being pretty hostile about the whole thing.
I can already see most of the issue from your report
I don't need help with the issue, it's an engine bug and I was trying to find if there's some sort of delay on Epic's end
Im not being hostile at all
I have a dumb question for anyone, how do you see the wire frame color on collision volumes the post proc is making it very very hard to see is there a way to increase the size of the wires themselves?
See your shrugging it off
So when someone is trying to push advice (that's incorrect) on you it's just irritating
Aa a bug
@drifting finch Saw you typing - someone accidentally tagged you while copy-pasting a tweet.
Wasn't actually meant for you.
Do u understand why the dedic is pulling your pawn down?
Thats serious question btw
Im actually trying to help you
Not u the other guy
I feel like your experience with one person probably insn't exactly a litmus for the whole cummunity on this discord @mint sequoia
You're right @restive wind
Im sorry if i come off as hosyile vaei
I am generally trying to help
yeah we are all trying to make games and learn stuff and you know we are all brothers and sisters so just chill guys its all good. π
Yeah im not being hostile at all
Iv askef u questions and u have reflected them
And just grabbed on to labling it a bug
I've seen you in the substance discord Halcyon I know you're not hostile lol
If its such a issue for u then i dont understsnd why u would not accept my input
Ah thanks hal
Been in here for like a year and a half
I've never tried to develop a whole game before XD
I run my own company
Just got into digital art like a month ago
I've painted/sculpted for years though
tyty
Got any work?
My wife bought me a wacom, so I've been wearing it out
Ya I've been trying to make a procedural texture module lol
i also use wacom to sculpt, using a mouse is just insane lol
which is weird because it's not anything like physical art
Oh I sculpt with the wacom
But I don't have Zbrush
just blender
Oh dam
zbrush is nice with wacom
its all about the pressure pen
Please welcome @proper raft to the community! :beers:
But honestly I've been digging into substance for the past 4-5 days
Making textures is really fun lol
Looks great
Im trying to figure out good pipline for hard surface texturing
Im not really a modeller
Um...
I do engine focused stuff and programming
I normally use master material with id, scratch&grime, RMA, Normal input
Iv never used designer
Ok so basically this
and that
were made about 10 minutes form each other
I'm still modifying it, but I've seen a lot of open world games so I've been trying to findd out a way to generate a LOT of textures really quickly
This is true
We use material functions for all base
With full control over it
Abd use macros to break tiling
I have no Idea what any of that means π
I mean i know the words...
So what's a material function?
So basicallt imagine this
I have base material for everything
Plastic, polymere, metal, brushed metal, thick machine paint
Etc
Ya, that's basically what I'm doing here
And i can control everything about them
Roughness min, max, tiling, normal strength, metal, etc
mhm
Now we map these things to uvs
But
We only need a colour id map
Bring id map in, normal map, and RMA
Ya, those two stones I showed you are the same "texture"
We then layer the materials on top of each oghet
Other
And can use grime and scratch maps
Just different masks
Il show u tomorrow properly
so you have to change the engine wire frame mat to get thicker wires? is this true?
not when I am moving with post even with out at 2k its hard to see them
I can see mine on ultra wide 1440p
It's the exact same image file, it just has a different normal for the grout, and a different color gradient
So ya there's one parent image I guess
I was looking for a global editor setting and found people changing the engine wireframe mat to make them easier to see
this should be something in the code imo you shouldnt have to change a debug mat so you can see it
you can change the color so I figured it was in there
I dont normally deflect things but
F ur unsure
Stay the hell awsy from editor stuff
yeah but when I am moving my character with a trigger vol attached and playing the game I need to see what is happening wit h the shape of the volume
U might cause fuck storm in future
Sounds like u got an issue
I can see mine fine when i do that on 4l screen
Can u show image
well I got other wireframe issues the terrain color is dark blue if you are using wire on top of terrain in bright light settings it is very hard to see as well, but maybe I can fix that with a texture change
sure
Also i think volume box visual and wirrframe could not be same
can I post image links here?
yes
or I wouldnt have them enabled
they are right up to the front of the choppa but you cant see them
that trigger is mounted to the front
you can see them fine in the in the bp viewport
I have no trouble see wire in editor when I am not playing
what I am going to do is make my own wire mat with thicker lines seems the fastest way to fix it
Please welcome @plush yew to the community! :beers:
I found a great youtube video of a guy making tron materials and it is over kill for what I need but it will work for what I need to see, also if I make that volume visble during game play I need other players to see it
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@livid haven @loud knoll yes no worries, figured as much π
just out of curiosity...what do you guys think first got you into gamedev?
for me...I think what influenced me most was Starcraft's custom maps
but now that I'm actually getting into it, it's not nearly as simple as making custom maps :<
Well yeah. It's not the same thing, really - gamedev is not a job, it's 10 people's job.
haha right
And the most important one is pretty much communication
I'm still not sure which part of the process I want to focus on either
In my case, it was a casuality xD
For me, it was a dream I had, thanks to a random advertisement for beta testing games.
lol
OwO keep going!
As odd as that sounds, it's what got me into video games, before I knew video games were a thing.
(This, tied to the fact that I've been 'gaming' since I was 3? I think?) I just didn't realize it until then π
What is casuality for you, @cinder iron?
Never in my life i would imagine to program games... Just because i don't know, i didnt thought about it even though i found it interesting. I'm a computation engineer still studying (master and doctor purposes)... And one day i saw some guys programming something about star wars, i remember that one of them was russian and the team was a mess, i had no idea about unreal so i started learning by myself and with some organisation experience i had i was able to organise the team a bit, then i knew people that started to say what was wrong and what wasnt inside unreal (when you come in, you dont know what are the bad practices). Once i realised how easy was doing it badly i started focushing more on the good way of doing the things in all the fields inside my area (networking and Gameplay programming)
Everything happened the first year, around 2014 ~
Don't ask to ask, just ask. π
lol
well
let me explain since someone is here
I made a model in blender(house) and i exported to fbx
(There's 1,534 here, not including staff.)
now i want to add textures to it but it wont work
Did you add material slots in blender?
Try that first π
Mhm!
i want to add the textures in engine
Regardless, anything made in blender needs a material id that will then transfer into unreal, where you can then work on the textures/material there.
i cant find how to exactly add that
Remember, unreal doesn't understand that these things can be painted, or that you want them to be painted.
unless they have
You'd follow the same workflow usually. https://www.youtube.com/watch?v=6gRUUeFteQg
in this tutorial we will apply textures in blender ,we will see the method for blender render and cycles. http://urtuts.blogspot.com
the material id>
Yes.
thanks
This video will give you a general knowledge of it in blender. Do a basic set up there, then transfer to Unreal to complete the texturing process.
alright ill let you know what happens
Remember that Unreal is not a texturing program, so you can't paint onto the model, it will only accept the UV's that you mark up throughout the creation of the blender FBX.
Sure thing. π
Please welcome @high mural to the community! :beers:
video just taught me
how to do it in blender
im still confused on what i need to do to do it in ue4?
Did you follow it through? π
If you did, transfer the textured material to Unreal.
Create a barrel from start to finish including modelling, texturing, uv unwrapping, exporting, and UE4 materials. Designed for the Game Development Club at E...
Please welcome @torpid sail to the community! :beers:
@buoyant echo another question if you are there?
Please welcome @tacit pollen to the community! :beers:
I want to apologize to everyone here. When I joined this place couple months back I wasn't really ready to learn things from scratch . I needed to take the time to grow up and understand what I really wanted. I understand alot of people here can accomplish great things but they push themselves to do better. I was taking the easy way out instead of doing things and learning things 1 by 1. Thankyou again for helping me understand and helping me grow. @sacred crater ty for your assets and teaching me the basics your wisdom really kicked me into gear to understand the infinite possibilites unreal engine has.
Awwwh you're welcome! :)
yes?
can you help me with something ? @sacred crater
I hope that one day I stop being annoyed each time someone fails to understand that he/she should just ask his/her questions, not asking if he/she can ask :/
hey i wanna be polite @surreal viper
I understand that tbh, but it doesn't work too well in a chat like this
because there are potential people who would be able to help you if they would see ur question... but they won't ask you what it is
and last time you asked if you can ask the one who ended up helping you asked you to ask instead of asking if you can ask π
aha
I see why posting random questions without addressing anyone feels weird at first, but that is what works best here, and is better for everyone I think
https://docs.unrealengine.com/latest/INT/Videos/PLZlv_N0_O1ga0aV9jVqJgog0VWz1cLL5f/mI7eYXMJ5eI/
should be a good start
I see there's 4.18 branch on github, can we compile and run it or is it some sort of in-progress stuff ?
right :3
thanks
ooomg I'm trying to understand blueprints
I feel so retarded
some things I'm like...yeah I get that part
but other times...@_@
hey guys
making a house
on blender to
im loooking for it to be 90^2
meters
does that seem about right?
@mint sequoia You need to set up the copy pose mesh to be a child skeletal mesh in the hierarchy for it to work properly when simulating physics.
Pretty sure I said this yesterday too. π
But it would still work if it wasn't a child, just with a one frame delay.
Yeah that should work.
Does your armor have a similar skeleton?
The best option is to use the same hierarchy. You can add bones if you need to though, but the general hierarchy before the new bones (if any) should be the same.
Hey. My game seems to be a bit too trigger happy when it comes to optimization. In the corner of the screen i can see meshes dissapearing. How would i go about fixing this? π
@gray zinc, zealsavvy is a client of mine. I'm here to moderate, not help everyone :)
The skeletons aren't the same, maybe you're thinking of Set Master Pose Component, that requires the same, Copy Pose From Mesh can be different, it only copies animation from bones with identical names, if it was still doing that properly then it should simulate fine @ionic sedge
They don't need to be the same but they should have the same hierarchy before the additions.
That being said I wouldn't mind a mode where the bones are copied without having the same hierarchy, I had the same problem you were having when trying to attach meshes to a head using a bone called head. It didn't have the same hierarchy before the head so it didn't work.
The difference between Set Master Pose Component and Copy Pose from Mesh is that with Set Master Pose Component they need to be 100% the same, with Copy Pose from Mesh they need to have the same hierarchy, but you can add children bones on top of the bones that already existed in the hierarchy.
@mint sequoia I wrote a feature request of the behavior you (and I) want but for now you'll need to use the rig of your character+a bunch of extra bones (if you have them). Forum thread: https://forums.unrealengine.com/unreal-engine/feedback-for-epic/1355564-copy-pose-from-mesh-should-work-even-when-the-hierarchy-isn-t-the-same-modularized-rigs
I might resort to making the change myself eventually, I figured it could be an oversight rather than a missing feature, we'll see
Anyway goodnight, thanks for the assist
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Hello
Hi
Please welcome @fleet lantern to the community! :beers:
if anyone needs a hand with anything today im gonna be around for once π
make my game pls
^^
Don't forget to offer a 50% 30% cut of the profits
and 3% of the profits
and a mother-in-law tossed in for good measure.
to be honest i dont think he is actually around like he said he would be xD
hi
Man im getting sick of quixel crashing 24/7
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Welcome, self
Please welcome @plush yew to the community! :beers:
Oh wow. Didnt knew this discord exists. Always were in game dev league
Welcome
@plush yew +1 Yeah, you can get banned for promoting other discord channels
Especially this one for some reason over in GDL
Must be a discord hilander going on
Popping on to another server to advertise another server is generally frowned upon as spam.
But there's no rule against linking other servers in GDL where relevant and I've pointed several people towards Unreal Slackers from there before.
Well it made me join it ;3 didn't knew about Game Dev League
GDL has its own unreal chat
Much smaller crowd there, mind.
well i join because i figured it not just Unreal, which makes it good place to also be
Definitely handy.
Serious question - have you tried searching on the subject?
I feel like I've heard this issue mentioned many times, surely someone's written about it online?
yes
I tried all those solutions
did not work
ofcourse I searched :p
first thing I did, in fact, did so MANY times before resorting to asking question in a discord lol
?
You say of course, but you'd be surprised at how little effort some people make to resolve their own problem. π€· Wasn't a personal offense.
yeah I'm aware low effort yadda
@proper quiver Just diable the plugins
I'm asking in case I missed something super obvious
Have you tried that yet?
ok, I haven't tried disabling the plugin, I will try thanks
So you tried both changing the setting in Steam to not auto-launch AND tried disabling the SteamVR Plugin for that project?
Lies! So much for trying all the solutions. π
I did set Steam VR to stop auto launching
Sion, UE4 will sometimes start it up, even if the SteamVR option is unchecked.
People have been having to disable the VR plugins to get it to really really stop
Not surprised the SteamVr option isn't enough.
I imagine it's UE4 that's actually starting SteamVR in the first place, not Steam starting SteamVR in response to UE4.
Should be disabled by default as I would assume most devs aren't working on VR projects
Yeah, I'd think the same.
If I had to come up with a reason for having it enabled, it's because the average person diving in to UE4 is horribly helpless and will just shit a brick at trying to start their VR game's development if they have to learn how to enable a plugin.
Hmm, if that were the case, they would have SteamOSS enabled by default
Because that's one of those things people seem to forget when trying to make Steam MP games
I think if someone were to invest 1000+ dollars getting a vr headset, downloading unreal engine and starting development, they are probably smart enough or aware enough to enable VR by themselves
you can't really stumble into this lol
You'd be wrong, Flux. π
yeah yeah..
Have you not seen people writing C++ code, learning UE4, take a potrait orientation photo of their screen on their mobile phone to share their code?
cool, that worked, thanks for helping me, for some reason last time I googled this solution, and saw that exact post, I thought I had actually disabled the plugin
π
and even, for some reason, the PACKAGED version of the game was starting VR which was super weird because my game isn't VR at all
but w/e
If the project has the SteamVR plugin enabled, I'd expect the plugin to get packaged too
Hmm
oh, that's silly
The only way that would start up in packaged games...
would be if you had it checked off
In project settings
What would stop a particle system from appearing in game when spawning it through blueprint?
It works fine if I drag it into a map
because sometimes I forget to check it off on new VR projects
That's an annoying thing too. If I have a SteamVR plugin enabled, it should be assumed that I would want that enabled by default
But nope, it's two separate options
Β―_(γ)_/Β―
@proper quiver Why is it silly for a plugin that your project depends on (by virtue of having the plugin enabled) to get packaged with your game?
I mean, yeah, you don't actually want it, but it is doing the right thing by packaging up all dependencies.
The default may be unreasonable, but if it's enabled it should be packaged.
@livid haven ah because I can imagine building my game in VR (in editor) but not actually using VR in my game (not a VR game)
VR can be an input device for world building etc
Ah.
but w/e π not my concern
I can see that potential workflow, yeah. Problem is that plugins are specified by the project, not local to the user's editor.
makes sense
Though that's an interesting idea.
i cant stop laughing over epic enabling cross platform by mistake
?
Huh.
i find it way funnier than i should
... I wonder if that had to do with our servers going down. X|
lmao most likely
shame that sony are so no no
and wont play with other people
i imagine there is alot of legal stuff behind it though
l o l
man the teaming in fortnite is fucking bad
@primal prairie Get Gud
Get Sum Frends
Hmm, I can't even l33t speak
π
But yeah, that's every Multiplayer game ever created. #PUGlife
noo no
The unreal engine questions being sent to my email are 50% not marked with "Question Matched in". π¦
its against rules to be in teams in Battle Royale @safe rose
its a bannable offense
hopefully they will when they get banned
@torpid ingot Aye, not sure wtf is up with answerhub
I keep thinking I responded to those messages
Since that's how it usually is
Yea. Thanks to that my filters are failing!! D:
hmm
crap is filtered on the forums
I could see shit or fuck
Didn't know crap was a "four letter bad word"
What's the point of banning teaming in battle royale anyway? Is it not the point of the mode to appeal to every type of scumbaggery imaginable? Seems like you'd be banning the players who are perfectly suited for it.
@floral heart Well, seeing how they just want to copy PUBG
I mean, they might as well keep the same ruleset as well
Although, not sure if PUBG has actually banned anyone yet. I've seen plenty of teamups happening in viral videos
Streamers definitely teaming up
sooo.... /shrug
But, if you're trying to mirror a game that made over $100 million in less than 6 months... you might as well copy the shit outta it
Mostly I'm criticising the incredible naivete of having a 'solo queue' that is practically unenforcable. Though probably less of an issue in PUBG if you're less likely to end up in the same instance as your teammates.
Because PUBG has so many players right now.
No idea. But
I do wonder what next year's hit will be.
PUBG concurrent sustainability... I just don't see that being the same next year. But who knows really. We'll see what they do in the next few months.
Gotta gobble every bit of $$$ they can, while they can.
It's pretty much surpased League and DOTA, so if we can expect something similar to what they do for eSports. Could be something interesting to see.
meanwhile... StarCitizen
hey guys, my cpp project is just not being recognized as a cpp anymore by the editor. I don't see the c++ section in the Content Browser anymore and the Compile button on the Editor is basically not doing anything. It's a no op button now.
has any seen this before?
nvm, I think I see the issue.
@gray zinc No, but you can ask your question and one of us may be able to help you with something
@gray zinc in public channel, not via PMs please
@safe rose How could i insert a .fbx file and texturize them in the engine?
Content import pipeline using the FBX format for meshes, animations, materials, and textures.
anyone here have a post build step working that I can take a look at as an example?
trying to copy folder + delete another folder after packaging
hmm, I just changed my deploy method for test versions of my game to rsync to a remote server, and compress there (pak files disabled)
but that makes me think - I may get clogged up with old files a little if I remove them from the game
ooh, nice, rsync has a --delete option
so I guess I can just wipe the build directory once in a while
@proper quiver you can see my bash script here:
rsync -vr WindowsNoEditor userredacted@chozabu.net:/home/userredacted/w2upload/
ssh otherhost << EOF
cd w2upload/
tar -zcvf uracerz.tar.gz WindowsNoEditor
mv uracerz.tar.gz ~/chozabu.net/stuff/
EOF
echo "seems complete?"
I'm actually running it in windows using openswan (a cygwin distro, gives some linux/unix/gnu functionality)
that copies files to my server, compress and places in a public directory
oops, I see ssh otherhost is incorrect! (not yet run this script yet, just chucked command I typed into it)
@vast anvil thanks but how did you get UE to run the script in the first place? are you using UBT/ABT or whatever it's called to do builds off of the editor?
@proper quiver oh, I just do the build off the editor and run the script from a terminal window (that is always open anyhow) at the mo
would be nice to automate more - but I think I am happy with this for now - only takes two actions from me to update existing link
so press build -> when its done run a script automatically
right ok
this ALMOST works but
I can't get a path to the target build folder
if I make it an absolute path it might break for teammates
hmm, I'm not yet familar with UBT or win/powershell commands, so there my guess is probably less usefull than the answers already on that question
sall good thanks for trying to help π
no worries - good luck! It'll probably be easy... once you know how to do it π
@proper quiver if you get it running, would be great to see your setup - I'd sure like to extend it to upload and compress for me too
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ok, something is wrong and I dont know how to fix it
my packaged game crashes with a "fatal error"
but shows no details
it wokrs fine in editor
I have no idea waht ot do
this is the log file https://hastebin.com/dewevinihu.md
ive tried several full rebuilds, but to no avail
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Please welcome @plush yew to the community! :beers:
Aye!
HUUGEE issue here and I can't find a fix
So, when putting these meshes inside my project it says I need to rebuild lighting which I do, and this happens
but then this happens... Almost as if both shadows are mixing
wtf
lol
probably ask in the #lighting channel
Terrifying. @plush yew maybe try posting in graphics, might be better answers / help for ya
Probably too fragmented.
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hey quick question all, this video (https://www.youtube.com/watch?v=4NioWo0B8hc) has a bunch of awesome effects made in unity. I was wondering specifically if unreal can do the more cel-shaded type effects like that video?
Please welcome @plush yew to the community! :beers:
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anyone could give me pointers on how to create a tether between two actors/components? I've been trying with physical constraint actors, but doesn't seem to work like I expect it to
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Looking towards twitter I remember the UnrealBot giving random game ideas when the "Unreal Slackers" where still on Slack. Does this functionality still exist somehow/somewhere?
!gameidea
A role-playing game where you watch dogs for the future of Earth.
@hexed lance that most definitely shows details, an EXCEPTION_ACCESS_VIOLATION means you're accessing invalid memory, most likely null
If you get a dmp file, you can load that into VS and see the root of the issue
If you don't get a dmp, enable "Include Debug Files" in your packaging settings
Also, I don't see any evidence of a lighting channel ever existing, based on posts in the announcements channel
:p
@floral heart thank you π ^^ I loved that feature
@everyone http://pdgconf.com
Anyone here with access to the Microsoft Mixed Reality headsets that have 2 seconds to answer some questions?
@warm pelican Oooh, neat. Will have to check that out.
Will need to do some research, but I could see about being a speaker.
Please welcome @scenic stump to the community! :beers:
Hey guys, I'm reading all blueprints from a folder using UObjectLibrary but its returning the correct blueprint reference but a duplicate of the file with SKEL_ prefix. I can't find any reference online about it. Any idea what this is and how to filter it?
The SKEL_ reference succeds on Actor casting too. (I thought it could be a skeletal reference for my blueprint)
found a reference from 2014 from a Epic Staff about the SKEL_ thing being a bug. π©
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Might interest some of you regarding the state of UE4 official documentation http://timhobsonue4.snappages.com/blog/2017/09/16/9-16-17-chris-told-me-to-post-something
When I'm asked why I don't post on AnswerHub/forums/my own site anymore, I think this sums up what I've been doing.
@proper quiver I had a glance at PS/UBT - it looks like it should be dooable to call a bash script from it - though it may be easier to write in PS/UBT straight up, here is the latest version of my bash script
echo "Sync complete"
ssh alexpb@chozabu.net << EOF
cd w2upload/
echo "compressing"
tar -zcvfu ~/chozabu.net/stuff/uracerz.tar.gz WindowsNoEditor
echo "compressed?"
EOF
echo "seems complete?"
I just added the --delete to rsync and -u to tar - which should make it remove remote files that are not on my machine, and quickly update the compressed archive
Good question. π
Hey guys I'm trying to follow the C++ Tanks vs. Zombies tutorial but it doesn't work for me. It seems to be using an older version (And the AttachTo() function) and I'm getting errors even when I follow the tutorial exactly. Is there any point in trying to go through it now or should I just find something else?
Try AttachToComponent, perhaps
Please welcome @plush yew to the community! :beers:
this the biggest UE server on dis.?
Yeah
Is UE4 for single makers or for teams?
that depends on what your goal is I guess? π
I've been learning it through udemy courses, I think you def can make stuff alone π
@plush yew don't listen anyone who tell you that "ue4 is only for AAA games/large teams/etc". Just install and try it, it's free
also there are good free tutorials right on their website. And Udemy UE4 course is great as well, but paid.
if you're patient, udemy often offers discounts, you can pick it up for 10 β¬/$
it's a long course, have not done all sections yet, but the first few are definitly worth imo. If you're a programmer already it can feel a bit slow but eh
Please welcome @plush yew to the community! :beers:
@ancient trench if I could now what a "single maker game" and what "team maker game" is I could answer.
just start small
ya. but what is small?
if you're thinking of making mmo's & multiplayer stuff, I think you're overreaching
err well, that udemy course teaches you to make a tank game, it's driving a tank, shooting with it at another tank and some basic AI
- landscape
it's a good tour through the aspects of unreal, the game isn't fun wsoe, but at least you've gone through the process once
i want multiplayer games π³ I do not want a mmo.
well, you can't run before you can walk π
@plush yew: if you don't have any programming experience β then start with tic-tac-toe or maybe tetris or something like that
just to earn some experience before making the game you really wnat to make
then you can make, say, Battleship (Sea Battle) with multiplayer for 2 players
to learn multiplayer basics
i can make rock paper scissors with python
try to make it with new tool (e.g. UE4), maybe with 3d objects or some visual effects. Try to make it both in Blueprints and c++, to make yourself familiar with the editor
it's just an examples, you can try to make anything you want, just it's a question of time
and also if you're stuck with something complex probably you will abandon it and won't complete
ok
can you make multiplayer with paper2d?
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My editor is constantly unable to save worlds, and i haven't the slightest clue why
no editor settings have been changed past quality of life settings for myself
Using source control?
Or were previously and have it off now?
Double checked that file isn't set to read-only?
At the file system level.
@tulip vault
I was wondering how hard do you guys it would be to create a custom widget, I want one thatcombines the rotate/move,scale all in 1 but also have one for free roate, not loced to any specific axis it bothers me alot that this is not posible for placing rocks and such
this thing
blank level?
is rcon something built into unreal engine or some type of plugin?
I can't find any information regarding it
@azure sierra Never heard of rcon before, so I had to google it
wtf was that
testing
wtf testing
that was some strange shit going on in here
oh there it is
wtf
@maiden swift
testing
Okay, I think there's some illegal bot action going on <@&213101288538374145>
@azure sierra https://wiki.unrealengine.com/Server_Administration
^ read that for rcon
ah thank you
?
Why does it only happen in here though?
Testing this out one more time
Now I have to spam
I think the culprit ran away
It's gone now
What a shame
lol what was it?
boop
hmm...
oh wells, it's gone now
Some bot, was copying our messages
and displaying them
for a very quick second
and then deleting it
very odd
Β―_(γ)_/Β―
Maybe admin bot to catch people who shittalk and then delete their own messages, records them
you really think unrealbot got a new feature?
I gotta wonder why it'd even post
Not like you'd even need to for testing that
Though if its a bot I wonder...
!help
@worn granite, Sent you a DM with information.
!info
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it was super weird for me too as user list wasnt loading that time
@livid haven there's no read-only shenanigans happening, and it happens to every world level file
Taken a look at the logs to see if there's anything in there that could be helpful in diagnosing this?
Output Log works
Just look immediately after attempting to save
alright i'll find a log
yeah i gotcha. unreal is being slow processing some new materials
i don't have an SSD to put it on
looks at Fortnite workspace...
... yeah... I don't have a big enough SSD for this...
i'll try to get a better image in a sec, Unreal decided to clutter the log after this
no
has any 1 used the landscape auto material
Newbie here.
Rotating the camera with right-mouse + drag uses a different pivot point in orthogonal vs perspective projection.
Is there a way to have the perspective view behave like orthogonal? (ie, rotate around the focused object, rather than around camera position)
You can do that by holding Alt and then left-click+drag
@white magnet Thanks. Is there anyway to have it as default, ie, not to have to use Alt?
(Is there any rationale for making ortho and perspective behave differently?)
Unfortunately I'm not seeing anything like that in editor preferences.
Please welcome @upbeat kettle to the community! :beers:
I have a general question - I have an effect I'm trying to create that I'm finally giving up on just winging it, and need help - is there a particles/effects channel here? Would I be better off taking it to #legacy-physics ?
@white magnet Cool, thanks anyway π
So simple question most likely but while watching speed level design vidoes I was wondering when people spam terrain assets all over the map, duplicate and stack them does the engine render out the whole asset during runtime or just the faces shown to the camera. I'm assuming its the second answer. Does spamming assets everywhere in speed level design reduce performance if it used as an actual level which would make a selective approach more viable? I get that the speed designs are great for rapid prototyping.
Anyone get this error when using remote build for mac (from windows)
LogPlayLevel: UnrealBuildTool: ERROR: System.FormatException: Input string was not in a correct format.
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@dire storm renders the whole asset unless you managed to figure out realtime backface culling
Back faces are not drawn by pixel shader, but they are absolutely processed by vertex shader
The reason people spam assets nowdays is cause vertices are usually cheap
Occluded faces may or may not be drawn too
Yeah, that distinction is what I figured needed to be made.
So yes, spamming terrain assets is probably OK, but those assets must be prepared properly
Cheap shaders etc
Reminds me that we had horrible performance issues in Smite for a while until we realized the problem was our damn trees.
You could see between them enough that practically the whole "jungle" was still being rendered.
Your framerate would steadily increase as you moved towards the enemy base, because more and more of the map was behind you, rather than having the entire map in front of your from when you spawned, and most of it not being occluded due to the trees not being thick enough (be it tree density or trunk thickness)
A mesh chunk will be rendered if at least ONE pixel is visible
Which is bullshit sometimes btw
Imagine you have two meshes that fit to eachother perfectly
Now imagine that due to going away from world origin, there is one jittering pixel in it
And you can see some of the level through that pixel
Thanks for the feedback guys! π
And suddenly it renders something π
Not feasable to count it I guess
I'm just gonna put additional sealing polygons in some places on some meshes to ensure that in our game tunnels are well sealed
Sion you worked on Smite? Thats awesome if so.
I did. Was actually the worst 2 years of my life. ^^()
I was supposed to work on Tribes. I got bait and switched with Smite on day 1 of the job.
And the rest was dealing with a toxic work environment and an overbearing, egotistical, micromanaging boss.
But, it was experience with UE3 and a sufficiently big enough title that I was able to land a job working on UE4 itself through another company that was contracting for Epic.
I hear ya. I was a nuke in the navy for 8.5 years. I'm well aware of terrible work environments. I'm completely new to game development but as a gamer for most of my life I would rather do something I enjoy. Getting a fresh start is nice. Just take the bad stuff and learn from it, builds character π It could always be worse!
Yeah, I could have been a woman at Hi-Rez. π
Sounds cool @livid haven
You could be 33 just starting off learning game dev. See, things could be worse.
But, it is what it is. That's like 5 years ago now.
You're a very notable member of this discord, I keep seeing you around in positive way all the time π
whats up chat
I've been dumping around 10-12 hours a day on crash course learning as fast as I can. There's so much stuff to learn!
@dire storm if u need help i can on 1on1 bases
@south ridge I try. In fact, I've been saying for well over an hour now that I'd stop this, go have a beer, and watch Made in Abyss. Yet I'm still here trying to help out because I can't let questions I can answer go unanswered. X|
Was going to setup a Patreon soon, but I need to get a lot of other ducks in a row first, nevermind wrap up some big tasks on Fortnite that are causing me to pull allnighters.
wat kinda games yall into?
Currently avoiding the blackhole of spare time that is No Man's Sky and Subnautica.
@grave roost Thanks man I'll def keep that in mind. Right now I have 800 hours of tutorial vidoes and the entirety of the UE4 learning to go through as well as working on a few basic udemy courses I picked up on the cheap to get my chops wet. The biggest issue I'm having is staying focused on really learning every bit of the foundation and what everything means. I catch myself daydreaming or mentally taking an idea and running off with game concepts.
I like strategy games, mobas, jesus I should just say I like all games... except for horror games. Not a huge fan. Heroes of the Storm is my weakness. I will not discuss how many hours of my life I've thrown into that game but lets just say my account probably has a significant impact on avg hours played per player lol
I'm interested in learning how to build relatively low poly city builder type games, rpgs. Right now I'm just doing the basics provided in tutorials. Figuring out why and how everything is done then building from there.
How did yall get your start in game dev?