#ue4-general

1 messages Β· Page 112 of 1

uneven fractal
#

wow I think I've gone in too deep I recongized that rocket league was made in unreal 4 from just seeing the pause menu in a screenshot

buoyant echo
#

@rapid oak usually only if you get banned.

rapid oak
#

was wondering seems like some post i make in here then leave sometime after go missing.........

sharp crest
#

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

plush yew
#

Please welcome @tight vessel to the community! :beers:

unique spire
#

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 😦

plush yew
#

Please welcome @restive wind to the community! :beers:

restive wind
#

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

plush yew
#

Please welcome @cobalt cedar to the community! :beers:

livid haven
#

@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.

restive wind
#

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

livid haven
#

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.

restive wind
#

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

livid haven
#

Could test with a blank set of textures. 🀷

#

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.

restive wind
#

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

livid haven
#

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.

plush yew
#

Please welcome @reef canyon to the community! :beers:

livid haven
#

Write it as if it needs to be able to operate on multiple textures, but only actually operate on a single texture, y'know?

restive wind
#

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

livid haven
#

There's surely a common set of functionality and structure to both.

restive wind
#

Like...that's the same image file, different masks and gradient

livid haven
#

So isolating the work for a specific approach is really the due dilligence task.

gray zinc
#

Hey

#

can somone hel.p me

livid haven
#

Nope.

gray zinc
#

...

#

ok

restive wind
#

lol help with what?

#

oh wow I probably should have been in #graphics for these questions

gray zinc
#

hal

#

come to graphics

#

@restive wind

restive wind
#

Yessit

plush yew
#

Please welcome @fresh scaffold to the community! :beers:

idle sail
#

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 :/

livid haven
#

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.

idle sail
#

Mmm thats probably the problem x.x

#

sigh

#

The read me said just drop the folder under content

livid haven
#

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.

idle sail
#

mildy frustrating that they release new versions so often πŸ˜…

#

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?

livid haven
#

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.

idle sail
#

I just honestly use it from an artist stand point making little scenes for my portfolio atm

#

nothing too serious

livid haven
#

Source control, always. πŸ˜‰

idle sail
#

i dont even know what that is

livid haven
#

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.

idle sail
#

so how do i upgrade a project, its currently 4.14 i wanna make it 4.17

livid haven
#

Pretty sure you can install 4.17, right click the project file, and switch engine versions.

idle sail
#

Ahk will try that thank you πŸ˜ƒ

livid haven
#

That said, I don't know if jumping 3 major revisions is going to work without a hitch.

#

You can try it.

idle sail
#

Its a pretty simple scene just a lay out an some materials an objects

livid haven
#

Probably fine then.

loud knoll
#

@idle sail be sure to back up your project fire before switching engine versions and keep 4.14 around for a few weeks

livid haven
#

Jumping multiple major revisions ahead tends to be more of a gamble with code, where APIs may have changed a lot.

idle sail
#

yeah

loud knoll
#

files

livid haven
#

Yeah, to make it clear, not just your project file, but all files in the entire project.

idle sail
#

would be safe to juts make a clone of it?

livid haven
#

A clone? Are you using Git?

loud knoll
#

you can have many engine versions installed and keep the projects working for each version

cinder iron
#

Sound engine made it great

idle sail
#

im using the simple UE4 lancher

#

nothing special

livid haven
#

Okay. Sorry, clone has a particular meaning in Git, which is version control software.

idle sail
#

lol im an artist not a programmer πŸ˜›

loud knoll
#

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

cinder iron
#

I guess clone means copy/paste

idle sail
#

kk

livid haven
#

Being an artist doesn't change the need for version control software.

idle sail
#

stop it

loud knoll
#

launcher will clone it

idle sail
#

with the version control πŸ˜…

livid haven
#

No?

loud knoll
#

but you can copy and past it to a save place before it does it

idle sail
#

lol

cinder iron
#

But clone on source control means dowloading from repo

livid haven
#

Anyone here not recommend using source control?

#

Anyone? Bueler?

idle sail
#

I agree its probably a good idea

#

i just dont use UE4 much at all

#

im using it for this current project but

loud knoll
#

no but it is slow if have a large project and are not paying for good up bandwidth

livid haven
#

Even outside UE4, you're an artist yeah?

idle sail
#

will go back to not using it again soon

livid haven
#

@loud knoll you don't need to pay for bandwidth if you don't use any.

plush yew
#

Please welcome @stiff badge to the community! :beers:

livid haven
#

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.

cinder iron
#

Create a gitlab acc

#

And use those 10 free GB

loud knoll
#

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. πŸ˜ƒ

ruby chasm
#

Any PSVR developers here?

livid haven
#

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.

loud knoll
#

right if you have a local repro

#

and are using a local server

livid haven
#

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.

cinder iron
#

Local version controller? Not for me. But if its your only alternative DO use it. Don't pass on it.

idle sail
#

i keep upto date with all my artist programs pretty well

cinder iron
#

Just use it.

loud knoll
#

I had everything happen... I am giving advice that most people can follow and it is easy to follow for non engineers. πŸ˜ƒ

livid haven
#

Or if you've ever had to look at your 50 files named _Revision_Final_ReallyFinal_Reviewed_15_Edited...

cinder iron
#

Hahaya

idle sail
#

oh man im notorious for that lol

livid haven
#

Yeah, get you some artist friendly version control software.

#

It'll also potentially save your harddrive space. Potentially.

cinder iron
#

Use tortoise git or source tree as a client

#

Really user friendly

#

And they have good guides and community support

livid haven
#

I'd actually recommend SVN over Git for just artists.

#

Git is fucking brutal, even with a GUI.

idle sail
#

I dno though my computer already cluttered with crap an needs a wipe dont like the idea of pushing more stuff on there

loud knoll
#

have you ever looked a pure artists work station? It is usally a I nightamre. πŸ˜ƒ no ofense to any anal artists who keep a clean desktop. πŸ˜ƒ

cinder iron
#

My god wwwww

idle sail
#

Vexar once im more gainfully employed maybe

livid haven
#

@loud knoll Plenty. I still don't see the point in avoiding even local version control software.

idle sail
#

atm im currently starving artist status but hopefully got a job coming up

cinder iron
#

It will jus make better your life

#

Once you'll get used

#

Its really a charm bro

tiny loom
#

preach much bro

loud knoll
#

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.

livid haven
#

And the local version control system is better than the ghetto approach, costs 0 dollars, potentially saves space... really, what is your argument?

cinder iron
#

Ok then dont cry if you get the reset bug on unreal and get all your values of all your files to default....

loud knoll
#

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.

livid haven
#

SVN is trivial to setup.

#

Setting up Perforce or Git is whole different story.

loud knoll
#

you are not an artist @livid haven are ya?

cinder iron
#

Git is kinda trivial aswell, but svn is a cake

idle sail
#

Il look into it when i start a company πŸ˜›

loud knoll
#

my god man

plush yew
#

Please welcome @buoyant oar to the community! :beers:

livid haven
#

@loud knoll I sense an incoming fallacy.

cinder iron
#

Dude stop saying that you are an artist xD

idle sail
#

who me?

cinder iron
#

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

idle sail
#

Jeeze what did i start πŸ˜… πŸ˜… πŸ˜…

loud knoll
#

nothing man you good

cinder iron
#

Im sorry vexar, even with 40 years of experience...

livid haven
#

Cool, well, I'm going to keep up with best practices and not forgo advising source control.

cinder iron
#

We already said what we had to say

#

If you have any doubt about versiΓ³n controlling dont doubt to ask it

livid haven
#

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.

mint sequoia
#

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

glossy flame
#

I doubt they just stopped replying to their major source of bug reports :p

#

If it's slow, well, it's slow :/

mint sequoia
#

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

tiny loom
#

tough niche situation

mint sequoia
#

Yep exactly

tiny loom
#

guess you gotta be your own pioneer

mint sequoia
#

Waaaa

glossy flame
#

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

loud knoll
#

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

mint sequoia
#

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

loud knoll
#

I saw it you write nice

mint sequoia
#

Meaning their fix just caused another

loud knoll
#

or is it well I never went to high school or college

mint sequoia
#

And yeah @glossy flame but I looked at some older ones, seems they're way behind

loud knoll
#

well I tweeted tim lets see if he is repsonds πŸ˜ƒ

#

@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

pallid compass
#

Thats not a jump bug

#

Thats how it would function

mint sequoia
#

No, it's a bug

livid haven
#

Well, that's kind of shitty. What do you expect to happen?

pallid compass
#

Ur ded server is fighting ur client

#

And pulling them down

livid haven
#

You want him to come down and yell at us or something?

mint sequoia
#

I specifically stated that is what happens in the bug report

#

That is the bug

pallid compass
#

Its not a bug its your networking

mint sequoia
#

No, it's a bug in THEIR networking

pallid compass
#

U have no interp or predictiin

#

Or root motion control

mint sequoia
#

Dude

#

Stop talking and listen for a second

pallid compass
#

To compensate for it

mint sequoia
#

This is their code, not mine

pallid compass
#

If u understand it fix it then

mint sequoia
#

Read the bug report properly

pallid compass
#

I read it

#

Sounds like u dont know how to network

mint sequoia
#

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

pallid compass
#

If u understood whst i ment

#

Mao

#

Lmao

mint sequoia
#

You really don't

#

What are you trying to be hostile

pallid compass
#

We use root motion to send curves of floats

#

To avoid issues like this

#

Im not ur getting defensive ag

#

Af

mint sequoia
#

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
#

Okay im inexp

#

And u cant network lmao

scenic chasm
#

@pallid compass You may or may not be right, but you are being a dick...

pallid compass
#

Even if it was big ol bug million work arounds

#

How am i?

mint sequoia
#

He's definitely wrong, if you read the bug report it's apparent

pallid compass
#

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

mint sequoia
#

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

pallid compass
#

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*

mint sequoia
#

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

pallid compass
#

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

mint sequoia
#

I think I'm just going to head back to GDL lol

pallid compass
#

Its not a bug my point is your not setting it up correct

#

Why dont u try actually finding out

#

What the issue is

mint sequoia
#

I wish Discord didn't tell you when there are blocked messages, that's just annoying

#

Bye

pallid compass
#

Yeah yeah

#

Bloody potato :,)

#

networking support no work for me out box
must be bug

plush yew
#

Please welcome @warped hill to the community! :beers:

mint sequoia
#

Also <@&213101288538374145>

pallid compass
#

U can mod all u want man

mint sequoia
#

I came back here thinking maybe there would be a more focused community here

pallid compass
#

Dude you are neing ignorant af

#

Being

#

U cant even say why

plush yew
#

Please welcome @unreal comet to the community! :beers:

pallid compass
#

Its not working

#

@livid haven what was it u use to say to me

#

99%its the user and not the engine?

livid haven
#

I'm remaining well away from this little fight.

#

Yes, most of the time the issue is the user and not the engine.

mint sequoia
#

Well, it's pretty one-sided but you can call it that

pallid compass
#

Thats the point im hust trying to make

mint sequoia
#

I'm just trying to get my issues solved, and it's frustrating me

pallid compass
#

Just

#

Dude i could solve thst for u

livid haven
#

You've generally been difficult for me to help out because of your attitude, but he's also being inflammatory.

pallid compass
#

In like 5 mins

livid haven
#

So this is generally a shit show all around.

scenic chasm
#

^^

idle sail
#

ok so where do i go to upgrade a project to the latest version?

pallid compass
#

Im pretty chill but u cant keep shrugging off what im telling u

#

When u could find a solution

#

Easily if u where listening

loud knoll
#

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.

livid haven
#

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.

pallid compass
#

I can already see most of the issue from your report

mint sequoia
#

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

pallid compass
#

Im not being hostile at all

loud knoll
#

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?

pallid compass
#

See your shrugging it off

mint sequoia
#

So when someone is trying to push advice (that's incorrect) on you it's just irritating

pallid compass
#

Aa a bug

livid haven
#

@drifting finch Saw you typing - someone accidentally tagged you while copy-pasting a tweet.

#

Wasn't actually meant for you.

pallid compass
#

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

restive wind
#

I feel like your experience with one person probably insn't exactly a litmus for the whole cummunity on this discord @mint sequoia

mint sequoia
#

You're right @restive wind

pallid compass
#

Im sorry if i come off as hosyile vaei

pallid compass
#

I am generally trying to help

loud knoll
#

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. πŸ˜ƒ

restive wind
#

Text can be decieving

#

So easy to come of condescending

pallid compass
#

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

restive wind
#

I've seen you in the substance discord Halcyon I know you're not hostile lol

pallid compass
#

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

restive wind
#

I've only been in here today

#

been in substance for a bit though

pallid compass
#

Not that long for me

#

I spent a lot of time in quixel

restive wind
#

I've never tried to develop a whole game before XD

pallid compass
#

I run my own company

restive wind
#

Just got into digital art like a month ago

pallid compass
#

Small nothing major but

#

Its something

#

Oh nice

restive wind
#

I've painted/sculpted for years though

pallid compass
#

Mainly 3d texturing or?

#

Oh shit

#

Nice man

restive wind
#

tyty

pallid compass
#

Got any work?

restive wind
#

My wife bought me a wacom, so I've been wearing it out

pallid compass
#

I can only sculpt hard surface

#

Oj nice hahs

#

Wait u dont sculpt with wacom?

restive wind
#

Ya I've been trying to make a procedural texture module lol

spare citrus
#

i also use wacom to sculpt, using a mouse is just insane lol

restive wind
#

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

pallid compass
#

Oh dam

spare citrus
#

zbrush is nice with wacom

restive wind
#

digital sculpting is weeeeeird though lol

#

still getting used ot it

spare citrus
#

its all about the pressure pen

restive wind
plush yew
#

Please welcome @proper raft to the community! :beers:

restive wind
#

But honestly I've been digging into substance for the past 4-5 days

#

Making textures is really fun lol

pallid compass
#

Sample of my old work

restive wind
#

Looks great

pallid compass
#

Im trying to figure out good pipline for hard surface texturing

#

Im not really a modeller

restive wind
#

Um...

pallid compass
#

I do engine focused stuff and programming

restive wind
#

1 sec let me hunt somehting up

#

I mean this is just for stone

pallid compass
#

I normally use master material with id, scratch&grime, RMA, Normal input

#

Iv never used designer

restive wind
#

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

pallid compass
#

Looks nice

#

Well we dont use lots of textutes

#

Textures

#

They bloat game size

restive wind
#

This is true

pallid compass
#

We use material functions for all base

#

With full control over it

#

Abd use macros to break tiling

restive wind
#

I have no Idea what any of that means πŸ˜ƒ

#

I mean i know the words...

#

So what's a material function?

pallid compass
#

So basicallt imagine this

#

I have base material for everything

#

Plastic, polymere, metal, brushed metal, thick machine paint

#

Etc

restive wind
#

Ya, that's basically what I'm doing here

pallid compass
#

And i can control everything about them

#

Roughness min, max, tiling, normal strength, metal, etc

restive wind
#

mhm

pallid compass
#

Now we map these things to uvs

#

But

#

We only need a colour id map

#

Bring id map in, normal map, and RMA

restive wind
#

Ya, those two stones I showed you are the same "texture"

pallid compass
#

We then layer the materials on top of each oghet

#

Other

#

And can use grime and scratch maps

restive wind
#

Just different masks

pallid compass
#

Il show u tomorrow properly

loud knoll
#

so you have to change the engine wire frame mat to get thicker wires? is this true?

pallid compass
#

No idea man

#

Can u not see it properly?

loud knoll
#

not when I am moving with post even with out at 2k its hard to see them

pallid compass
#

I can see mine on ultra wide 1440p

restive wind
#

It's the exact same image file, it just has a different normal for the grout, and a different color gradient

pallid compass
#

Oh

#

Yeah i do similar for landscape

restive wind
#

So ya there's one parent image I guess

loud knoll
#

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

pallid compass
#

U know whst be easier

#

Make a bind for toggling post on off

loud knoll
#

you can change the color so I figured it was in there

pallid compass
#

I dont normally deflect things but

#

F ur unsure

#

Stay the hell awsy from editor stuff

loud knoll
#

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

pallid compass
#

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

loud knoll
#

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

pallid compass
#

Also i think volume box visual and wirrframe could not be same

loud knoll
#

can I post image links here?

pallid compass
#

Thats pretty far away

#

Any reason u need see wireframe?

loud knoll
#

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

plush yew
#

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

loud knoll
#

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

plush yew
#

Please welcome @jade roost to the community! :beers:

plush yew
#

Please welcome @manic pecan to the community! :beers:

drifting finch
#

@livid haven @loud knoll yes no worries, figured as much πŸ˜ƒ

midnight mantle
#

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

cloud cobalt
#

Custom levels on counter strike

#

That fy_pool_day thing.

midnight mantle
#

but now that I'm actually getting into it, it's not nearly as simple as making custom maps :<

cloud cobalt
#

Well yeah. It's not the same thing, really - gamedev is not a job, it's 10 people's job.

midnight mantle
#

haha right

cloud cobalt
#

And the most important one is pretty much communication

midnight mantle
#

I'm still not sure which part of the process I want to focus on either

cinder iron
#

In my case, it was a casuality xD

buoyant echo
#

For me, it was a dream I had, thanks to a random advertisement for beta testing games.

midnight mantle
#

lol

cinder iron
#

OwO keep going!

buoyant echo
#

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 πŸ˜‚

cinder iron
#

Lolmao

#

When i was 3 i was smashing my head against things xP

buoyant echo
#

What is casuality for you, @cinder iron?

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 ~

buoyant echo
#

That's a cool story!

#

Thanks for sharing it πŸ˜ƒ

cinder iron
#

Gluck ~ haha

#

I like this kind of things

gray zinc
#

hey

#

anyone here?

#

needdd helpppp

buoyant echo
#

Don't ask to ask, just ask. πŸ˜‰

gray zinc
#

lol

#

well

#

let me explain since someone is here

#

I made a model in blender(house) and i exported to fbx

buoyant echo
#

(There's 1,534 here, not including staff.)

gray zinc
#

now i want to add textures to it but it wont work

buoyant echo
#

Did you add material slots in blender?

gray zinc
#

no i did not

#

let me search that up

#

?

buoyant echo
#

Try that first πŸ˜ƒ

gray zinc
#

ok

#

ill get back to you

buoyant echo
#

Mhm!

gray zinc
#

i want to add the textures in engine

buoyant echo
#

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.

gray zinc
#

i cant find how to exactly add that

buoyant echo
#

Remember, unreal doesn't understand that these things can be painted, or that you want them to be painted.

gray zinc
#

unless they have

buoyant echo
gray zinc
#

the material id>

buoyant echo
#

Yes.

gray zinc
#

thanks

buoyant echo
#

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.

gray zinc
#

alright ill let you know what happens

buoyant echo
#

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. πŸ˜ƒ

plush yew
#

Please welcome @high mural to the community! :beers:

gray zinc
#

video just taught me

#

how to do it in blender

#

im still confused on what i need to do to do it in ue4?

buoyant echo
#

Did you follow it through? πŸ˜„

#

If you did, transfer the textured material to Unreal.

plush yew
#

Please welcome @torpid sail to the community! :beers:

gray zinc
#

@buoyant echo another question if you are there?

plush yew
#

Please welcome @tacit pollen to the community! :beers:

icy vigil
#

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.

sacred crater
#

Awwwh you're welcome! :)

gray zinc
#

awww

#

πŸ˜ƒ

#

@sacred crater

#

yo

sacred crater
#

yes?

gray zinc
#

can you help me with something ? @sacred crater

surreal viper
#

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 :/

gray zinc
#

hey i wanna be polite @surreal viper

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 πŸ˜„

gray zinc
#

aha

surreal viper
#

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

gray zinc
#

ok

#

ill ask

#

How do i make a procedriual wall in ue4?

surreal viper
cold lantern
#

I see there's 4.18 branch on github, can we compile and run it or is it some sort of in-progress stuff ?

surreal viper
#

in progress stuff ,but you can compile it anyway

#

as long as it compiles ^^

cold lantern
#

right :3

gray zinc
#

thanks

midnight mantle
#

ooomg I'm trying to understand blueprints

#

I feel so retarded

#

some things I'm like...yeah I get that part

#

but other times...@_@

gray zinc
#

hey guys

#

making a house

#

on blender to

#

im loooking for it to be 90^2

#

meters

#

does that seem about right?

ionic sedge
#

@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. πŸ˜›

#

But it would still work if it wasn't a child, just with a one frame delay.

mint sequoia
#

I know, that isn't the solution, they are childs

#

Sec

ionic sedge
#

Yeah that should work.

mint sequoia
ionic sedge
#

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.

empty adder
#

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? πŸ˜ƒ

sacred crater
#

@gray zinc, zealsavvy is a client of mine. I'm here to moderate, not help everyone :)

mint sequoia
#

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

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 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

plush yew
#

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

#

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

plush yew
#

Please welcome @ancient trench to the community! :beers:

#

Please welcome @stoic cobalt to the community! :beers:

plush yew
#

Please welcome @teal pollen to the community! :beers:

teal pollen
#

Hello

frosty bloom
#

Hi

plush yew
#

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

pallid compass
#

if anyone needs a hand with anything today im gonna be around for once πŸ˜‚

primal prairie
#

make my game pls

scenic chasm
#

^^

plush yew
#

Don't forget to offer a 50% 30% cut of the profits

primal prairie
#

and 3% of the profits

scenic chasm
#

and a mother-in-law tossed in for good measure.

primal prairie
#

to be honest i dont think he is actually around like he said he would be xD

plush yew
#

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

#

henlo

primal prairie
#

hi

pallid compass
#

I am around

#

no one has DM'd me :p

pallid compass
#

Man im getting sick of quixel crashing 24/7

plush yew
#

Please welcome @rustic panther to the community! :beers:

rustic panther
#

Welcome, self

plush yew
#

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

#

Oh wow. Didnt knew this discord exists. Always were in game dev league

vast pine
#

Welcome

safe rose
#

@plush yew +1 Yeah, you can get banned for promoting other discord channels

#

Especially this one for some reason over in GDL

vast pine
#

Must be a discord hilander going on

livid haven
#

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.

wild kestrel
#

Well it made me join it ;3 didn't knew about Game Dev League

frank escarp
#

GDL has its own unreal chat

livid haven
#

Much smaller crowd there, mind.

wild kestrel
#

well i join because i figured it not just Unreal, which makes it good place to also be

livid haven
#

Definitely handy.

proper quiver
#

for some reason VR keeps starting when my game starts

#

how can I disable this?

livid haven
#

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?

proper quiver
#

yes

proper quiver
#

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

safe rose
#

?

livid haven
#

You say of course, but you'd be surprised at how little effort some people make to resolve their own problem. 🀷 Wasn't a personal offense.

proper quiver
#

yeah I'm aware low effort yadda

safe rose
#

@proper quiver Just diable the plugins

proper quiver
#

I'm asking in case I missed something super obvious

safe rose
#

Have you tried that yet?

proper quiver
#

ok, I haven't tried disabling the plugin, I will try thanks

livid haven
#

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. πŸ˜›

proper quiver
#

I did set Steam VR to stop auto launching

safe rose
#

Sion, UE4 will sometimes start it up, even if the SteamVR option is unchecked.

proper quiver
#

it still does so

#

yeah

safe rose
#

People have been having to disable the VR plugins to get it to really really stop

livid haven
#

Not surprised the SteamVr option isn't enough.

safe rose
#

It is kinda annoying

#

But, meh.

#

All you have to do is disable the plugins

livid haven
#

I imagine it's UE4 that's actually starting SteamVR in the first place, not Steam starting SteamVR in response to UE4.

safe rose
#

Should be disabled by default as I would assume most devs aren't working on VR projects

livid haven
#

Yeah, I'd think the same.

safe rose
#

And it shouldn't be assumed that they are

#

Β―_(ツ)_/Β―

livid haven
#

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.

safe rose
#

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

proper quiver
#

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

livid haven
#

You'd be wrong, Flux. πŸ˜›

proper quiver
#

yeah yeah..

livid haven
#

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?

proper quiver
#

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

livid haven
#

πŸ‘

proper quiver
#

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

livid haven
#

If the project has the SteamVR plugin enabled, I'd expect the plugin to get packaged too

safe rose
#

Hmm

proper quiver
#

oh, that's silly

safe rose
#

The only way that would start up in packaged games...

#

would be if you had it checked off

#

In project settings

tribal kayak
#

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

safe rose
#

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―_(ツ)_/Β―

livid haven
#

@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.

tribal kayak
#

NVM I set the camera facing position wrong while using ortho

#

all is well

livid haven
#

The default may be unreasonable, but if it's enabled it should be packaged.

proper quiver
#

@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

livid haven
#

Ah.

proper quiver
#

but w/e πŸ˜ƒ not my concern

livid haven
#

I can see that potential workflow, yeah. Problem is that plugins are specified by the project, not local to the user's editor.

proper quiver
#

makes sense

livid haven
#

Though that's an interesting idea.

pallid compass
#

i cant stop laughing over epic enabling cross platform by mistake

livid haven
#

?

pallid compass
livid haven
#

Huh.

pallid compass
#

i find it way funnier than i should

livid haven
#

... I wonder if that had to do with our servers going down. X|

pallid compass
#

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

fossil ore
#

l o l

pallid compass
#

omg ps5 already confirmed for development expected to be on view in 2019

#

jfc

primal prairie
#

man the teaming in fortnite is fucking bad

safe rose
#

@primal prairie Get Gud

#

Get Sum Frends

#

Hmm, I can't even l33t speak

#

😭

#

But yeah, that's every Multiplayer game ever created. #PUGlife

primal prairie
#

noo no

torpid ingot
#

The unreal engine questions being sent to my email are 50% not marked with "Question Matched in". 😦

primal prairie
#

its against rules to be in teams in Battle Royale @safe rose

#

its a bannable offense

pallid compass
#

never forget fam

#

people dont give a flying foof online

primal prairie
#

hopefully they will when they get banned

safe rose
#

@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

torpid ingot
#

Yea. Thanks to that my filters are failing!! D:

safe rose
#

hmm

#

crap is filtered on the forums

#

I could see shit or fuck

#

Didn't know crap was a "four letter bad word"

floral heart
#

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.

safe rose
#

@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

floral heart
#

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.

safe rose
#

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

gray zinc
#

hey

#

can i get in a call with someone nee dhelp

#

anybody?

river scarab
#

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.

safe rose
#

@gray zinc No, but you can ask your question and one of us may be able to help you with something

safe rose
#

@gray zinc in public channel, not via PMs please

gray zinc
#

@safe rose How could i insert a .fbx file and texturize them in the engine?

safe rose
proper quiver
#

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

vast anvil
#

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)

proper quiver
#

@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?

vast anvil
#

@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

proper quiver
#

ahhhh

#

yeah I mean like automated πŸ˜ƒ

vast anvil
#

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

proper quiver
#

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

vast anvil
#

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

proper quiver
#

sall good thanks for trying to help πŸ˜ƒ

vast anvil
#

no worries - good luck! It'll probably be easy... once you know how to do it πŸ˜„

#

@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

plush yew
#

Please welcome @frozen ruin to the community! :beers:

plush yew
#

Please welcome @sand thunder to the community! :beers:

hexed lance
#

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

#

ive tried several full rebuilds, but to no avail

plush yew
#

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

plush yew
#

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

hexed lance
#

wtf

brave horizon
#

lol

hexed lance
#

probably ask in the #lighting channel

brave horizon
#

Terrifying. @plush yew maybe try posting in graphics, might be better answers / help for ya

hexed lance
#

wait

#

theres no #lighting

#

what happpened to #lighting????

brave horizon
#

Probably too fragmented.

plush yew
#

Please welcome @grave roost to the community! :beers:

tired aspen
plush yew
#

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

plush yew
#

Please welcome @torpid brook to the community! :beers:

plush yew
#

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

ancient trench
#

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

plush yew
#

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

plush yew
#

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?

floral heart
#

!gameidea

plush yew
#

A role-playing game where you watch dogs for the future of Earth.

glossy flame
#

@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

plush yew
#

@floral heart thank you πŸ˜„ ^^ I loved that feature

warm pelican
glacial belfry
#

Anyone here with access to the Microsoft Mixed Reality headsets that have 2 seconds to answer some questions?

livid haven
#

@warm pelican Oooh, neat. Will have to check that out.

#

Will need to do some research, but I could see about being a speaker.

plush yew
#

Please welcome @scenic stump to the community! :beers:

river scarab
#

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. πŸ’©

plush yew
#

Please welcome @viscid pelican to the community! :beers:

scarlet echo
vast anvil
#

@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

sudden agate
#

Is there a Livestream today?

#

There's no announcement

ionic sedge
#

Good question. πŸ˜›

viscid pelican
#

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?

wary wave
#

Try AttachToComponent, perhaps

plush yew
#

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

#

this the biggest UE server on dis.?

cloud cobalt
#

Yeah

plush yew
#

Is UE4 for single makers or for teams?

ancient trench
#

that depends on what your goal is I guess? πŸ˜›

#

I've been learning it through udemy courses, I think you def can make stuff alone πŸ˜ƒ

inner mountain
#

@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.

ancient trench
#

if you're patient, udemy often offers discounts, you can pick it up for 10 €/$

#

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

plush yew
#

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.

ancient trench
#

just start small

plush yew
#

ya. but what is small?

ancient trench
#

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

plush yew
#

i want multiplayer games 😳 I do not want a mmo.

ancient trench
#

well, you can't run before you can walk πŸ˜ƒ

inner mountain
#

@plush yew: if you don't have any programming experience – 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

plush yew
#

i can make rock paper scissors with python

inner mountain
#

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

plush yew
#

ok

plush yew
#

can you make multiplayer with paper2d?

plush yew
#

Please welcome @lusty elm to the community! :beers:

plush yew
#

Please welcome @civic osprey to the community! :beers:

plush yew
#

Please welcome @royal hare to the community! :beers:

#

Please welcome @misty holly to the community! :beers:

tulip vault
#

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

tulip vault
livid haven
#

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

tranquil osprey
#

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

tulip vault
#

blank level?

livid haven
#

... eh?

#

That file.

#

Check if it's read-only for whatever reason.

azure sierra
#

is rcon something built into unreal engine or some type of plugin?

#

I can't find any information regarding it

safe rose
#

@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

azure sierra
#

i see it too...

#

mines doing it

safe rose
#

@maiden swift

azure sierra
#

testing

safe rose
#

Okay, I think there's some illegal bot action going on <@&213101288538374145>

#

^ read that for rcon

azure sierra
#

ah thank you

worn granite
#

?

safe rose
#

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

worn granite
#

lol what was it?

safe rose
#

Damnit

#

Testing to see what the freak is going on

#

Hello wtf

ashen brook
#

boop

safe rose
#

hmm...

safe rose
#

oh wells, it's gone now

#

Some bot, was copying our messages

#

and displaying them

#

for a very quick second

#

and then deleting it

worn granite
#

very odd

safe rose
#

Β―_(ツ)_/Β―

#

Maybe admin bot to catch people who shittalk and then delete their own messages, records them

worn granite
#

you really think unrealbot got a new feature?

safe rose
#

No

#

I don't think it was unrealbot though

#

At least @azure sierra saw it too

azure sierra
#

yup

#

testing

#

it stopped though

worn granite
#

I gotta wonder why it'd even post

safe rose
#

No idea

#

It was really strange

worn granite
#

Not like you'd even need to for testing that

#

Though if its a bot I wonder...

#

!help

plush yew
#

@worn granite, Sent you a DM with information.

worn granite
#

!info

plush yew
#

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

plush yew
#

Please welcome @grave forum to the community! :beers:

shell jetty
#

it was super weird for me too as user list wasnt loading that time

tulip vault
#

@livid haven there's no read-only shenanigans happening, and it happens to every world level file

livid haven
#

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

tulip vault
#

alright i'll find a log

livid haven
#

I mean look at the Output Log tab

#

In the Editor

#

When you go to save.

tulip vault
#

yeah i gotcha. unreal is being slow processing some new materials

#

i don't have an SSD to put it on

livid haven
#

looks at Fortnite workspace...

#

... yeah... I don't have a big enough SSD for this...

tulip vault
#

i'll try to get a better image in a sec, Unreal decided to clutter the log after this

grave roost
#

hello yall

#

@tulip vault u doing code

tulip vault
#

no

livid haven
#

He's just trying to save a map.

#

Not code related.

tulip vault
#

i haven't touched anything really

#

just standard place mesh and texture

grave roost
#

has any 1 used the landscape auto material

grand sonnet
#

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)

white magnet
#

You can do that by holding Alt and then left-click+drag

grand sonnet
#

@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?)

white magnet
#

Unfortunately I'm not seeing anything like that in editor preferences.

plush yew
#

Please welcome @upbeat kettle to the community! :beers:

grim carbon
#

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 ?

grand sonnet
#

@white magnet Cool, thanks anyway πŸ˜„

swift spindle
#

hey... having problems with foliage not changing my navmesh

#

any ideas ?

dire storm
#

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.

brave horizon
#

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.

plush yew
#

Please welcome @nimble plaza to the community! :beers:

#

Please welcome @raw ravine to the community! :beers:

tulip vault
#

@dire storm renders the whole asset unless you managed to figure out realtime backface culling

livid haven
#

@dire storm Realtime backface culling?

#

I feel like you mean something different.

south ridge
#

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

livid haven
#

Yeah, that distinction is what I figured needed to be made.

south ridge
#

So yes, spamming terrain assets is probably OK, but those assets must be prepared properly

#

Cheap shaders etc

livid haven
#

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)

south ridge
#

A mesh chunk will be rendered if at least ONE pixel is visible

livid haven
#

Right.

#

I don't recall what exactly we did.

south ridge
#

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

dire storm
#

Thanks for the feedback guys! πŸ˜ƒ

south ridge
#

And suddenly it renders something πŸ˜„

livid haven
#

Yep.

#

I guess there could be some logic behind requiring a minimum pixel count

south ridge
#

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

dire storm
#

Sion you worked on Smite? Thats awesome if so.

livid haven
#

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.

dire storm
#

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 πŸ˜ƒ It could always be worse!

livid haven
#

Yeah, I could have been a woman at Hi-Rez. πŸ˜›

south ridge
#

Sounds cool @livid haven

dire storm
#

You could be 33 just starting off learning game dev. See, things could be worse.

livid haven
#

But, it is what it is. That's like 5 years ago now.

south ridge
#

You're a very notable member of this discord, I keep seeing you around in positive way all the time πŸ˜„

grave roost
#

whats up chat

dire storm
#

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!

grave roost
#

@dire storm if u need help i can on 1on1 bases

livid haven
#

@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.

grave roost
#

wat kinda games yall into?

livid haven
#

Currently avoiding the blackhole of spare time that is No Man's Sky and Subnautica.

dire storm
#

@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?