#ue4-general

1 messages ยท Page 114 of 1

safe rose
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I said the logs

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look at your logs in /saved

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I bet there's a shit ton of warnings and errors

plush yew
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I mean depends what kind of indie. Rocket league devs or Minecraft dev notch certainly are done for the rest of their life ๐Ÿ˜„ Too sad service providers are at the backend.
Wouldnt want to work for AAA. Deadlines and directors that come up with shitty stories. It's literally the same than having a lazy boss in a supermarket or callcenter or anywhere else who has no chances, really.
Can't stand the state this industry is in right now. but it's very open to accomplishment, so anything can happen any day.

Too much negativity in here :0

safe rose
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prior to the last bit of the log going poop from the Assert fail

wary wave
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Indies have tighter deadlines and restrictions than the AAA, generally speaking

safe rose
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@plush yew This place/server is negative? lol

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What

wary wave
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deadline is driven by budget, after all

plush yew
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nah this discussion

safe rose
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Well, it's based on the negative not positives of working in AAA or III ๐Ÿ˜‰

cursive dirge
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@plush yew well, luckily to you, PC indie game markets - as the exist now - will not exist in 5 years

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may as well start looking around for another fields ๐Ÿ˜„

safe rose
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Right, III IMHO are almost worse than AAA

plush yew
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?

safe rose
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They have more restrictions, but people expect the same content nowadays

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And they do themselves also

cursive dirge
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well, if you look at the current markets, they are going to be doomed, very much like what happened to mobile

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you'd have to be blind to not see it

safe rose
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III trying to be AAA basically, with more contraints

plush yew
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I mean.. yeah thats how it is. Kill the competition. Marketing is winning ๐Ÿ˜„

safe rose
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Well, there was an interesting article I read the other day, in regards to game prices

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It's not ustainable

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The market is not sustainable

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With current prices, both Indie or AAA

cursive dirge
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also have to remember that this situation we have now, we didn't have 5+ years ago, where anyone could pick tools and start developing with same or similar tools than the AAA studios

wary wave
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I just want people to give me lots of money to make reasonably big scale weird games ๐Ÿ˜„

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(sadly, people with money are risk averse, so it's unlikely to happen)

cursive dirge
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things evolve fast here

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which means this current trend will pass too, or evolve into something totally different

plush yew
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The director of Kingdom hearts mentioned that they had to put limitations in as well. so levels will be indepth as always, but there wont be as much in the game to explore as before cuz they were forced to change engines.

cursive dirge
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gamedev is not a stable industry

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also, like mentioned in past, it's not even well paying for most people, you'll get better salary for working in corp software etc

wary wave
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you're never 'forced' to change engines

cursive dirge
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well, sometimes you are, if your current engine doesn't support the platform you need to support

wary wave
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someone made the decision that the cost of making the switch was of overall benefit to the project

cursive dirge
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or can't port to there

wary wave
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if your current engine doesn't support the platform you need to support, why the heck are you using it in the first place and changing mid project xD?

safe rose
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The thing about GameDev, is... 90% of the time, you aren't in it for the money

plush yew
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because your publisher tells you to ๐Ÿ˜„

wary wave
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then you tell said publisher what it's gonna cost

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ยฏ_(ใƒ„)_/ยฏ

plush yew
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their old engine just wasnt good enough, which proved in the past over and over, so change of plans

frank escarp
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lmao their old engine was a massive disaster

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it bloated the costs of FF15 and 13 and 14 by a fuckton

plush yew
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@safe rose my log literally says "MapCheck: Info Map check complete: 0 Error(s), 0 Warning(s), took 552.913ms to complete."

There are errors, but they are linked to PhysXCooking trying to clean meshes or other "eINTERNAL_ERROR"s like input points being coplanar and stuff. But I haven't found anything useful on the net.

And yes there are warnings like "Warning InputAxisKey Event specifies invalid FKey'OculusTouch_Left_IndexPointing' for OculusTouch_Left_IndexPointing" but these should not be the problem, I packaged several test-projects with these warnings

frank escarp
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and wasnt even that good

safe rose
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@plush yew post your log, with the assertion fail error

plush yew
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@safe rose here or on the answerhub?

cursive dirge
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that post has same error

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it's impossible to guess from your info if that's similar cause or something else

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@plush yew also, since you said your packaging fails, the error has to be in the packaging log

plush yew
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@cursive dirge yeah, found that too but I don't use "trueSKY"

cursive dirge
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unless, it really doesn't fail on packaging

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could still be related to map loading/unloading

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like if you use lighting scenarios for example

tulip vault
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Yeah i'm giving up on gamedev. cleared out my inactive server and kicked everyone, locked down all the channels and i'm moving on

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it was a great ride while it lasted

plush yew
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I do have streaming maps, but each one only contains one single directional light, not fancy third party stuff

wary wave
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lighting scenarios aren't third party

plush yew
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@wary wave i know

safe rose
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@plush yew here is fine

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@tulip vault Wait what

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what just happened

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You're giving up why?

tulip vault
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A realization. i'm getting nowhere with anything. Modern technologies suck when you're a solo person with mental perception issues, nobody is interested in what they originally said they were. had 20 people, all saying they'd help me out as a hobby. ONE YEAR goes by, absolutely nothing

wary wave
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I wouldn't try to rely on other people too much to make your projects - aim smaller / smarter and focus what you yourself can achieve

tulip vault
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i can't figure out how the heck Blueprints work because i can't think in a programming way, i've got no modelling skills so modern engines demanding meshes are killer

plush yew
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Took me 5 months to learn modeling, dynamics and rigging. Still learning more. didnt do anything yet. Takes time.

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Get over it.

tulip vault
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I've been trying for 2 and a half years now. no cigar. i've been reaching for fulfillment in the world i've used as an escapism

wary wave
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learning to program at a moderately capable level usually takes people a couple of years

plush yew
wary wave
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(it's not something most people can 'just do' and it's usually a good idea to start right at the beginning)

cursive dirge
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@plush yew [2017.09.21-08.08.24:934][ 0]LogOutputDevice:Error: Ensure condition failed: ChildActorTemplate == nullptr [File:D:\Build\++UE4+Release-4.16+Compile\Sync\Engine\Source\Runtime\Engine\Private\Components\ChildActorComponent.cpp] [Line: 95] [2017.09.21-08.08.24:934][ 0]LogOutputDevice:Error: Found unexpected ChildActorTemplate LinkerPlaceholderExportObject /Game/VirtualReality/Blueprints/VISTA_VR_Pawn.PLACEHOLDER-INST_of_PLACEHOLDER-CLASS__TabletAtHand_C_0 when ChildActorClass is null

plush yew
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@cursive dirge yeah, found that too and that is what I meant by checking every map and asset. It doesn't tell me "where"

plush yew
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@cursive dirge ok, so I proceed with checking/updating every possible child actor (component)

safe rose
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@plush yew Um...

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It tells you where?

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VISTA_VR_Pawn

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tabletathand

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fix up redirectors

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if that doesn't help

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go into that pawn and remove it

plush yew
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I did fix up redirectors

safe rose
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or delete the class itself

plush yew
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But I will look into that pawn as well

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I don't get why and when child actors break sometimes... Does it occur when you set the child actor and changing "something" of the child actor afterwards so the already set child actors break?

cursive dirge
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if you only have blueprints, it could be just some blueprint corruption

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you always risk getting that when you upgrade the engine version :p

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I personally got fed up with blueprints long time ago due to all kinds of odd issues I had to chase down all the time

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they work nicely if you never upgrade the engine or change the parent c++ classes

plush yew
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yeah it's a BP project and yeah, we went through some engine versions =/

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updated every child actor, the one in the pawn and the ones in the maps.... still I get the same assertion failure

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Well I experienced that there is no use setting the childactor "TabletAtHand" because it kind of kills the connection/template every time the project is reloaded. Guess I will check every single BP right now

misty falcon
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Is there a command in blueprint system to open the hardware cd tray? I know it's possible in unity by accessing System

cursive dirge
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no

dire storm
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@tulip vault Don't forget to tell your mom that Bill Gates, Marky Zuc, and the minecraft guy wasted their time with computers too.

plush yew
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Is there a shortcut to close the current tab?

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I compile (F7, i know that) every BP now and want to do it faster that with mouseclicks

cursive dirge
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alt f4?

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oh, tab

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wonder is ctrl + f4 works in UE4

keen birch
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Ctrl w doesn't

cursive dirge
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it's duplicate in UE4

keen birch
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Yup

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x3

plush yew
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alt f4 would kill the whole window ^^

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yes, ctrl + f4 works and is the desired shortcut thx

cursive dirge
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ok, it's same as on browsers then ๐Ÿ˜ƒ

fierce tulip
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ctrl + w is actually not duplicate, its copy & paste macro

plush yew
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ok I found the solution to my issue.... kind of.... I deleted all levels which are not needed right now. So, I don't know what caused the issue but it's gone. So it wasn't related to child actors at all...

fierce tulip
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so you lose whatever you had copied under ctrl + c

devout gulch
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did you used Child Actor Component in your pawn ?

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looks like it had issues with referencing, what it was referenced

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

paper kernel
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Im kinda curious tho, if you copy-paste large blueprints from one project to another, why does it crash so easily?

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since, afaik the copy-paste is just text

wary wave
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because it loses a lot of references / context a long the way

paper kernel
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I doubt that would cause it

wary wave
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probably does, especially if you're going between engine versions

fierce tulip
plush yew
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Please welcome @slow musk to the community! :beers:

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Please welcome @dusk path to the community! :beers:

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

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

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

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

safe rose
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Hmmmmmmmmmmmmmmm

plush yew
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Hmmmm

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Hmmmmmmmmmmmmmmmmm

grim carbon
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Do we have a particles channel? Where would those queries be directed?

thorny iron
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hey guys anyone fucking with Alembic these days?

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is cache especially rough on your CPU?

fair violet
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@grim carbon try in the Graphics channel.

grim carbon
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Cheers!

final owl
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hahaha the dog with the balls

quaint saddle
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Anybody at vrdc in san fransisco today?

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

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

plush yew
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I got a UE4-CoreUObject.pdb not loaded problem while debugging a null pointer error. Apart from reversing my commit, what will I do?

ruby pollen
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anyone know what to do about the rawinput plugin not always sending the input to the ue4 engine? it shows that button presses are registering fine in debug but they don't always trigger input events

safe rose
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wtf

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@sonic gate said 4.18 preview was out..

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but I don't see it in launcher

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there we go

plush yew
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Anyone use or has used UDK/UE3?

inland lion
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What about these volumetric lightmaps ? I'm really curious about it but can't find any post or something related to it

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Yes Evil Rick, but when I was a beginner years ago so I don't think I'd be really helpful

plush yew
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I mean

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How much do you remember

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Cause anything is useful too me at this point

inland lion
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Well, it's pretty much the same as UE4 ! Had a lot of fun with kismet and materials back in the days ๐Ÿ˜„

plush yew
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I wanna make a game

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I have all the assets ready

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Like voices, models etc...

inland lion
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Why not using UE4 ?

plush yew
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Cause not everyone can run UE4

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We want people too have a game they can run

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So that everyone can play and not just some

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Plus I can't run UE4 that well as of rn

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And Im familar with UE2 which is kinda like UE3

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Layout wise

inland lion
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Well you can create game that most of computers or phone could handle, optimization is the same no matter your engine. Unity could be a great one if you want to create a cheap grapichs game

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Anyway UDK is good too and you have a lot of ressources / tutorials avaible on the internet

plush yew
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I've been looking at tuts

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I need someone who is familar at it

inland lion
plush yew
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oki

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I'll take a look

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He has nothing on Skelatal meshes

meager dove
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how to do i turn off a stat command? i turned on stats for texture streaming and can't get it turn off

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nevermind turned if off during play. for some reason i can't turn it off outside of live play

frank escarp
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ue4 runs faster than UE3 if you know what you are doing

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and usestuff like the simplified forward or mobile renderer

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or just use unity

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using UDK is absolute insanity

plush yew
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Why is that

livid haven
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@frank escarp I'd back you up - but you're also trying to convince someone making a fan game using a Disney owned IP. So...

plush yew
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?

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So what should I use then @livid haven @frank escarp

frank escarp
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ue4 or unity

livid haven
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An IP not owned by a particularly litigious company that aggressively enforces its intellectual property rights.

south ridge
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You should use your own IP ๐Ÿ˜›

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Yeah

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Use UE4 and enable forward shading, also replace storm troopers with hurricane soldiers

plush yew
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See

livid haven
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I'm willing to bet real money this is falling on deaf ears.

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And will turn in to an argument.

plush yew
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It's bout to

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cause he basically just told be to replace my whole game concept

south ridge
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You can have the same game. Just replace the assets

modern kite
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Anyone made a asian themed game or assets?

livid haven
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I mean, we could get in to the nature of what's really the game concept.

south ridge
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You forgot the rule number one of making fan games: don't

livid haven
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If the game concept is entirely just the aesthetics, you've got a problem.

frank escarp
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just make the same exact thing but without being star wars

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plenty of people have done that

plush yew
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Wtf

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Nvm

livid haven
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If your game is not your game because you changed names and reskinned things slightly to not be in violation of IP law, then your game wasn't really a game.

frank escarp
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same kind of universe and everything, but just enoooough to not be sued

plush yew
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Cause im not finna change a whole concept

south ridge
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Though if you're never gonna release the project and you just wanna learn the engine, you can use starwars and existing assets

plush yew
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Idc

south ridge
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So if you're making game just for yourself, probably better to pick UE4 since UDK is a little obsolete

plush yew
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Im not using UE4

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I

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Cannot

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Run

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IT

south ridge
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Then use unity

safe rose
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Nah

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Go GameMakerStudio2.0 or bust

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or GoDot

south ridge
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CoolBasic ๐Ÿ˜›

livid haven
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No point trying to convince him of any of that - he's going to use UDK and he's not going to avoid getting in deep with Disney. None of us have any new advice to offer him nor resources or expertise (or the willingness) to provide using UDK.

plush yew
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Actually

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I am

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Going to avoid

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getting in deep with disney

south ridge
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Also I hope you don't live in any of the first-world countries

livid haven
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Star Trek IP holders might get pissy too if you keep talking like Shatner.

plush yew
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Who?

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Me?

south ridge
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If you're gonna be messing around with Disney IP

plush yew
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I live in michigan lol

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Ik that

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Shit

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And star trek

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Can

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Kiss my ass

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tbh

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Please welcome @sudden matrix to the community! :beers:

sudden matrix
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hi there

gloomy horizon
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๐Ÿ“ ๐Ÿ“
๐Ÿ“

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i can't try tri-force

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my tri's aren't forced in the tri-force shape

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@sudden matrix Hello ๐Ÿ˜›

livid haven
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โ–ฒโ€Œ โ–ฒ
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GG. Dead.

plush yew
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So if i use unity

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You guys are basically saying it's easier?

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Than UDK

safe rose
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@plush yew Yo, try out Construct 2

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or PyGame

plush yew
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What's that

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I want my game to be 3D btw

safe rose
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GameSalad

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BuildBox

plush yew
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I want my game to be 3D

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So

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Should I use unity rather than UDK?

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Or just stick with UDK?

safe rose
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Stencyl

plush yew
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Why

safe rose
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Twine's pretty awesome too

plush yew
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are you recommending me 2D stuff

gloomy horizon
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Because you're asking how to make a 3D game

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without knowing jack shit about making a game

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go make a 2D game

plush yew
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Who said that

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Who said id know how?

gloomy horizon
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I want my game to be 3D
plush yew
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You know what

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I've had enough autism for today

gloomy horizon
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Dude, get the fuck out. No need for that disrespectful shit.

plush yew
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My pleasure

gloomy horizon
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๐Ÿ‘‹

keen birch
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The shits just went down here o.O

livid haven
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This happens from time to time.

gloomy horizon
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๐Ÿ˜› yup discord allows for all sorts

sacred crater
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@plush yew You are officially warned. Stay nice or face the consequences. Next time we will ban.

gloomy horizon
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he left

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I think

livid haven
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Pretty sure.

gloomy horizon
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nope

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he's still got a mutual server

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with me

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(here)

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My goal today is to import NASA weather data into UE4

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to create dynamic storms based on that weather data

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since last night I finished my tiled exporter for terrain

livid haven
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He'd been demanding immediate attention and help on at least two different UE servers/channels. When no one jumped to help him with his UDK help requests, he assumed malice and complained about the community elsewhere. ๐Ÿคท

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@gloomy horizon Interesting.

keen birch
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^

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Sounds pretty neat

gloomy horizon
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Only interesting if it works ๐Ÿ˜„

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I have no idea what I'm doing

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When did Hurricane Maria hit?

sacred crater
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Well if any of you notice anything feel free to ping me about it

gloomy horizon
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i legit cant find any weather data

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It was a hoax!

sacred crater
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I'm not in here 24/7 so community input to bad behavior is always appreciated :)

gloomy horizon
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./s

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np

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thanks haha

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sorry for the bother!

plucky reef
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can I update the post processing effect? I mean I got day and night and I got sea, now post processing in my sea is light blue and I wanna make it dark blue when it is night,

vale silo
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does anyone know what happened to Rama ? I know he was evacuating right before Irma hit FL

livid haven
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Oh, like physically what happened? ๐Ÿคท Don't know.

vale silo
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well, either way, just wondering if he is back online in one piece

floral heart
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Probably spending the next few months waiting on insurance claims if it's bad.

tiny prawn
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4.18 already?

vale silo
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Has anyone used Rama's savegame system ?

tiny prawn
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they just published my 4.27 update lol

livid haven
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@motorstep

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Bah.

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@vale silo I don't wish him any harm, of course, but I would not recommend using any of his code as anything but, maybe, a learning resource.

tiny prawn
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TBH rama does help with updating if you have some compile issues.

vale silo
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eeh? how so ?

livid haven
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The TL;DR is that he doesn't really know what he's doing. He figures out how to get something to work and tends to spread bad advice and missinformation.

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If I see someone use IsValidLowLevel one more time...

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It's better than nothing.

tiny prawn
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with programming in general there is no finite way to do something. always take code as a guide not the bible in general

glossy flame
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TBF @livid haven a lot of people just get that from Intellisense, since IsValid is a macro and not a method you call on an object

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But yeah, I agree :p

livid haven
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I feel like that idea that there's no "right way" of doing things with code is a really unfortunate, idealistic view.

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It's very open and friendly and horribly unrealistic, which should be more obvious when you think of it not as just "programming" but "software engineering" or "computer science"

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There are abstract and conceptual aspects that have room for different ways to do something, absolutely.

tiny prawn
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wwll there is the long ways and the short way, the easy way and the hard way, the over thought way and the simple way, the efficent way and the what they hell did you do way

livid haven
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But, there's certainly a set of ways to do things that are definitely not okay.

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A lot of Rama's information was put out when no one else was really producing good content to learn from.

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So he had the best information.

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Not saying ignore his resources.

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Just... be extremely wary and get a second opinion.

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And be especially wary of outright using anything he has released.

tiny prawn
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i had an engineer that needed to make a simple coin fall down a screen so we could spawn it in different places. He gave me a pertical system he only tested with flat shapes and the images caused flash to explode

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There was one resource from Rama that works only in the editor but needed a different flow when at run time

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I could not figure out how to edit his wiki to add in the extra changes needed

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But if you ever use code with out understanding it thats pretty much like paoioning your project

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copy paste deving will kill u in the end

plush yew
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plz help i cant download substance plugins for ue 4.17.1 !

tiny prawn
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is it out yet?

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there have been a few ton of things on the late publish train

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hell my plugin just got updated monday

plush yew
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can someone upload it plz for manual install.

tiny prawn
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hmm thats pirating

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and no

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contact the ppl in the forums

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they are pretty fast to help

plush yew
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or is there a way i can make my ue 4.17.1 detected by launcher ,,

tiny prawn
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post there

dire storm
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Good morning everyone.. or I should say afternoon. Finally crashed after a 30 something hour tutorial binge ๐Ÿ˜ฆ

tiny prawn
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downloads with no issue

plush yew
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it because i have a portable ue 4.17.1

dire storm
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Why aren't all my marketplace assets updated to 4.18? These lazy creator shits! I want a refund!!! Oh wait, I haven't purchased anything yet

tiny prawn
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what is a protable ue4

plush yew
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when i try to install it says there no version installed.

tiny prawn
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screenshot

plush yew
tiny prawn
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@dire storm not everything is updated to 4.17 yet and the preview for 4.18 just hit

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i bet that 4.18 wont push till nov

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go to ur librasy

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@plush yew go to ur library and click install to engine from the valut

plush yew
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samething

tiny prawn
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screenshot

plush yew
tiny prawn
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scroll up to ur installed engines

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assuming u figured out ur issue

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@plush yew ur good?

plush yew
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not good maan; jus thinking how to fix this.

tiny prawn
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do you have any engines installed

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if not install one

plush yew
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sure i have one its like a save from a clean windows 10 install

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i put in K drive

tiny prawn
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if ur engine is not showing up like it does on mine you dont have one installed. if u compiled the engine manually i cant help you cause i forget how to get manual compiled engines to show in the launcher.

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but if ur using the binaries click he add version next to Engine Versions

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sould look like that then install a version you want

plush yew
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tell me what the path for ue 4.17.1 ? C:\Program Files ....... then ?

tiny prawn
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what is that needed for?

plush yew
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to make launcher detect it

tiny prawn
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i have no idea are u using a manual engine compile?

plush yew
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yes. i recently cleaned installed windows 10

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now ue is in another drive

tiny prawn
proper quiver
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@lean fog heya ๐Ÿ˜„ looking forward to trying your RMC plugin. I couldn't find any information on forum or github which version it actually supports! I am using 4.16 currently

tiny prawn
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this is a older engine version but im sure nothing changes that far

proper quiver
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when trying to compile I got a bunch of compile errors so I'm guessing either 4.16 is not supported, or my version is out of date

tiny prawn
#

but it sounds like you dont really need that version of ue4 unless you are making engine changes

#

its best to use the binaries if you are new

pure flint
#

Is there a UDK channel on here?

tiny prawn
#

no ure name is not maekiplier...

pure flint
#

I kno @tiny prawn

tiny prawn
#

lmao

pure flint
#

Im pranking another server @tiny prawn

#

They r buying it

#

But yea, is there a UDK page? @tiny prawn

tiny prawn
#

everything in this discore group is ue4 afaik

#

@plush yew i reeally suggest you download the engine via the launcher if ur a basic user

#

ive seen alot of new people us the github engine not really knowing what they are doing

plush yew
#

L:\Epic Games\UE_4.17\Launcher\Engine\Binaries\Win64

#

is this the right path

#

?

tiny prawn
#

you cant just move files and expect it to work right

#

y not just redownload the engine via the launcher

plush yew
#

U bet ? lol

tiny prawn
#

bruh ive seen so many horrors from 4.2 to 4.17

#

i wish u luck

#

4.1

plush yew
#

okay now let me move my ue to C drive and se even though i really hate doing that . that hdd is just ols and slow

#

ah wait what about editin registry

tiny prawn
#

(giggles)

#

and the appdata

sudden matrix
#

any idea where i can get a good tutiorial fro unreal engine

#

learning c++ right now and after that moving to unreal engine

#

then making some video games

#

i aslo got 5+years of coding epxerience so

tiny prawn
plush yew
#

my solution is wait for algorithmic to post that offline installer.

tiny prawn
#

but its there

#

and it works

#

you just have no ue4 engine downloaded

plush yew
tiny prawn
#

clcik install

plush yew
#

i have it see, its just cant be detected , maybe i should install launcher

#

i trey to install it on top of the existing one ?

tiny prawn
#

if ur on a new installed system and ur opeing something on ur L drive then u need to reinstall the launcher on ur main OS cause working off of ur old drive directory can give u all kinds of issue

plush yew
#

oh really let me try.

tiny prawn
#

install the launcer, download the engine again and then install substance

#

did ur old OS die

#

or did u move to another hard drive

plush yew
#

lol i cant download the engine i have a shity 1 mb internet

#

i will install new ue launcher and see if it will allow me to install substance

tiny prawn
#

the launcher is nothing with out downloading the engine

#

ud still have a lot to download

plush yew
#

algorithmic will post a new link anyways if that didnt work ! i will wiat for them

tiny prawn
#

i wish u luck

plush yew
#

thanks man, they say its also available at github how?

tiny prawn
#

the engine? yes

plush yew
#

substance ?

tiny prawn
livid haven
#

Alright. I setup my twitch stream.

#

@maiden swift Is it cool to post it? I intend to just be doing a general UE4 support stream to get a hang of things.

#

Never streamed before, can't really work right now, figured I'd just stream and kind of a dive on different UE4 systems if people want to understand them better.

#

Can't see hidden channels since I updated Discord so I can't even get to #more-resources to see the rules. :X

#

Alright, I can't seem to find any rule in #more-resources to suggest posting your stream link is not allowed.

#

If I'm mistaken, let me know

plush yew
#

Someone should kick me

#

tho

#

tbh

worn granite
#

๐Ÿ‘ข

maiden swift
#

OK, sure.

plush yew
#

Yay

livid haven
#

@maiden swift Am I in the clear? I could easily see there being a rule against posting your stream link whenever and wherever. I just can't find any.

#

Obviously spamming wouldn't be cool, that's a given. Just trying to make due dilligence before I make any kind of misstep out of ignorance.

maiden swift
#

You're fine. We don't currently have a rule against posting your stream link. In fact, the #share-your-stream channel is basically only used for that.

livid haven
#

Ah, alrighty. Thanks. I'll do that from now on.

floral pagoda
#

ITS HERE!

stiff badge
#

[SOLVED] Hello everyone. I'm new to UE, just imported a model from *.obj and it is flpped on one of the sides. Is there a way to rotate it in the object editor (asset editor?) somehow? I know I can do that when I instantiate it, but I have to work on its materials and it's not easy when it's rotated this way ๐Ÿ˜ƒ

#

I found it

#

Thank you!

next badger
#

@floral pagoda Great! Now ne just need @maiden swift to arrange them...i'd prefer those were user defined -_-

plush yew
#

Hey guys, I'm new to Unreal. How can I edit a single property on multiple meshes in bulk?

#

thanks in advance

steel mural
#

someone here is Brazilian?

#

I wanted to take issue with exporting characters from 3D Max to Unreal, my textures are giving conflict.

#

Alguรฉm aqui รฉ Brasileiro?

#

Eu queria tirar dรบvida sobre exportar personagens do 3D Max para a Unreal, as minhas texturas estรฃo dando conflito.

plucky reef
#

guys I need help urgent! How can I en-able my widget after cinimatics? it's already enable while prviewing cinimatics

plucky reef
#

oh Thanks guys
I got it
I just add ah delay
after event start

warm mountain
#

Would it be feasible for me as a solo person to model the entire game by myself?

#

while buying asset packs

worn granite
#

Without context, that's a pointless question

warm mountain
#

well the game takes place in about 5km2 but only about 0.5km2 is playable

#

I was thinking of modelling the static meshes of that 0.5 km2

#

and the rest of it just buy asset packs

#

its largely a forest

#

with a small town at the far end and a village up the hills

brave horizon
#

Anyone gotten AR kit to work with the new preview version?

dire storm
#

Are there any publicly viewable gamejams to stalk as an aspiring game dev? I suppose I could just see what has been uploaded onto youtube. I kinda have the urge watching some people working on a project together.

warm mountain
#

Hey guys when I'm doing LODs for my chars and animation cycles,

say LOD0 0-2 m and LOD1 2-10 meters for both the animation cycle and the character
would it be as simple as inputting a static mesh or an animation into the properties of the character and animation to have it transition seamlessly from LOD0-LOD1?

I'm kinda worried for bugs or irregularities that may occur if say I character does a channeling animation at point blank (LOD0) and you walk out in mid of the char doing that animation so when it switches to LOD1 you can see the static mesh being replaced or the animation changed slightly. Or perhaps it would not transition right or crash the game.

I'm not that far into UE4 yet but I'd like to know how it would go when doing LODs for chars and animations in this case so I can model and prepare it accordingly. If anyone has some tips or documentation on it.

devout gulch
#

if it would crash a game you tha would outstand bug (;

#

there anim is animation LOD, which skips frames, but I honestly wasn't able to find how it works, how to tweak it, and why it is so agressive that it best left switched off

wary wave
#

if the reference viewer has collapsed nodes, how the feck do you view them?

plush yew
#

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

plush yew
#

Now i got no clue either of UE but if you change the mesh for a chara it shouldnt break the spell.
A integer tells the character mesh to stand in the way it is supposed to whilst using the spell.
If you change the LOD meanwhilst.. either the mesh flickers all over the screen because animation can't work with different mesh or nothing happens.

Try it

#

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

dire storm
#

Rutroh...Following along in a tutorial. The guy is kinda soft spoken so I got udemy cranked up so I can hear him. Get to the section about music and sounds, set the looping music. Go to play in the editor and BAMMM!!! SUPER loud noises and I'm sure as hell I woke up the whole house. Currently waiting for angry faces while I'm cowering behind my desk. On a side question... Lets see if I can turn down the editor volume lol

#

I guess its ez enough to just do it in the sound mixer on the desktop options duh

glossy flame
#

@plush yew fairly sure there's a batch edit tool for assets in the editor, but I can't remember exactly what its name is

#

If you look around in the Window dropdown or maybe right clicking on multiple assets, you should be able to find it

plush yew
#

Please welcome @plucky sundial to the community! :beers:

plush yew
#

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

odd plinth
#

Herro Everyone ๐Ÿ˜ƒ

paper kernel
#

Allegorithmic typoed their email ad "The Substance Source flows Directly in Unity and EU4"

#

๐Ÿคฆ

odd plinth
#

Wondering how do i share a project so that 2 of us from different locations can edit ?

glossy flame
#

That's a typical job for source controlโ€”something like Git, Perforce (works best with UE4), or SVN

#

You have a central server that everyone commits changes to and pulls changes down fromโ€”the server keeps track of all revisions and helps organize the project

#

(Git is a tad different since it's decentralized as well, but that's the gist of it)

odd plinth
#

Awesome....Thankyou @glossy flame

plush yew
#

Please welcome @abstract valve to the community! :beers:

plush yew
#

Please welcome @rose spruce to the community! :beers:

#

Please welcome @surreal glen to the community! :beers:

#

Please welcome @limber jewel to the community! :beers:

plush yew
#

Please welcome @flint rose to the community! :beers:

flint rose
#

Cheers!

safe rose
#

Still no new channels <@&213101288538374145> ?

#

@maiden swift ?

#

Or at least categories? Every other server has gotten on the ball...

#

Figured I would wake up to some delights. meh

ashen brook
#

hands @safe rose a cup of tea

#

settle in and wait with the rest of us ๐Ÿ˜‰

safe rose
#

๐Ÿ›Œ

regal mulch
#

@safe rose We do Categories later. I want Nick to finish the freaking bot

wary wave
#

will the freaking bot be in addition to the current bot?

safe rose
#

Hmm...

#

I mean it doesn't even need to be nick

#

Take one screenshot, or one written flow plan

#

one of the mods do it

#

split up the work, be smart

wary wave
#

I think only Nick can modify the server itself

safe rose
#

Nah

#

We can delegate server responsiblities

#

with literally a click of a button

wary wave
#

yes, but at present, I think only Nick can modify the server

safe rose
#

maybe, shouldn't just be one person at this point though ยฏ_(ใƒ„)_/ยฏ

wary wave
#

that's up to Nick and whether he wants to defer responsibilities that can fuck over a 6000 person server or not :p

regal mulch
#

^

pallid compass
#

^

sacred crater
#

^

safe rose
#

^ bandwagoners ;P

plush yew
#

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

#

Please welcome @minor beacon to the community! :beers:

stiff badge
#

Is it safe to rename materials?

#

In the asset window the name it is not automatically updated

#

Oh it did after reopening the window.

plush yew
#

Please welcome @alpine vault to the community! :beers:

#

Please welcome @trim iris to the community! :beers:

paper kernel
#

those look so good

plush yew
#

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

modern kite
#

hey guys one thing that I noticed is that you can package the game for ps4 so then how do I play it then with my friend?

modern kite
#

isnt there an free way?

true nimbus
#

Pretty sure that there isn't

#

Otherwise loads of people would distribute their games for free on PS4

modern kite
#

k

plush yew
#

Please welcome @mortal mason to the community! :beers:

south ridge
#

Categories are horrible, don't do them yet D:

plush yew
#

yep

regal mulch
#

@south ridge Care to explain?

inner mountain
#

Hey guys.

What do you think about such game title:
"Mass Guardians"

Does it tell you anything? What do you expect from that game if you just saw this title?
In overall, does it sounds ok, or kinda stupid?

regal mulch
#

I would say a Sci-fi RPG or so

#

Probably because of the "Mass"

#

Despite that, the title is less important than the game behind it :P

inner mountain
#

thanks! well, sure, but still...

hard compass
#

soooo this keeps happening and I'm not sure what it's called so I cant google it

#

I've had it happen before, but never this bad.

#

I'm using the Granite SDK for texturing, could that be causing this?

sacred crater
#

I can't phantom the dislike towards return node no longer warning you path x won't be executed.

safe rose
#

@sacred crater where do you see that at?

#

new thing in 4.18?

sacred crater
#

It's been non functioning since 4.16

safe rose
#

Hmmm, oh, didn't realize it

sacred crater
#

was in always versions before

#

it'd tell you if you had a return node in a sequence higher

safe rose
#

I usually just add return nodes anyway

sacred crater
#

now it won't warn you anymore

#

and I can't get any official response as to why they removed it

safe rose
#

Well since it executes regardless, makes sense

sacred crater
safe rose
#

TBH...

sacred crater
#

This used to throw a warning

safe rose
#

I wouldn't mind seeing a "error" return node

#

I forget what it's called

sacred crater
#

a boolean?

safe rose
#

no

#

Exceptions

#

I have the worst memory

#

Throws

#

Catches

worn granite
#

oh no

safe rose
#

What?

#

That would be 100% useful

worn granite
#

I'd like to see a message log error node

sacred crater
#

LogText?

worn granite
#

but i don't wanna see exceptions in BP

safe rose
#

I think I am going to add it to my list

worn granite
#

no

safe rose
#

LogText is just logging

#

I want actual stoppage

worn granite
#

Like you know your message log ?

sacred crater
worn granite
#

The thing that says "hey there's a lighting error"

sacred crater
#

Only works in visual logger iirc

#

oh stoppage

#

he

#

hm

#

interesting

worn granite
sacred crater
#

I think it's a thing

#

somewhere

worn granite
#

^

#

that thing

sacred crater
#

Victor, I think I once saw that setting somewhere to break on exceptions

#

Could've been something else but it rings a bell

safe rose
#

Hmmm

sacred crater
#

there's so many unknown unreal features

safe rose
#

I am looking again

#

But I doubt it

#

I would have been using it by now

#

Nah, I see a bunch of answerhub posts people asking for it

#

most recent in May 2017

sacred crater
#

Then I dreamt it :p

worn granite
#

That's a setting I remember seeing to

#

but I don't remember it being exceptions particularly

frozen sleet
#

soo, preview releases are announed here, but patch releases apparently aren't, wish that'd be a thing

plush yew
#

Please welcome @worldly umbra to the community! :beers:

ionic sedge
#

There is an option to break on blueprint errors in runtime at least.

worn granite
#

well then, alright.

ionic sedge
#

So if you wanted to do a blueprint "exception" somewhere you could just do something stupid there and when playing the game will stop and take you to the BP node where the error occured.

#

๐Ÿ˜›

worn granite
#

still that's more of a debugging tool

#

I think vic wants handlers

safe rose
#

I don't know if I should be more detailed, but I mean, I think they know what Exception Handling is

plush yew
#

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

safe rose
#

@ionic sedge Aye, that's only going to happen when you do something stupid

#

but there are edge cases, where things will still work but shouldn't

#

And you want to make sure it's within the limits you determine

ionic sedge
#

Couldn't you just include that check in the BP though?

safe rose
#

And then do what?

#

I mean, I could do some silly macro, that would quit game everytime something occured

#

with an output log

ionic sedge
#

Yes? ๐Ÿ˜›

safe rose
#

But that's not the same thing

#

๐Ÿ˜ƒ

ionic sedge
#

So what would the difference be between the check you created yourself and the UE4 nativized thing?

plush yew
#

LoL the irony when a game dev calls engine developers about a possible imitation ?

#

isnt pubg made using unreal LMAO

ionic sedge
#

Yeah, that was really silly. ๐Ÿ˜›

#

"How dare you imitate our game mode where everyone kills eachother!!"

#

Or "genre" ๐Ÿค–

paper kernel
#

I think the issue is more about conflict of interest, I'm pretty sure Epic had a pretty good idea what's running under the hood of pubg, then they start working on competitive product

#

which in my opinion, would be kind of a dick move

frank escarp
#

they are too different

#

its like quake copying COD becouse both have team deathmatch

paper kernel
#

no

frank escarp
#

what they ARE doing is lifting from PUBG popularity

paper kernel
#

pugb isn't all that different from dayz, but it's doing something better

keen birch
#

^

#

Pubg isn't in the slightest revolutionary

#

And with the basis Epic built with Fortnite, it makes perfect sense for them to take advantage of PUBG's success

frank escarp
#

as i argumented like yesterday

#

Epic did it becouse it was like a couple days

paper kernel
#

I could agree them using PUBG to promote the engine, but not their own games

frank escarp
#

they already had PvP

#

only need to implement the gamemode itself

#

instead of having team pvp, deathmatch. And all the looting stuff was already coded

stable orbit
#

Are player movement animations in AAA games using actual Animations or Physics Animations? I know it might be a stupid question but I just started working putting animations together.

#

To be Physics Animation sounds like overkill

#

But just want to be 100% sure

paper kernel
#

you can combine both

#

like spice up a recoil animation with bit of physics blend

#

instead of making a totally new animation

stable orbit
#

Is it called physics blend?

paper kernel
#

blend being something in between

stable orbit
#

I know there is Blend Space

#

But that is just smoothing the transition from one animation to the other.

#

I just started working on a Player Controller and started with the animations

#

So I just want to know how things are done before I don't get too far in case I did something wrong.

paper kernel
#

there's no right way, just handful of really flexible tools

stable orbit
#

What I did was get animations from Mixamo and Blend them together and using c++ I created a basic movement

next badger
#

is this ue4 related? - > ๐–€โด

paper kernel
#

๐Ÿค”

stable orbit
paper kernel
#

music copyright blocked ๐Ÿคฆ

stable orbit
#

Yeah all my videos have music in them

paper kernel
#

yea best suggestion I can give is do the 3rd person tutorial from official youtube channel, and go mad scientist on those anim tools

frank escarp
stable orbit
#

I will have a look at that

frank escarp
#

feels german

safe rose
#

**Server Channel/Category Restructure Proposal: ** https://docs.google.com/document/d/1igRL77v_S0ePkwOhQwjRvGLdltOqNSA7SNuvM2mK9fo/edit?usp=sharing

Please comment if you're interested! Throw up any ideas, additions, renames, deletes, whatever!!!! Comments are good too!

stable orbit
#

@frank escarp YouTube's removing the song now, huh I always tought they allow the music but I just don't make money of it.

glossy flame
#

It's not really up to YouTube, it's more up to the copyright holder

#

Yeah, YouTube will make the final decision in a lot of cases, but they don't want to get sued either :p

stable orbit
#

Well you learn new things everyday ๐Ÿ˜„

#

I guess I'll make sure not to have music in the background from now on ๐Ÿ˜„

#

Do you guys know of any video compression software that will also keep the quality of the video?

#

I was using AVS but the quality was really crap but I am not sure what other software would be better.

glossy flame
#

๐Ÿค” that's quite a question, haha

#

You don't magically get to have small files along with good quality, that's the tradeoff

stable orbit
#

Obviously I am not expecting a 90% file size reduction but from like 700Mb to around 400-500

#

AVS would convert a 3-4GB file to 40-60Mb file, the quality was not amazing but decent for when taking into consideration the file size.

glossy flame
#

Personally I use Handbrake for transcoding, I really like it for big batches of files

#

You'll have to make a decision between x264 and x265 most likely, and both have advantages/disavantages

true nimbus
#

Handbrake is amazing

glossy flame
#

x265 can produce higher quality at lower bitrates, but it's relatively new and doesn't have a ton of hardware support, where pretty much anything including your toaster has hardware x264 decoding

#

If you're uploading to YouTube, I would stick with x264, as going from x265 -> x264 can be disastrous on quality

#

(actually, YouTube uses VP8/9, but any lossy -> lossy conversion should be avoided)

#

I've found x265 re-encoding is a lot worse, however

stable orbit
#

I am convering a video now just to have a look

#

At Constant Quality, if 0 is lossless (Highest Quality) how come 18-20 is lower than quality than 20-23. Shouldn't 18 be higher quality than 23

livid bison
#

I just use avc instead 55,00 but rate 1080p 60fps that way YouTube can ruin my video with itโ€™s crappy compression

stable orbit
#

From what I know mp4 has the best quality not sure if it's just for youtube or in general.

glossy flame
#

@stable orbit how are you judging 'lower quality'? I understand there may be some subjectivity, but that's a complicated claim to make

livid bison
#

Mkv does but mp4 is more friendly

glossy flame
#

Yes, lower CRF values should output better quality videos (at the expense of encoding time and/or file size), but there's a ton of variables in the mix

livid bison
#

Last video I made today was 30gbs looked great

stable orbit
#

@glossy flame Well I know when I compressed the video using AVS, the video was just terrible. It was hard to tell what was happening fewer pixels.

glossy flame
#

Well, like I said, there are other things to consider, like the preset you're using and even just weird quirks with the encoder

livid bison
#

@stable orbit amd gpu?

stable orbit
#

No

#

Well I did a 0 CRF and a 20CRF and I can see the a tiny difference.

livid bison
#

Nevc then for you x264 is pointless

glossy flame
#

The thing to keep in mind with bitrates is video quality is relatively logarithmic over bitrate

stable orbit
#

The original file is 410Mb, with CRF 0 - 200Mb and CRF 20 - 72Mb

glossy flame
#

In the beginning you'll get a lot of additional 'quality' for a small bitrate increase, but as you start going further up adding additional bitrate isn't going to do a ton

#

A 1mpbs vs 2mpbs video is going to be a huge difference, but something like 100mbps to 200mpbs will be barely distinguishable for a huge file size increase

livid bison
#

Max for 1080 I found was 55k beyond that it does nothing for 3200x1800 or greater 60-100k is needed for proper detail

glossy flame
#

(unless you're using some stupidly large resolution or high-action video)

#

MPBS? @livid bison

#

Jeez, those are some crazy bitrates

livid bison
#

When I say k it means 100,000 or 55,000

glossy flame
#

Sure, but 55,000 what? :p

#

Kbps then I assume?

#

Even 10mpbs is completely fine for an x264 1080p blu-ray encode, as long as you aren't using ultrafast or something like that

livid bison
#

Last time I uploaded 15k it looked bad after yt was done

glossy flame
#

Well, yeah, re-encoding complicates things

livid bison
#

YouTube are assholes

glossy flame
#

I would use x265, if it weren't the fact that a lot of my devices don't have hardware x265 decoding and Plex murders x265 when it re-encodes ๐Ÿ˜ฆ

livid bison
#

I have 350 upload so doesnโ€™t matter what size the file it doesnโ€™t take long

glossy flame
#

Hehe, we're getting a little off topic here, but if you know what you're doing with encoding you can definitely make things look nice at lower bitrates, and something like a video game vs movie is going to make a big difference

#

In some cases you'll favor lower file size over long enconding times, in other scenarios it's the opposite

#

It's really just about finding that balance for what you're doing

stable orbit
livid bison
#

I have found it so that YouTube doesnโ€™t screw me over with my footage

stable orbit
#

Is there any reason why YouTube would lower the quality?

#

Nvm I think I had 30fps selected by accident.

glossy flame
#

They re-encode the file to the VP9 codec, and like I was saying earlier, lossy to lossy conversion can be really bad for quality

stable orbit
#

I see

#

Obviously as you can tell I know nothing about video encoding/conversion/compression any of this stuff.

floral heart
#

Can you encode it to VP9 initially?

glossy flame
#

Yes, but I don't believe there's really any hardware VP9 encoding support, where a lot of hardware has x264 encoding support

#

Brute-forcing it on the CPU will take a lot longer

livid bison
#

On macOS you can use vp9 using hardware but Apple makes that happen but itโ€™s doesnโ€™t come out very good

plush yew
#

Please welcome @fiery stream to the community! :beers:

plush yew
#

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

uneven fractal
#

How would I go about creating a material that changes it's base color based on a variable that can have a value of 0-4?

floral heart
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Can you just make a blueprint that sets the material's color outright, and have the blueprint do the 4 values?

uneven fractal
ionic sedge
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A Select node with 4 colors in an array maybe?

uneven fractal
#

so like instead of having my base color options be in the material itself like here I could set the parameter value in a different blueprint and feed the value into a variable which feeds into the material?

ionic sedge
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Yep.

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You create a dynamic material instance from your base material (with a color parameter), then set the parameter using Set Vector Parameter.

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Using a select node with 4 linear colors in an array or something.

cursive dirge
#

huh

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if you use set vector param

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you can just set ANY color to the material with it

floral heart
#

Quite.

cursive dirge
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don't hardcode the material

uneven fractal
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the tutorials made it seem easy but now that I'm not following the tutorial script it suddenly got hard lol

cursive dirge
#

it would be slower and silly

floral heart
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It might be faster, but you'd never notice below 450 fps.

ionic sedge
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It's not hard, just different. ๐Ÿ˜›

uneven fractal
#

I'm just writing down this entire conversation and hopefully use a definition to help decode wtf yall are saying haha

cursive dirge
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yeah, but you just create more complexity on the material by chaining if nodes

ionic sedge
cursive dirge
#

you can also use the global thing, if you don't have many things that need that

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it really depends on the application

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you don't need to make dynamic material instances with MPC

uneven fractal
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the application is giving a charector a different colored skin depending on 1 of 4 color options they select

cursive dirge
#

also sometimes you don't even have the choise (landscape material)

floral heart
#

Just use a vector parameter. You can add more colors later, easily.

cursive dirge
#

if you have multiple chars, then just use dynamic material instances

floral heart
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Or blend between colors, and it will never increase the cost.

uneven fractal
#

obviously I could probably give the player a color wheel to choose from but that's too much for my pee brain to handle

cursive dirge
#

then just keep it simple

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remember that while this is simple material, if you keep overcomplicating the things further down the line, things can get more costly

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I'd recommend doing the "right" thing from the start

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and keeping the shader / material simple if it doesn't benefit at all from doing all the math each frame on it's own

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basically what happens with the if chain is that your material will do the comparisons for each pixel every frame it renders

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if you just set the color by vector param, you do it once, when you set it and then it doesn't need to recompute it each frame

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like mentioned, it wouldn't really be that heavy, but similar decisions later on could, so better not learn bad habits

uneven fractal
#

yeah what I'm basically doing is trying to make a simple multiplayer tag game that can run on shitty school computers to play with my friends so the more optimizied the better imo

plush yew
#

Please welcome @cloud sluice to the community! :beers:

cloud sluice
#

Hello

plush yew
#

Please welcome @candid gulch to the community! :beers:

#

Please welcome @woeful spear to the community! :beers:

plush yew
#

Please welcome @stable geode to the community! :beers:

#

Please welcome @twin fractal to the community! :beers:

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

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Please welcome @lone socket to the community! :beers:

plush yew
#

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

plush yew
#

Any idea if theres a way to use complex collision for simulation?

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I need it like real baddddd

livid bison
#

well rendering came out nice can't even tell this is from the video

toxic wagon
#

Is it possible to make a light with a specular highlight, but doesn't give off any light?

south ridge
#

@regal mulch Yes. The compact theme categories are broken

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Aka not compact at all

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They add a TON of whitespace

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I prefer an unorganized list of channels over a handful of channels that don't fit on my screen

plush yew
#

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

wild relic
#

sup.

plush yew
#

Please welcome @twin salmon to the community! :beers:

twin salmon
#

hey

wild relic
#

sup

livid bison
#

Where the heck do I post videos ?

plush yew
#

Please welcome @sterile rampart to the community! :beers:

#

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

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Please welcome @deep heart to the community! :beers:

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Please welcome @clever wing to the community! :beers:

deep heart
#

whats up

clever wing
#

Not too much

dire storm
#

Anyone able to recommend a site that quickly breaks down graphic card comparisons without all the long winded bullshit? I'm looking to upgrade from an AMD Radeon HD 7950

plush yew
#

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

tiny loom
#

time to add those categories?

tulip vault
#

@dire storm look at any AMD products and they should be plug-and-play. I run an RX560 and it cost me $129

silent drum
#

Anyone else here tried the 4.18 preview build on Linux and got huge everything in the editor?

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Buttons, text, etc

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And displaced menus

dire storm
#

I'm learning about all the bitcoin impacts on GPU prices. What a bummer

#

There's alot of "I make thousands a months!" posts but after deducting costs it appears as if they are lucky to break even.

tiny loom
#

lol, aren't those scammers?

plush yew
#

Please welcome @shy bloom to the community! :beers:

dire storm
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@tiny loom I guess? I don't know too much about it really.

tiny loom
#

shrugs

plush yew
#

Please welcome @hushed mango to the community! :beers:

tulip vault
#

<@&213101288538374145>

safe rose
#

Thinking they need more moderators to help out around here ;)

tulip vault
#

yeah... 2 or 3 isn't enough for over 1000 people

plush yew
#

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

proper quiver
#

ah shit what do I do the editor fails to load now, crashes on start

south ridge
#

Look in the log

proper quiver
#

which log

bronze estuary
#

No channel categorization done till now?

south ridge
#

God no

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Please

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Not until they make it possible to hide muted channels

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Or is there something I'm overlooking? I can't seem to hide the muted channels now with categories

tulip vault
#

the only thing that's screwing with me is the thing where voice channels go in groups

south ridge
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Actually

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I can't show muted channels on this server either

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Wow

plush yew
#

Please welcome @stray meteor to the community! :beers:

#

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

plush yew
#

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

plush yew
#

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

regal mulch
#

@tulip vault It's a timezone problem. We three mods are all in europe. So we just woke up.

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I'm all open for new mods, but it's not in my hands.

plush yew
#

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

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Please welcome @stuck agate to the community! :beers:

dire storm
#

Good morning everyone or night for those fellow night owls. So I've been working in UE4 for a few weeks now. Still very much fresh meat. I of course, just like you most likely have a head full of all these wonderful ideas (I write them all down because sometimes I think I struggle to remember my own name). Anywho one of my biggest struggles has so far has just been getting adjusted to the sheer volume of options, nodes, ect ect especially in the BP editor. Learning how to do everything is def a rewarding and challenging goal. Obviously I can't hope to remember how everything works and what all of the options do. Not until I get alot more mileage under my belt and iterate similiar BPs and such a few times. So my questions to some of the more seasoned UE4 warriors is pretty simple. Is there a public library of all the nodes, how they work and what they do? Do you keep your own personal BP library for future projects? How did you go about and what would you recommend for consuming as much UE4 knowledge as possible. Thanks in advance. If you don't want to clutter up the general chat please feel to DM

keen birch
#

@dire storm 90% of it is just practice, you'll figure out what everything is as time goes on and you use it. UE4 blueprint node-specific docs are shit, so they've been rather useless to me. It's really just lots of searching and googling to see if there's a node which does what you want.

dire storm
#

The good ol brute force method ๐Ÿ˜‰

plush yew
#

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

plush yew
#

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

reef python
#

What is the biggest diffrence between unreal and unity other than visual scripting and c++?

frank escarp
#

render engine in unreal is much stronger, but on the other hand way less customizable

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and you dont need to stop for plugins about everything in ue4

keen birch
#

I disagree with UE4 being less customizable

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๐Ÿ˜›

frank escarp
#

unity is opening the actual render path

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you can write shaders directly in hlsl

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unity shaders are a LOT more flexible than unreal shaders

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not even close

#

try to do a fine toon shader in ue4

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good luck

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it is pretty much impossible without editing the engine itself adding new surface shaders.

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in unity its trivial

plush yew
#

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

surreal viper
#

is there a setting to always display fps in editor? I used to type "stat fps" console command but I am way too lazy to type it each time after startup

honest vale
#

viewport settings

surreal viper
#

nice, but that also isn't serialized ๐Ÿ˜ข

reef python
#

What engine would be best for a multiplayer fps?

regal mulch
#

The one you feel most comfortable with.

safe rose
#

@reef python Seeing how UE comes from FPS and caters heavily towards it, you would figure UE4 would be the logical choice.

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But if you are starting out and have no clue about GameDev engines, try them all out.

keen birch
#

Yeah, vblanco, I can see where you're coming from

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But the average hobbyist/indie won't care too much, I think

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Most shader-things can be done through material

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Some special cases are there, absolutely

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E.g. the toon shading

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But it's mostly fine

plush yew
#

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

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

#

serious question ?

#

Do developers make thiere games slow on pc on purpose ? so they make gamers upgrade ?

frank escarp
#

no, they make them slow becouse we allways add as much stuff as we humanly can to a game

plush yew
#

Please welcome @fierce lark to the community! :beers:

fierce lark
#

Yo

plush yew
#

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

viral cape
#

My movie stops rendering about halfway through?

#

what do i doooo

#

nvm i'm actually retarded eksdee

plush yew
#

Please welcome @jaunty spade to the community! :beers:

jaunty spade
#

Can anyone suggest me a good way to prevent my player going through wall on my lean animation. I have a capsule collider around the player where he can hug corners close but the lean animation goes outside the collider therefore the player will clip right through any object he is close to. Is there a good way to stop the animation at the point of the wall so he doesn't clip through it?

frank escarp
#

@jaunty spade have a collider in the head, stop the animation if it collides

jaunty spade
#

alright ill try that thanks @frank escarp

#

I'm new to UE so trying to think it through. I use an InputAxis to control the lean left or right and pass that value to the animation blueprint.

paper kernel
#

well, you wither a) need a linetrace to check before leaning or b) do physics animation blend to stop the mesh for going inside the wall

#

which would probably look really derpy

jaunty spade
#

so line trace probably best option?

paper kernel
#

you only need to check it once per pressed input so

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I wouldn't expect major performance losses

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+it's a really short trace

jaunty spade
#

well i would still want them to be able to lean some up until it would hit the wall

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so wouldnt that be a continuous check?

paper kernel
#

hm

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well, you could add few sphere or box collisions to the character that check for world static collisions

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like one for each shoulder

plush yew
#

Please welcome @empty prism to the community! :beers:

jaunty spade
#

thats an interesting idea

paper kernel
#

and probably better one too for multiplayer

jaunty spade
#

and when it collides prevent the input from going any further that way

plush yew
#

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

jaunty spade
#

i think ill try that method sounds like the best so far

mortal mason
#

how do I properly remove c++ classes on osx

#

ah found it

plush yew
#

Please welcome @unkempt relic to the community! :beers:

gloomy horizon
#

I love their cel shading

#

would love to see how the hell they did it and stil managed to hit 60fps on a ton of different rigs.

#

Last I heard most methods of cell shading were pretty intensive

frank escarp
#

@gloomy horizon no they are not

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they are incredibly cheap

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in fact they have a GDC talk

gloomy horizon
#

Seriously? I'd love ot use that kind of style

frank escarp
#

essentially it just compares the angle of the light with the normal of the face

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and thats it

#

the rest is planar textures, a "shadow" texture, and vertex colors to tweak settings (like how "shiny" a zone is)

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also lots, and LOTS of animation stuff

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characters have like 200 bones

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they animate it like if it was an anime

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they dont do interpolation

gloomy horizon
#

yeah I know that

frank escarp
#

they do every one of the frames by hand specially how they want them

gloomy horizon
#

for sure

#

makes sense though

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Does interpolated cell shadinglook awful or something?

#

Or is that just a style choice

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I know they did something similar for Guilty Gear XRD

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which was actually why I wanted to use UE4 about 3 years ago haha

frank escarp
#

they have a GDC talk

gloomy horizon
#

Thanks! I'll be watching this haha

frank escarp
#

pretty much the gold standard for anime in games

#

and yes, it can be done in ue4

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with a custom shader

#

and now custom shaders are in a plugin

gloomy horizon
#

Arc Systems are one of my favorite companies

#

and my understanding was that t heir audio designer worked on XRD as well

frank escarp
#

every time i look at it its just amazing. They do CG anime better than companies that do that constantly

gloomy horizon
#

Watashi Ishiwatari I believe

frank escarp
#

guilty gear cinematics look FAR better than anything by Polygon pictures

#

and they do Ajin and Knights of Sidonia

gloomy horizon
#

yeah Ajin was awful

#

as far as c hoppy animation was c oncerned

frank escarp
#

they are just retarded

gloomy horizon
#

Loved the story though

frank escarp
#

they cap it at 10 fps

gloomy horizon
#

Story is minto

frank escarp
#

for guilty gear, they do the frames like in normal animation

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more/less frames as needed

gloomy horizon
#

Yeah 24fps I assume

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oh okay dynamic

frank escarp
#

no, 60

#

guilty gear is 60 fps

gloomy horizon
#

ah, sweet.

frank escarp
#

but they dont use all the frames

#

each of the frames has a different frametime depending on exactly how they want it to look

gloomy horizon
#

Man, I just love their work.

#

It's so well done. It's sad that the game wasn't received super well in america

#

I think it was a hit over in japan

#

"How many of you like anime?"

#

everyone laughs lmao

frank escarp
#

i have thought of implementing the toon shader they explain there for ue4

#

as a plugin

#

but i dont really have good art to showcase the effect well

gloomy horizon
#

yeah same I only learned blender 2 weeks ago haha

#

ended up making that last night, finished rigging for the most part.

#

Was gonna try animating with inverse kinematics

#

or whatever it's called

frank escarp
#

just look at the 3d model man

#

godly

#

they implemented their shader in XSI too

#

so the artists have a perfect preview

#

autodesk killed that software soon after this video was done

gloomy horizon
#

jeez though

#

their shader is fantastic