#ue4-general

1 messages ยท Page 115 of 1

gloomy horizon
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what does it do outline the edges of the model?

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or is that all texture

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I have to assume the interior outlines are texture and exterior shader

frank escarp
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outline is ez pz

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they render the character twice

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but with the normals reversed

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in fact, its the same way selection outline works in blender

gloomy horizon
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I just need to be careful with my game because it's all VR based

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so I don't want to go crazy with processing demands

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but I imagine cell shading is much cheaper than some of the other lighting solutions

frank escarp
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thats not postprocess

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its rendering the object twice

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once for the outlines

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and then you render the actual object on top

gloomy horizon
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oh no I just meant

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like for the whole cell shading shader

frank escarp
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the textures are a trip

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they are axis aligned so theydont have stair step

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at all

gloomy horizon
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what's stairstep?

frank escarp
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grab paint

gloomy horizon
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but haha that looks so cool

frank escarp
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draw a diagonal line

safe rose
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@frank escarp yo mr UE4 god-lite

gloomy horizon
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@frank escarp yeah I do pixel art sometimes too so I hear you I get it now

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the non-aliased edges

safe rose
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Do you know off hand if I don't have Symbol Debugging installed on Engine Versions, if I still get proper logs?

frank escarp
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you dont

safe rose
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Or anyone on here?

frank escarp
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oh, logs are fine

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but if you crash

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you dont get a callstack

safe rose
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Okay, just wanted to make sure, cause I mean, I always install it

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So, I never knew

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Trying to put this in the book

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Right, so no callstack

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BUT, do you still get that in the logs?

frank escarp
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you get an assembly callstack

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with the memory direction of each function

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but not the actual function name

safe rose
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Hmm, I am trying to figure out how to intentionally crash engine, I guess I'll have to test

frank escarp
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if you want the name you gotta load that crash dump from visual studio, and point it to debugging symbols

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@safe rose assert(false)

safe rose
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Right, ok, just wanted to clear that up in my head, thanks

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So, for BP only project, no point

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Hmm

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Actually, how does Epic get their Crash Log info then

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Since we need Editor Symbols on for them to get the stack

frank escarp
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they get a crash dump

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the crash dump allows "debugging" from VS

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if you point it to the correct symbols

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if you are using editor build, then epic has the symbols

safe rose
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So, they will be able to see it. The dev user won't.

gloomy horizon
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@frank escarp they really wrote the book on this technique didn't they

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their UV work for the interior outlines are brilliant

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I'm curious how they squared their UV's like that

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I assume they just did it by hand

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but still pretty impressive

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Oh man they even added bendable bones for the weapons so they could do smearing

frank escarp
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not bendable

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scaling

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ue3 didnt have scale in the bones

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ue4 does

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i think

gloomy horizon
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so are all the animations done like an albido file

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or is it just not interpolated in-engine

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as an option?

frank escarp
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they just do the animation so its staggered

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instead of smoothed

uneven fractal
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what do you guys do for brain overload lol

gloomy horizon
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Take.. a break?

uneven fractal
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yeah but I ain't getting anything done if I take a break every 5 minutes haha

gloomy horizon
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Then don't take a break every 5 minutes? Do you consider every problem you run into as brain overload?

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I mean, solving problems is part of the job dude.

plush yew
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is is harder to have 100 rooms a 10 players than 2 rooms a 10 players? is it more work?

gloomy horizon
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what?

plush yew
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is it more developing then u want a lot players?

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to have them logistically at the same time

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multiplayer.sry

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supaaa

livid haven
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I think... I think he's having a stroke.

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

sacred crater
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@livid haven , stay nice.

cloud latch
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Well, I feel stupid. Trying to find details on how input works between Actors, UMG, PlayerController etc. i.e. consumption order etc. I've got touch released on a player controller and an actor, but both always get fired when the actor is clicked. Anyone know where docs running through the proper way to structure this are?

safe rose
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@cloud latch Consumption order

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IIRC: PlayerController gets first hit, then Pawn/Character, then other objects

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And you can obviously check off consumption at anytime

cloud latch
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Thanks, @safe rose. Looks like what I was missing was needing to enable inputs for actors. Though, once it's on - they got it all the time (compared with player controller - didn't check buttons). UMG grabbed it first, no need to enable input, it just worked, and did so as expected (only when clicked on - otherwise, the player controller grabbed it).

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

uneven fractal
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@sly holly tbh there is probably more people here regularly then you can memorize

sly holly
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Hopefully I can remmeber a few of them eventually haha

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

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Please welcome @gusty belfry to the community! :beers:

wild relic
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Hello guys. Have little question right here. how blueprints and c++ should work together. i know how to call c++ function from blueprint and e.t.c. but how i should use it (what i should do in BP and what in c++). thanks for any advice/opinion.

livid haven
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Briefly, since I'm on my way out the door:

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@wild relic Write most of your logic in C++, use C++ for abstract base classes, and subclass them in blueprints.

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Make heavy use of UPROPERTY with EditAnywhere (and the other keywords that control editability).

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And general use TSubclassOf with your ABCs (abstract base classes).

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This way you end up using blueprints not as scripting but merely as assets for powering your native C++ logic in a data-driven manner.

wild relic
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hm

livid haven
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You'll be able to change values via simply changing the defaults of the BP that subclasses your native class, compile the BP, and play in editor (PIE) quickly.

wild relic
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This way you end up using blueprints not as scripting but merely as assets for powering your native C++ logic in a data-driven manner.
what exactly i should do in blueprints ?

livid haven
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Literally just create a blueprint, select your native class, then set all of the properties in the defaults panel.

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Especially references to assets. Hardcoding asset references is a pain.

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Since the properties were declared in C++, you can access the values in C++.

wild relic
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Can i use blueprints for moving my components or using c++ and setting pos/rot offsets there ?

livid haven
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You can use blueprints for some logic, sure. I'd keep it relatively light though.

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Sprawling graphs or complex algorithmic logic are a sign you've gone too far in using blueprints over C++.

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When I say avoid blueprints for logic, I meant the whole visual scripting part, with the graphs and nodes and pins and links/connections.

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Try to keep that to a minimum.

wild relic
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That means that i can move my blueprint components in this 3D blueprint view thingy, right ?

livid haven
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Absolutely.

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Think of that again as merely configuring the classes defaults.

wild relic
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that's kinda cool

livid haven
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๐Ÿ‘

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I'm going to head out, anything else?

wild relic
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nope

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i love using blueprints for prototyping things tbh

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and then manually port logic to c++

uneven fractal
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I find it easier to understand what the hell I'm doing looking at blueprint viewport as opposed to a black and white screen covered in code tbh

plush yew
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Quick question... I'm stuck with a color grid cube with 4 spheres on top of it as a cursor. How do I toggle this off?

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some kind of lighting visualization thingy. Can't click on anything or make any progress until i figure out hot to get rid of this.

uneven fractal
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does it say compiling shaders in the bottom right?

plush yew
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no, it did but its done

worn granite
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Oh

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Ah I can't remember the key

uneven fractal
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yeah compiling shaders usually takes alot of processing power so it will slow everything down or stop it out right

worn granite
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No its a different thing

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gimme a sec

plush yew
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yeah, totally forgot the key too. seen this thing before, never used it now i'm stuck with it lol

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and I don't know what it's called so hard to google, couldn't find anything.

worn granite
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its the \ key

plush yew
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ah thank you so much!

worn granite
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how'd that get stuck

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you normally gotta hold it down

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Anyway its called "preview meshes"

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yeah not vague at all

plush yew
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duno, hit a few keys by mistake and it stayed

worn granite
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that's so niche too

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I can't think of anyone that uses it (maybe a level design thing though actually)

plush yew
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hmm can we change the mesh to anything? like simulate a monster moving through an area?

worn granite
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yeah as far as I know

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you can find it in the project settings

plush yew
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cool, maybe one day i'll care about it ๐Ÿ˜ƒ

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

vagrant glen
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hey anyone familiar with the unreal engine vr template and willing to help teach me something?

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want to blow my lecturer away

safe rose
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@vagrant glen #virtual-reality channel, be very detailed on your issue and what you need help on

vagrant glen
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okay, virtual reality template, i need to code a bench to swing out and back through use of the vive motion controllers (in the vive level) so that when in vr i can swing out the bench for use and put it back into place just like in real life

safe rose
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stop

vagrant glen
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i have no idea where to start but basically i need a constrained track

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huh

safe rose
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Then post

vagrant glen
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lol sorry

earnest cape
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What happened to dark mode for the unreal forums?

uneven fractal
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does clamp work on strings?

worn granite
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@uneven fractal what are you trying to do by clamping a string?

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

uneven fractal
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@worn granite I'm tryin g to prevent putting too much info into a string thus breaking my beautiful ui

worn granite
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There's no lenght clamping, you gotta do you own

uneven fractal
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darn I was hoping for a nicer solution like there is for clamping int's but oh well

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

rich plank
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is there a way to generate hit events without simulating physics?

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wait

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nvm im not dumb i dont thin

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or can i only generate overlap events without physics being simulated?

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nvm i am in fact just dumb

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

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

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

warm mountain
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I just had this hilarious idea for a random encounter in my game XD

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I was thinking if the player goes about randomly attacking or hitting passing cars

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they have a small chance to trigger a secret boss fight

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where 5 fat guys wearing chicken suits would exit the car to beat the living crap out of them while moving like ninjas or super saiyans XD

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

plush yew
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since when does Ue has hdri lighting in asset window?

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.o

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if you double click a asset.

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since when is there a hdri environment lighting map?

keen birch
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Got added in 4.16 or 4.17 I believe

slate ermine
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Hello
can you give me the definition and explain to me what does these elements in UE4 (Landscape, Blueprint, morning, Dungeon, gameplay, collisionLevel)
STP

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

keen birch
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If you have to ask what "Morning, Dungeon and Gameplay" are, I'm assuming you're a troll or just... Need to read up on games.

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And English

slate ermine
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ok you don't know !

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don't worry!

keen birch
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...

plush yew
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@slate ermine whatthey do?

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you created it. you should know that

slate ermine
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i don't know that

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

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

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

modern oracle
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Yay

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

hardy spruce
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Ohai!

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

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

modern oracle
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@hardy spruce the Netherlands hm

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Same country ^-^

hardy spruce
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@modern oracle Someone, do you happen to drop by the DGG occasionally?

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updating dependencies fiddles thumbs

plush yew
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can i select 3 objects and uE bakes the light?

hardy spruce
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@plush yew I don't know, I suggest you try ๐Ÿ˜‰

plush yew
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i doesnt work

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just to bake the light for the 3 objects.. not the whole level

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baking light is really a bad workflow

keen birch
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@hardy spruce Might be going to DGG this Thursday ๐Ÿ˜ƒ

hardy spruce
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I am doing the incubator, and maybe the network borrel.

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sadly I live a bit far away to just drop by everyday ๐Ÿ˜‰ ( Enschede )

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Setting up Unreal Engine 4 project files...

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crossing fingers

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ok done, I'll make another day, need to head home for dinner..

plush yew
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this is in blender.

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so now i have to export every object? i can't export everything at once?

frank escarp
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import option

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in ue4

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you export the fbx so it exports everything

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and there is an option in the ue4 importer, something like "Combine meshes", that should be Off

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"Convert Scene" also has to be off so objects keep their places

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if you want export everything as 1 object, then have the Combine Meshes as On

plush yew
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butwhat about lightmap problems and uvs?

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o.O

frank escarp
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what you want to do of exporting a full map from blender

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is plain not possible

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in ue4

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if you have the Convert Scene as "true" and combine meshes as false

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then each of the objects will be one static mesh

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and they will be offset

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so you can select all of them and drag them into the world

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but thats not a good idea at all

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as now all your meshes have huge offsets, and cant really be used for other places

plush yew
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yes...

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ue is... not intuitive?

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or is it me?

frank escarp
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it does exactly as it seems, it doesnt have the concept of "scenes" as importable through FBX

plush yew
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::(

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and this is the right way?

  1. making everything in blender. (see my image)
  2. one for one, make uv and lightmap. export one by one to a folder.
  3. import all stuff in ue
frank escarp
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no, its not

plush yew
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o0

frank escarp
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you create the objects in blender

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import them to ue4

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and then create the level in ue4 by assembling the pieces you created in blender

plush yew
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eh i can't make every time a new file in blender. i need sizes

frank escarp
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have this

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its a DVD that was paid, now free. about ue4 level design

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uses 3dsmax, but the concepts are the same

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you dont need to have multiple .blend

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you can have several stuff on the same.blend

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i do that myself

plush yew
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that is what i meant

frank escarp
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normally i have each "set" of objects in one .blend, to have them in one place

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then you export them with combine meshes off, and it will import each mesh as one static mesh

plush yew
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i make one single .blend and export one by one to ue

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Please welcome @pine atlas to the community! :beers:

frank escarp
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you dont need export one by one

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you can do them all at once

plush yew
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hm ok

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ah

frank escarp
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just make sure combine meshes is off

plush yew
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ah

frank escarp
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and very important

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name your meshes in blender

plush yew
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but will it then come with the same offset?

frank escarp
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properly

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depends if you have Convert scene on or off

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If you have Convert Scene on, it will import everything with 0,0,0 as center

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if you have it off, it will import everything with its own object center as center

plush yew
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ah

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so to have it like in blender,,, i need ON?

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(โ•ฏยฐโ–กยฐ๏ผ‰โ•ฏ๏ธต โ”ปโ”โ”ป

frank escarp
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yes

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that way you can drag drop all your meshes and they will be on the same place

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but this has issues

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you should just have your set of meshes, and assemble the level in ue4

plush yew
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hm ok. should not be that hard

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why is this discord serv. so dead?

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ยฏ_(ใƒ„)_/ยฏ

plush yew
keen birch
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@plush yew This server is far from dead

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๐Ÿ˜›

plush yew
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i get help much faster in godot server for examp.

keen birch
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It really depends on the question ๐Ÿ˜›

ionic sedge
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Also you're just asking random stuff in general, ask in a specific channel instead.

plush yew
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what channel would that be?

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game d esign or level design?

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or graphics?

regal mulch
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Blender Questionsshould be graphics for now

uneven fractal
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where do I put the steamworks SDK to use the steam online subsystem?

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

strange valve
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Thank You ๐Ÿ˜„

uneven fractal
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so enabling the steam subsystem plugin causes my project to fail when I attempt to simulate it launching to desktop

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

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

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

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

pallid compass
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Finally got 30 mins to talk on here jesus

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

vernal crest
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๐Ÿ‘‹

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

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

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

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hello

plush yew
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everytime I close UE4's editor something seems to be missing or wrong when I start the project up again

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now it's telling me a thirdperson.dll is missing and I need to "build it from source"

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

jagged meteor
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on a scale of "ez" to "up for 32 hours" how hard is it to code something in unreal

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

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

tiny loom
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hey uh, anyone know how to display the senses in run/simulate modes?

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oh, maybe you just have to select the desired pawn

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hmm

safe rose
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@tiny loom you figure it out?

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you should also have to do some strange combo

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shift-alt-'

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or something like that

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maybe cntl-alt-'

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Or maybe just the '

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apostrophe key

dire storm
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darn my forums post didn't get any love ๐Ÿ˜ฆ

safe rose
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@dire storm link?

safe rose
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@dire storm You're asking the wrong questions, that's why

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a) too subjective

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There are no pitfalls if you plan for them

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b) no

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c) it is already possible

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see fortnite

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or ark

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There are quite a few voxel plugins for ue4

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if you're looking for that also

dire storm
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Do I need to go a dedicated server approach to generate the worlds and store all the town/city info while the player runs around adjacent areas?

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I don't think voxel is the route I want to go

safe rose
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Again, you are asking the wrong question

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You do what you need to do, however you want to do it.

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You have many options available to you

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You could go the dedicated server route. Or, you could go ListenServer and keep saved info on a backend server

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You should look into world composition

dire storm
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I'm aware that there are a lot of options. I've been looking through some of them. I guess I'm trying to figure out what route would be my best option before I dump hundreds of hours into a prototype and finding out then its a computer killer.

safe rose
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No one can really tell you that

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I mean, if you haven't done any research yet

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You should

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There are PLENTY of threads on it

dire storm
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That's what I'm working on now.

safe rose
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Plenty of people have asked the question

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You could probably find the same question asked on here

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Use the search bar

dire storm
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Thanks for the feedback

plush yew
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Hey guys, had an issue with the project running into runtime errors due to assertion fails when nativizing a project inclusively, which wouldn't occur when nativization is disabled.

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So the packaged project wasn't working while the PiE version was

kindred viper
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did you happen to post this problem on the UE4 facebook group? Someone else had that issue earlier this week and they may have found the solution

safe rose
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@plush yew check the error

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Find the bad BP

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Don't nativitize it

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Usually if you have a crapton of macros

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It won't nativitize

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Not sure if that's been fixed in 4.18

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I just try to use functions as much as possible unless I need some custom flow or latent sexy stuff

kindred viper
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I just don't nativize. If it's not running tip top before nativization, then I would be silly to presume nativizing it would fix any optimisation issues anyway. I like the idea, but necessity is key.

drowsy sage
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Uhmm

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real quick question

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visual studio 2015 yeh? that's what we use for unreal engine

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Can't remember

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I used to use 2013

kindred viper
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depends what version of unreal you are using

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2013 will work upto 4.15 I think. But you want 2015 for 4.15 generally. 4.16 and above needs vs2017

drowsy sage
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Much appreciated. Downloading 2017 now.

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I just remember starting off with 2013 and not realising it was 2015++ etc...

plush yew
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Yeah, I almost never use Macros

wary wave
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I'm using VS2015 for 4.17

plush yew
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Use 2017

wary wave
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I see no reason to

plush yew
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as you wish ๐Ÿ˜…

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there's no major change

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save a few features here and there, experimental stuff

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@safe rose the error appears as a runtime assertion fail in some super core library code

kindred viper
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I tried to use 2015 with 4.16.0/1 and it complained at me. Cant remember why but I just switched it up to 2017 and it worked.

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@plush yew got the error message still?

plush yew
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Well yeah

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I'll need to rebuild of course

kindred viper
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c0003 (or something) ?

plush yew
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It looked like a recursion limit error

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it didn't evaluate on the assertion check and crashed

kindred viper
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the problem with recursion limit errors is they keeping happening again and again and again and again and..... thank you i'll be here all night.

plush yew
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oddly when I rummaged a bit more the game would run silently in the background

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without any errors, just hanging in the task manager

kindred viper
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like its failing to exit?

plush yew
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It runs silently in the background as two processes

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one which takes about 120 odd MB of memory, the main one

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another silent process

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none of them show any activity on CPU or GPU

kindred viper
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crash reporter crashing maybe?

plush yew
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of course, all of this if nativization is on

dire storm
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poking around github and googles. Really suprised no one has made a runtime terrain editor yet or mayble I'm looking for it wrong. Not looking for voxel based. I'm more interested in something like city skylines uses with Unity which I believe applies directly to the terrain.

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

wary wave
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there are plenty of attempts at runtime terrain editing, but it's not exactly a trivial task

dire storm
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Thats what I'm getting from all of the posts and videos.

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I'm trying to research the best approach for me.

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My game concept is pretty standard. Build towns/buildings. I'm breaking everything down to determine what would be the best approach for me. Using the terrain editor or using generated meshes for the world. One of the features I had in mind was player terrain editing.

kindred viper
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I was talking to someone who was making a dynamic terrain the other day. Ill see if I can find the post, im sure he had some code he attached

dire storm
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But mostly it was for building. When buildings are placed into the world I need the world to flatten around them so they don't look tarded

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There's so many great games that have terrain editing it kinda blows my mind that its not in the editor but its also understandable since epic isn't really known for those kinda games

#

I mean honestly I can completely leave out the player editing part but I do need the buildings and structures to deform the terrain when they are placed if I'm going the terrain route

wary wave
#

editable terrain just plain has different considerations than the landscape system

kindred viper
plush yew
#

Well, forgive me for sounding blunt or too straightforward without full idea of what I might be saying but do check out the engine landscape editor source code

dire storm
#

Thanks Marc I'll take a look at it and see if it will be of any help.

wary wave
#

editor landscape code will be fairly monolithic, but also the license terms prevent you from using it in game code

dire storm
#

@plush yew I have planned to review it. Its beyond my level of knowledge at this time but sitting next to me is my mountain of learn to code books. I've been sitting at my desk for 14 hours a day trying to cram as much knowledge as I can.

#

@wary wave I read that in a post but also read from epic staff it was allowed to be edited which confused me. I can try to find the post hold on

plush yew
#

Yeah,cramming never does ๐Ÿ˜… again, not speaking from experience

wary wave
#

you can edit the editor as much as you like

#

you cannot use editor code in your game

dire storm
#

okay that clarifies

plush yew
#

copyright stuff yay?

dire storm
#

@kindred viper That appears to be for generating terrain not editing ingame unless it can be used for both.

plush yew
#

Of course, one could make it a sort of Engine extension

#

yknow like EQS

dire storm
#

Thats kinda what I was looking for vivraan hoping a good one was publicly available.

#

EQS?

kindred viper
#

Yeah its for generating terrain. Given the procedural nature though, its probably easier to work with than landscape proxies, although less optimal for performance. I just thought it might give you options really

plush yew
#

Environmental Query System for generating AI navigation in runtime

kindred viper
#

does that generate a mesh from the proxy to work with?

plush yew
#

Nah, the mesh must be spawned

#

it does allow AI to "figure out" where to go

dire storm
#

I can't wait to know wtf I'm doing in this engine/coding. I came from a military career and I'm pretty new. I got the motivation but not knowing how everything works is frustrating when you know exactly where you want to end up.

plush yew
#

Aye, it may seem overly frustrating if somebody applies the military discipline in learning coding

dire storm
#

I always have 13 windows open, 17 things to learn randomly spread across my desk, youtube tutorials playing.

kindred viper
#

necessity is the mother of invention, so you know what you need, the path is more direct. Hence easier. Plus its damn fun to learn so just enjoy the ride ๐Ÿ˜ƒ

dire storm
#

I'm enjoying the ride honestly

plush yew
#

That's what counts ๐Ÿ˜ƒ

dire storm
#

Its scaring everyone. The whole "wtf are you doing all day" I'm LEARNING people! I'm learning and it hurts.. because the more you learn the more you need to learn

#

and I'm not making enough stuff ๐Ÿ˜ฆ

midnight mantle
#

does UE4 have it's own rigging/animation/modeling tools at all?

kindred viper
#

I've been studying something or other since I was 23 years old and I got bored of drinking and partying. I wish I had started earlier but I guess I had to get it out of my system

dire storm
#

I mean.. I could just make my maps so that where ever there is buildable areas the ground is completely flat but thats kinda a cop out and visually less appealing i feel

plush yew
#

@midnight mantle Nope, it's all outsourced

dire storm
#

Ideally I want there to be castles on hills with roads/ramps up to them

plush yew
#

Animation, yes

kindred viper
#

well landscape splines take care of the roads and ramps

#

flattening it at runtime I haven't really looked at though unless you ran some kind of spline to do that too. Not sure if that works at runtime or not

dire storm
#

I want the player to be able to say... look at that bad ass outcropping of rocks. I want to build my castle there for my town. (city builder style) and then build a road to it.

midnight mantle
#

animation only huh...good enough

#

better than nothing lol

plush yew
#

Well ideally if it isn't there the most painful but rewarding thing is to make your own landscape mesh derivative

#

investigating the editor tools may help us get to runtime

dire storm
#

I'll take that one as a lookup. *writes it down feverly

plush yew
#

if releasing it to market isn't legal, give it to Epic as a plugin or something

#

๐Ÿ˜…

dire storm
#

I could see how other engines do it. Literally every city builder has a terrain editor built in

plush yew
#

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

#

@midnight mantle there's animation retargeting and stuff, not really all animation-y. Best look at Blender or something, then deploy in UE4

kindred viper
#

UE4 landscapes are a different breed of mesh though. They have some memory optimisations to help with large landscapes that those others may or may not have. Its just a bit different in respects to plain meshes

plush yew
#

@dire storm yeah, even ancient stuff like Warcraft 3 had a terrain editor

#

UE4 landscapes apparently do take less than 6 times the memory or sumfin idk Google it

kindred viper
plush yew
#

Probably for importing/exporting data from image files

dire storm
#

@kindred viper which is great. I'm glad its optimized. I just need to figure out how to tackle this. Like I could generate the map and then have all the interesting parts be editable meshes or something that will deform to player interaction

kindred viper
#

I thought it might be for the LOD system but I guess its more useful than just one task

plush yew
#

with that, landscapes basically use heightmaps, which are basically glorified image files

#

on thr fly image editing = runtime landscapes?

#

again, I am only gesticulating

kindred viper
#

landscapes use tile components for optimisation, and they also have a system for adding holes. So you could have specific tile components flagged for building, then replace them with a hole, and add a base mesh in that place to build on

dire storm
#

hmm thats interesting and complex

#

The shit you have to know so that you can generate angry sims for players... smh

plush yew
#

yeah, the land provides ๐Ÿ˜Œ

dire storm
#

Can you modify the heightmap during gameplay which would then deform the terrain during runtime?

kindred viper
#

not that I am aware of. It's a baked system.

#

of course its also c++ so requirement modifications are unlimited in that sense.

dire storm
#

@plush yew I spent so much time in blizzards terrain editors lol

kindred viper
#

its such a pain in the arse that I only ever see people doing dynamic terrains with planar meshes, which means writing any functionality you need for streaming and LOD and such.

#

if performance isn't affected over the landscape system though, I dont see a problem using procedural and instanced meshes. Its all about what your requirements are

dire storm
#

go on

#

what do you mean by requirements. You got me hooked here ๐Ÿ˜ƒ

kindred viper
#

in terms of performance. what platform you are on, what min system specs are needed, what else you have in the gameplay taking up processing, AI, etc. It all adds up which is why landscape in UE is pretty cool for optimisation

dire storm
#

Does anyone else go to bed thinking "If I won 200million in the lottery I would blow it on game developers making me games"? I used to daydream about blowing money on other things lol

plush yew
#

Yeah ๐Ÿ˜‚

kindred viper
#

nope. I wouldn't spend my own money on games dev. Its too risky. I'd invest in something more tangiable

dire storm
#

@kindred viper I'm targeting midrange PC audience.

plush yew
#

Btw do check out LandscapeEdMode.h/.cpp

#

did some searching and found some unanswered UE4 answerhub posts

#

however most files are guarded by a WITH_EDITOR

#

preprocessor placeholder

dire storm
#

@kindred viper I've done some reading on simcity, civ 6, city skylines. Simcity's engine was kinda terrabad but thats kinda where I want to go with it.

#

I read that too vivraan. Let me link a post I found interesting one sec.

kindred viper
#

I've no idea about those engines. I think simcity was a custom engine, probably the others too. Im kind of just an Unreal guy ๐Ÿ˜ƒ

plush yew
#

This thread though
by the looks of it you may try Unity for runtime landscapes as of now

#

Of course if you're loyal to Unreal do help us make a Runtime Landscape Editor plugin ๐Ÿ˜ฌ

dire storm
#

Actually almost all of the code you need to dynamically create landscapes and edit them is in Runtime code, but some of it is not fully initialized unless you are running the editor. The files you want to be looking at are LandscapeEdit, LandscapeDataAccess, LandscapeInfo, LandscapeProxy, Landscape and LandscapeComponent. These have pretty much everything you need to be able to create new landscapes, edit heights, update collision and change materials, and they're all in Runtime code. An example of a problem you'll run into right now though, is a large number of useful functions in those classes are decorated with "#if WITH_EDITOR". For example the ALandscapeProxy::Import() function is very useful for creating a new landscape out of some initial raw height data and materials, but it's compiled out in the game unless you go and modify that source code and recompile the engine.

--Mike

plush yew
#

exactly

kindred viper
#

see if its as simple and editing out that.... it would be awesome to do so.

#

if that works with EditorApplySpline at runtime, then you can make a tool from a spline + mesh (which can be dynamic) and deform the landscape with it.

dire storm
#

We only restrict shipping with code compiled from source files under the Editor and Development subfolders. You can modify the engine to remove "WITH_EDITOR" and "WITH_EDITORONLY_DATA" checks as you see fit for your project. However, there might be some other reliance on editor code under the hood there, I'm guessing you will need to do some fix up here and there to get it fully working. I would start by looking at any Landscape runtime code that checks GIsEditor. In my earlier post I didn't realize that most of the Landscape creation and editing code was actually in the Runtime folder already. Let us know how it goes! As I said earlier, ideally everyone could benefit from having access to terrain creation features in their game so we might be able to get the changes merged back in.

kindred viper
#

so basically you can do it, but you cant ship it until you replace epic's code. Well that sucks ๐Ÿ˜„

dire storm
#

Then there's like 10 more pages of "someone please do this"

#

including me... lol

plush yew
#

wait

#

Nah it appears people have some version already working, but not released

#

it's also okay to remove the #ifs

dire storm
#

I've been browsing the voxel stuff. I'm kinda scared of voxels

kindred viper
#

nothing to be scared of. Just an array of stuff :p

plush yew
#

yeah

dire storm
#

I had a link to a voxel world plug in. I'm not scared of the array stuff. I just don't like the voxel look I guess. I do want a stylized world I guess I just don't know enough on how it impacts performance

kindred viper
#

yeah I always get worried performance will suffer at higher resolution setups. If its only for the base layer and make you make your landscape nice and lush with content though, you get away with it because nobody really sees the landscape

#

that cubiquity looks nice though with the triplanar materials and everything

dire storm
#

I'm aiming for a stylized look simiar i guess to most mobas out there right now (heroes of the storm, dota) look and feel but a city builder if that makes sense. I mean if I can achieve a functioning sim empire in a voxel world I'm all for it.

#

btw thank you guys so much for your time. Its hard finding people to work with/discuss.

kindred viper
#

its lucky im slacking today otherwise I wouldn't see the chat ๐Ÿ˜„

#

but now I want to go play with procedural mesh tiles + tessellation material + heightmaps and see what I can do without bricking the cpu/gpu

dire storm
#

I hear that!

#

hmm

plush yew
#

I'll work on improving my general skills๐Ÿ˜…

dire storm
#

still searching to see if this is currently available for unreal

#

doesnt appear to be the case

plush yew
#

Please welcome @kind egret to the community! :beers:

dire storm
#

I really don't want to switch to unity

plush yew
#

Ah, thanks @Discord!

dire storm
#

whoops

#

alt tabbed for too long. I now have 21 windows open

#

please dont crash google chrome!

#

reddit.. I've should have known

#

minus the 've

#

Welp. Gonna have to put this on my "hire a programmer to do this for me" list

plush yew
#

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

keen birch
#

@dire storm Why exactly is a voxel terrain not good for your usecase?

dire storm
#

Hey Goosey whats up ๐Ÿ˜ƒ

keen birch
#

Sick 3:

dire storm
#

oh noes! Hope you get better soon

#

I'm actually strongly considering going with a tile based map generator now

keen birch
#

So just putting a bunch of premade terrain tiles together (pseudo-)randomly?

dire storm
#

So far I haven't seen a voxel terrain pluggin I'm interested in to get the look/feel. I'm unsure of how the impact performance. I'm gonna have a quite a few citizens roaming around my towns as they build up. Think banished style. Where people have jobs and whatnot. Its basically a mini sim city style game where the player can assume control as a hero unit and run off to do stuff then come back and help build his town.

#

I'm going to work on implementing that I was just trying to think of future roadblocks and the biggest one that comes to my mind was how to solve for the player wanting to build on hills and cliffs and such.

#

And then I fell into the rabbit hole of terrain editing during runtime

#

I think I can implement mesh editing during runtime.

plush yew
#

Okay so here I'd introduce my aspect of interest, which is procedural generation from scratch.

In a project from a Udemy course, I went on to implement it by randomly checking for positions on a tile blueprint by spawning sphere traces to check for colliding objects, avoiding positioning objects too close to each other and the walls. However, this is thrashing players by causing a very visible lag during gameplay.

The best I could do is defer spawning of several tiles, thereby making a longer lag but after a longer session of smooth gameplay.

#

So, I find it terribly obvious that I can do better. Question is, where do I start?

#

.
Even in the course, the lecturer describes Perlin noise maps and such for generation

wary wave
#

you start by solidly defining your requirements

plush yew
#

My requirements are: engaging gameplay, randomly spawning obstacles in tiles which are AI navigable, where each tile is a bunch of meshes with a grassy floor, which spawn one after the other. FPS.

#

as we progress through tiles, the one before becomes inaccessible

wary wave
#

you need to define the requirements from your terrain system

plush yew
#

...

#

:sweat_smile:

wary wave
#

which means you need to know what the game is going to do with it precisely

#

AI navigation is one such interesting quandary ๐Ÿ˜‰

plush yew
#

This was resolved by EQS and enabling vision on AI bots ๐Ÿ˜ฌ

#

define requirements from my terrain system?

#

Yeah, I guess I do that already

wary wave
#

EQS / vision sounds expensive if you're going to have more than a couple of NPCs

plush yew
#

Couple of NPCs, yes

#

The ones before disappear from existence

#

By couple, 2-4 bots per tile

#

bots can walk between tiles too

#

so realistically >10

wary wave
#

if you're generating your own geometry, you can generate your own pathfinding data at the same time

#

from there you can do something like have a pathing manager that pools requests and feeds out A* results as framerate allows

plush yew
#

Currently, I maintain an object pool for nav meshes

#

I keep 5 nav meshes throughout the game, each reused to generate a default pathfinding for AI

#

As for terrain, I'm spawning bots as well as static meshes

#

for the latter both rotation and scale can be randomised to a limit

#

however, the number of objects and variants can be well upto 30 a tile

#

all serially generated through a function provided through blueprints

#

I'm practically a noob in most aspects ๐Ÿค

dire storm
#

I'm back. I fell sleep reading about runtime mesh generation plugin

hardy spruce
#

\o/ it compiles, ship it! ( UnrealED on ubuntu 16.04) installed successfully

digital anchor
#

is there a way to make floats accept commas

plush yew
#

Please welcome @acoustic crater to the community! :beers:

acoustic crater
#

๐Ÿ™Œ

brittle gulch
#

Hey guys, Do you know the shortcut to translate by the Z axis?
Like Ctrl + LMB to translate by the X axis and Ctrl + RMB to translate by the Y axis

stable crest
#

Hallo anyone here knows where i can Read new 4.17.2 bugfixes ? im trying to find the Post but it looks like there is no Post about this Version

stable crest
#

thank you

safe rose
#

Lol

#

So many fixes

#

I am glad though, I say about 20 or so have been bothering me.

green spear
#

Anyone versed in Perfroce that can tell me how to change how different filetypes are handled, ie how many revisions that are kept?

worn granite
#

You're looking for a typemap

green spear
#

@worn granite Thanks, you are right.

pallid compass
#

got new laptopp
4k screen
7820HK,
32gb drr4 ram,
512 gb m.2 drives in raid 0
1tb m.2 SSD
1tb SSD
SLI GTX 1070's
boi am i happy

inner mountain
#

laptop
SLI GTX 1070's

omg

#

looking for my macbook with integrated graphics :(

atomic siren
#

for half the price you had a desktop with this specs

#

well done

surreal viper
#

yeah but that would not be the same

atomic siren
#

why?

surreal viper
#

gpu

#

laptop

#

-> burn

#

with pc GPU would live longer ๐Ÿ˜„

atomic siren
#

what

surreal viper
#

I have never seen a strong laptop gpu not having cooler problems after a year or so

atomic siren
#

laptops all turn to shit within a year or two

#

by design

surreal viper
#

btw if mobility was an important part of his decision I guess it was okay
sometimes you just can't allow yourself to have a PC

atomic siren
#

if you're carrying this thing on a daily basis

#

this thing will ruin your back

#

the only case where I can imagine such a laptop being a worth investment would be for someone who has no steady workplace at all

#

or if you work on a oil plateform in the middle of the ocean

surreal viper
#
this thing will ruin your back

<- a laptop is nothing compared to my schoolbag I had when I visited primary school ๐Ÿ˜ข

#

but e.g if you have to travel between home and student hostel it's cool ๐Ÿ˜„

pallid compass
#

omfg intergrated graphics

#

actally daft

#

the 1070's in mobile

#

are faster than the desktop versions

#

and i only paid ยฃ2700

surreal viper
#

only 2700 ๐Ÿ˜ฎ ๐Ÿ˜„ ๐Ÿ˜„

pallid compass
#

including a huge range of goodie stuff i got with it

#

my main rig was like a ยฃ5000 build ๐Ÿ˜‚

atomic siren
#

the mobile GTX are faster than desktop versions?

#

which versions are you even talking about ๐Ÿ˜›

pallid compass
#

the clock and cores

atomic siren
#

my bullshit radar is off the charts

pallid compass
#

on mobile 1070

#

is more than the normal 1070

#

go look it up m8

#

i was very suprised to find this out my self

atomic siren
#

you mean than a gt1070?

pallid compass
#

its not the same on the 1080 or 1060

#

for some reason

#

gtx 1070

atomic siren
#

Unless you have sources for that I'm not buying it

#

and I'm too lazy to check by myself

pallid compass
#

u dont have to buy it, go look it up if u want i not fussed lmao

#

im happy with this work rig though

#

gonna help alot while im teaching

atomic siren
#

are you carrying this to your workplace on a daily basis?

pallid compass
#

yeah

#

i got one of the battlepack's with it free from msi

#

very nice

atomic siren
#

it will fuck up your back and posture I'm not even joking

pallid compass
#

its not heavy at all

#

lmao

#

its lighter than my custom built 970m laptop

#

and the bag is more comfy

#

as someone who use to work in the dance industry, i can assure you its not going to displace my posture, its no where near heavy enough or do i spend enough time with it on my back

atomic siren
#

hopefully you're right

pallid compass
#

i wouldnt put my self in danger for a laptop

plush yew
#

I have a question i download a world for ue4 and it's in a file, how do i preview it in ue4
how do i create it a project

atomic siren
#

btw dancers often end up with completly fucked up joints and bones

plush yew
#

@atomic siren

#

Any idea ?

atomic siren
#

it comes as a package?

plush yew
#

This is what i have

#

it has blueprints assest and everything in it

atomic siren
#

then you just have to make an empty project in UE and import the folder from the content browser I guess

plush yew
#

i will try

surreal viper
#
btw dancers often end up with completly fucked up joints and bones

not like coders ๐Ÿ˜„

atomic siren
#

it depends

#

sitting in front of a computer all day surely fucks up your posture too

#

you have to excercise and take good habits

livid haven
#

Be like me, sit in weird positions every so often so your body posture doesn't even know what normal is.

#

realizes he's currently sitting Indian-style

#

I say it half jokingly, but legitimately switching between lots of different postures seems to do a great deal to help prevent issues.

atomic siren
#

I'm too bent towards the screen so I try to be aware of that

livid haven
#

Standing, sitting like a normal human being, sitting "Idian-style", sitting on your knees, sitting with one knee up and the other leg underneath it (hard to explain)

#

Get in to space sims or flight sims, so you end up with too much shit between you and the monitor to even be able to get that close to it.

atomic siren
#

I think I only ever saw one person sitting on his knee on an office chair

#

that was the random fact of the day

#

don't thank me

livid haven
#

๐Ÿ˜›

#

It's kind of on topic, to be fair. Work-life balance, mitigating health risks, be they mental or physical.

#

I've not ever used a standing desk, I just sometimes stand at my desk if I'm not doing a lot of typing at the time.

atomic siren
#

oh I forgot that standing desks were a thing

#

well

#

time to go to rest

#

good night

uneven fractal
#

is it possible to test lan functionality by running 2 programs on the same computer?

#

well I've tested it and I've got one running in the engine and another running as it's own program the one joining the host can see the host session but when it tries to join it the joining fails

livid haven
#

You can test networking using 2 processes on the same computer. Not 100% sure what you mean by LAN functionality though.

#

You mean, like, multicasting over the network to detect running servers on the LAN?

uneven fractal
#

like I have a game and I want to test if it's able to connect to the other game over lan will 2 games on the same computer be able to test that?

#

they would have the same ip address so I'm curious if that would generate errors or not

livid haven
#

Nah, that should be fine.

#

Multiple servers on one machine over the same network device would definitely require multiple ports.

#

But multiple clients on the same machine and network device should work.

#

I've done that numerous times to test multiple clients and a server all on the same machine.

#

That will effectively test that your code is at least basically networking properly.

#

It's not just the IP address that matters, but also the port.

uneven fractal
#

alright I'm doing some funky stuff because I don't want to deal with steam atm

livid haven
#

I'm hazily recollecting my UDP and TCP knowledge.

uneven fractal
#

networking is the worst part of making a program

livid haven
#

IIRC, you generally let the clients take any old IP that's free.

#

So when you launch multiple clients, they should nab different ports, and thus the server and clients can uniquely identify eachother as recipients/senders.

uneven fractal
#

uh

#

how do I do that lol

livid haven
#

You don't.

uneven fractal
#

the programs just take a free ip?

livid haven
#

Low level concern already handled for you by the engine.

uneven fractal
#

ah I see

livid haven
#

Relevant advice: Always, always test your networked game with separate server and client processes.

frank escarp
#

in fact, do a dedicated server build and test that

#

becouse it can be different

#

from just running commandline dedicated server

livid haven
#

Can it? I guess it could, but I feel like you'd have to have done something very silly to really have an effect.

#

I just use an Editor build and run with -game vs -server.

frank escarp
#

it can

#

and its common

#

becouse the actual fully dedicated server does not have meshes

#

for example

#

some times actual traces will be different

#

you need to be really careful with that stuff

livid haven
#

Hmmm...

#

I wouldn't expect that to be untrue of running with -server though.

#

You could double down and do -server -nullrhi I suppose.

frank escarp
#

its about actual #ifdef SERVER

#

editor server build will not have those

#

not a lot stuff changes, but gotta test now and then

livid haven
#

Right, but I thought runtime behavior would be very similar with -server, including stuff like not having meshes loaded and such.

#

Pretty sure client-only modules won't be loaded, for instance.

uneven fractal
#

now I feel sorry for all the people I've confused by nerding out about computer things

frank escarp
#

@livid haven just try it just in case

#

package a server only build and a client build, and see if it still works

livid haven
#

Oh I'd definitely do it as part of proper testing once in a while.

uneven fractal
#

I mean in my case it's not designed with a dedicated server I'm just using a listen server and the clients

livid haven
#

But I'd probably stick to regular testing with -server and -game. I also don't ever build non-Unity locally... CIS can yell at me if I fucked up my includes. ๐Ÿ˜›

#

Testing with a listen server and a separate client is basically the same thing (from the perspective of the separate client) as being connected to a dedicated server. ๐Ÿคท

uneven fractal
#

so where do I put those launch commands in?

livid haven
#

They're commandline args. Just -log and -debug and such

blazing crane
#

Could somebody please recommend a good resource for text based (not video) tutorials for UE4?

uneven fractal
#

ehh you could try reading the transcriptions for the videos

#

it's really hard to learn anything without it being demonstrated and not having an essay with half the words being made up unreal 4 jargon

#

could probably find a website that gives you the plaintext version of a video tutorials english transcription

blazing crane
#

I guess I'm just the type of person who learns best from reading, not watching.

#

I also get very very impatient with listening to videos

uneven fractal
#

you could always just use the videos for getting the genrally gist and just do your own thing from there while refrencing the unreal 4 text documentation

worn granite
#

@uneven fractal you'll probably want a .bat file, formatted like "PathToEditorBinary" "PathToUProject" MapName <flags>

livid haven
#

You can do a bat or just make a shortcut and edit it

worn granite
#

true

blazing crane
#

is the c++ documentation up to date?

livid haven
#

@blazing crane Don't ever use the online reference for the C++ code.

#

There's no point. It's literally just an exported/processed version of what's in the actual source code.

blazing crane
#

@livid haven What should I use then? I've wanted to jump into Unreal Dev for a while but the lack of docs has been a huge stumbling block coming from unity

livid haven
#

The source code is always going to be what you want to look at. Of course, looking at comments is worthwhile, but be wary of trusting them.

blazing crane
#

Thanks for that @livid haven

#

Didn't consider that before.

livid haven
#

Use the "documentation" that explains things, but don't use the actual documentation that's just telling you what a class name is, it's functions, their arguments.

blazing crane
#

So I should build Unreal from source every time?

#

and just use the source code itself as the docs?

frank escarp
#

use blueprints

#

you can right click them "go to definition"

#

and then you see the source code of the exact node

livid haven
#

No, you don't need to build from source, I'm just saying reference the source for comments/API.

frank escarp
#

that thing is a massssive time saver

livid haven
#

The online code reference can't be any better than what's in the code, and if anything you risk the online code reference being a different version than you're running, eventually.

torpid ingot
#

In #lounge I posted a link to a course for UE4 that is very good. It is aimed at both beginners and more advanced people. It is focused on the programming aspect of it and C++, but it is currently on sale for 94% off. Please have a look. They even just launched a new course tackling the challenges of multiplayer and networking.

livid haven
#

There's a lot of documentation for UE4, but there's SO much to UE4 that it can't possibly cover the massive swath of things to cover.

blazing crane
#

What's the password?

livid haven
#

?

#

Oh, are you trying to find it on GitHub?

blazing crane
#

no no

#

I was replying to @torpid ingot

livid haven
#

Ah

blazing crane
#

@livid haven

torpid ingot
#

@Celeste ๐Ÿ•#4080 You might want to temporarily pin this post and the one in #lounge. It is up to you ofc I prolly should write @regal mulch as well.

#

@blazing crane You have to make an account.

blazing crane
#

I have an account.

torpid ingot
#

Then you have to purchase it.

#

It is not free, but it is 94% off.

blazing crane
#

Thanks man!

#

I was looking at that a while ago

torpid ingot
#

NP. I hope it helps someone. It did help me greatly.

plush yew
#

Please welcome @dreamy dock to the community! :beers:

plush yew
#

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

#

Please welcome @flat parrot to the community! :beers:

oblique sorrel
#

Ha! Fuck you, Adobe! I managed to import your skeleton and your animations even though you didn't want me to!

plush yew
#

Please welcome @old yarrow to the community! :beers:

old yarrow
#

Gday

plush yew
#

Please welcome @rancid schooner to the community! :beers:

plush yew
#

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

#

Holy shit

#

I cant believe it

#

@plush yew please for the love of god let me speak to you

#

@plush yew 5 minutes, that is all im asking for

livid haven
#

Eh? What's going on here?

#

Seems pretty sketch.

plush yew
#

nah

#

i used to wrok with him

storm venture
#

for ue4, is there a point in getting a 1080ti over a 1080?

#

any advantages?

plush yew
#

more video ram

storm venture
#

i hear its only good for 4k resolutions

plush yew
#

nah

#

my r9 fury runs 4k ue4 projects fine

#

Its just the lack of video memory on my end that pisses me off

storm venture
#

would the more video ram be worth it over what the 1080 gives me?

#

like is there an aspect of development that relies on more video ram?

plush yew
#

textures primarily

#

I managed to go past the "memory barrier" on my end

#

speaking of which

#

who the hell set ue4 to only use 2.5gb of vram?

#

thats something I need to override asap

storm venture
#

so when i have to sit there and wait for it to compile shaders, i can blame the gpu?

plush yew
#

no

#

from what i saw thats mainly cpu

#

saim as building lighting

#

except building lighting uses a shit ton of ram (especially for the shit i do tfw i use like 32gb of ram to build lighting lol)

storm venture
#

oh jeez

plush yew
#

yes buuuuuut

storm venture
#

my new build is gonna have 32gb, would you recommend that or should i go more or less?

plush yew
#

im building large environments

storm venture
#

oh i see

plush yew
#

nah probably not

#

Im doing battlefield sized scenes

storm venture
#

i mainly do archvis so its always small

plush yew
#

you probably wont be doing things that large

#

yeah

#

no

#

you wont need 32gb

storm venture
#

awesome, sounds good

plush yew
#

you wanna see?

storm venture
#

sure!

livid haven
#

@storm venture FWIW: I run 32 GB of RAM, but that's for working on Fortnite, and it lets me handle having a server and 2 clients and the editor and VS running simultaneously.

#

And I'm an engineer, so I'm not doing light builds or any of that.

storm venture
#

ohh but that makes sense, i see

#

yeah i was only thinking of a single instance of a project but when it comes time to the hardcore stuff i'll need to have multiple instances

#

or very cooperative friends

#

lol

livid haven
#

So 32GB is probably just fine, at least for engineering, even on a AAA multiplayer title. I'd think. For an artist though, I don't know how much you're going to have to budget RAM to running your content creation tools and their large memory footprints.

#

If you're just doing it for kicks/portfolio, that's totally fine.

plush yew
#

yeah

#

for portfolio only

#

no public release

livid haven
#

I'd probably suggest not even having a potentially distasteful alias though...

plush yew
#

hahaha dont worry

#

Im friends with ALOT of EA folks

storm venture
#

that's really cool, hopefully dice likes it! ๐Ÿ˜›

plush yew
#

they get a good gag out of this

livid haven
#

It's silly and inoffensive, but it just has to be tracked back to you through linking that to make it harder to get in the door.

storm venture
#

also thanks sion, im all over the place with development so I'll probably go 32 to be safe

plush yew
#

Dont worry man, I already have an internship when I get into senior year at college

#

Im just using this as extra mmmph for when i go on that final interview

storm venture
#

although im nowhere near working on AAA content so maybe i'll tone it down, lol

plush yew
#

heh

#

well

#

I mean good luck

#

ram prices went up

storm venture
#

i think i have to get 32 tbh

#

im getting a threadripper 1950x and I dont want to bottleneck the cores

#

so 4 ram slots being filled is required as far as i know, and id rather not cram it full of 4gb sticks

plush yew
#

Please welcome @tardy wasp to the community! :beers:

uneven fractal
#

do you guys cook often so that there are no errors with it when it matters?

dire storm
#

I stopped cooking and starting eating MRE's so I can spend more time in the engine to fix errors /kappa ๐Ÿ˜‰

livid haven
#

@uneven fractal I'd probably set up automation to cook weekly once you've got to the point where cooking is a real pain.

plush yew
#

Please welcome @gritty junco to the community! :beers:

weary basalt
#

@Xanjis#5079 Like @livid haven once you have an automated build process you can literally just cook whenever you want. Our setup involves an dedicate build server that polls our Perforce repo every 15 mins for new commits, if it finds something new it syncs and then does an full cook and notifies us on completion with an full log as well.

#

@Xanjis#5079

#

Gah why does Discord not like to mention people who are offline....

plush yew
#

that is one annoying failing of discord

#

if you don't keep the member list open to save space you have no idea when someones gone

livid haven
#

Oh, is that the criteria for it failing?

#

Initially I thought it meant they left the server or were kicked.

#

Or blocked you, potentially.

plush yew
#

no I'm saying discord fails to properly indicate when someone is offline

livid haven
#

Aye, but I meant the failed tagging.

plush yew
#

like if it made a persons name dark grey or somethin you'd know

#

I can't say for sure, but I never know most of the time

weary basalt
#

I think the criteria is if someone tagged them previously and then they went offline.

#

Its been around for ageeees

plush yew
#

the discord app on desktop is... not very compact

#

it basically sucks up half of my monitor - which would bother me more if I didn't have two more of them I guess, maybe I'm just used to tiny irc chat windows though

#

so doing job interviews over discord is a thing now is it?

#

I think someone was talking about an interview with Bungie over discord the other day

#

doing coding questions or something

livid haven
#

Skype at least, I've heard.

#

Not heard of doing it with Discord, but I'll believe it.

plush yew
#

yeah skypes been used for a while

#

I had an interview over skype once, much prefer in person though

#

@sly glen ur in this server too kappa

sly glen
#

tagged

#

reeeeeeeeeeeeeeee

tiny loom
#

is there an alternative way to enable ai debug for perception via numpad, i don't have one

plush yew
#

Please welcome @pliant gorge to the community! :beers:

plush yew
#

Anyone play black desert

livid haven
#

Tediously and painfully.

#

Also, no need to use @here. You can expect this is the most populated channel on the server.

#

And unfortunately, nothing to do for the organization issue. Ostensibly, one could try to write a commandlet to rename these things based on some criteria, but it'd be a lot of work to do a one-time operation.

#

Absolutely make sure you rename within the content browser.

#

Do not work outside of the editor.

dire storm
#

@proven aurora Nuke it from orbit (the asset folder)

#

but honestlly... keeping your shit organized from the project get go is a real time saver

#

the amount of time you save by just 15 minutes of preplanning over the life of a project... is pretty obsurd

plush yew
#

Please welcome @red cradle to the community! :beers:

atomic siren
#

I woke up to the biggest fucking spider I ever seen in my life just chillin on the wall inches from my face

#

how the fuck am I supposed to sleep ever again now

fiery harbor
#

put flyscreens on every window so that spiders can't get into your house any more

atomic siren
#

I live on the 6th floor

#

I don't know how it managed to get there because I cleaned my whole flat yesterday and I'm a maniac

#

FUCK YOU SPIDER GOD

fiery harbor
#

I don't think reaching the 6th floor is anything special for a spider. you know, they can walk up the wall

#

and you probably had some windows opened since yesterday

plush yew
#

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

atomic siren
#

@fiery harbor fair enough

plucky reef
livid haven
#

Error's straight forward, what aren't you understanding?

#

Without a particular question, I don't know what to help you with.

#

There's a physics constraint between to things that can't move, and thus the constraint would do nothing, so the constraint isn't being created.

#

That's the warning.

#

The error is telling you that the blueprint SwimingBlueprintCharacter is calling Possess but in doing so it is accessing a null object reference from somewhere where you called GetController.

#

Not knowing anything else but that error, it implies that you are calling Possess on a Controller, but you don't actually have a Controller.

#

You're probably trying to get the Character's controller but there is none. I don't know why you're messing with possessing and unpossessing things.

plucky reef
#

trying to kill and respawn my character

#

so I need to add controller? I really don't know what's happening here

livid haven
#

And you're doing that from the character?

plucky reef
#

yes

livid haven
#

So... you're killing your character from the character's code?

plucky reef
#

yes and respawning it

livid haven
#

And then trying to do more things from inside the character, who you've now killed?

plucky reef
#

no

#

just apply physics asset if killed

#

and add respawn button

livid haven
#

It would help a lot if you showed a screenshot of the relevant part of your blueprint.

plucky reef
#

sure wait

#

wait, my main problem is that

#

whenever I start the game

#

MY blueprint character is not YELLOWED in world outliner meaning not possessed or active, but if I kill it and respawn it , it now became active, I don't know what's happening, le me take screenshots

livid haven
#

I don't know the significance of being yellow in the outliner is. Not something I've ever noticed. Did you place the pawn in the map, using the editor?

plucky reef
livid haven
#

Because the engine has a mechanism for having the player controller automatically possess a pawn, but the pawn has to actually be setup so that the engine knows that it should automatically be possessed.

plucky reef
#

taking screenshots of blueprint

livid haven
#

Hold on

#

I asked an important question - how are you spawning this pawn?

#

Is it placed in the level already?

plush yew
#

Please welcome @split frost to the community! :beers:

plucky reef
#

yes

#

it is

livid haven
#

That's likely your problem.

#

It's unusual to do that, but you can do it.

plucky reef
#

I deleted it in world and problem occur

livid haven
#

If you do, you need to edit the pawn. There's some property that controls this.

#

I don't know the name.

#

Open up the pawn's BP and search, in the details panel, for "possess"

#

There's a bunch of properties related to having a pawn be automatically possessed when it is already placed in the world OR spawned during gameplay.

plucky reef
livid haven
#

If you don't see it in the BP for the pawn, then look at the details of the pawn that exists in the map when you have the pawn selected.

safe rose
#

The issue is he has Posses in Begin Play logic on Character BP

#

When the game starts

#

The Player Controller is not spawned yet

#

But the Character Body is already in the level

livid haven
#

I don't have any basis to arrive at that conclusion.

safe rose
#

Look at his first message

#

The error message

#

Access None

#

On Possess, from Begin Play

livid haven
#

Where are you seeing BeginPlay?

safe rose
#

In his error message

#

supe rtiny

safe rose
#

Oh, you're right

#

I'm making shit up

#

don't mind me

#

I read it wrong

livid haven
#

Since it's in the UberGraph, it's impossible to tell what event it's originating as part of, unfortunately.

#

He provided a screenshot of the offending logic, I guess, but the initial issue is that the pawn isn't being possessed in the first place.

#

I think it's bad practice to have a pawn pre-existing in the level, generally, but whatevs.

#

I do not have the patience to go down that whole diatribe right now.

safe rose
#

You should only spawn the character in GameMode

#

And pref from Controller

livid haven
#

Just going to suggest using the auto-possess feature for now to get them moving forward, since that's the extent of my willingness to hand-hold right now - I've been spending double digits number of minutes waiting so I can load up and debug something.

plucky reef
#

my main issue here is that my game menu setting only appear AFTER killing and respawning

safe rose
#

So, the Pawn BP that's placed in the level, does not have a controller attached to it

#

Which is how that Access None is occuring

livid haven
#

Right, but it would have a controller attached if they made it auto-possess.

safe rose
#

^

livid haven
#

Which they seem to now be refusing to try out.

safe rose
#

But, could be multiplayer game

#

Probably not though

livid haven
#

If it is, I'm definitely bowing out as not having the bandwidth to process that right now.

safe rose
#

I am curious how that Possess logic is being called

#

@plucky reef Do you have that logic on Begin Play?

livid haven
#

I think it's in their character, when the character dies.

plucky reef
#

I really don't know

safe rose
#

?

#

How do you not know?

plucky reef
#

this is a free asset

safe rose
#

And you're new?

plucky reef
#

the ocean and I'm trying to merge the menu setting

#

yes

safe rose
#

As in, how many days have you been using Unreal Engine?

plucky reef
#

about a month but in designing not in blueprint

#

so basically I'm new in blueprint

livid haven
#

I'm going to go back to keeping my head down in my work I need done by tomorrow evening now. Good luck.

safe rose
#

I suggest looking up the Official Starter Tutorials

plucky reef
#

thank you sion

safe rose
#

Before taking on other people's shit logic