#ue4-general

1 messages Β· Page 122 of 1

weary basalt
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Take Battlefield for example, having an destructible environment gives them alot of freedom for features like that.

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CoD on the other hand.

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It doesnt really make sense.

dire storm
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I'm thinking gladiator type setup. Basically battle royal except the world is trying to fuck you too... Its almost like they made a movie about this hmmmm

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The Hunger games meets Tron meets cyberpunk.

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If you steal my idea put me in the credits πŸ˜‰

weary basalt
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Sure lol

dire storm
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You laugh but look at all the lust over battle royale right now

crimson basalt
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whew. Progress is made, though my pinball is flying off the table with alarming regularity

weary basalt
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@dire storm True it is the new "thing" to do, but your safe πŸ˜›

dire storm
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does nativization work while running in the editor or is it just a packaged thing?

weary basalt
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Packaged thing.

dire storm
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unfortunate but expected

weary basalt
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The fact that Nativization exists and works is enough lol

cloud cobalt
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It also wouldn't give the editor any performance benefit

dire storm
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Oh its fine. I'm not complaining! I'll just have to package and test how many AIs I can spawn as I make progress

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so I can find the sweet spot in what I can allow

plush yew
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Hi guys, is there a super nice website that showcases projects of all kinds that are made with unreal? I pretty much like the "made with unity" approach.

weary basalt
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This website is pretty nice πŸ˜ƒ

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Im sure there is something out there of that descript but im not familiar with one that focuses on UE4 alone.

plush yew
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sure thing πŸ˜ƒ but I mean a "super nice website" haha.

devout gulch
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@dire storm you should profile performance in cooked builds anyway

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profiling in editor is at best overview but nothing to rely on

surreal viper
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@plush yew I don't know of any, but if you find or create one pls. let me know πŸ˜„

warm mountain
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hey guys

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i'm absolutely stumped atm

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i'm trying to create imposter cards for the grass but i have no idea how to change the resolution of it

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the renders are coming out too blured as seen in the preview

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sliding the resolution multiplier seems to have no effect

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any ideas what might be wrong?

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i'm using the render to texture BP in the art tools

analog sigil
paper cedar
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guys I've got a question

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which one weighs more : Texture or Poly count?

cloud cobalt
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Materials

paper cedar
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Sooo textures then?

cloud cobalt
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No, materials.

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Also lighting, post-processing, object count, particles

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Textures and triangles are distant concerns most of the time, except on mobile maybe

paper cedar
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having a dilemma in making a game character rn(anndd it is for mobile)

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can't decide on whether to go for high poly low quality textures or low poly high quality textures

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materials are probably set on unlit

cloud cobalt
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If you're using unlit materials, performance is probably not going to be a concern

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And "high" / "low" poly have varying definitions

paper cedar
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guess i'll try making both versions anyways

warm mountain
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Stranger technically something that is 6k polys with 4k textures in that sense

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would still be less expensive in processing vs something that is 1k with 1k textures but has multiple maps inflouencing the lighting?

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assuming the 6k poly 4k texture mesh is completely unlit

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and only has a diffuse

cloud cobalt
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6k unlit triangles will be faster than 1k lit triangles

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4k textures might be an issue on mobile

warm mountain
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gotcha

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I was thinking on baking the lighting infomation into the diffuse

cloud cobalt
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For a character ?

warm mountain
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of some of the more complex meshes

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nah mountains

cloud cobalt
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For world geometry, just use baked lighting

warm mountain
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alrighty

cloud cobalt
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You'll get basically the same performance as a baked diffuse

warm mountain
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gotcha

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right now I'm also trying to replace my grass with imposter cards

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using the render to texture BP so it looks more dynamic than a billboard for the curved ones

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having a resolution problem though

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Solved it

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In case anyone is stuck with it too

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I reduced the number of imposter cards per render

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and exported them out batch by batch

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while manually rotating them to new positions

half mango
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guys ive got these materials with nodes and stuff but

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also some with no nodes, just parameter groups

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where u can change each part

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easily

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anyone know how to change a node material into one without?

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parameter groups

outer wren
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I'm a complete beginner to game making in general. I've only ever messed around in game maker. But I was curious about the general work flow in 3d. To my understanding you model externally in blender or something like it and all of the animations and texturing is done within unreal engine itself?

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And are animations done in a timeline type fashion or are they just generated during the game through scripting

surreal viper
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animations are created in third party software as well (e.g. in blender, yep)

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it is timeline based

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you just define poses for time frames and interpolate between them

outer wren
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Oh ok. But texturing is done with UE

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Or is it normal for people to texture in blender and UE sees that an will do it's own thing with them

surreal viper
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well the UV map is created in blender for the texture

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(s)

plush yew
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Texturing is done in software like Photoshop or Substance Painter/Designer

surreal viper
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+that yep, and you create a material in unreal which uses the texture(s)

outer wren
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Ok that's what I figured thank you

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I'm trying to orient myself to 3d design

tropic pilot
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i dunno where to post this so i'll post this here

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how would you do this?

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particle?

sacred crater
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Anyone ever had the issue where it won't show up that you're in spacewar? Same executable works perfectly fine on my end

young cliff
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Hello all

safe rose
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@sacred crater Only one reason for that imho, forgetting to add the steam_appid.txt file in the right spot

plush yew
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is blueprint by any means better than text?^^

pallid compass
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wat

plush yew
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creating variables like Slot1Item, Slot2Item, etc, is horrible in BP

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just one example oO of perhaps thousands

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waaat

ionic sedge
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?

plush yew
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?

ionic sedge
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Why is that horrible?

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πŸ˜›

plush yew
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XDD where do oyu got this question mark

ionic sedge
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Yeah, sorry, I had Japanese input enabled...

plush yew
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ooooh omg soo cool

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japanese guy

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you made my dfay

ionic sedge
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I'm not, but I know Japanese. πŸ˜›

plush yew
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ooommmg a alien who can speak japaneseeee

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coooooooooooooooooooooooooooooooooooooooool

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AWESOME!!!! 10 POOOOINTS

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::D

ionic sedge
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Why is creating variables in BP horrible though?

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Works fine for me.

plush yew
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in text you write it one time and copy paste and edit

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in bp you...

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have to click on a strange button

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lol

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and then paste

ionic sedge
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You can also right click and duplicate.

plush yew
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text is obviously easier

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ya and then click everytime you wanna edit...

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in text you dont need to click

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easy and fast arrow keys in text

ionic sedge
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Yes you do, you need to click to get to the point you want to edit.

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πŸ˜›

plush yew
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no

ionic sedge
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Or yeah, press arrow keys or whatever.

plush yew
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you use arrow keys

ionic sedge
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And that's faster than clicking?

plush yew
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mouse is to slow

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and unaccurate

ionic sedge
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πŸ€”

plush yew
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try it out?

ionic sedge
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I use a tablet so clicking anywhere is effortless.

plush yew
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press arow up and edit a letter inyour message

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here in discord

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its very easy

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no imamge first clicking on it with the mouse..... a very slow mouse..

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did you ever program?

ionic sedge
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You can right click your message and click Edit Message too, not much harder.

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Not really, but I write python scripts.

plush yew
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clicking that..

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is so much more hassle, work, time consuming

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don't you think?

ionic sedge
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No. πŸ˜›

plush yew
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even first grabbing the mouse take slonger than just use arrow keys

ionic sedge
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And it's impossible to edit messages higher than your last one using the arrow keys too.

plush yew
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we talk about programming!

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not that here

ionic sedge
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You were the one that brought up Discord. πŸ˜›

plush yew
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thats called EXAMPLE

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😦

ionic sedge
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But it's the same in normal programming, if you want to go up 10 lines, you need to spam the up arrow.

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Or just click there. πŸ˜›

plush yew
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main topic os programming

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example is discord as a user case

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you are mmuch faster with 10 up key....

ionic sedge
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If that's the case you probably need a better mouse. πŸ˜›

plush yew
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then to grab your mouse, then go to the goal, and then try to click on the exact position.

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good luck with that if your font isn't 20 px wide

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i have a logitech g 502 bro

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who do you think i am? oO

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πŸ˜„ i am not a amateur

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ok.. shifty_face

ionic sedge
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But I don't really remember how using a mouse felt like, I just use my tablet for everything, it's way better for the hand too.

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And I usually hold the pen between my thumb and index finger when typing instead of placing it somewhere, that way it's easy to go back to clicking somewhere.

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Of course using a keyboard would be faster in something like VIM or Emacs though, if you know that stuff.

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Anyway, that has nothing to do with BP, I think that works fine. πŸ˜›

plush yew
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you program in python with tablet

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? o.o

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are you a bot?

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do you have hands?

ionic sedge
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Well for clicking, I write the code with a keyboard...

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And I don't mean a tablet like a windows tablet or whatever, I mean a pen tablet input device.

plush yew
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you blueprint on a tablet with a stylus? o.::O

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ah

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oooooh

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coooool

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awesome japanese speaking guy who uses GT for unreal engine

ionic sedge
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GT?

plush yew
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graphic tablet

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@ionic sedge

ionic sedge
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Ah ok.

ember shuttle
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Does anyone know how to fix: fatal error C1083: Cannot open include file: 'new': No such file or directory , when creating a project

surreal viper
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let's say I want to use some song in my game as easter eggs from various bands
do you think it is possible to do that without paying for licences? if I try to contact the bands will they just ignore/laugh at me or is there any chance that they approve and I can add their music?

severe glen
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Is anybody know how to use HEX color value to set parameter value via blueprint

outer wren
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@surreal viper it honestly depends on the artist

plush yew
ionic sedge
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@severe glen You can do it in the color picker, but I don't think you can do it in a set parameter node.

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You would have to write your own parser for hex values.

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Not too hard though, just a few switch on string or whatever (0-F) and some math.

severe glen
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yeah I think theres no any node convert to rgb . I will use split node for r,g,b πŸ˜ƒ

ionic sedge
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You could write your own function that takes a string input of hex values (6 letters), splits them into 3 pairs of 2, then finds the value of each one (16*value of first letter+value of second letter)

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Or 8 I guess if you want alpha too.

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Then make a linear color struct from that.

severe glen
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I achived it get rgb from web color picker via WebSocket

ionic sedge
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o_O

severe glen
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Its working set vector parameter value

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but after 4 times

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color is not change

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πŸ˜ƒ

ionic sedge
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O_o

buoyant lake
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does anyone know a good freelance dev team they would recommend

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im looking for some individuals who can help me make something similar to the RAGE combat system that was seen in the warriors

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if anyone knows of/ is interested, shoot me a message or something

surreal viper
keen birch
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^

limpid sandal
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do we have any both anime and racing game fans here

severe glen
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Is it possible to create dynamic material instance from any bsp component?

wary wave
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in theory, yes

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in practice that might be tricky

safe rose
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@severe glen Wouldn't use BSP for production though

next badger
safe rose
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But since you can drop a Material on BSPs, why not

severe glen
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I want change color in game . but I think blueprint doesnt allow me to do it

ionic sedge
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You need a dynamic material instance to do that.

severe glen
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I checked parameter value . Its changing but in game doesnt change anything..

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the watch value is green color

ionic sedge
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Your color values are way too high.

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They are 0-1.

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So 255 would be 1 for example.

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You can use a Map Range Clamped if you need to convert 0-255 to 0-1.

severe glen
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Should I divide 100 the values ?

next badger
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@severe glen /255

severe glen
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ohh

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thanks mate

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you saved me πŸ˜„

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first one is my web page

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I changed color via webSocket

half mango
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guys im having really trouble just rotating a material

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😦

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and scaling

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adding a tex coordinate node but it's only scaling the texture, not the bump map and others

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any way to scale and rotate the entire thing?

grim ore
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are you putting the output from the tex coordinate node into the other textures as well? the bump and such

half mango
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no i'll try that i guess but

grim ore
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other than that you might be able to turn the material into a function then put that function into another material then scale/rotate the output from there

half mango
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it seems completely insane to me that to simply rotate and scale the material u gotta add 12-13 parameters?

grim ore
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you only need 1 tex coord node that you would plug into all the other nodes you want adjusted

half mango
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so into all 3 texture samples, the UV and.. heightmap?

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ill post a SS

grim ore
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if you want a texture to be changed, you need to change it basically. You have 3 separate items each with it's own settings that you have control over so yes you would plug it into all 3 if you want all 3 changed.

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It needs to be this way because you might have various different scales for say micro and macro texturing

half mango
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ok

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what about UV and heightmap

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they dont need that right?

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so i add a multiplier to each sample

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then 1 tex coordinate

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attaching to all 3?

grim ore
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where are you adding in the tex coordinate node?

half mango
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dont know

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i will try something thern provide another screenshot?

grim ore
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chances are you can do your scaling after the mapping node

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since that is feeding into all your other nodes directly

half mango
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mapping node?

grim ore
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PoM

half mango
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oh

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so which do u think i should add the tex coordinate to?

grim ore
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you have a UV input on the PoM node, have you tried adjusting it in there? using the tex coord node and the multiply?

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it's been a long time since I've used that node so I forgot most of it 😦

half mango
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UVs (V2)?

grim ore
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yeah

half mango
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ill need multiplier?

grim ore
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maybe make a tex coord node, multiply the output by whatever you want, then plug that result in there see what happens?

half mango
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its empty, texcoord can go striaght in right?

grim ore
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you dont need a multiplier but then you have to adjust the tex coord by hand and it cant be a parameter in an instance. If you dont need to do it like that then yes you can plug it in directly and edit it directly in the material.

half mango
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hmmm

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so if i create new instance on this material

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and have multiplier, i can change it in that new instance ?

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why multiplyer makes it do that?

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UE is confusing πŸ˜„

grim ore
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instances let you adjust any parameter at runtime or easily at edit time

half mango
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ok it hjas worked perfectly with just the texcoord

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straight into

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thanks man

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πŸ˜ƒ

grim ore
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yep, check out the info on material instances if you ever get to the point you want to adjust it easier or at run time later πŸ˜ƒ

half mango
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also if i wanna to rotate the texture

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the material

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ill add a rotator into the UV too?

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with a multipler

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cus the tex too

grim ore
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look at the custom rotator node

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here is an example picture you can look at, you would plug in your tex coord into that node and then that node would rotate it and that plugs into the UV on the PoM instead of the tex coord

half mango
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and this pallax system is with every material ill download?

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i can do the same with each?

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ahh damn

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it's sstill not right anyway

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its scaled the main texture

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but there is still big bump parts

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it hasnt scaled

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damn

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ohh

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nvm

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i had unplugged something

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hmm

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@grim ore thanks man, u have fixed what i want

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im good for noe

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now

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❀

next badger
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@half mango ARE YOU THE OWL???

dire storm
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Morning everyone! I hope everyone is having a great productive day!

final owl
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And succeeding at outperforming and destroying your enemies!

dire storm
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Darn I was trying to use ShareX to share a viewport screenshot but even trying to take the capture caused a hitch on performance

ionic sedge
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You could profile in standalone instead, the extra windows open in the UE4 editor lower performance.

dire storm
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You mean like running play through a BP. The popout window?

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@ionic sedge I'll try that out

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I can run 70ish AI with basic building construction AI right now following this tutorial. There's still a lot more to add/tweak. Hitting 18ms on the GPU using the stardard mesh for the citizens

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I have no idea what I'm doing but its fun πŸ˜‰

fierce tulip
ionic sedge
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Answer what question? About the livestream or question for the livestream? ???

fierce tulip
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about

dire storm
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is it over?

fierce tulip
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unless some weird timezoen shift should start soon

ionic sedge
dire storm
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Woot woot I might actually remember to watch this one

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I'm always forgetting to watch until its been over for 30 minutes

fierce tulip
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if it is exactly what they announced, the exact same thing can already be found on their yt channel

dire storm
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btw Luos I love your work man

fierce tulip
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appreciated πŸ˜ƒ

dire storm
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I'm probably gonna buy some packs and/or contract some work from you down the road if possible. Still got a long way to go

fierce tulip
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take your time, i dont intend to go anywhere anytime soon hehe

dire storm
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I have very specific "needs" lol. Alot of it can be modified from your packs and I can learn from them but if I can afford it I would rather pay to have it done custom. Basically top down god mode stylized effects. Kinda cartoony (think fortnite footsteps feel). Still hamering out the look and feel I want exactly then I'll hit you up

pallid compass
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Anyone here seen the paragon char pipline flow video?

main cobalt
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yo was there an unreal project a while ago of like a massive mechanical underground mine tunnel thing?
Trying to google it and I cannot find it

worn granite
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there's dungeon architect

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But I don't think that's exactly what you're looking for

main cobalt
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no I think it was more of an art piece than a game, might notv been unreal but I feel like it was

wheat sand
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if this is in the wrong place sorry but I packaged my game and put it on a USB gave it to a friend and when he launched the .exe file an error poped up saying directX and visual studio needs to be installed. Is there a work around to this or is it bc he ran the file straight from the USB drive?

worn granite
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you gotta make sure you include the redistributable installer when you package

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if you don't then your end-user will have to go track down the things that installer would install

wheat sand
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is that in the packaging settings?

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include prerequisites installer? that was checked

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so have them run the UE4PrereqSteup.exe file first?

worn granite
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should do automatically, but yeah if it doesn't already have them run it

wheat sand
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it did run after he tried to lauch the game, just failed after 10-15mins of trying to install

still solar
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how do i detect and hit event from a gpu particles onto a mesh ? Anybody ?

dire storm
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@fierce tulip He's the particle guru. Did you check youtube/google/official documentation?

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@still solar First search result from youtube. This what you looking for?

pallid compass
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Lous you around?

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Im pretty stuck with a material related thing

still solar
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thanks, I checked the particule tut for live training but to no answer... i'll check the mvp series and see thansk

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triggering an event when a specific object get hit by gpu particules , ( seed getting water on, after a certain amount of water, grow ?)

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the key would be to have the gpu particles trigger on hit event on mesh

fierce tulip
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you can only trigger events on non gpu particles afaik

still solar
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thank luos,..

dire storm
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So why not have something like besides the gpu particles trigger the event you want. I'm sure there's a somewhat simple way to set that up.

fierce tulip
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^

dire storm
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You know where your GPU particles are coming from and where they are gonna end up?

pallid compass
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ah nvm i got it

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was struggling to add grime and scratch masks in too MF

dire storm
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so say in your example its water pouring from a cup. You have to click on the on the plant right? Add event under cursor. That kinda thing. Get hit results through some other means besides the GPU and just fine tune it until it matches what you need.

still solar
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yop , from can to seed... particles get active base on can rotation angle.. VR set up, holding the can

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and drip drip

frosty copper
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You could easily use a cylindrical raytrace for that?

dire storm
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You can set it up so that every time its "watered" it increases a growth multiplier.

still solar
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i can use distance from can + and is a can pouring water and ...

dire storm
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^ raytrace would be a good idea. There's tons of different ways you can do this and a lot of tutorial material on how to implement the events. Just setup everything how you want the event to work. Then fine tune it so it matches with the particle effects

still solar
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and so forth but accessing hit would have simpler..

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been

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thanks

dire storm
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@still solar I'm no expert by any stretch. I just watch tutorials and fumble my way through it πŸ˜‰

still solar
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@dire storm thanks, that the fun part...fumbling around

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I ll use a shape trace cone it from of the nozzle of the can...

pallid compass
grim ore
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Zoom and Enhance! Zoom and Enhance! damnit if CSI can do it why can't I 😦

pallid compass
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mfw im getting destroyed by this

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and cant find which lerp is causing it

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nvm fixed omg

livid haven
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Invoking DenverCoder9 protocol: Post your solution.

worn granite
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Coercion failed lol

south ridge
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Btw

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That was an error in some earlier version of the engine

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Like err

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4.17-something

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While that one might've been your fault, I had legitimate "coercion failed" errors on otherwise correct code

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I fixed it by omitting the coercion failed error in the shader compiler, lol

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Cause it was still valid HLSL

pallid compass
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I had a rma map feeding directly in to a lerp instead of just r channel

bitter edge
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Anyone good with P4V (perforce) on here?

safe rose
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@bitter edge !Justask

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hmm, sadface

bitter edge
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Anyone know how to setup a new deopt and subsequent file mappings in P4V?

safe rose
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Google does

bitter edge
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Listen man you need to stop. Thats only the first mapping.

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If you dont know what first mapping means then maybe ease up.

safe rose
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What are you going on about exactly?

worn granite
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he's battle hardened when it comes to source control man

bitter edge
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Not a single one of those links has the answer.

safe rose
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lol

south ridge
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SVN-GIT war veteran

livid haven
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@safe rose !dontask is on GDL.

safe rose
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I've only been using Perforce for 4+ years, yeah my bad

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@livid haven Aye I know

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😭

bitter edge
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Well great maybe you can help!

safe rose
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Nah, I'm good now.

worn granite
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When you say subsequent mappings what do you mean tho

bitter edge
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@safe rose Hey man If you dont want to help thats cool. But I'm trying to get this worked out so...

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@worn granite When you first setup a depot you are mapping files to it from a wrokspace folder. Super easy. My issues is that when I set up a second depot on the same server and then try and create a new workspace to link to it, it fails.

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I have an error 1 sec

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file(s) not in client view

worn granite
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Hm.

bitter edge
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I cant seem to get them to map properly

worn granite
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Yeah I wasn't real sure what you meant. I don't really play with multiple depots though.

bitter edge
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We didnt untill today

worn granite
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But how are you creating your new workspace?

bitter edge
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Fair question

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I've tried a few different ways. The most basic way is I just click on the workspace tab and create a new one. Then I set the workspace root, and what depots to include or exculde.

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I go to add files and bam

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file(s) not in client view.

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I'm no P4V wizzard so I might be doing something wrong.

worn granite
#

Yeah I'm not gonna waste your time - sorry I can't be of any help here. Seems like I've gotten that error but I don't use multiple depots

safe rose
#

You should probably check your config

livid haven
#

Well, you did chew someone out when you were using the wrong terminology... so you're probably doing something wrong. πŸ˜›

safe rose
#

then ensure that the workspace name is correct

#

follow up to all that, ensure that the client and workspace in your config are set when you switch depots

#

Then properly set

#

the config

#

you will have to do this each time you switch for obvious reasons

#

This is usually more an issue when using streams however

#

BTW, I have three depots on the same home server.

#

Ensure that permissions are set appropriately

#

in P4admin

bitter edge
#

@worn granite Thanks for takeing the time to listen instead of just spaming google links. πŸ™‚

livid haven
#

Victor and I aren't particularly chummy, but now you're just being shitty when he actually is trying to help, despite however rude his initial efforts were.

safe rose
#

Well, you could have easily found that out by Googling though, so I don't know why everyone is up in arms about Google

worn granite
#

I did think it might be perms but assumed it'd be something more multi-depot specific

#

IIRC default perms shouldn't restrict people to any one depot

bitter edge
#

Hmm

worn granite
#

The config thing stikes me as weird - maybe I'd check the environment settings (which you can do from the UI) - but I'd expect p4 to not require me to follow up on changing my workspace. I don't really use multiple workspaces/depots though so maybe that's my inexperience there.

safe rose
#

Well, your Env Settings come from your config

worn granite
#

yeah but you can update them from there

safe rose
#

So if they are old, they are well old

#

Why would you?

worn granite
#

idk personal preference

safe rose
#

There's a reason why you use the p4config

#

Β―_(ツ)_/Β―

scenic chasm
#

i like google

safe rose
#

Anyway, another thing could be the naming of his depot

#

new one

weary basalt
#

Zach when you create your new workspace you need to make sure that your other Depots are not included in the Workspace View.

bitter edge
#

You mean under work space settings under workspace mappings?

weary basalt
#

See the green ticks

safe rose
#

He said he already did that

weary basalt
#

Well he must not have

safe rose
#

Well, I have to assume he did, if he says it

bitter edge
#

I did exclude the others

worn granite
#

I like how angry that depot name is

#

VRAGAIN 😑

bitter edge
#

Having mulitple deopts with diffrent workspaces is a normal everyday funciton right?

#

LOL

#

You know it

weary basalt
#

Make sure that your workspace is pointing to the correct location on your disk

#

Yes it is

worn granite
#

Been there, didn't make a new depot

bitter edge
#

Its just pointing to the folder with the files i need in the depot.

safe rose
#

?

bitter edge
#

I feel like I must be missing something...

safe rose
#

The folder wasn't empty?

#

You didn't download the depot?

weary basalt
bitter edge
#

1 sec

safe rose
#

Get High Schooled

bitter edge
#

@weary basalt (im quaderuple checking)

weary basalt
#

No worries.

#

Also what is the error and where do you get it?

bitter edge
#

file(s) not in client view.

weary basalt
#

Not in client view is usually an incorrect mapping

bitter edge
#

Recreating it

safe rose
#

I'm assuming it's due to his /VR_Main and /VRAGAIN those directories are not on the depot

bitter edge
#

Alright

#

Thoughts?

weary basalt
#

Can you post your error message and the depots you have?

bitter edge
#

@safe rose "those directories are not on the depot" What do you mean when you say on the depot?

#

Not trying to be pedantic

safe rose
#

@bitter edge Post the screenshots that @weary basalt requested

bitter edge
#

@weary basalt Ill screen cap it. What exaclty should I screen cap?

safe rose
#

The depot

weary basalt
#

The Depot tree and where the errors appear

#

Also what are you attempting to do when the error appears.

bitter edge
#

Hold tight

#

I just deleted the depots

safe rose
#

?

#

lol

weary basalt
#

All of them?

safe rose
#

I get it now

#

His is making new depots

#

But trying to access the original depot files?

bitter edge
#

no

safe rose
#

Then what are you doing?

bitter edge
#

I'm making new depots and trying to add new files

safe rose
#

How do you add those files?

bitter edge
#

with a new workspace

safe rose
#

And is your workspace empty at first?

bitter edge
#

I'm droping files into the workspace and then trying to add them to the depot.

safe rose
#

I'm a little confused because I get the feeling that you're trying to overwrite a previous depot

#

So, your newly created workspace is 100% empty at first?

bitter edge
#

Yes indeed

#

is there like a wizzard to add files that I'm missing...

#

I feel like this is user error

safe rose
#

Hmm, I think there is actually

#

But I've never used it

weary basalt
#

Have you got an new depot at the moment?

safe rose
#

The issue is that your depot

#

and workspace is not in sync

#

Is the depot that you want to Get Latest from empty or filled?

bitter edge
#

empty

#

its all new

weary basalt
#

Drop an text file in the directory of your Workspace

#

Then go to Perforce and right click on the Depot and choose "Reconcile Offline Work"

bitter edge
#

Alrighty

weary basalt
#

An window should appear with your Text file in the middle box that says "Local files not in depot"

safe rose
#

Oh, found a good video

bitter edge
#

That looks relevant

safe rose
#

Yeah, that Google

#

It's something sometimes

bitter edge
#

Hey it least you posted a usefull link this time πŸ˜ƒ

safe rose
#

Skimmed through it, if you still have any issues, it's definitely user error

bitter edge
#

(just messin)

#

Ill let you know in a sec

weary basalt
#

Yeah Victor stop posting useless links

bitter edge
#

@weary basalt I'll try to reconcile it offline

safe rose
#

There is no love

#

πŸ’”

weary basalt
#

Treat em mean keep em keen

bitter edge
#

Be back in 10. I'll let you know how I messed up in detail.

weary basalt
#

ok

plush yew
#

cant wait to start learning how to use ue4

safe rose
#

@plush yew ?

#

What's stopping you from learning right now ?

bitter edge
#

I'm doing the same thing

#

the only differnce is he's using streams

safe rose
#

@bitter edge Did you do what I said earlier?

#

About the config?

#

if you type in p4 info

#

in command prompt

bitter edge
#

I'm sorry, its been a long day.

#

hold on

plush yew
#

@safe rose going to start soon either later today but i got some hm to finish

safe rose
#

@bitter edge dont use underscores

bitter edge
#

Will that mess things up?

safe rose
#

spaces sometimes do

bitter edge
#

Worth a shot

safe rose
#

it might look at underscores as spaces

weary basalt
#

Underscores are fine.

bitter edge
#

Is there a depot mapping step I'm missing along the way?

#

Sometype of asscociation besides folder location?

weary basalt
#

What are you doing exactly when you get the errors.

bitter edge
#

Ill walk you thought it

#

step by step

#

with pics

safe rose
#

Sigh

bitter edge
#

Storage location for versioned files. Can I leave it as is?

safe rose
#

Wait, you're making the depot there

bitter edge
#

O man did you just make this?

safe rose
#

Why don't you watch the ones I linked?

#

That Perforce Instructions yes

#

Had to, too many game jams

#

too many new people who didn't know how to use perforce

bitter edge
#

I apreciate the info man but I've done all this

safe rose
#

One thing I hate sometimes when helping others

bitter edge
#

is there a problem with making the depot in the admin panel?

safe rose
#

Is when they don't drop their guard

#

And actually listen πŸ˜‰

#

Just because you've done it countless times before, doesn't mean you did it the correct way

#

And it's obvious because you are still having issues

#

So, take a step back. Start brand new.

#

But anyway, gotta go. So take my advice, or don't. Good luck!

violet lake
#

Yo, I was weondering, is there anyone here who could help me with an issue I'm having with Unreal?

livid haven
#

No. None of the 1939 people online (though potentially AFK) can help you.

violet lake
#

darn

livid haven
#

Translation: Don't ask to ask... just ask your question.

violet lake
#

Just trying to be polite, yo

livid haven
#

It's generally more spammy and annoying, unfortunately, when people pop up and just ask to ask - generally, because they don't know what they'll get roped in to, they don't want to commit.

#

It actually lessens the chances of someone taking you up on it.

violet lake
#

Funny, because I thought just coming in and asking would come off as spammy πŸ˜›

livid haven
#

Sorry, that was ambiguous

#

I mean that other people are hesitant to answer yes when they don't know what they'll be roped in to if they say yes.

violet lake
#

Nah man, I get what you're saying

livid haven
#

Nah, it's fewer messages if you just ask - it's what everyone's here for.

violet lake
#

Cool, thanks for the heads up

livid haven
#

So, whatcha need?

violet lake
#

Well, any time I make a new blueprint and make a change to it, even a simple one like checking a box, I get this "unrecognized tab" when I try to re-open it later

#

Happens even in a blank project wiht no starter content. I've tryied verifying unreal and even reinstalling and it still happens

#

for reference, here's a before pic of a blueprint

#

Change anything, and "unrecognized tab"

livid haven
#

Whoa. That's super weird.

#

Have you upgraded versions of the engine?

violet lake
#

it's the newest version, 4.17.2 I beleive

livid haven
#

That's super strange. I have never seen that particular behavior.

#

Unrecognized tab? Yes.

#

That's basically a saved layout for windows getting loaded up, but the windows/tabs for which it was saved don't exist/can't be found.

#

But why that would be happening when you edit a blueprint? Beyond strange.

safe rose
#

I have gotten that stupid error also

#

just close it and move on

#

4.17 is riddled with bugs

#

if you close your bp, and reopen

#

should go back to normal

violet lake
#

happens even after closing the bp.

Basically: new bp > open > make a change> close > reopen > unrecognized tab

safe rose
#

hmm, I dont' get it often

#

But it has happened to me a bit

violet lake
#

I"m gonna reinstall an earlier version to see if that fixes it. Although someone on reddit said it might be a video driver issue

livid haven
#

Whoever said it's a video driver issue doesn't know what the hell they're talking about. πŸ˜‰

#

I know exactly what that is, I just don't know what is triggering that to happen.

#

Y'know how you can rearrange editor tabs around and they'll open up like you left them? It's that.

#

For whatever reason, that layout is being reset when you change stuff in a BP, and the data it's loading up for the saved layout has tab ids that don't correspond to anything that is registered for the layout that it's trying to load for.

#

IE: Some code registers a "BPPaletteTab" for example and that id gets saved to the layout file on disk, but if the BP editor tries to load that up and "BPPaletteTab" is no longer registered as a spawnable tab by the BP editor, then a tab will get spawned... with a generic "unrecognized tab" message in it.

#

So the layout file just contains a mapping of tab id to some tab layout data structure, the tab layout code loads it and looks for a registered tab data structure with that id and if it exists, it'll use that data structure to fill in the tab's content widgets.

#

But again, no clue how editing a BP would cause a reload of layout.

#

You could try nuking your layout files which are located in...

#

Engine\Saved\Config\Windows\EditorLayout.ini

#

Layout file. Just one.

#

Deleting that should clear out any potential bad state, if it's a problem with a corrupted layout file.

safe rose
#

That's a very interesting issue

livid haven
#

But it may not be. 🀷 Could be something wrong with the actual code in 4.17 messing it up at runtime.

safe rose
#

If that doesn't work, or if Reset Layout is the same thing as deleting that .ini

livid haven
#

Yep. Don't know where that option is though. :X

safe rose
#

Try to Reset Layout

livid haven
#

Hell, someone could have changed something about the BP editor layout in code, which usually requires that you manually increment the version number of the name of the layout so that it totally ignores the exist saved one, but forgotten to change that bit.

#

UnrealEd_Layout_v1.4=( "Type": "Layout", "Name": "UnrealEd_Layout_v1.4", "PrimaryAreaIndex": 0, "Areas": [ ( and so on, as seen in the INI. The "version" is nothing but part of the name.

livid haven
#

If someone changes it and forgets to bump that number in the name, then the new data structure in code may not match what's saved in your INI, which it will try to load due to matching names, and end up with unrecognized tabs or just an unintuitive layout.

#

Shouldn't be the case though, or it'd be busted when you open the BP editor at all - obviouslly it has to be loadng up the layout then or it wouldn't know where to put any of those tabs.

violet lake
#

Did a fresh install of unreal 4.17 and even epic games launcher, issue still persists. tried resetting the layout, still the same

#

even making a new BP and just closing and opening it causes the issue

#

however resetting the layout will get me the 'class defaults" tab, but if I close the tab and reopen the BP I just get a blank window

plush yew
#

Does anyone know any 3D starter game tutorial series (for beginners)

uneven fractal
violet lake
#

weird though, after resetting with the 'class defaults' tab, I can get an option to open the full editor

#

which then opens everything back up

#

I'm tryting to recreate the issue atm to see if this is a fix

#

That seems to have been the fix, resetting the layout 3 times. I get the unrecognized tab at the start, but if I hit ful. editor everything stays kosher. Doesn't feel like a satisfying fix though

#

But thanks for all the help everyone

plush yew
#

first map ive created so far

minor thistle
#

❀

#

spikey sticker plants ftw

plush yew
#

thank you im gna try and get some sick particles for the Campfire and for the other things as well

dire storm
#

OMG the spagetti chaos in the Paragon character textures!!!!

minor thistle
#

so.... I want to recreate a place where I hung out as a kid. Is it possible to load weather based on the actual date and time? like -- spring/summer/fall/winter and time of day? (not literally the actual current weather in that place)

minor thistle
#

I guess part of that would be dynamic materials on the trees. I don't know shit about trees yet but maybe I should just build different game versions with whatever materials are specific to that season

violet igloo
#

Hey folks, I'm starting a new series on AI in UE4, and I'd appreciate your thoughts :)
https://www.vikram.codes/blog/ai/01-basic-navigation

minor thistle
#

season levels

oak tulip
#

Welp I'm gonna move from Blender to 3ds Max 2017

#

I have tolearn a new modeling program. But its better

cloud cobalt
#

It is ?

oak tulip
#

My friend Nikson says so. He's teaching me things in UE4. Plus blender is weird to me still

cloud cobalt
#

Ah, someone said so.

full coyote
#

Why move away from blender?

cloud cobalt
#

Everyone has a favorite tool, then again, I've always failed to see the value of 3DS. For that price, it has to be like twice as good

full coyote
#

Same; 3ds always seemed like over priced playschool toy :\

#

feature wise, they are pretty much on par with one another though

kind pumice
#

my brain hates 3DS

#

it likes Maya though

#

so I use Maya

gloomy horizon
#

Anyone here use Trello?

#

Any advice on it haha?

cloud cobalt
#

Tried it, it's okay for some purposes but I went with a real issue tracker

wary wave
#

morning folks, I'd like some advice about an implementation problem I'm working on

#

I have a spline, and I'm placing meshes down it's length - what I would like to do is do a little bit of analysis on the spline shape and determine which meshes would fit in the next section

#

i.e if I have a tight bend in the spline, the long meshes wouldn't be good fits

#

at the moment I'm taking mesh length, and getting the theoretical start, middle and end locations as points, treating it as a triangle and calculating the most significant altitude / base ratio, but it doesn't seem to be working too well for me as it's hard to control

gloomy horizon
#

perhaps instead of using plain old meshes use actors

#

and define a "center" point in the actor

wary wave
#

that wouldn't really solve my problem (and they couldn't be actors anyway, since this is happening in construction script, and there are thousands of these meshes in a given level)

#

they are HISMs

#

I think the question is more related to having a good way to determine if a mesh is too long to comfortably fit a given section of spline on account of the splines curvature

#

might try comparing start-to-mid gradient and mid-to-end gradient

#

just need to work out how to reasonably compare 3d gradients xD

devout gulch
#

do these meshes have tile texture in one direction (like wall or something ?) or they just not connected at all ? In first case it cloud be easier to let the meshes defrom and handle it at material level to keep look at reasonable level

wary wave
#

the meshes don't deform, they are HISMs

#

I don't think any of the meshes we have at the moment have tiling materials though (nor do I expect them to), so that in itself is not a problem

kind pumice
#

Is there a way to make a timeline not update while its paused?

#

or I guess to generally check to see if its paused?

wary wave
#

shouldn't update when paused, what's the problem?

kind pumice
#

let me double check my sanity, but I'm pretty sure its continuing to update while paused lol

#

lol nevermind, I was all kinds of confused

glass nova
#

anyone know why the tracks get all messed up like that when I try to add the plane to to the curve ?

plush yew
#

Seems the Technical Details of the Marketplace (in the launcher) is broken.

ember latch
#

If i would like to find someone that could help me with creating a mod for ark where should I go?

fierce tulip
#

the ark modding forums?

wary wave
#

Ark modding Discord

#

the forums are useless

ember latch
#

Anyone got a link?

wary wave
ember latch
#

Thank you❀

plush yew
#

Does anyone here have experience doing InstalledBuilds of the Engine?

#

I can't get the LocalBuilds folder to turn up after the script runs. I even tried to output the InstalledBuild to a new directory, but that directory is empty.

olive schooner
#

Are there any requirements in order to send private messages on the forums? I hit "Post" and it just redirects me to my message center thingy...

safe rose
#

@olive schooner hit "private messages"

#

it's a bit funky with the new forums

olive schooner
#

I can't find it πŸ€”

#

There's a "Messages" link under the top bar, I also tried directly from the user's profile I want to message. Wrote the message, hit post and it redirected me to the Message Center with my outbox empty 😒

safe rose
#

You don't see the Private Message button?

wary wave
#

if the system is like the old one, members will need 2 or 3 posts approved before they can send PMs

safe rose
#

Aye, something like that

olive schooner
#

Gotcha, thanks

warm mountain
#

hey guys

#

I have a texture that contains transparency which is part of a set of static meshes

#

I found that creating the texture map inclusive of this single plane that contains transparency seems to lag up the place

#

I'm guessing I should keep all transparency materials seperate?

#

oh

#

i forgot to merge the layers.... nvm

copper tulip
#

hey guys what processor would you recommend for building a new unreal rig, intel or ryzen?

safe rose
#

@copper tulip PowerPC

#

Not an Unreal Question

#

Since this would just bring random personal prefs into play

#

@copper tulip But you can search up top

#

and look at the other countless debates such a question has started

#

For your answer

copper tulip
#

@safe rose yea sorry didnt mean to start a flame war πŸ˜› just curious since i will soon be creating a new build and would like to hear out some opinions πŸ˜ƒ

#

i apologise πŸ˜›

safe rose
#

@copper tulip Nah no worries, I kind of wish we had an FAQ section by now

#

Because that definitely runs up there

#

@copper tulip BTW

#

I would take that with a grain of salt though, TR was not tested.

#

Read the comments

wary wave
#

I would personally look at the 7700k or the 8700k depending on budget

#

very good price / performance ratio

safe rose
#

no no no please

#

lol

#

We really don't need another one of these

wary wave
#

tbh, that article basically says the same thing anyway, lol

#

doesn't include the 8700k though, too new

fierce tulip
#

loads of reports that nobody is even selling the new ones

copper tulip
#

again i apologise for starting this πŸ˜› thank you all for the input and advice πŸ˜›

fierce tulip
grim ore
#

buy the best you can afford that will get the job done that you want plus a bit more. If you don't know what that is you can never go wrong with a mac πŸ˜›

#

oooh or an iPad. Get one of the new iPad pro with the pen and you can draw your blueprints

safe rose
#

rofl

#

That's why I said PowerPC

grim ore
#

I really wish I could recommend a mac to be honest. If they added a decent GPU in a base model it would be easy to just go "get the new imac blah" or whatever as a baseline

safe rose
#

Well

#

Technically you could

grim ore
#

all the Premade PC stuff is so damned confusing with models and makers

safe rose
#

They have thunderbolt external GPUs

#

But the prices are ridiculous

grim ore
#

well yeah true i guess you could do that but then its "which GPU do I get" argument 😦

#

ignoring price a nice base model machine to recommend would be... nice

cursive dirge
#

13 minutes to compile the engine

#

wonder if they did the regular development editor build or something else

#

it does beat my 46 min compile times :p

#

haven't tested since I did small OC tho

wary wave
#

13 minutes does seem a bit quick

cursive dirge
#

it's for i9 7900X (10-core) πŸ˜„

#

it should be quick

#

800 seconds

#

compilation times are pretty much relational to raw core count in that chart

grim ore
#

13 seems about right. I think I am around 20 on my 6 core 5820k for an editor build from source

#

but thats editor only not a full rebuild

safe rose
#

One more gen I think until my upgrade. Then cores/performance/prices will be stable

tall pendant
#

i would be interested in an comparsion of i9-7900X vs. 1950X

scarlet jackal
#

Can anyone direct me to a good tutorial for learning about the Cloth system?

#

I can't seem to find a good one.

grim ore
#

It changed in .17 and .18 and I think I heard that they are working on making the docs correct unfortunately 😦

safe rose
#

Nah

#

All they've been doing is updating VR stuff

distant river
#

Hi guys, how would you go about making something like Starcraft zerg creep?

#

I was thinking about splines or something

plush yew
#

i am a cat mewo 🐱

cinder minnow
#

that moment when the parameter of a function is in radians while every other ones are in degrees is in the entire engine, and you understand it after 1h of debugging...

#

because, why not ?

plush yew
#

lol

trim silo
#

Hmm which room would cover some legal questions?

#

I have a question, how close can someone get to other game without getting in trouble?? How similar my game can be to other game and still be released with no issues? Could i make an original IP that's kind of spiritual sucessor to other game that i don't have rights to etc??

cinder minnow
#

depends of the guys owning the game I guess...

fierce pecan
#

game mechanics are not protected, but you can't make it feel like it's part of the same franchise

trim silo
#

so i can have exact same mechanics as a base ?

#

how about a similar character?

fierce pecan
#

you shouldn't go for exact in either case

#

you can make a platformer like mario, but if the visuals are similar to mario then you have a problem

#

if you took mario's mechanics, but it was a scifi game, that'd likely be fine

#

though you should make something distinctively different so that you're not being derivative.

trim silo
#

basically i would like to create an original IP but with the same core mechanics

fierce pecan
#

I mean those mechanics are pretty simple

#

but you should be careful of the style, and the set of abilities

trim silo
#

i also always loved dragons, and would love to have a dragon as main character as well, do you think it would be too far? or can only one game have a dragon character

#

he would look different of course etc, but would be similar to spyro

fierce pecan
#

it should be very different visually

#

and you need to have some mechanics that are very different

trim silo
#

but it seems that glide, double jumps etc are pretty common in other games as well right?

fierce pecan
#

sure, but cartoony dragon with the exact same set of abilities as Spyro is treading too closely to that IP

#

you can't make something that is trying to be an imposter of the original work, to fool people into thinking it's the same IP.
And you can't just lift the recipe of the original exactly.

#

like, if you added RPG elements to the character, that'd be something

#

or give him a combo melee system

#

or different movement mechanics

#

or a very different art style

trim silo
#

that is one of ideas, having different abilities to be unlocked through progression, as well as maybe changing the cosmetics, kkind of customising your own dragon

fierce pecan
#

I'd avoid customization, that's a feature creep that is generally not worth the payoff for indie projects

#

fun mechanics + interesting objectives > customization

trim silo
#

as customisation i mean just slight edits like "skins" so you might unlock red dragon skin after completing a game etc

#

totally optional

fierce pecan
#

ya, that stuff is easy

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and you should add that after you complete the game πŸ˜‰

trim silo
#

yeah πŸ˜› it's just an idea that would make it different from spyro

#

soo some similarities would be ok but don't go over the top i guess

fierce pecan
#

one rule of thumb is that if you have to ask, then you should do more to make it different

trim silo
#

Yeah, but i'm thinking how much different it have to be, i mean the game will be totally different, stylized graphics etc, current gen obviously, but the core mechanics would be similar and the layout of the workd

#

world*, there would be hub levels with sub levels

#

collectibles

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and a dragon main character

#

but that already seems quite similar to spyro and that's what i wasn't sure about

fierce pecan
#

maybe look at other games with hub worlds, and how they are distinct mechanically

#

like Donkey Kong 64

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or Mario 64

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Banjo & Kazooie

#

perhaps you swap dragon characters like in DK64?

trim silo
#

from what i seen they are all really similar and the main characters are usually the only difference

fierce pecan
#

Maybe a little metroidVania in the hub world structure?

trim silo
#

but the thing is i just LOVE dragons and i would love dragon main character

fierce pecan
#

have multiple dragon characters?

trim silo
#

and spyro seems to be an only adventure game with dragon running on 4 legs

fierce pecan
#

you could have elemental dragon characters

trim silo
#

: d so i wonder if activision seen that my game got sucessful for example, they would be liek "omg he copied our IP" and i would get done

fierce pecan
#

you could do a bipedal Wyrm dragon, that breathes lightning bolts

dire storm
#

or ya know.. make a fart dragon that shoots lightning out his bottom. Thats fresh!

fierce pecan
#

lol

#

I actually think that the DK64 structure, with swappable dragon characters, each with their own set of abilities would actually be pretty different from Spyro.

dire storm
#

Think of it this way... you can even have a story behind it. The evil bad guy broke his wings but your hero dragon adapted and now gets to fly by fart propellent that lets him get high enough to glide. But he has to find peppers and gassy pickups to keep his gas meter charged.

fierce pecan
#

have jalapenos as the fuel for the fire breathing, lol

trim silo
#

xd

dire storm
#

you can find a toxic gas pickup.. then his farts melt his victims

fierce pecan
#

the tone can also help separate your project from the inspiration IP.

dire storm
#

yeah. A fart dragon sets a good tone

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although I would go full out with the voice acting. Its important to have good screams and terror to respond to dying by dragon fart. Player interaction is important πŸ˜‰

#

You'll probably want mocap also. So you can really get the writhing in pain nailed down πŸ˜‰

final owl
#

πŸ˜‰

turbid tulip
#

Are uniquely vertex painted meshes with the same material split into seperate draw calls or still linked to the same one?

next badger
#

Any mac users?

latent roost
#

πŸ– Mac OS X 10.12 user

tough flint
#

Hello

next badger
#

@latent roost sorry, for delay, just wanted to know, are mods tab in launcher available on Mac too? (does it have Hello Neighbour?)

latent roost
#

@next badger Oh, I'm not the right guy there, I had to deinstall the launcher on my mac, runs the launcher on my work-win at the moment

next badger
#

@latent roost okay, don't worry

latent roost
#

Not enough disc space on the mac 😦

#

Will have a linux box available within not too much time, hope that can free up some space from the mac

#

and I hope I can buy out the work computer after the project is over, havn't had windows for ages, and I feel quite confident of returning to windows with win10

next badger
#

i like win10, it has very minimalistic ui + ubuntu subsystem

tardy ocean
#

Hi all I develop on unreal engine an android game and I would like to use the "share" function of android, do you know how to do this with bluesprints?

lilac geyser
#

Hey all just wondering if anyone can help point me in the right direction of finding out a tute for making a dedicated server with blueprints? if anyone please message me πŸ˜ƒ really would like to make this work

glossy flame
#

You can't build a dedicated server with a purely BP project, you'll need to build the engine from source and make some build file changes to do so

#

You can still do most of your logic in BP (if what you need is exposed), it's just that the building process itself needs to be done with a little bit more than pure BP

#

@lilac geyser

lilac geyser
#

oh sweet thank you @glossy flame ill look at it and if i need help you would be okay with me messaging you?

glossy flame
#

If you need help, keep it on the server. It'll get you more help, and it'll also let others learn from it πŸ˜ƒ

lilac geyser
#

oh easy as πŸ˜ƒ do i just post in this chat?

glossy flame
#

Depends on the topic, you might eventually get into #cpp territory depending on your issue

#

But yeah, people here will be willing to help if it seems you've at least put in a little bit of effort into solving your problem

tough flint
#

Hello, can someone help me figure out the BP in #animation ?

#

It's a pickup shortcut for my character, picking up a hammer

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The hammer is picked up, but I'm having problems adjusting the position of the hammer to its hand

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Will be much appreciated

fair violet
#

@Kojiro#8889 have a look at sockets- you’ll need to create a socket on the skeleton, using the mesh preview to line up the hammer nicely. Then you can simply attach the hammer to the socket when picked up.

livid haven
#

And we're back. AWS outage probably affected Discord's servers.

visual geode
#

not sure where to ask this but how do you set the struct editor view to horizontal like this?

livid haven
#

You don't/can't.

#

They're not the same UI. They're reusing some of the same UI internally, but aren't actualyl the same UI at all.

visual geode
#

o,O then how did this person do it?

livid haven
#

?

visual geode
#

this is a screenshot from a doc question

livid haven
#

Oh, I thought you were asking how to get the right side panel of the left window to look like the right side window.

fierce tulip
#

press the small triangle top left, you can move menu's about

visual geode
livid haven
#

What does it look like usually?

visual geode
livid haven
#

Possible it changed layout from one engine versions to another?

#

Huh. Well, it's not a customizable UI - those categories aren't docking tabs.

#

My guess is engine version differences.

visual geode
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yeah ive tried everything

livid haven
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I do think the horizontal layout is better.

visual geode
#

yeah me too and far more efficient for development as more and more variables get added

livid haven
#

Again, you checked engine versions yet?

visual geode
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no not sure what version this particular person is using when they took the screenshot

livid haven
#

If you can find a date, you can get an idea of what the newest possible version they could have used was.

visual geode
#

hmm posted in apr 2015

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im guessin 4.10

half mango
#

hi guys

#

wondering if anyone will know this issue im having

#

basically all it is is when i rotate a texture

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say i want it 90 degrees rotated so thats .25

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it messes up the bump map

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so it rotates fine 90 degrees but the bump map is gone and it isnt 3d at all anymore

#

really strange

tough flint
#

@fair violet I will try it out

tough flint
#

@fair violet Hello, can I DM you for help about my project?

frosty copper
#

Dunno, I just see a small white square. O_o

dire storm
#

Is making a clone of your current project a viable way to make a backup? I haven't had to back anything up yet since I'm just doing small tutorials but I'm about 2 weeks into this 56 episode series and if I were to break it I would lose my shit πŸ˜‰

frosty copper
#

Pretty much yeah.

weary basalt
#

@dire storm If you havent already you should seriously consider getting an SourceControl solution as well.

plush yew
#

hmm the picture was for some reason removed or idk

frosty copper
#

After a certain engine version (can't remember which) projects became seperate to the engine.

dire storm
#

@weary basalt I know. I know I gotta get there. The volume of stuff to learn how to do is mind raping. Its on my to do list to figure out. I've seen some people talking about it and I've watched a few videos but I haven't touched it yet.

frosty copper
#

MaxY, assuming you've not got anything on your screen you wish to hide; you can copy & paste a direct screenshot

weary basalt
#

@dire storm Fair enough.

tough flint
#

: (

dire storm
#

@weary basalt Almost everything I'm learning now is simple implementation of the basics and learning simple workflow and implementation. Once I start doing projects that are a little more complex I'm def gonna spend some time on source control... and profiling... and debugging... and EVERYTHING. Its all consuming. Thanks for the advice though πŸ˜‰

weary basalt
#

πŸ‘

next badger
#

some kind of easter egg?

dire storm
#

Just had a random question in my head... is prebaked lighting done before the game ships? Is it done every time the game is opened or what? How do games handle patches where they edit terrain or add stuff in if its all prebaked before it ships? Just off the top of my head. I haven't looked into this yet but it came to mind when thinking about precedural generation of maps during runtime.

next badger
#

@dire storm no, ofc no, light baking only possible with the editor (swarm), lightmaps are just textures

dire storm
#

hmm okay

#

So if its a game with a procedurally generated dungeon or something of the like... How do they handle lighting for games like that? Where the map build hasn't been made yet

next badger
#

@dire storm buld lighting in preview mode until final ship

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@dire storm in procedurally generated dungeon it's probably not possible to bake lighting, or you have to use some tricks

#

it's beed discussed many times on forums and on answer hub

dire storm
#

gotcha. I'll put it on my list of stuff to dive into. Thank you.

fair violet
#

@Kojiro#8889 sorry I can’t help 1 on 1 but post whatever problems you have here and you’ll have a much better chance of getting a reply!

next badger
buoyant echo
#

Ahhh you're amazing @next badger

dire storm
#

hmm so if I'm gonna go down the route of doing a top down game and scaling everything to say.. 50%. Should everything be scaled down (asset wise) while making it in blender or just use BPs to scale it to 50%? The tutorials I'm following use BPs to scale down the assets

next badger
#

@dire storm do not scale outside ue4...

#

@dire storm you could rescale the asset on it's properties (and hit reimport) or right in the viewport, but that would add scale factor

buoyant echo
#

Why shouldn't you have items pre-scaled outside of UE4?

#

Wouldn't it make it easier?

#

Also, thank you for that!

next badger
#

@buoyant echo it's better to have assets in the size it's intended to be in viewport...i.e. if main character is 2cm tall, you better to make it 2m tall, otherwise its will be too small in engine and tolerances may hit...
same for huge objects, it's not very wise to import a mesh that 200Km wide

buoyant echo
#

Hm...

next badger
#

it's only the matter of math, roundings etc

buoyant echo
#

I guess that makes sense. Doesn't scaling things down in-engine also cause issues?

next badger
#

it will, if you go too far, but it's much simpler to scale down skeletal mesh in engine than in blender/maya/3dsmax

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and if you hit tolerances - faster to revert

#

i'm not sure, but iirc FBX stores vertex positions as relative and then multiplies them byt the factor

dire storm
#

@next badger Thanks πŸ˜ƒ

leaden dust
#

can someone answer one of my questions

weary basalt
#

Whats your question?

leaden dust
#

how much performance do 4k textures hit

#

if very hard, then what way there is is to reduce them to 2k without something bad happening

#

hello?

weary basalt
#

Try asking in #graphics if anyone has an answer for you, they will respond.

upper flame
#

Does anyone use Substance Painter here? @ me if you reply

weary hull
#

texture size hit probably depends on the gpu ram

tall pendant
#

The target platform(s) should also be taken into consideration when thinking about 4k textures.

#

first thing is ofc the Question: "Do i really need 4k Textures?"

frank escarp
#

you dont

#

its not that much about performance, but about space

#

a single 4k texture is 64 megabytes

#

now, you can author the textures at 4k

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and just downsize them ingame

#

by setting the max resolution to 2k or similar

#

to get the best texture quality, you need to use the proper compression settings and similar stuff

frosty copper
#

I think the only time a 4K texture made much sense (beyond extremely high definition) was the guy who made a level out of a single texture

#

or maybe if you were doing some crazy texture Atlasses

#

shrug meh. either way I'm clockin' off for the ni-...morning. take care guys! πŸ˜„

grim sinew
#

As long as you keep to the mindset of 512 texel density, you can do whatever with your textures and it'll still be reasonable. Some objects just need it depending on complexity. Saying things like "You never need a 4k texture" is like saying "You never need X polygons" or "You never need Y to be dynamic". It's all situational, use your best judgement.

#

There's always going to be a need where you actually need a 4k texture, sometimes even more, that's why people are turning to dynamic material layering and UDIMs

frank escarp
#

it was actually a 1024 texture

plush yew
#

what's the difference between WindowsClient and WindowsNoEditor?

tall pendant
#

I could be wrong but i think its that Client builds w/o editor and server code, while NoEditor builds with server?

#

I'm not a coder tho

weary hull
#

anyone know how to stop ios11 turning wifi back on?

pallid compass
#

il never understand how epic dont breach 16 textures when using layering on there char's in paragon