#ue4-general

1 messages ยท Page 125 of 1

knotty summit
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@fiery harbor So if I fill like that, it would be OK

fiery harbor
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@knotty summit yeah I think that looks good

knotty summit
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@fiery harbor Thanks! Last question, should I write my adress on my Language like (ร‡allฤฑk Sokak) or on English (ร‡allฤฑk Street) :D Sorry if I bother you.

safe rose
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English silly

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The rest of the paperwork is in English

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But

fiery harbor
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@knotty summit it doesn't matter

safe rose
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Really, it doens't matter

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Because they won't be mailing you anything

fiery harbor
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if the postman would find it, it's fine

safe rose
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They'll throw that application once approved to some "Approved Folder" and add you to a database

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And call it a day

fiery harbor
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yeah

safe rose
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But

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IF you do something stupid

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They'll know where to find you

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๐Ÿ˜ƒ

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Or mail you a Cease and Desist

fiery harbor
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I will actually not even put the ue4 logo animation at the start of my trailer I think

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kinda looks cheap

safe rose
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I'm surprised they don't ask for email addresses

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@fiery harbor The black and white one

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Yeah

knotty summit
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Its pdf file

safe rose
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If we could use the old one

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It would be nice

knotty summit
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You'll send it on your mail adress

fiery harbor
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@safe rose what black and white one?

safe rose
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@knotty summit Aye, true I guess

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@fiery harbor This is for the UE4 logo right?

fiery harbor
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yes

safe rose
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Yeah...

fiery harbor
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I last looked at it 1.5 years ago

safe rose
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So, you can't use the color one anymore

fiery harbor
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didn't know they changed stuff

safe rose
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You should only be allowed to use the B&W flat one

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Last I checked anyway

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^ that one

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ew, lol PNG op

knotty summit
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I don't want to deal with this kind of things.

safe rose
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I think it you already submitted one before they changed logos, you might be grandfathered in

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But otherwise, it's B&W

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@knotty summit Don't get into GameDev then?

knotty summit
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Do I have to use it on my video even it is for commercial purposes

safe rose
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If you think it's just all fun and games...

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I say 10% easily is just paperwork

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And it's annoying

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@knotty summit You don't have to use shit

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Not one thing says you do

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You are filling this out, so you can use it, if you want to

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People do it because it has this "effect" of pedigree

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did I spell that right...google time

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Aye, anyway

fiery harbor
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using the logo is a privilege, not a requirement

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we're not cheap unity guys here ๐Ÿ˜„

safe rose
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TBH, plenty of garbage UE4 games though

surreal viper
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yeah you can show the world that you didn't bother implementing own tech XD

safe rose
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They just look prettier

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๐Ÿ˜‰

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@surreal viper No one gives a shit about if you created your own game engine or not

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They just want the game to be good

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And have fun playing it

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That's all they care about

surreal viper
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why to spam them with the logo then? ๐Ÿ˜„

fiery harbor
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some people by now associate ue4 with "bad performance", due to ark and pubg

safe rose
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"spam" ?

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I mean, it's usually just once in the beginning, maybe once at the end of credits.

surreal viper
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best trailer ever: first 5 sec your company name, then 5 sec title, 5 sec unreal logo, 10 sec game, the end

safe rose
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That's just a crappy trailer

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From some sloppy lazy dev

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Who tried to put it together themselves

surreal viper
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I'm okay with logo-s if there is Epic music in the bg ๐Ÿ˜„

safe rose
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I've seen some very nice trailers with any game engine logo

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Even siege and fox thing

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Has a nice custom pixel art one

surreal viper
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anyway, I'm not sure yet if I want to include unreal logo or not

fiery harbor
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doesn't ue4 have that super colorful logo somewhere?

surreal viper
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maybe I'll just put a small one at the end or something

fiery harbor
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yeah I think I'll put a small one at the end, next to the HTC vive or oculus rift logo

keen birch
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I'll probably have one screen with a bunch of logos

safe rose
keen birch
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Like, center-screen, game logo and important stuff

safe rose
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hmm, that's not the one I am looking for

keen birch
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Bottom of the screen, other stuff

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(Logos of e.g. UE4)

safe rose
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ยฏ_(ใƒ„)_/ยฏ

surreal viper
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yeah that sounds reasonable

safe rose
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no idea where it went

surreal viper
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also showing the Unreal logo before showing your game may do some harm if you are an indie, because your game won't be as good as big budget unreal games, but cause of the logo the expectation will be damn high

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junk unreal games help to build that down tho ๐Ÿ˜„

safe rose
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?

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You're throwing out a lot of misinformation

surreal viper
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it's called opinion

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some also call it mental illness ๐Ÿ˜ฎ

safe rose
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๐Ÿ‘

keen birch
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Lol

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Not so much misinformation

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Just unsupported claims which are incredibly situational ;3

surreal viper
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maybe my english sucks more than usual today, my intention was not to claim anything

that "may" there was supposed to mean that "it's just a random idea, idk, maybe wrong"

fiery harbor
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I don't think the UE4 logo creates any high expectations any more

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that was 2-3 years ago

keen birch
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^

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Basically

tall pendant
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even 2 years ago there were "meh" UE4 games tbh

fiery harbor
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yeah

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the good games usually dont mention the engine at all I think

knotty summit
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So I shouldn't use UE4 logo, I just show my project

fiery harbor
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well cut your trailer and just see what you prefer more

tall pendant
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Its up to you if you want to use the UE4 logo.

keen birch
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It can be nice compositionally

fiery harbor
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if your game is trash, then it benefits from the UE4 logo, but it hurts the UE4 logo. if your game is very good, it probably hurts your game more to use the logo, maybe...

knotty summit
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I want to keep it short so without logo it looks better I think. As I learnt I don't have to use it so probably I will not do

tall pendant
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People who judge a game based on the engine used in the game ... are usually not the type of persons you should ask for their opinon anyways ๐Ÿ˜›

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its not worth the effort talking to them

knotty summit
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I love Unreal Engine btw

fiery harbor
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@tall pendant well, due to ark and pupb I see a lot of people (especially on reddit) that think ue4 in general just has bad performance

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and pupb doesn't even look good

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so those games hurt the reputation of ue4 quite a bit

tall pendant
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@fiery harbor Yup. But why would you take their opinon serious? reddit isnt exactly the place were you find great advice

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sometimes sure but often not so much

fiery harbor
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well, its the people that buy your game

tall pendant
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thats debatable tho

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I mean is the Engine i use really an selling point?

fiery harbor
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especially on steam its important that the trailer quickly shows the game, so you shouldn't spend much time with logos and stuff. but if it fits the whole composition well, if it fits the music etc, then a few seconds UE4 logo might not be bad

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the engine isn't really used as a selling point

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but people say stuff like "of course this game has/will have bad performance, its made with UE4"

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or "of course this game looks good, its made with UE4"

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its probably a bad idea to use the ue4 logo when your game is ugly, because then people think you did stuff wrong

tall pendant
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so those people are just prejudgmental... well i can live with that, but its still a bit irritating to me.

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since the engine has pretty much nothing to do with a horridly made game

fiery harbor
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people have usually no idea how game dev works

tall pendant
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at least if we talk the big guys UE, Unity etc

fiery harbor
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they think the engine is much more important than it actually is

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thats why a good game made with unity would never show the unity logo at the start of the trailer, people associate unity with trash

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so the good games made with unity, people don't even know they are made with unity

tall pendant
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Yeah true. I agree.

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tho i know at least one execption. Overcooked did show the Unity logo ๐Ÿ˜„

fiery harbor
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ok

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dont know that game

surreal viper
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it also looked like a "unity" game ๐Ÿ˜„

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don't get me wrong it's the best coop game ever, I really liked it

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but it's ugly

fiery harbor
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in both the fortnite trailer and the paragon trailer, epic didn't even use the UE4 logo themselves

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so that probably has some reason

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they think its better now to show it

surreal viper
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also less paperwork ๐Ÿ˜„

tall pendant
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yeah! I mean personally i wouldn't use logos etc in trailers or press related material.

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except platform logos ofc ๐Ÿ˜›

long comet
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i will go to an national gaming event to promote my videogame , can someone give me tips or advice to take advantege of gaming event ???(marketing things , you know)

safe rose
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@long comet if you're naked, you will get a lot of attention

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This is not really a suitable question for this channel though

fiery harbor
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it is the best channel for the question

safe rose
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Has nothing to do with UE4?

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But a great channel to add to this server

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#marketing

upper heart
light thunder
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I was able to get some success with a box collision and scaler paramters.....however one thing I didn't consider...LIGHTS...there is a fire right there but it disappears due to what I am doing...is there a way to do a visibility override or something? Is there anyway to make that fire more visible?

upper heart
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Disappears because of what? Hard to tell what is going on from the screenshots. You could make the fire material unlit if you don't want it to be affected by light

light thunder
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standby I'll pull up what I'm doing

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Using a box collision to scale parameter of a post processing material

upper heart
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What is your smoke composed of? A particle system?

light thunder
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nope, it's just a material

upper heart
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ah a post process material

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@light thunder does increasing the emissive strength of the fire let it show through at all?

long comet
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i will try again , thanks

brave lark
safe rose
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Hmm, did Stephan Ellis mass-notify everyone on that thread?

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About 4.18 coming next week.

sand elm
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How's everyone doing? ^_^

rain prism
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oh boy.... For some reason my networking wasn't working after a tiny update. 3 weeks of trying to find the cause. Why didn't it work? I didn't have a playerspawn in the online level. I don't refer to a playerspawn even once in my code, since I just used OnPlayerJoin to assign a character and position. Why do I need the playerspawn? it seems useless to me. Or is that a bug?

weary basalt
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Im assuming you meant PlayerStart?

rain prism
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...yes

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sorry

weary basalt
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If there is no PlayerStart in the level it should have just defaulted to spawning at WorldOrigin

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Strange that it would not spawn at all, unless something more sinister was occuring as well.

rain prism
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the spawn mechanism worked

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but I was not able to create a session

weary basalt
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No PlayerStart caused you not to be able to create an session? That seems really odd.

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At least its fixed now right? haha

rain prism
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I guess so :/

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NEVERMIND ;_;

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I really thought I'd have it now, it was the only thing that's attached to the same area of the log. Guess it wasn't the PlayerStart afterall....

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now both log files look the same except for the steam error message.

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so "Warning: STEAM: No session info to join for session (Game)" is still there, the playerStart warning is gone now.

upper heart
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The playerstart thing is just a warning

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AGameModeBase::FindPlayerStart looks for the best playerstart

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if it doesn't find one, it spawns you at 0,0,0

rain prism
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ok... It was the only thing that I could somehow connect to the steam error because of the position in the log...

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any other idea what the error could be about? the forums has tons of topics about people who can't join sessions, but noone seems to get this error when creating one.

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I mean... the session IS created, but can't be found by anything...

safe rose
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@rain prism Let's just assume that isn't the issue

sour sorrel
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how do i make a turn based system in my rpg game

safe rose
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Do you have 480 as the appid?

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@sour sorrel Wait for my book or create your own

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@rain prism Now, does the Steam window pop up in the bottom right?

sour sorrel
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how di i create my own

safe rose
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@rain prism If so, make sure that all players are connected in the same download region.

rain prism
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yes, it does. shift-tab also opens the steam overlay

safe rose
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If that's not the issue, let me know.

rain prism
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all my players are in the same download region. all PCs have a different account.

safe rose
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Are you using 480?

rain prism
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yes

safe rose
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Anyway

rain prism
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ok

safe rose
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@sour sorrel That's not a question anyone will be able to answer

sour sorrel
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why not

safe rose
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Because everyone's needs will be different

livid haven
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Because asking answering how to invent a system involves inventing the system.

sour sorrel
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so it's not made yet?

livid haven
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You literally just asked how to make something of your own.

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You tell us, did you already make your own thing?

sour sorrel
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not the turn based rpg no

livid haven
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Then no, it's not made yet.

safe rose
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@sour sorrel Basically, you'll need to attempt to do it, and if you run into any issues, you can come back and ask for help

sour sorrel
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oh ok

safe rose
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I mean, the basics of creating a turn-based system is relatively simple

sour sorrel
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ok

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I cant wait to start making my own game

safe rose
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All you are doing is, once player 1 is done doing it's thing (maybe by pressing an End button), then make it Player two's turn.

rain prism
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is it your first game ever? maybe you could try starting a little bit smaller...

safe rose
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Meh, turn based game isn't hard though

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It's just figuring out the logic

rain prism
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we don't know how new he is to this though

sour sorrel
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I am an ambitious person. I have done programming before and created some flash games

safe rose
rain prism
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that should make it easier

livid haven
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That's in Italian.

safe rose
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Google doesn't autotranslate?

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I thought YT was good like that

worn granite
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probably cc

safe rose
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Ah it does

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Yeah, it does auto-translate

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I mean

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I look at Anime subtitles at least 4 hours a day

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Hit that mute button and read

calm wadi
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Troubleshooting a cinematics issue and can't find "orange lightning bolt" on actor in World Outliner defined in docs. Any pointers to docs on this?

safe rose
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@calm wadi ?

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can you link the doc?

calm wadi
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See JulieCharacter in outliner - the little orange lightning bolt icon - that's what I'm looking for in the docts. I thought it meant spawnable but I've got a problem with this actor and switching between Spawnable and Posseable in the sequencer doesn't change it

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I've got this weird behavior where the sequence plays fine but but not when autoplayed in level. This JulieCharacter disappears when autoplayed as spawnable but as possessable it appears flickering like a vsync refresh issue!

safe rose
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@calm wadi take a pic of it closer please

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Nvm, found it

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CineCameraActor

calm wadi
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The cinecameras are working fine , it's a Character Actor named JulieCharacter that's giving me grief

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I'm wondering if I've hit a bug because I think the lightning bolt indicates a spawnable - just can't find doco to confimr

safe rose
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@calm wadi Well, did you spawn it?

calm wadi
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No

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the icon doesn't disappear if I set to possessable as what I want to do.

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The ReginaCharacter which is almost identical, works fine and if I toggle Convert to Spawnable and then Convert to Possessable that lighting bolt appears and disappears as expected

calm wadi
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I'm going to report this as a bug - importing a new copy of same character doesn't have same issue

heavy yew
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Does anyone here know how to make a space that pushes the player in a direction in the Unreal Tourniment editor?

next ivy
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Why are my UVs fine in Maya (perfect checkboard) but when I open them in unreal it's like they don't have UVs?

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Except for one item I imported into the model that already had UVs

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But the other two items I made have perfect checkerboard IVs I made and they are not showing up while the imported object is

rough hemlock
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I wasn't quite sure whether this post should be in graphics or animation so I decided to post it here. Sorry if this is a stupid question but I am new to game development and UE4. So I've made a voxel character in Magicavoxel, I was wondering what the easiest way to animate and import it into UE4 was. I've tried using Mixamo but it seems very complicated importing it to the UE4 bone structure since they've dropped support for UE4, is there an easier solution to animating and importing models/characters from Magicavoxel? (the files are .obj if that matters)

ruby chasm
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@rough hemlock Not sure about Magicavoxel but if you know how to use 3ds Max, it's fairly easy to rig it with bones and then import the mesh / animations into UE4. It'll create a skeleton based on your rig and you can re-use that for all your animations that you do in 3ds Max.

rough hemlock
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@ruby chasm Thanks.

calm wadi
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@rough hemlock I've been creating characters in Adobe Fuse uploading to Mixamo and then pulling rig and animations into UE4 - what "dropped support for UE4" do you mean?

safe rose
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@radiant ermine wrong channel

sour sorrel
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How do I make a turn based battle system. All the tutorials either donโ€™t work or cost money

safe rose
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and you posted in the right one also

radiant ermine
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ok

safe rose
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@sour sorrel lol

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Welcome back

radiant ermine
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didnt know where it fit

sour sorrel
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Iโ€™m still having troubke

safe rose
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Well probably not the UE4 one

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@sour sorrel What's the trouble?

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Show the screenshots

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Show me your progress

sour sorrel
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Canโ€™t rn at work

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Not ok my home pc

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On

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I have like several issues

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Can you send me a video or link thatโ€™s free and actually works

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All of the issues are because the files were missing, or were on older versions

safe rose
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Nah, I'm not going to Google for you (again)

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If you have an actual question relating to UE4 and need help on your project though, please don't hesitate to ask

rough hemlock
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@ruby chasm I'm sorry if my post was completely wrong but I'm still extremely new to game development, and animation. I was just repeating some of what the tutorials I had watched said. By dropped support I meant that you now have to retarget the skeleton for each animation you import into UE4 (Atleast for me anyway).

sour sorrel
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@safe rose sorry I wonโ€™t pay for a tutorial. I am low in money and hopefully this game will help pay off my debt

safe rose
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The dream

sour sorrel
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lol

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I will just do other systems before doing the combat

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Iโ€™m going to add a system like vats to the turn based system for bosses

safe rose
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You can do VATS but not a Turn based system? Hmm

sour sorrel
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im doing both. dont know how to do either, but i know how to program the VATS and turn based in unity, but their software is not what i need

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I am new to unreal which is the problem

ashen brook
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Morning folks!

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I need some recommendations

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looking at renting a new server... mainly used for perforce and hosting my websites, so should be a dedicated or virtual root server, no web hosting. Anyone have anything they can recommend?

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I was at server4you.com until now, who are cheap but often have some bandwidth issues

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Looked at digital ocean, but their storage costs are through the roof for what I need (The perforce depot alone is about half a TB)

paper kernel
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sometimes I wonder why do tutorials do math formulas, then write 3 lines to explain what each letter represents

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like G*dt when you could just write Vector3 * deltatime

wary wave
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formulae with single letter variables are usually easier to read at a glance

paper kernel
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this tutorial alone is like 50 pages

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I dont think adding 10 letters is gonna make much of a difference

wary wave
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you want single letter var names

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FYI, that's a simple lighting equation

paper kernel
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yes, but you still gotta explain it and probably show a code example of it

wary wave
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Yes, but that would be unreadable if you gave every variable a typed out name

empty adder
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Hey. How would i go about rotating a door? Is there a way to minus its current rotation with lets say 90,

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hmm, this seems to work

devout gulch
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@wary wave

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what you posted

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is still unreadable ;d

wary wave
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haha

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don't get into shader development ๐Ÿ˜‰

devout gulch
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well I want to make something

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but every time I see those forumal my brain melt

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i'd take the full variable names over single letters ;d

wary wave
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I'm not a fan of them either, but when you start looking at more complex stuff, things won't even fit on a side of A4 paper if you use variable names

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I did a short paper on BRDFs back in the day before people were actually doing it, and some of the formulae I derived were colossal

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the one linked above is part of the Phong reflectance model, which is really simple

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it's missing bits like the calculation of the direction vector etc

floral heart
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In that equation, R is reflection vector, which is a small function on its own. 2*dot(CameraVector,FaceNormal)*FaceNormal - CameraVector) is one possible implementation. If you're not lucky, you might have to figure out CameraVector yourself because you're playing in something other than worldspace. All of that would take far more than 3 sentences to explain, so if anything they've found the most concise way to explain it.

wary wave
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Aye, I would say it's pretty reasonable

floral heart
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Though, I do see what ctzn is getting at. Equations are good for whitepapers, but a tutorial is going to attract a different crowd.

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If you look up a tutorial for 'general implementation of phong lighting', I hope the first words you hear are "Pull up a chair."

wary wave
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haha

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You'd also build up that model step-by-step

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rather than farting the whole thing out at once - but I'd expect to see that formula in there towards the end

modern root
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@ashen brook Bit late but Vultr has been really good for me

ashen brook
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thanks ๐Ÿ˜ƒ

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gonna take a look

plush yew
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Hey guys I'm new to this discord I'm struggling so much with a problem. My shadows keep dissapearing whatever I try it won't work. I also tried to add thise ciode to the defaultengine file of my project: r.ShadowQuality=5
r.Shadow.CSM.MaxCascades=4
r.Shadow.MaxResolution=1024
r.Shadow.RadiusThreshold=0.0001
r.Shadow.DistanceScale=1.0
r.Shadow.CSM.TransitionScale=1.0

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But it didn't work either nothing happens whatever value I try.

hollow junco
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Hey @plush yew, under what circumstances do your shadows disappear?

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Also, does anyone know why my game would have inputs working in editor but in compile the same controls stop working?

plush yew
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They appear when I'm close and start to appear when I get away from my model. I'm using a dynamic directional light.

empty adder
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Might be som LOD settings @plush yew

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To get more performance

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Don't take my word for it though, just a guess

keen birch
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Yeah, that's cascades for you

hollow junco
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Hmm, I'm not sure if you are using dynamic lighting then

keen birch
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As you go further off, it reduces the amount of cascades used

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When you have less cascades, you lose small details

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So in this instance, due to the small meshes on your character's beard, you'll lose their shadows

trim trail
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if i make a new folder in world outliner, how to make newly placed actors land in this folder? i thought selecting it would be enough, but seems not to be case

plush yew
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@keen birch How would I fix this?

sinful thorn
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Hi, I'm trying to make an endless runner and I want my flying character to follow a spline and deviate from it (pan/hover left or right or up or down) to avoid obstacles and such. I have two problems: 1.How to deviate from the path? 2. Since I'm spawning mini levels in front of my actor and destroying them behind him, how can I bind the follow splines between the levels for smooth movement?

misty heron
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Could there be an import problem with Skeletal Meshes in relation to the Normal Generation Method "Mikk TSpace"?
The following two screenshots show the same mesh with the same material and settings. Both have been imported exactly the same (Import Normals & Mikk TSpace), only once as static and once as skeletal.

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Does anyone know the same problem?

sudden agate
wary wave
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define 'compensate'

safe rose
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@ashen brook p4 depot... 500GB, just one Project?

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Not saying it couldn't get up there for one project...but yeah....

wary wave
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500GB isn't unreasonable

safe rose
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I know

sudden agate
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@wary wave Well, I want to achieve the same fidelity with low FPS, ie. deterministic in every way

wary wave
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alright, so what is it that needs to be deterministic?

safe rose
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@sudden agate anyway

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Stop using unmitigated tick

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Use deltatime

sudden agate
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How do I use Delta with conjunction of Traces tho?

safe rose
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Or even better. Use a timer

wary wave
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timers / deltatime will still only execute as quickly as tick

sudden agate
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exactly

safe rose
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Then you can pause and unpause anytime

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You guys...

sudden agate
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Well, is there a way to "target" my game at 30fps and only animations etc get interpolated?
that would make much more sense than implementing complex Substepping Logic

ashen brook
#

@safe rose p4 depot with 500gb of tons of projects from across 3.5 years

wary wave
#

it really depends on what you're trying to do, I think

#

but it's likely your approach may need to change

ashen brook
#

it doubles as my off-site backup for everything I make

sudden agate
#

the trace position/amount should always be the same, no matter what

safe rose
#

Nope

wary wave
#

then trace less frequently

safe rose
#

That's not how unmitigated tick works

sudden agate
#

๐Ÿค”

#

So a player with 30FPS will jump to death while a player with 60+FPS will get the ledge...

wary wave
#

being event driven may well be better than tracing every tick, if possible

sudden agate
#

The traces only appear when holding a button

wary wave
#

if you're doing ledge detection, try reimplementing what you're doing so that it will work with a low framerate

#

even if your game is flawless, systems can still hitch for other reasons

dry shore
#

guys i want to creat an open world mobile so what all things should i keep in mind while creating landscapes?

wary wave
#

I might defer to using collision checks for this kind of thing, where possible

sudden agate
#

@wary wave Let's say I target my game at 30FPS. 1 Tick means one Trace.
Now I play with 15 FPS. Would it make sense to trace twice (once with original Location, and once with Location+(Location*delta))?

wary wave
#

you could do that, but chances are you're exacerbating the problem

#

I would consider doing some maths that works based on character interpolation instead

#

for example tracing from where the character was in the previous frame, to where they are now

sudden agate
#

would Fixed FrameRate help?

wary wave
#

no, because you can still drop frames

#

you need to rethink your implementation, because that is the problem

sudden agate
#

Whats the point of a fixed Frame Rate though?
I mean I though it would simply slow down the game, but would compute with a fixed Delta

wary wave
#

it tries to maintain a stable framerate (61 is common, as an example)

#

a wildly fluctuating framerate is often worse than a slow one

#

you'll get visible stutter, even if your game is always above 60

sudden agate
#

What do you suggest?

wary wave
#

"I would consider doing some maths that works based on character interpolation instead"

shell jetty
#

@grim ore you found this message rewarding where general is

grim ore
#

yeah I found it, thanks ๐Ÿ˜ƒ was weird on this side for a bit it was completely gone

sudden agate
#

@wary wave So additionally to my trace I should trace from prev. Loc to now Loc?

wary wave
#

not additionally, instead of

#

write framerate independent code

sudden agate
#

@wary wave wouldn't it be enough to offset the Trace Start/End by Velocity*delta already?

wary wave
#

I don't know exactly what you're doing, but I don't think so

#

I assume you're just tracing out in front of the character

sudden agate
#

kind of, yess

wary wave
#

so yeah, you want to know what the player location was in the previous tick, and do a trace taking that location and the current location into account

#

if you don't do something like that, then what you are doing is probably still dependent on framerate

sudden agate
#

you mean averaging the locations?

#

but the 15FPS Player will still trace less often but advance the same distance

#

Let's say the Jump From A to B takes 2 Seconds.
Player A has steady 60FPS this means it traces about 120 times.
Player B has a massive Lag of 2 Seconds and only traces once.
Frame-independency won't help here

wary wave
#

no, not averaging the locations

#

you need to change the way your thing works

#

change the way you are thinking about that trace

#

if the player moves twice as far between ticks, then your trace needs to take into account that the player has moved twice as far

sudden agate
#

a single trace won't cover that tho

wary wave
#

then do two

#

if you're doing more than two, then you're probably still thinking about it the wrong way

brittle gulch
#

Do you guys also find that 4.17.2 crashes a lot? I was on 4.15.3 before and it didn't crash that much

wary wave
#

@brittle gulch - not really, seems reasonably stable to me

#

@sudden agate - think about how you would implement say, a Lightsaber

#

how do you know when it has passed through another thin object between frame A and frame B?

sudden agate
#

@wary wave You probably want to tell me to implement CCD

wary wave
#

you could do it with collision

#

but you shouldn't need to

#

you just need to know if between A/B, the player's 'ledge grappling point(s)' have passed through a potential ledge

sudden agate
#

@wary wave yeah, but the problem is how to do that.
A jump is curved and is influenced by other forces for example and I cannot predict a jump 30 or 60 frames ahead.

wary wave
#

you don't predict at all

#

I'm not sure which part of this you're not getting :/

sudden agate
#

Okay wait a sec

wary wave
#

in simplified terms, you only need to know if Point X has passed through Object Y between Frame A and Frame B

sudden agate
#

Player A has 60FPS and moves 100uu.
Player B has 15FPS and moves 100uu.

Player A gets updated triple as often as PlayerB.
Only start end end point of both players are the same. What's in-between is not predictable. Therefore i cannot test if "Ledge is passed through whatever"

#

The only solution I see is:
Lower FPS = trace more often(offsetting trace by Velocity?).
Higher FPS = trace less often.

paper kernel
#

or you async the trace

#

away from gamethread

wary wave
#

don't even get into async stuff

#

and you CAN test if the ledge has been passed through

#

that's the whole point of the trace

#

if your framerate however is getting so low that this isn't working after working that way, then you have more serious problems

sudden agate
#

I am talking about exactly THAT problem @wary wave

brittle gulch
#

Yes it is kind of stable but It just crashes more than when I was on 4.15.3. I have some chrashes when I just want to add a component for example, or sometimes when I add a variable. It's sometimes but It never happened before.

wary wave
#

your framerate would have to get very low and your player would have to be moving / changing direction very quickly for it to fail

orchid coral
#

Can anyone help me out here, im trying to package for html / windows and i keep getting an error, i cant seem to find out what it is

sudden agate
#

@wary wave the trace is very very sensitive, I want to detect small gaps

orchid coral
wary wave
#

how small is 'small'?

#

if the answer is 'very', once again, you may want to rethink what you're doing

paper kernel
#

anything smaller than 10uu is not worth detecting

sudden agate
wary wave
#

I could be looking at two blocks that are either 1cm tall or 1km tall :p

sudden agate
#

it's the default cube

paper kernel
#

dude

#

default material

#

is a scale

wary wave
#

right, okay, so it's 1m / 1m

sudden agate
#

The outcome simply should be same no matter the performance

wary wave
#

I mean that gap isn't huge, but you should easily be able to detect that at 15fps, probably even as low 5fps, if the character isn't moving super fast

sudden agate
#

@wary wave jumping is too fast already then ๐Ÿ˜‚

wary wave
#

when I say too fast, we're talking (velocity changes) in the order of tens of meters per second, if not hundreds

misty heron
#

@orchid coral :
Error: Blueprint Runtime Error: Accessed None trying to read property CallFunc_GetController_ReturnValue

In several Functions all over your Blueprints

wary wave
#

How are you detecting the gap?

paper kernel
#

potential solution is, increase trace start height and distance based on deltatime

orchid coral
#

@misty heron i did spot that however this issue only recently appeared and i havent changed that a tall

paper kernel
#

but you would have to do it with multitrace and doublecheck the closest edge to the player

sudden agate
#

@wary wave Tracing Forward with a Capsule, tracing downwards in a loop (with decreasing height offset) until some threshold is reached

wary wave
#

that sounds expensive

#

I would try doing a single capsule trace from a point in front of the player

#

trace from where that point was in the previous frame, to where it is now

paper kernel
#

I can't get straight trace results with capsule on flat ground

wary wave
#

that doesn't sound right? capsule should still hit flat floor surfaces

paper kernel
#

it does, at random heights

#

it doesn't make sense

#

(wall hits I mean)

wary wave
#

but yeah, if you hit geometry in that trace, you can check to see if it's something you can grab; i.e comparing the normal of the hit and whatever other criteria you might need (game sensitive)

paper kernel
#

but to be fair, most games use edge grab volumes for this reason

#

tracing at low framerate is unreliable

wary wave
#

edge grab volumes are common

#

but they don't work for all games

#

plus authoring them is a PITA

#

we use something similar for vaulting and climbing mechanics here, but we have internal tools to author those edges, and they have their own data type in the editor

#

(and it's still painful to work with)

paper kernel
#

you could do a an automatic scanner for that

#

that sweeps for potential ledges

sudden agate
#

I don't want to do automatic ledge detection

#

by design

#

It's just that the ledge detection should happen as often on low FPS as on high FPS so I have a consistent behaviour.

wary wave
#

it doesn't need to be 'as often', you just need to take it into account

paper kernel
#

predictions

wary wave
#

and ledge detection can be automatic, ledge grabbing can be a player input

#

at some point though, if your framerate really does get low there's nothing you can do

#

I mean at 5fps even shit like player input starts to fail

sudden agate
#

@wary wave why not?
Old games simply slowed down, but did the same computations, didn't they?

wary wave
#

old games had no concept of time

#

they didn't work the same way and didn't have things like 'physics' getting in the way

#

it's why a lot of them will run at superspeed if you try to play them on a modern CPU, hehe

sudden agate
#

๐Ÿ˜ฆ

paper kernel
#

๐Ÿ’ฅ brain cant compute this prediction system

sudden agate
#

5FPS vs. 30FPS

paper kernel
#

lets do a little thinktank with that

#

where is the location pawn expects to grab?

#

above head, front side, with 2 hands

#

now imagine if you would grab a ledge from jump

#

what kind of trajectory your hands do

#

from above your head towards the eye level

#

do that as linetrace

#

if trace finds ledge, see if is it close enough to grab

#

increase the error margin if deltatime is large

light thunder
brittle gulch
#

Another bug guys :
When I create a fucntion in the interface, if I forget to add my desired output variable and add it after I compiled, I cannot have access the the return node into the Actor that is implementing that interface. If I remove the Interface in class settings and try to add it again, it just do Nothing, It doesn't add . I have to restart the engine completely to make it work ><

velvet cliff
#

@Raildex#6923 Wasn't there a possibility with DeltaTime?

frank escarp
#

substep that shit

#

@Raildex#6923

#

if delta time >something, then you split the tick in several miniticks

sudden agate
#

@frank escarp I thought about that aswell

#

but I dunno how to implement that

frank escarp
#

just interpolate

#

to more than 1 trace per tick if your ticks are too long

sudden agate
paper kernel
#

fixed numbers

#

there's your issue

pallid compass
#

My god internet is finally working again

#

3 weeks of hell

sudden agate
#

@wary wave @paper kernel this sounds exactly what I want:
Go Slower, but do everything needed.

paper kernel
#

I can tell you sell 50% less copies on pc with fixed framerate

#

dont do it

sudden agate
#

@paper kernel Adjustable FPS in the Settings?

paper kernel
#

dont do it

sudden agate
#

there are games which do that

paper kernel
#

yea, they are garbage

sudden agate
#

I don't think that The Talos Principle is garbage

paper kernel
#

was it dark souls that suffered from increased durability loss because of high framerate

#

one need for speed broke absolutely into pieces if you unlocked the framerate

#

๐Ÿค”

#

there's gonna be 1000000 different system configurations all playing at different frametimes, some even lower than you designed for

sudden agate
#

but that's exactly what fixed Rate does: providing the same outcome when having lover FPS than designed

#

What's the problem with having these settings:
Fixed Rate -> Use when your Specs do not fulfill.
Unlocked -> Use when your Specs fulfill

#

When using Delta correctly there shouldn't be any problems

harsh tiger
pallid compass
#

What is UI?

errant lintel
#

an UserWidget (UMG) I guess

pallid compass
#

well actually

#

that node

#

add widget comp

#

no target

#

no idea what ur trying to do with it

errant lintel
#

but @harsh tiger, you created an empty widget component well it's normal there is no reference of any user widget, and if you cast null it will stay null

safe rose
#

He doesn't

#

But I have opened up his eyes a bit

#

So, no need to fret over it anymore ๐Ÿ˜‰

pallid compass
#

man im gonna boot substance

#

its rendering random black spots

harsh tiger
#

I'm in a blank world with no player character so its making it a bit awkward

pallid compass
#

on an iD

#

thats not even there

orchid coral
warped silo
#

Hey all; anybody know how sockets are affected by changing the world scale of a skeletal mesh? Are the sockets scaled proportionally or does something else occur?

pallid compass
#

u know whats been bugging me

#

why overwatch chars diffuse maps are 1024x2048

frank escarp
#

@pallid compass textures dont have to be square

#

they need to be powers of 2

#

they just thought they could optimize the textures more in a rectangle like that

#

given that they use mirroring a lot

#

yes, they could use a 2kx2k texture, or a 1kx1k texture

surreal viper
#

actually they don't need to be power of 2 anymore

#

but it's good practice anyway

pallid compass
#

i tend to mirror my uvs, but when i do i wouldnt cut it in half

frank escarp
#

they need to be for the mipmaps to get generated well

#

and compression

pallid compass
#

to give away that res

frank escarp
#

but they are optimizing

#

overwatch characters are far more optimized than my fucking skeletons in DWVR

pallid compass
#

lmao

frank escarp
#

overwatch wanted a game that would run on literally anything, so they use exactly the texture resolution they want

#

not more, not less

pallid compass
#

gotcha

#

man i suck at uving

frank escarp
#

take this trick

#

do not give a crap about making it fit into the square at first

pallid compass
#

I mean i can UV, but i cant UV for high detail objects good yet

frank escarp
#

first of all, UV it without caring about the square

#

make sure you have each of the islands without much distortion, and of its proper size

pallid compass
#

actual uv maping is ez, scaling is my issue i guess

frank escarp
#

when you are happy with all your islands, then you go and start "packing" it

#

so its the shape of a square (still doesnt need to fit)

#

then you grab all of it, and scale it to the UV square

#

you wouldnt believe the amount of people i see trying to UV directly into packed UVs

#

do not give a fuck about the UV square until you have all your stuff done

pallid compass
#

im just crap at scaling

#

to get good detail all over

frank escarp
#

use a grid texture

#

the typical UV grid

#

and, again

#

do not give a fuck about the packing

#

make sure each of the islands has the proper detail

pallid compass
#

the packing is not the issue

frank escarp
#

but you say your scaling is off

#

thats becouse you are packing it badly

#

in fact you are wasting a good amount of space there

pallid compass
#

its easy af to scale it all up for max res

frank escarp
#

nono, im not talking about that

pallid compass
#

but then i start getting issues

#

with textures not matching

#

aah

frank escarp
#

i guess you are sad becouse some sections have more or less resoution that others, no?

#

what i say is that you should go back to your 3d editor, and pack it better

pallid compass
#

yeah im just not good at scaling,

#

yeah i might do tomorrow

frank escarp
#

to pack it better, forget about making it fit, and focus on getting each of the uv island with the correct scales

#

by using a grid UV texture

pallid compass
#

really cant be fucked for rest of today, been at it for ages lmao

#

gotcha

frank escarp
#

do not care about the island positions yet, just make sure the scaling is as yuo want

#

when you have all the islands at the scaling you want, pack them together in a square

#

but do not scale them

#

you can rotate them, and move them, but dont scale yet

#

pack them in a square

#

probably it wont be on the UV 0 -1 square

#

maybe your square is 0-2, or 0-0.5

#

then you select everything and scale everything as a whole to make it fit the square

pallid compass
#

then u get better overall results?

frank escarp
#

yes

#

far better

#

this would be UV basics, should be on the first tutorial about it...

plush yew
#

There are scripts to help you match the checker size of your islands

frank escarp
#

im going to UV a lootchest i want to show the "workflow"

#

this thing

#

prototype geo

pallid compass
#

i must of done this wrong

#

iv just made it look x10 worse

#

lmao

frank escarp
#

blender unpacked it really well at the first try tho

#

after putting all the seams

#

some of them are jank becouse ngons and prototype geo and booleans

#

even like that, the packing is logically not optimal

#

to improve it, a think i like to do is to setup the islands in an ordered way, and make sure the scaling is properly done, for example in this case the inside should be less resolution

#

like this, for example

#

and now that i have each island the way i like, its just to put them in a square

#

more or less

#

and now i just take all and put it inside the uv square for final uvs

pallid compass
#

what about objects that have huge sections and small detail pieces

frank escarp
#

and there we go

#

so, like this?

#

in the exact same way

#

this is a general thing, works for absolutely everything

pallid compass
#

more talking pieces that have more than 90% size difference in object space

frank escarp
#

then you place those first

#

when packing for the square

#

and put the small pieces on the "holes"

#

but you need to have "perfect" uvs BEFORE trying to pack it

#

then you try to pack it in a smart way

pallid compass
#

gotcha

#

makes sense

#

thank you for the tips and advice.

frank escarp
#

dont worry, i had to show this to 3rd year game school students i had as interns

#

they only knew about the auto UV

#

shit school

pallid compass
#

they dont teach us shit at uni

#

its just as bag

#

bad*

frank escarp
#

i know the good techniques, just dont have the art talent

safe rose
pallid compass
#

the whole course is basically figure it out your self

safe rose
#

anytime

#

๐Ÿ˜‰

#

All this art stuff in #ue4-general I was like, did I go to the wrong channel

pallid compass
#

im sure u will live, its not the end of the world.

safe rose
#

Use the right channels

#

People aren't looking at all channels all the time

pallid compass
#

I would say i was using the right channel tbh

safe rose
#

So, it helps

#

People who don't care about art

pallid compass
#

I would not class UV's as art

safe rose
#

...

#

Yeah, I guess my 4-year degree from Savannah College of Art and Design was useless then, my bad

pallid compass
#

I guess so

craggy nymph
#

@real bolt, click on that little button to the left of the filter button to open the file tree. Use the tree for drag and drop.

real bolt
#

Ah thanks a lot

ruby chasm
#

Not sure where to post this

#

The entire emitter disappears if I glance away from it and it's at the left-most of my view

#

It re-appears in real-time when I move back a tiny bit

upper heart
#

it's being culled

ruby chasm
#

yeah, by which setting exactly?

upper heart
#

look at bounding box

ruby chasm
#

not sure what you mean exactly

#

which?

upper heart
#

bounds is a parameter in the particle system

ruby chasm
upper heart
#

yeah that, sorry ue4 wasn't up for me

ruby chasm
#

disable it?

#

ah yeah, that did it

#

is there a downside to disabling that option?

upper heart
#

are those cpu or gpu particles?

ruby chasm
#

how do I determine that? it's from the mp

upper heart
#

open the particle system and take a screenshot

ruby chasm
upper heart
#

they are cpu particles

ruby chasm
#

alright thank you

upper heart
#

and the downside is they won't get culled, so performance.

#

you could increase the size of the box instead of just disabling it

#

so that it still eventually gets culled, but you don't notice it

ruby chasm
#

yeah, worked

upper heart
#

np

faint juniper
#

Stupid question, I'm new to game design and UE4. I am trying to move forward with gettign started. However I have read that models for houses etc is best to be created in somethiing like 3DS Max. This is slowing me down and I know that I am far more confident in being able to create my scene in Unreal. So my question is this, do programs like 3DS Max need to be used or can I just use Unreal for creating most of my things?

#

Example being trying to make a door with inserts etc in 3DS is taking so long and multiple tutorials, where as a I know how to do what I want in Unreal...

plush yew
#

UE4 isn't a modelling program so you're gonna have a hard time creating anything without a program like 3DS Max/Maya/Blender

#

I mean, if you can manage to do it all in Unreal then that's good

#

But you'll benefit in the long run from using a dedicated 3D package

south ridge
#

You pretty much need to use something for 3D models. Blender is a good alternative, if you don't mind the very specific UI

#

UE4 brush editor is very deficient. You will waste a ton of time trying to build anything proper with it, UE4 brushes are way slower at simple things that every other 3D package can easily do

#

Which is a shame

faint juniper
#

Okay, I understand that I am brand new to this and in no way expecting to master these programs quickly however 3DS is just not sinking in for me and after a couple full tutorial playlists Im still struggling to do very simple things. Its curbing my motivation to get things moving :/

south ridge
#

Try Blender

faint juniper
#

Is it easier than 3DS or just an alternative?

upper heart
#

it's free so that is the main thing

#

I would say 3DS is more intuitive tho.

#

But a lot of people like Blender too. So I would give it a try.

faint juniper
#

@upper heart I have a student license for 3DS so I would only swap if easier

south ridge
#

Well, for some people Blender is more intuitive, for some 3DS max

#

They are sufficiently different in how their user interface works

faint juniper
#

What about Maya vs 3ds?

upper heart
#

Again opinion based, but Maya wins for animations and 3ds for modelling.

#

They are both solid programs tho

#

Try them out and see what you like. Form your own opinions ๐Ÿ˜‰

faint juniper
#

@upper heart I understand, sorry if I am askign " how long is a piece of string" here. It's just my friend has also used Maya in Uni, for modelling from what I understand but I may be wrong. If the tool is up to the job for that, then I think having a close friend I can ask for help might help. I just need to know Maya would be a sound choice

upper heart
#

Yes, they both great tools. Modo is awesome too to throw another name in the mix.

faint juniper
#

Great, I can now have 4 programs I struggle to use ๐Ÿ˜› haha

#

Thanks for the info!

upper heart
#

haha np and gl

surreal viper
#

learning blender kinda make sense if you expect your student license to expire

#

3DS isn't cheap iirc

faint juniper
#

Cheers, no doubt you'll see me here in a week asking " is there any programs other than Blender, 3DS Max, Maya or Modo?"

upper heart
#

lol I think those should keep you set for more than a week

faint juniper
#

@surreal viper Nah, it is far from cheap. But I just started my license so in no rush for that yet, however Blender in on the cards if I don't start picking any of these up soon. I would guess that by learning either I would surely develop transferable skills?

surreal viper
#

yes, but still, you will hate blender after the switch, I am almost sure

#

if you will apply for a job max/maya knowledge is (most likely) better

#

if you try something on your own / join a small indie team blender is

south ridge
#

I really like Blender, but I'm also doing technical art stuff most of my time

#

Fixing up topology, that kinda stuff

#

I think Blender is really really good for that, though I can believe people when they say it's not as good as other products for making new 3D models

surreal viper
#

I am a huge fan of blender because we can't afford anything else
I really hate the blender UI and controls, but most of the time I am not the one who has to use it, and the artist teammate actually loves it (no idea why, but I guess life is better this way)

south ridge
#

I love Blender UI

surreal viper
#

I just can't find anything

south ridge
#

Press space

surreal viper
#

no matter how much I used something :/ but I don't use it that often so... guess it would be better with time

floral heart
#

The UI is a mess. Probably describes most large programs, but as customizable as Blender is it's both an annoyance and a tragedy.

light thunder
#

I'm trying to set up a room scale demo and my character is too small... Rather than shrink the room down (and all of those consequences) how do I make the character bigger? Do I just increase the player scale in the motion controller pawn blueprint?

orchid coral
#

If anyone is good with error logs can you help me understand why launching to windows or ffirefox suddenly causes this error

oak linden
#

How do I use the clothing tool

#

or rather

#

how do I assign the selected section as the cloth

#

I'm following the documentation, and it shows that once I select the section I want, I should see this window

#

but as you can see, 'create clothing asset from selection' is missing on mine

#

never mind, I'm just an idiot

#

I didn't enable it

plush yew
#

when you upload an update to a game to steam through steam console client and it asks for your two-factor code, when i enter it, my normal steam goes offline and i can't chat with anyone etc

#

anyone knows how to bypass it?

worn sparrow
#

Anyone elses engine no shutting down fully and running in the background on close?

obtuse sable
#

Hey i had a question about cinematics

#

wasnt sure what channel to ask it

#

But when im done and try record the video its recording in like 12-17 fps is this normal?

#

oh i saw you can render out in a image sequence right? Maybe thats better?

#

The video comes out fine

#

it doesnt seem like its 14 fps

quartz berry
quartz berry
#

OK fixed it. Is it possible to remove the additional material slots? have 16 slots with always the same material....

sudden agate
#

@quartz berry Simply assign your sections with your first material slot. You can then remove the unnecessary Materials slots (there's a small "x" nex tot the Material Slot name )

quartz berry
#

yes I know. but in the destructible mesh settings, I cant-

burnt drum
#

does anybody has any idea of how to upload image in epic's wiki

tall pendant
brittle gulch
#

Hello guys, I have several materials that use the same texure stored inside of the Engine Content folder.
I've copied this texture into one of my game's folder, and I want all my mateirals to use this copy instead of the Engine Content one. I wanted to do it manually but screw it. I wanted to use the Replace Reference Tool, but using it will delete the original Engine Content texture and I don't want to.
Is there another way to just make all my materials, that are using this actual texture, reference the copied texture without deleting the original?

rocky depot
#

Hey everyone!
I'm fairly new to UE4 so I'd like to ask something, bc I need a little help w my project:
So, I got a custom 3rd person chraracter set up, including custom anims, so but now as a game mechanic, I need my character to throw a ball (a Pokรฉ ball to be specific, already got the model and everything). I also got a nice throwing anim for the char, so now, I'd like to know how i can go about doing the following:
Get the char to spawn that ball in his hand, be able to throw said ball, which then immediatley spawns a new one after the one before has been thrown, and also play the throw anim while throwing ofc.

upper heart
rocky depot
#

thx

upper heart
#

np

fossil ore
#

nvm

native stirrup
#

Does anyone know if there's a different way to set up screen shake on a twin stick shooter?

#

Tried using Epic's tutorial but it's for a First Person game and doesn't seem to be working on my Twin Stick project

dry shore
#

is it possible to create landscape in unreal engine fo mobile phones?

light thunder
#

what';s the quick trick to opening a door smoothly? it involves adding a key but I can't remember the link

pallid compass
#

wat?

#

U mean to swing the door open?

#

you thinking of Rinterpolation?

light thunder
#

i want to to "animate slowly" not slam closed instantly

pallid compass
#

easy in Rinterp

#

ffs

#

i cant get my engine to open

hot ledge
#

when i import an fbx file in ue4 textures dont work eventhough they show in my 3D software and i exported with material checked

pallid compass
#

Look for R Interp Easy in out

#

Send the materials over manually

#

I never bring them in with an FBX

#

So i cant say if it works or it does not

hot ledge
#

i dont think you get my problem lol

ionic sedge
#

What 3d software?

hot ledge
#

nvm i just had to put my fbx file in the same folder as the textures

light thunder
#

I keep losing my "hands" in my Vr doom...is there a way to get them back without restarting editor? i'm at a maker faire event

cinder minnow
#

Hello everyone ! Do you know if I can change the player I control in the editor ? I tried to "eject" from the first player, then select the second player and click "possess", but it still possess the first player :/ ...

light thunder
#

@cinder minnow change the defautl controller in game mode setup

#

project settings

cinder minnow
#

thanks, i'll take a look ๐Ÿ˜‰

pallid compass
frank escarp
#

alpha mask?

#

btw, for decals, its better to have them be axis aligned

#

that way its a lot easier to do the UVs for the decals

#

while that might save some space, it makes it a little bit harder to use

pallid compass
#

yeah im just messing about with it

#

i forgot to grid it

#

lmfao

#

also some weird shit is happening

#

importing in to ue4 is moving my uvs

#

like

#

what??

#

nvm it fixed

#

combining it before exporting seams to fix

#

that was weird af

frank escarp
#

so you improved your uvs with what i said yesterday?

#

this new UVs are far more optimal than the ones yesterday

pallid compass
#

oh not yet xD im yet to sit down and go HAM with your advice

#

however it did help

#

that was just a quick flick together

frank escarp
#

right now im trying to do some more new greybox blocks for my game. but damn i suck at level design, even at greybox

pallid compass
#

practice makes perfect!

#

man is there no way to pick what material slot ur using when ur prevewing a mesh in material editor

#

oh crap i still need figure out how to mask these normals easily

#

got it down

#

now to figure out how people make panel lines with this stuff

hot ledge
#

anim montage isnt working in blueprint

ionic sedge
#

Add a slot node in your anim BP.

hot ledge
#

ok

#

when i reload i want my magazine to fall out anyone know how to

minor thistle
#

whats the correct channel (here in this discord server) to get help randomly distributing objects around a large map -- preferably with some hard buffer/distance variable to keep the new objects that distance from any existing objects?

#

I'm just trying to figure out that workflow before I start creating & importing /manually placing any objects around my naked terrain

#

further, I have no idea if that random distribution of objects is even possible (trees, old rock walls in a forest, etc)

frosty bloom
#

#blueprint if you don't know how to code. #cpp if you do know how to code

#

but in here we help people when they get stuck, you would have to have an idea and a not working prototype for anyone to be able to help you

minor thistle
ornate night
#

So im trying to make a physically simulated bicycle and im not sure where to start, i took notes from this video but im still not completely sure where to start with it, although it did help me a bit. This is pretty similar to what i want to do but I want to go the bicycle route and not motorcycle. Also the bike will have no player/person riding it https://www.youtube.com/watch?v=PE_gHAEaWME&t=384s

I this video I waffle on about the physical underpinnings of wheelz2 after a request from Alan Noon for a breakdown. Will happily do a forum post with more d...

โ–ถ Play video
pallid compass
#

al i ever wished for

#

was too be good at panel lines

#

rip

ornate night
#

Does anyone know how i can go about doing what i put above?

wary dew
#

would the advanced vehicle template help you at all?

opal spindle
#

Any place that would be suited to report BP nativization errors?

floral heart
#

answerhub?

ornate night
#

The advanced vehicle setup uses UE4's vehicle system. Im trying to make it physically simulated. Not sure how to quite explain it though

twin acorn
#

Who wants to start a scifi project?

#

Im thinking something like system shock 2

umbral fulcrum
#

How can I update the Epic Games Launcher? Once I opened it, it said that an update is necessary and now it doesn't launch at all.

near crow
#

Hello everyone my name is Nick I am a senior level engineer primarily in the unity workspace my team is intrested in learning a bit more about unreal as unity user interface support is extremely dismal

#

I was wondering if any of you could share your insight as to how robust the user interface development is

maiden swift
#

@near crow You mean what it's like to build in-game UI in Unreal?

twin acorn
#

Unreal is pretty top notch. Ive found it handles most everything well except water in levels.

near crow
#

Yes ie

#

Animation support

#

Dynamic binding of resources from web

#

Jason integration

#

Sorry please forgive my brief responses at the moment I'm in my car getting gas

worn granite
#

Not sure about Jason integration, sorry.

spark belfry
#

Jason? You mean JSON?

worn granite
#

Yeah obv

ornate night
#

Im fairly new to unreal but the maybe 2 hours ive spent in UMG (UI designer) have been pretty amazing coming from unity

buoyant echo
#

No silly, it handles Jason Beumack very well. He's the new Unreal Dummy.

#

Right, @worn granite ?

weary basalt
#

@Unrealistic Engineer#6103 There should be an Gear icon at the top right which is where you go to update the Launcher.

urban kettle
#

What are you guy's opinions on using source control for a Solo project?
and if you were to set one up what system would you use?

weary basalt
#

Absolute must for all Projects
Perforce ๐Ÿ˜ƒ

urban kettle
#

AH I didn't realize helix core was free for <5

weary basalt
#

It is

#

They just dont make it very obvious that it is

near crow
#

JSON yes. sorry was driving

#

using voice to text.

#

finally got to sit down at my computer

twin acorn
#

Anyone interest in rev share of a scifi game?

buoyant echo
#

@twin acorn please talk in #career-chat about it. Not here. ๐Ÿ˜ƒ

twin acorn
#

Ok

near crow
#

mfw i buy a crap ton of ram today and then install... glorious for a moment. then grandpa power supply popped past 9pm

#

thank god for amazon prime now

cursive dirge
peak solar
#

I was wondering, for big projects, are people using blueprint or code ?

cursive dirge
#

both usually

keen birch
#

I'm a lazy twat and don't like C++, so I only use blueprint

#

Which is working just fine for me in most cases

tall pendant
#

"big" is pretty subjective. I mean which project isn't "big" esp. when developing in a small team or as single dev and/or without a bunch of gamedev exp. ?

frank escarp
#

Robo recall is 90% blueprints

regal mulch
#

You'll see yourself asking for things that Blueprints don't support

#

At least at some points

frank escarp
#

the C++ part is basically only the framework of the game classes, and a few more things

regal mulch
#

And you def don't want to use huge Blueprint Structs

frank escarp
#

meanwhile, Unreal Tournament 4 is almost completely C++

#

depends on the project and team skills

regal mulch
#

If your game is based on a lot of structure data, make the structs in c++

safe rose
#

I use Scratch for UE4

frank escarp
#

there was research about LLVM for blueprint backend..

#

it would allow things like coding for UE4 in other lenguages like Dlang or Rust

#

seems they dropped it

regal mulch
#

I don't get why people can't just use C++ and Blueprints

#

Why the need of using c# or other languages?

weary basalt
#

People stuck in their ways? Unwilling to adjust?

shell jetty
#

I would use C# and Blueprints too as F# and C++

#

well i kinda use F# with C#

frank escarp
#

@regal mulch honestly C# is great

#

but its mostly unity fanboys

#

thats why i said Dlang, its "kind of" like C# in the fact that it tries to be a better C++

#

not sure about stuff like F# for games

#

functional lenguages really do not mesh well with games

#

but for example im doing some dungeon generation algorythms, wich are basically graph stuff, and that kind of thing would work great on F#

#

i would use C# for game code, intermesh it with F# for some specific fancy algorythms, and not touch C++ at all unless i need to do heavy math or some engine stuff, wich is probably not going to happen

#

its compiler is blazing fast, the lenguage its designed by a guy who wrote C++ compilers so he designed the lenguage to be easier to parse

#

wich makes the compiler be stupid fast, basically instant

#

its compiled lenguage, but has a garbage collector (wich can be optional)

#

so it could be really useful for game code

#

too bad D has failed to become any kind of mainstream, becouse it got split beetween 2 world and it doesnt have a huge company backing it (like microsoft backs C#, google backs Go, and mozilla backs Rust)

#

it got split halfway beetween the low level programmers (why would use it if it has a GC) and the higher level programmers (looks too much like C++, its compiled)

regal mulch
#

Not saying other languages are bad or shouldn't be used

#

But why forcing it onto the Engine instead of just adjusting and using the languages, which the engine was written?

#

(I know parts of it are c# :P)

#

I wouldn't event want to waste time on getting c# or so to work with UE4. Just use c++, code your application and be happy

quasi lake
#

Why cant I drag a tga texture into the texture slot of mesh?

#

never mind just forgot to create a material

pallid compass
#

Anyone here done any hard surface and done all your panel lines in mesh decals?

#

@lethal hull if you get some free time to talk, do u mind if i ask you about some of your work? im student who's been stalking your ships for awhile and i am very curious about your workflow, as its so hard to find good content to learn from online ๐Ÿ˜‚

keen birch
#

Here's my thing for wanting C#

#

I can code in C++, more or less

#

I absolutely hate it and it confuses me

#

C#, on the other hand, makes perfect sense

#

So sure, that's part laziness, but overall, I heavily prefer C# over C++, so of course I'd like to be able to code in C# in UE4 then ๐Ÿ˜›

#

If UE4 didn't have BP or C#, I'd just do everything in C++, sure

#

But I can't say I'd have been happy with that

regal mulch
#

But that's fine

#

You agree to use C++, as that's the language for this software (or BP, but that's also c++ after all)

#

But I came across people simply demanding a different language

#

Like:"I won't code in C++. Port the Engine to C#!"

upper heart
#

Unreal c++ is pretty dumbed down. It almost feels like c# to me sometimes, except better because it's c++ ๐Ÿ˜‰

kindred viper
#

unreal c++ feels like unrealscript with customisation to me

frank escarp
#

just C++ bullshit and compile times are annoying

#

unity c# is 100% working instant "hotreload"

#

wich is great

pallid compass
#

Vblanco just wanted to say thanks for the help the other 2 days

keen birch
#

^^That's heavily debatable in large projects

pallid compass
#

Helping me to open my eyes to better things

#

๐Ÿ˜‚

grim cargo
#

Hi guys im struggling finding a tutorial of Virtual reality horror games.. that the player can walk using the Wireless bluetooth remote controller for VR BOX , and also the jumpscare , and AI for VR reality

paper kernel
#

eh

regal mulch
#

I think most of the JumpScare and AI stuff can be taken from normal games

#

Doesn't have to be VR

#

I don't know about the controller though

paper kernel
#

also I don't think there is "horror game tutorial" as such, since the whole concept is really tied to story writing and level design

#

which kinda makes it bit unique from development perspective ๐Ÿค”

regal mulch
#

Is it though? Other games need that too

pallid compass
#

Its just really mechanics based id say?

#

Scaring people really fits in to telling a story

#

(obviously)

#

so i think its a lil hard to write a tutorial on it? sure u can make ones on spookie jumps and spookie effects and sound

paper kernel
#

but, you can't really evaluate grayboxed horror game

pallid compass
#

wth

#

has anyone seen anything like this before?

#

Ndo turned my normals gray af

ionic sedge
#

Looks like the blue channel was removed for that area only.

pallid compass
#

oh lordy nothing on g oogle

#

well rip me

paper kernel
#

that seems really odd tho

pallid compass
#

this is the price i pay for trying yo use quixel

grim sinew
#

just flood the blue channel with pure white, easy fix

pallid compass
#

oh ;o

#

ty

paper kernel
#

are you sure that isn't projected?

#

also isn't normalized white just grey?

pallid compass
#

i dont think i can flood it