#ue4-general

1 messages ยท Page 127 of 1

pallid compass
#

unless u include quixel mask generation

iron nacelle
#

i have heared from one of my friend that blender is a good software

ionic sedge
#

For just masks you could use Krita or other free stuff.

iron nacelle
#

but i didnt get to ask him if it is for both modeling and texturing

#

also how is working the thing with polygons?

pallid compass
#

I am yet to find anything that matches quixel for mask generation for curvature, wear and tear, scratch, grime etccc

ionic sedge
tall pendant
#

PS still has its place. But yeah SP, SD are the main tools for textures now. Plus any 3D Package.

iron nacelle
#

@ionic sedge how many polygons a model should generally have to be considered HD?

#

i heared that it has to have over 11k polygons

ionic sedge
#

Good question. ๐Ÿ˜›

iron nacelle
#

is it possible to have 10k polygons?

#

or over?

ionic sedge
#

Of course.

iron nacelle
#

wow

#

3hours of render incoming

pallid compass
#

i think the most i got on the engine in 1 char

ionic sedge
#

The Smaug dragon in the Hobbit VR thing had 30 million trianges when they tried to import it the first time. ๐Ÿ˜›

iron nacelle
#

but firstly we have to find out how to make a model

#

haha

pallid compass
#

was just under 1.2mil

#

then it started chugging like fuck

#

took forever to import

iron nacelle
#

y but i bet it had a really good looking

tall pendant
#

Horizon Zero Dawn's Thunderjaws have ~550k polycount btw ๐Ÿ˜›

pallid compass
#

dam son

#

Them thunderjaws look amazing though

#

i honestly wonder how the hell they got that to run on ps4

ionic sedge
tall pendant
#

ps4 is pretty beefy tbh

pallid compass
#

they did really well with that game imo

#

it runs so good

#

no lag at all

livid haven
#

Horizon Zero Dawn was the Killzone guys, yeah?

tall pendant
#

yup

iron nacelle
#

are there any unreal engine teachers?

#

haha

pallid compass
#

heyy sion ๐Ÿ˜ƒ

livid haven
#

That could explain a lot. They had a lot of experience making games exclusively for the PS3, probably got onboard with PS4 early on too. Good dev relations with Sony.

#

Yo!

#

I think you messaged me and I forgot about it.

pallid compass
#

dont worry i understand :p

livid haven
#

Excuse: Just calculated that I've worked 340 hours in 5 weeks.

pallid compass
#

Im not even suprised anymore lmao

livid haven
#

Got to do what you got to do. Things should be back to a reasonable pace shortly.

ionic sedge
iron nacelle
#

cheers

pallid compass
#

Your worse than me when it comes to herming somthing ๐Ÿ˜‚

livid haven
#

herming?

pallid compass
#

Going non stop with out touching other things

tall pendant
#

had to consult urbandictionary for that one ๐Ÿ˜„

pallid compass
#

#britishThings

sand wolf
#

I need your opinion on a engine choice between UE4 and Unity regarding Multiplayer. I want to create a "match making" type of game and find that with Unity there are many more resources available, and that UE4 is lacking in that regard. With that said, the maximum player support and many other features are better in UE4. What do you guys think?

#

Please @ me when you reply...

pallid compass
#

my first thought it you havent looked properly

#

the ue4 engine is pretty much built from the ground up for match making multiplayer

#

and there is alot of examples, live training and doc out there

#

and example projects for multiplayer

sand wolf
#

Okay. I'll look into that. Thanks.

drifting spindle
#

Is there a way to have UE4 randomly place and tile terrain on a surface?
Can anyone point me in the right direction?

brave lark
#

I'm struggling here. I have a camera that is it's own pawn and I want to controll a seperate pawn on the same xbox controller

#

but I don't want the camera locked to it

ruby chasm
#

So you want to view the game through one camera (pawn) but control a different pawn

brave lark
#

yes

#

its for vr, but reallt thats unrelated

ruby chasm
#

There are a few ways you could probably achieve this, I do VR too so if you tell me what you're trying to achieve exactly it would help

#

Is this camera moving at any point?

#

Or is it always fixed in one place

brave lark
#

vr character is non replicated and has no mesh. It's just for room scale viewing of a city where you control a super hero

#

the camera just needs to be locked to hmd and not be tethered to the hero

#

not motion controllers or anything. just a camera

earnest cape
#

So why does it take so long for marketplace submissions to go through?

brave lark
#

cuz epic likes to bite more than they can chew constantly

earnest cape
#

Like there are still things waiting to be updated to 4.17 and 4.18 is almost out

livid haven
#

What companies do you think are like Epic Games, in terms of scale?

brave lark
#

yep. theres a bug for landscape tool and foliage thats been in there since 4.15

ruby chasm
#

The only thing I can think of is to cast to your superhero on input and to control him in that way. So instead of setting the input in the hero's BP, set it in the camera's. But on input, cast to the hero and create all the logic there for what that input would do, to itself.

brave lark
#

might be pushed to 4.19 at this point

ruby chasm
#

You would be using an Actor for the hero, not a pawn

#

Actually no

#

Yeah, pawn.

livid haven
#

Pawns are controlled. Actors are not.

ruby chasm
#

On the hero's pawn, set the receive auto input to 0

brave lark
#

well no because it needs to be operable out of vr as well. In the non vr scenario it will be a third person bp

#

already did

ruby chasm
#

Are you casting to him on input and handling logic there or does this not work

brave lark
#

this set up has only worked with the camera actor being placed in level and not an actor

#

no casting yet

#

shouldn't have to

ruby chasm
#

You're trying to be in control of two pawns simultaneously, I don't think that's possible because you can only possess one at a time

brave lark
#

i had it work that way already

#

just now that it is a pawn for the camera instead of a camera placed in the level it doesn't worl

#

*work

#

I have auto manage camera turned off too

#

it's nonsense that this doesn't work this way, but I suppose two controllers controlled by a master controller wouldn't be a bad option either

#

this will be multiplayer online though so I'm trying to figure this out in a way that I can pass to server

#

goal is to check if theres an hmd and if so use room scale, if roomscale isn't supported then just lock camera behind the third person character. same if theres no hmd. Just lock behind the shoulder. When player dies then the camera should be able to fly around to look about the level

#

on respawn it should snap back to the player

#

if the hero goes past the extent of the roomscale boundaries then the entire roomscale box should pan with the player

#

oh yeah the other thing is that the vr camera allows you to change the world to meters value so you can "scale" your view. You can be as tall as the player or grow up to the size of a sky scraper

honest raven
#

Guys

#

Why I cant install Nvidia CodeWorks?

#

Its keep telling me: Install Visual Studio

#

But I already have VS17

brave lark
#

i forget does it ask you for the install location?

fossil ore
#

I have some blueprints that appears in Play Mode.
I also made several scenes in sequencer... but the question is.

Is It possible to be in Play Mode with sequencer?

safe rose
#

Damn. POS Child Actors.

#

If anyone's ever run into this and knows a way to repro, hit me up.

storm venture
#

can i run a shipping build with the conole enabled?

#

i have a project packaged for shipping but i would like to enable the use of the console

livid haven
#

I think that's what Testing builds are.

#

They're shipping builds with a few dev mechanisms left in, I believe.

#

Confirm via the docs.

storm venture
#

True but I was hoping to use pre-existing shipping builds instead of rebuilding

safe rose
#

Nah, Development builds are life!

#

That's why they are called that ๐Ÿ˜ƒ Don't do shipping unless you are truly ready to ship it. Or just want to test what the final experience will be like.

#

But you should definitely not be only doing shipping builds.

livid haven
#

Test This configuration is the Shipping configuration, but with some console commands, stats, and profiling tools enabled.

#

VS
Development This configuration is equivalent to Release. Unreal Editor uses the Development configuration by default. Compiling your project using the Development configuration enables you to see code changes made to your project reflected in the editor.

#

Admittedly, that first bit of Development is ambiguous

safe rose
#

Well

livid haven
#

Nothing is called Release. so...

safe rose
#

That's only in C++ though

livid haven
#

... Assume that means Shipping?

safe rose
#

These are the only options in editor

#

And Debug is not toggable for some reason

#

who knows

#

Not for content-only projects

livid haven
#

I don't mess around with non-source builds. ๐Ÿคท I know others do but... opinions. Strong ones.

safe rose
#

Ok, that makes sense I guess

tulip vault
safe rose
#

@tulip vault What DCC?

tulip vault
#

i'm just using blender to export an fbx

#

worked before

#

huh, just found an exporter that says it's an unreal mesh data exporter

#

psk/psa

livid haven
#

That sounds ancient.

ruby aspen
#

Question. I'm making a basic tower defense game, but I don't like how my towers instantly rotate to target. Can someone point me in the basic direction to rotate at a certain speed? See the picture. I know about interp but if I rotate over 1 second for example, wouldn't it always take one second no matter how far it has to rotate?

tulip vault
#

set a speed to the roation motor?

livid haven
#

Psuedocode:

void Tick(float DeltaSeconds)
{
    DesiredDeltaOrientation = DesiredOrientation - CurrentOrientation;
    NormalizedDelta = Normalize(DesiredDeltaOrientation);
    CurrentOrientation = NormalizedDelta * Min(MaximumDeltaPerSecond * DeltaSeconds, DesiredDeltaOrientation.Size);
}```
#

Technically, might be better off comparing the maximum delta for this frame against the desired delta and, if the former is lesser, use it, otherwise, just set the desired orientation as the current orientation. This avoids being slightly off due to floating point math.

ruby aspen
#

thanks

livid haven
#

Whether you use matrices, rotators, or quats, exactly how you write the code changes.

#

But that is, conceptually, what you want to do.

ruby aspen
#

I think there's a function already built in that I just found. probably works pretty similarly. it's called VInterp To

livid haven
#

Nah, that does vectors.

ruby aspen
#

oh ๐Ÿ˜ฆ

livid haven
#

That's what the V is

ruby aspen
#

yeah LOL

livid haven
#

You want rotator interpolation, which is not interchangable.

ruby aspen
#

welp there's RInterp To as well ๐Ÿ˜„

#

sry I should have googled. I just figured this would be much harder...

livid haven
#

So you can use that, but that's still a sort of LERP.

#

If you want to use that, then you'll have to figure out, again, the delta between current and desired

#

And if you only want to turn, say, 90 degrees per second, you'll have to figure out what to feed RInterpTo to get the appropriate percentage to get at most 90 degrees of rotation OR the remaining difference.

#

IE: Current = RInterpTo(Current, Desired, FMath::Min((MaxAngleDelta * DeltaSeconds) / DeltaAngleToDesired, 1.0f)

#

So for example, if the total delta between current and desired is 180 and you can turn 90 per second, and DeltaSeconds is 0.5... you want to rotate 45 degrees this frame. Numbers are larger in this example for the sake of clarity.

#

But if the desired is 20 degrees away, you only want to rotate 20 degrees this frame.

ruby aspen
#

thx ๐Ÿ˜ƒ

#

should help a lot

livid haven
#

I won't say that rotational kinematics are exactly the same linear kinematics, but they're extremely similar equations.

#

If you don't like how the linear rotation works, you can get fancier.

#

You could opt to instead do a smoother type of interpolation, but have both a minimum and a maximum duration, or minimum and maximum speed.

#

For Fortnite, I did a combination of both for when we count numbers up or down.

#

So if you go from 0 to 10,000, we'll do the whole ticker-counter effect for, say, 3 seconds, but we'll never tick slower than an increase of 1 per 0.5 seconds, so an increase of 0 to 1 takes 0.5s second instead of 3.

#

So small changes play out quickly enough that you can tell it's counting up (waiting 3 seconds to see a change of 1 makes the game look like it's lagging)

safe rose
#

@ruby aspen Is it going to be looking at a specific target?

livid haven
#

And if the change is massive, it doesn't last double digits number of seconds

safe rose
#

Like locked on?

ruby aspen
#

yeah maybe I should have mentioned that lol. it will track enemies in range as they move

#

but I think all the same concepts still apply, just have to factor in the new enemy location each time

safe rose
ruby aspen
#

i use find look at rotation right now

livid haven
#

Yeah, that function will get you the desired rotation.

#

@tulip vault You did catch what I said about what you find being ancient, yeah?

ruby aspen
#

but right now I just use set actor rotation and it looks terrible lol

#
TowerRotation = UKismetMathLibrary::FindLookAtRotation(Mesh->GetComponentLocation(), TrackedEnemy->GetActorLocation());
        Mesh->SetWorldRotation(TowerRotation);
livid haven
#

PSK is UE3, IIRC. Don't waste your time.

#

Well yeah, you're insta-snapping.

tulip vault
livid haven
#

Even a LERP will be better than that.

tulip vault
#

i lied, thats a obj

#

that model doesn't like being an FBX

ruby aspen
#

here's how it looks right now...sorry for the ugly box components The big one is the range tower can track enemies

#

this is what i'm doing in tick now

FRotator DesiredRotation = UKismetMathLibrary::FindLookAtRotation(Mesh->GetComponentLocation(), TrackedEnemy->GetActorLocation());
        TowerRotation = UKismetMathLibrary::RInterpTo(TowerRotation, DesiredRotation, DeltaTime, RotationSpeed);
        Mesh->SetWorldRotation(TowerRotation);
    }
plush yew
#

Asked this earlier in the graphics channel. Is it possible to block out certain parts of mesh with decals? Maybe like an ID map on its material?

ruby aspen
#

omg rotation speed was 0 in that video -_-. idk why that doesn't stop the tower from rotating altogether but it made it snap instead. I set it to 5 and it looks a lot better but it seems like it's too slow to start tracking the enemy before he leaves the range lol. idk. i will have to keep playing around with it.

#

am i correct in assuming that as it gets closer and closer to the desired rotation, it will track faster? idk if that makes sense. i turned it up to 10 and it looks much better ๐Ÿ˜„

paper kernel
#

you definitely don't want it to lag behind either

#

to avoid mismatching visuals, or if you plan to use the tower rotation to spawn projectiles

tall sage
#

(mh if I have a question related to blueprint AND graphics, where should it be? haha)

#

But maybe it could be usefull for eveyone

#

I was using polypixel assets for my work

#

and they have some buildings that were pretty cool (not really suitable for a game but these days for research it is trendy to have buildings)

#

(woops better non hangul nickname )

#

anyway

#

There was two kinds of buildings on the packasset:

#
  • bunch of staticmesh in one blueprint that is the building
  • one static mesh building
#

the bunch of static mesh in one BP was kind of exemple that is supposed to be "modular"

#

But by using 4 of these building in a city make the fps drop to 30fps

safe rose
#

Use LODS

#

or Instanced Static Meshes

tall sage
#

for the LODS if the artists did not make the job, then it is not possible right ?

safe rose
#

LODs are auto

#

look it up

tall sage
#

I will take a look

safe rose
#

Or read what I just linked

tall sage
#

Yep yep, not bad to get more doc about it

#

Thank you @safe rose ~

#

I was thinking of using only the single static mesh, but it is good if I kind do some mmodular buildings too if I found solution in these links

safe rose
#

You can also

#

Merge Actors

tall sage
#

I already tried

#

It was quite hell haha

plush yew
#

@safe rose Do you by any chance no the name of that missile that has the same blast radius as nuke, but isn't a nuke?

wary wave
#

No conventional explosive has the same yield as anything but the smallest tactical nuclear warhead.

plush yew
#

There is one, it was developed by the US around 2006. I saw it one the news, they showed a test, the radius is 2km or something.

#

Afaik it hasn't been used in the field.

#

Just can't remember the things name.

wary wave
#

I'm skeptical that such a thing exists

#

the MOAB has something like 11tons of HE and doesn't even come close to the yield of a nuke

plush yew
#

Lol ok 2km is not that much compared to an actual nuke.

#

Fireball radius just over 3km, thermal radiation 77km

wary wave
#

You're aware that nuclear weapons have differing yields, right?

plush yew
#

Yes

#

The one I was referring to now is based on the Tsar Bomba

cloud cobalt
#

Also MOAB isn't a missile.

wary wave
#

yeah, MOAB is dropped from large cargo aircraft

cloud cobalt
#

No missile has anything near the blast raidus of the smallest functional nukes

wary wave
#

my point is, the MOAB doesn't even come close to something like Little Boy in terms of effect

#

@cloud cobalt - not strictly true, some of the smallest tactical nukes have very small yields

plush yew
wary wave
#

Mk-54 had on a 20 ton yield, so quite a bit smaller than a conventional bomb

plush yew
#

The music makes it super eerie

wary wave
#

I'm aware of the Tsar bomb, I am however baffled as to what your point is?

cloud cobalt
#

Anyway, pretty sure this isn't UE4 related

wary wave
#

true that

worthy steppe
#

I want the level to be above the geometry

plush yew
#

I think it stays alphabetical

worthy steppe
#

so there is not a way to do it >_<

plush yew
#

You could maybe add a number sequence before the folders like 00_Levels

worthy steppe
#

Ah , I see what you are saying, Good lil work around.

#

Cheers Spoopy ๐Ÿ˜ƒ

plush yew
#

No probs

pallid compass
#

I just turned up to college on half term oops

plush yew
#

Sounds awkward

brittle gulch
#

Hello guys will there be a live strem today?

jovial nova
#

Hey everyone. For all my searching I can't figure out how to add a sun(lens flare) to the blueprint sky sphere sun. Can anyone point me in the right direction, please?

wary wave
#

Lens flares are a post process effect, so they probably wouldn't have anything to do with the blueprint sky sphere?

brittle gulch
#

@jovial nova maybe the sun into the BP sky is not bright enough to generate a lens flare ( even if you have set it into the post process volume or camera), so you'd have to fake the sun by placing a geometry right at the place where the sun is in the BP skuy and apply an emissive material onto.

jovial nova
#

ah ok thanks @brittle gulch ! I'll give that a try. ๐Ÿ™‡

brittle gulch
#

@jovial nova No prob! good luck!

ionic sedge
#

@tulip vault Could you share that .blend? I want to test if I get the same error. ๐Ÿค–

buoyant echo
#

@pallid compass turns out you're a professor. Woops

solar quarry
#

what was the name of this lighting effect again and how do I turn it off?

#

non top down view

upper heart
#

shadows? not sure what else you are talking about just from the screenshot

solar quarry
#

@upper heart ... I'm talking about the way the lighting goes the way it does

upper heart
#

๐Ÿค”

solar quarry
#

it basically brightens up like someones suddenly shining a gigantic flashlight all over everything

upper heart
#

are you talking about how it can get brighter and darker based on the angle/location you are looking at?

solar quarry
#

@upper heart yeah that

upper heart
#

That is called auto-exposure

pallid compass
#

Omg

upper heart
#

You turn it off by going to the auto exposure settings under your post process volume and setting the min and max to the same value.

solar quarry
#

@upper heart where are the post process volumm settings?

upper heart
#

You should have a post process volume in your world

#

if not you can add one and check unbound on it

#

but it looks like you started from an example, so I would expect it to already be there

solar quarry
#

@upper heart I'm a noob, I still don't know where everything is

upper heart
#

There is a search box in the world outliner (upper right hand of your screen)

#

type in "post" and it should come up

pallid compass
#

Also note there is auto exposure setting in player camera incase no post processing

solar quarry
#

no post processing

upper heart
#

The left hand side (modes tab) has things you can drag into the world. Click volumes and you will find the post process volume. Drag it into your world.

solar quarry
#

alright dragged it in

#

what values am I changing?

upper heart
#

Check unbound. And then look for the auto exposure settings and change min and max to the same value.

solar quarry
#

alright got it

#

@upper heart thanks

upper heart
#

np

solar quarry
#

my friend was also having trouble with that a few days ago

#

though he managed to fix it himself

pallid compass
#

I think default value is 2 min 2 max

#

I cant remember t h

#

Tbh

solar quarry
#

@pallid compass yeah that's what I changed it to

#

the max is default 2

#

the min is default 0.03

#

I changed the min value

pallid compass
#

Yeah i think thats what i did

solar quarry
#

alright time to actually get this blockout made

#

I've wasted so much time just trying to figure out how to get started

pallid compass
#

u always do starting off

solar quarry
#

@pallid compass no I mean I was struggling to figure out how to get the blockout itself started

pallid compass
#

So it turns out if u build big in ue4, u start getting weird shading issues?

ionic sedge
#

Got any screenshots? The default light shadow settings are set up for "normal" scale.

pallid compass
#

Can u see the banding?

#

its dynamic light btw

#

just the default ue4 calibrated adv lighting room

ionic sedge
#

Ah yeah, but that's a normal shading issue, you need to change the cascade length and/or bias.

fossil ore
#

what the fuck is wrong with my sequencer!?

#

I create a new shot and when I go back to previous shots , animation just doesnt work anymore.....

plush yew
#

4.18 is out ... but where are the release notes ๐Ÿ˜ฆ

frank escarp
#

they are writing them

#

due to buggy new forums, mods can see ALL the sections of the forum, and the name of the last one

#

there is a "Staged" forum, where epic writes the stuff

#

the last one is "UE4.18 release notes", so i guess they are finalizing their review

plush yew
#

aah great! ๐Ÿ˜ƒ

ionic sedge
#

Nice.

solar quarry
#

I want to take a break... but I don't at the same time... damn

grim ore
#

Hit a pause point and take a break.

tulip vault
#

@ionic sedge i can't pm you the tree blend

#

says you're blocked to everyone not befriended

ionic sedge
#

You can just upload it here and delete it after I've got it. ๐Ÿ˜›

#

Yeah I got it.

solar quarry
tulip vault
#

not that the tree is anything special, but i suppose you understand the concern

#

Hozzy was it comedy?

solar quarry
#

@tulip vault it's a blockout

tulip vault
#

oh, thats rude

#

none of them really understand, our generation will be the coolest parents though

#

cuz we get it

solar quarry
#

yeah she was like "what is this?"
me: this is work
her: that's work? hahahahaha

tulip vault
#

my mom disses my stuff regularly

solar quarry
tulip vault
#

LAKE

solar quarry
#

lake and a waterfall

#

with a shit ton of trees

ionic sedge
#

@tulip vault It worked for me but is pretty big. ๐Ÿ˜›

tulip vault
#

yeah i know

ionic sedge
#

It's supposed to be that size?

tulip vault
#

i haven't figured out blender scaling to perfectly import into Unreal at the intended size

ionic sedge
#

I can explain it. ๐Ÿ˜›

#

First off you don't want transforms on your mesh so you can select it and do Apply Object Transforms selecting everything in the bottom left.

#

Next you want to set the units, static meshes import the same way but default settings won't work with skeletal meshes, you can set the scene unit scale to metric 0.01.

solar quarry
#

right now I'm just struggling with sculpting the landscape under the waterfall

ionic sedge
#

Actually maybe you had that set up right from the start and I had the wrong Blender version when opening the file. ๐Ÿค”

tulip vault
#

I've tended to find blockouts don't impress anyone outside of game dev

#

I use bforartists 0.95 most of the time

#

it's the Blender 2.78 equivalent

ionic sedge
#

Nah it was your file. ๐Ÿ˜›

#

But after setting the unit scale to metric 0.01 it was the correct size.

#

So I'm guessing you were exporting at scale 0.01 or something?

#

It's better to just export at scale 1 with edited scene unit settings, then you don't have to change the scale in the export settings every time.

solar quarry
#

I'm listening to eurobeats while working on my blockout. que the initial d memes

tulip vault
#

I wish i could find somebody i could bother to walk me through programs like blender, so i can go along and then ask a dumb question

#

tutorials never help me

#

nothing wrong with eurobeat

ionic sedge
#

Well there are Blender discords too (or just ask here) ๐Ÿ˜›

solar quarry
#

@tulip vault ever watched initial d?

tulip vault
#

no, don't watch a lot of stuff.

#

none really help

#

they expect you to know already

solar quarry
sharp crest
#

A question I have been thinking about lately, how are you guys splitting the $$ you get from your games with your indie team? Are you doing a split % thing? An amount every month? An amount for each thing someone does?

minor thistle
#

I need some experienced insight into something. Swarm has failed consistently for some time for me. "Swarm failed to complete. Rebuild lightmass volume." I have never been able to actually rebuild lighting in any capacity in the ~2 weeks I've been tinkering with UE4 & going through various tutorials. I reinstalled UE4 completely last night (UI install, not built from souce) and opened the default "first person" game build/template. Immediately, I hit "rebuild lighting" and all of my cores got slammed (which is great) but then the system stopped responding 100%. This is a new 1950x and a massive GPU and I don't understand why the most basic of levels seems to be railing the system so hard. I don't have any visibility into the swarm activity while this is happening (mouse input does not work, progress bar does not update) so I can't check my CPU temps and that's bad. I've just been shutting down the machine as a precaution.

#

anybody have any advice?

grim ore
#

Sounds super weird for sure. Swarm should be 100% CPU so maybe it's trying to build and it's confused by the CPU type. You should be able to start up swarm by itself before he build and adjust it's settings.

tiny loom
#

is that OSX?

minor thistle
#

win10 x64

solar quarry
#

I'm struggling a bit. Should I continue trying to sculpt under this waterfall blockout, or should I just put a block under it and leave it at that?

tiny loom
#

my bad, looked like mac volume control icon

minor thistle
#

just a goofy OBS template for recording, I guess. @onyx zinc what am I looking for in the swarm config?

grim ore
#

Assuming your os is up to date I would run swarm by itself and adjust the settings. Maybe drop the number of cores it uses down

tiny loom
#

you tried monitoring your computer hardware via other software?

#

like get it to record a log file or something over time

minor thistle
#

yeah it did just fine through various stress tests to date -- ty MW. I'll check that out

tiny loom
#

might be drivers too

#

when you re-installed UE4 did you do a complete clean? I know that the way windows is built there are mutliple directories left scattered everywhere

#

and registry entries too

#

all of those must be deleted in order for a clean install

minor thistle
#

well I removed via the Epic launcher, rebooted, and reinstalled (after redownloading the huge package)

tiny loom
#

uninstalling from windows apps & features list doesn't completely remove from the system

#

config files and such can be left around in app data folders and user docs folders etc

minor thistle
#

it's not listed in appwiz

tiny loom
#

i'm not sure if ue4 has any of those though

minor thistle
#

it was removed via the epic launcher, which was the only uninstall util I could fine

#

only Epic app is in appwiz, not unreal

#

so there's a bunch of manual deletions required, even in the registry, to fully reinstall??

tiny loom
#

to clean uninstall *

#

i'm not aware of which files those maybe (i have never looked for them or had a broken installation) it may perhaps not even be the problem

#

it could be purely hardware related

#

it might be worth asking an unreal support tech

minor thistle
#

yep seems like it could be a number of things. Thanks for the ideas. For sure @ support. Cheers

#

sad panda

tiny loom
#

sorry bro ๐Ÿ˜ฆ

#

also what is appwiz?

minor thistle
#

run appwiz.cpl from cmd

tiny loom
#

i see

#

it's just the windows component for Apps & Features

#

yea that doesn't do "real" uninstallations

minor thistle
#

again, unreal is not and has never been present there. Just the Epic application

tiny loom
#

it does do basic things like remove "some" registry edits

#

yea so when you install epic, epic manages it's own files and doesn't manage the registered apps on windows

#

it's kind of complicated

minor thistle
#

I'm not new to crappy or involved uninstallations. But am new to UE4

#

ty homie

tiny loom
#

np, didn't mean to assume my bad

minor thistle
#

no stress at all, g-money. Thanks for the help

#

@onyx zinc do you know where the swarm.exe util actually lives, by chance?

#

(how I can launch it in a standalone capacity unconnected from an active job?)

solar quarry
#

I'm gonna sculpt this once I've gotten through this blockout. For now, A block that is the same colour as the ground

grim ore
#

@minor thistle your binaries dot net folder, here is mine for example C:\Epic Games\UE_4.18\Engine\Binaries\DotNET

minor thistle
#

tyvm

grim ore
#

if you unlock the developer options in the normal settings, the dev options have the # of cores settings. maybe try 1 to see if it still freaks out

winter panther
#

Excuse me, does anyone know a good way to make a simple blueprint for a scoring system. I'm trying to make it so when I destroy rubber ducks it gives me an input for a score and I could put it into the hud.

solar quarry
minor thistle
#

ty I'm in the dev settings now

winter panther
#

It looks cool @solar quarry though I'm wondering what you're doing.

solar quarry
#

@winter panther a blockout for my level

minor thistle
#

@winter panther the #blueprint homies can probably help

solar quarry
#

it's gonna be set in a forest

winter panther
#

Thank you @minor thistle I'll go over there soon.

solar quarry
#

got a map for it and everything

minor thistle
#

cheers

solar quarry
#

just gotta get this done by the end of the week and I'll meet the deadline for the blockout part of this assignment

winter panther
#

Cool!

fierce tulip
minor thistle
#

rip

winter panther
#

Ouch

#

Wait...

#

You're the particle dude from the videos!

upper heart
#

He was generously offering 35 cents tho

winter panther
#

I love your videos though I don't know what's happening from time to time.

drifting spindle
#

Lol 0.35

tiny loom
#

ripparoni

drifting spindle
#

Anyone use the Simplex Noise plugin to generate terrain?

fierce tulip
#

wait, am i a particle dude? :p

minor thistle
#

dropped the local and remote core counts down to 10 from 30 and 32 respectively

winter panther
#

Yep

#

I show you to all my school mates and they go woah over you.

grim ore
#

@minor thistle ouch. maybe just try 1 and see if it barfs?

solar quarry
#

@fierce tulip lol what? That guy had some bad grammar

fierce tulip
#

im fine with bad grammar, but if you spam me on the video giving away the function for free, along with many others that you want it..

#

hulk smash .gif

solar quarry
#

bro I'd be like "either learn to read or fuck off and stop trolling you cunt"

fierce tulip
#

I'd do that a year ago, but I try to be a lot nicer nowadays :p

solar quarry
#

@fierce tulip even if they be spamming cunts?

fierce tulip
#

yea, not worth my time. block/mute & done

winter panther
#

Out of sight Out of Mind

fierce tulip
#

yup

solar quarry
#

true

fierce tulip
#

i have a bleepload of filters on facebook/twitter because I dont want to deal with a lot of the micro-agression-hurt folks out there filling my feeds :p

solar quarry
#

lol

#

ok so I'm working on the blockout for the river connected to the waterfall

#

problem is I think I over complicated things in my map

#

anyone got any ideas how I should go about getting that river connected to a stream?

#

pretty much trying to follow my map

minor thistle
#

cleared the swarm cache for the nth time in C:\Users\xxxxxx\AppData\Local\UnrealEngine\4.17\Saved\Swarm\SwarmCache and it's finally building, seemingly successfully

ionic sedge
minor thistle
#

nice

tiny loom
#

@minor thistle if you figure out the issue i'd like to know what it was, can i ask you to keep me posted?

minor thistle
#

that's what lighting rebuild swarm operation looks like with 1 remote & 1 core allowed via swarm dev settings

#

yeah @tiny loom

tiny loom
#

thnx

winter panther
#

@solar quarry You can make a curved L in either in maya or blender then you can add a texture simulating water

upper heart
#

oooh phat was redone in 4.18 ๐Ÿ˜ƒ

solar quarry
#

@winter panther not trying to get down to simulated water just yet

#

just trying to map together where everything is going to be

#

and how I'm gonna make it look

winter panther
#

Oh! Sorry

minor thistle
#

so far, @tiny loom it looks like the clearing the swarm cache was helpful and limiting the local cores in the swarm developer settings are allowing it to complete. I'm testing with different local core counts now

solar quarry
#

for now I wanna know how I can get a stream connected to a river without making it look like a stream that just suddenly evolved outta nowhere

minor thistle
#

why it completely locks up when all cores are available is unknown

winter panther
#

You can connect it to the lake

#

as far I'm seeing in the pictures you've been sending

drifting spindle
#

I'm new to UE4, is there any real reason to upgrade to 4.18, is it like a patch, or would it screw with stuff?

winter panther
#

It wouldn't look out of place if the lake spawned a stream.

tiny loom
#

i wonder if it's threading issues with that many cores

minor thistle
#

I set it to 10 and it used about 16

#

setting it to 1 used 4

#

(threads)

ionic sedge
#

@drifting spindle You could open your project in 4.18 as a copy, then you can see if it works or breaks. ๐Ÿ˜›

#

In a huge project you might not want to upgrade but it should be fine for smaller projects.

solar quarry
#

@winter panther I guess. hmmm, should I just worry about it when I'm doing the real thing?

drifting spindle
#

So it's not like having a game, you can not upgrade, and it'd be fine, you're really only missing out on bugfixes and features?

tiny loom
#

could be the nature of the engineering for swarm

#

(bugs and such)

ionic sedge
#

Yeah you don't have to upgrade if you don't want to.

minor thistle
#

maybe, yea. It completed logically faster with more cores, completion time scaled as one would expect

winter panther
#

@solar quarry It's fine if you block it out for now since later on you can visually see how everything is supposed to go.

fierce tulip
#

<_< and the dorkweed keeps annoying me on the forums. sigh.

solar quarry
#

@winter panther yeah that's what I was thinking

winter panther
#

Can't you block him @fierce tulip

#

Or is that not possible in forums?

sour bough
#

fighting with perforce and start to hate it

ionic sedge
#

As a bonus we also get multiple bounces from Emissive meshes interesting. ๐Ÿค–

minor thistle
#

how do you update to 4.18 via the epic launcher?

drifting spindle
#

I know it's a little vague, but what's the best way to move a system I've created that uses materials and blueprints, to a new project?
When I try to just open it up from the content folder, it seems that not everything moves over.
Do I need to move all the associated files from the content folder of the orignal, to the new project's content folder?

winter panther
#

So

ionic sedge
#

@minor thistle If you didn't download the preview you can add new versions using Add Versions.

fierce tulip
#

@drifting spindle "migrate"

minor thistle
#

ty @ionic sedge I found that in the UI. Preciate it

paper kernel
#

๐Ÿ˜›

ionic sedge
#

That's why you read the blog post instead. ๐Ÿ˜›

minor thistle
#

if I don't have any critical projects in 4.17, is it recommended I remove that first?

ionic sedge
#

You don't have to, but you can if disk space is a problem.

winter panther
#

@drifting spindle There's migrate and there's also a silly way I don't know if it will work for you but I've learned that if you copy the system and put it into word you can post it into the new project you're working on. Though I don't know if everything will get put into the proper place.

drifting spindle
#

So migrate is the best option?

winter panther
#

Probably if you don't want to lose files

ionic sedge
#

Yes, migrate is the best option. ๐Ÿ˜›

drifting spindle
#

cool, thank you

plush yew
#

the blog says 4.18 is released, but the latest commit on github isn't 4.18

#

it's normal?

tiny loom
#

sounds normal

grim ore
#

its probsably 4.19 or even .20 at this point

languid forge
#

What does a lightmap do?

grim ore
#

make a level look pretty without any extra performance cost

#

it takes your lights that are meant to be baked/mapped, makes a texture, then applies that texture on your stuff in your level. It lets you have lights in your scene without having to calculate the cost of the light and what it hits every frame

#

the downside is the lights are "baked" and cannot be changed at runtime

tiny loom
#

no performance cost eh ๐Ÿ˜ฏ

grim ore
#

well compared to lights its negligible

plush yew
#

FIRST

#

AFTER BLUE

#

UE

#

whati s volumetric lightmaps,

grim ore
#

its the new setup that makes lightmaps more pretty basically

thorny kayak
#

"Volumetric Lightmaps enable high quality lighting on movable objects from low cost precomputed lighting"

plush yew
#

WOOAAAh

#

It's a mathew which appeared!

#

Catch him

tiny loom
#

probs a bad idea

grim ore
#

the easiest way to see it is to open a normal level and in the world settings set it to VKM lightmaps (the old system) then build and show the lightmap stuff in the visualize options. Then switch to the volumetric lightmaps and rebuild and show them.

maiden swift
#

...resulting in fewer cases of light leaking.
My heart sings for volumetric lightmaps.

grim ore
#

it goes from a few lightmapped sources a few meters off the ground to saturating the scene in sources

#

It's really cool, I wish epic would finish approving the highlight videos so I could show it easily lol

maiden swift
#

@grim ore I still need to watch your Blueprint input remapping videos. I started playing with it myself and I'm curious if your approach was much different.

#

Either way I'm stoked to see it finally getting Blueprint access. ๐Ÿ˜„

grim ore
#

@maiden swift probably not if you use the new nodes, its pretty basic

maiden swift
#

Ah, yeah I've been experimenting with the new nodes.

whole turtle
#

hello everyone! o/ I was animating a couple of cameras in sequencer (version 4.17) does anyone know why everything has yellow outlines only in the sequencer cameras? and how to turn that off in order to render output a video file?

plush yew
#

new update got my dick hard

brisk osprey
#

^

ionic sedge
#

@whole turtle You mean like selection outlines or something else?

#

Is it a cinematic camera or a normal one?

whole turtle
#

cinematic cameras

ionic sedge
#

Are you using the focus feature?

solar quarry
whole turtle
#

it's simillar effect as the selection outline, but a bit faded

#

I'm using manual focus, don't know about the 'feature' (my first time using sequencer xD)

ionic sedge
#

If you select the camera you get a bunch of settings to the right, you can try changing those around and see if it helps.

whole turtle
#

I've been fiddeling around with those but can't find anything taht looks relevant to the thing..

#

btw the debug focus plane is off

#

but yeah it seems to be somehow related to focus but idk whats making the outlines

thorny kayak
#

I love that clothing tool they added

ionic sedge
#

You can try disabling it by setting the focus method to none.

brisk osprey
#

Aw shit gotta wait for substance plugin to hit 4.18

short onyx
solar quarry
#

lol Imma just stick with 4.17 for now

whole turtle
#

but then, it wont use focus?

maiden swift
#

@short onyx It's the final stable release.

plush yew
#

The dreaded new release incompatibility

maiden swift
#

If you have a preview installed already, there should be an Update button.

ionic sedge
#

@whole turtle It won't but you can see if that fixes the issue first. ๐Ÿ˜›

#

You need to close the launcher and reload it for the preview text to disappear.

whole turtle
#

yes it does

thorny kayak
#

Doesn't say Preview to me

short onyx
#

It's only propose the preview for installing :/

ionic sedge
#

It is the real version but says preview, if you close the launcher and open it again you'll see the right text. ๐Ÿ˜›

short onyx
#

Ok, thanks x)

whole turtle
#

@ionic sedge disabling focus clears these outlines indeed

ionic sedge
#

@whole turtle Do you have a screenshot of how it looks with the focus enabled?

vivid girder
#

You need to restart Epic Games Launcher. Just closing it won't do. Close it and then end the process through your task manager @short onyx

ionic sedge
#

We've made improvements to the XGE (Incredibuild) shader compiler, which have greatly reduced the stalling and latency seen in the old system and allow us to stream new shader jobs asynchronously into XGE.```  Is this faster than the normal shader compiler?
whole turtle
ionic sedge
#

o_O

#

Are you using some post process?

whole turtle
#

I have a post processing volume, but just standart color grading/correction stuff, grain, chromatic abherration and a lens dirt mask

ionic sedge
#

Not really sure what's the problem with that.

#

You could try using depth of field instead for the focus stuff.

whole turtle
#

yeah that's an option

ionic sedge
#

It probably looks better too. ๐Ÿ˜›

whole turtle
#

well I'll save the project restart the engine and see if this is some of those weird memory bugs idk..if not then I'll give the depth of field a try

short onyx
#

I need to learn more than just BluePrints ;.;

whole turtle
#

yes sure does xD only found that after finishing animating the cameras xD

ionic sedge
#

New: TimeStretchCurve system for AnimMontages. Allows adjusting playback time of montages in a non constant way. This optional curve allows the user to determine how animation frames are influenced by play back time scaling, instead of using a constant play rate scaling. For example, with an attack animation, the strike could have zero influence (no play rate), and the recovery time could have 100% influence (most play rated). This system is entirely optional and compatible with current Montage API. You still determine desired play back time via the Play Rate parameter. Based on desired playback time, if there is a curve named 'MontageTimeStretchCurve' then, it will use the curve to determine animation frames to play based on playback time and TimeStretchCurve. Otherwise, if no curve exists, it is done using the constant supplied PlayRate. That sounds really useful. ๐Ÿค–

quasi lake
#

Anyone has a third-person action game tracking tail camera solution?

whole turtle
#

they just posted on facebook announcing 4.18 release ๐Ÿ˜ƒ

quasi lake
#

I can make one with pure code but if we can do it with visual tools it could be better

grim ore
#

damn made it 20 minutes before I crashed 4.18 =/

short onyx
#

This work? ๐Ÿ˜ฎ

ionic sedge
#

You need to open 4.18 from the launcher, then open your project and click open a copy of your project.

whole turtle
#

ah well, the focus outlines weird thingy are still there, will animate the focus again ๐Ÿ˜›

short onyx
#

๐Ÿค”

fossil ore
#

I can't open 4.18

#

Thanks to massive CPU usage

grim ore
#

It's opening, its compiling all the shaders for the DCC cache

fossil ore
#

Is there a way to force UE4 to reduce CPU usage?

upper heart
#

It will take longer the first time you open

plush yew
#

@fossil ore Did you close the Engine and restart it? I had an issue where I closed it and it was still compiling shaders in the background, so it didn't want to open.

#

@fossil ore All I could do was pause task manager and kill all those processes, then it opened.

fossil ore
#

I haven't even start the project and It's already compiling shaders

#

This is silly.

ionic sedge
#

Yes, it's generating base shaders for the new engine version. ๐Ÿ˜›

fossil ore
#

more like It's killing my CPU x(

ionic sedge
#

It's using it effectively. ๐Ÿ˜›

#

You wouldn't want it to use 10% of your CPU power and take 10 times as long. Probably. ๐Ÿค”

fossil ore
#

Back on my old pc It was causing an overheat

#

Anyway, lets see those new features

lost ember
#

ummm how do i set visual studio code as my default editor?

maiden swift
#

@lost ember Editor Preferences > Source Code

lost ember
#

I don't see it tho ๐Ÿค”

sharp crest
#

I though global finding in blueprints was already a thing? xD

lost ember
maiden swift
#

It should be the last option if you're on 4.18.

lost ember
#

oh right --'

#

epic launcher didn't install 4.18

maiden swift
#

Nope. You need to initiate the install yourself. ๐Ÿ™‚

#

Only the launcher itself does automatic updates.

lost ember
#

Yeah found the menu, thanks !

maiden swift
#

๐Ÿ‘

ionic sedge
#

@sharp crest If you were already in a blueprint. ๐Ÿ˜›

maiden swift
#

Yeah. Now you can do it without a Blueprint editor open.

sharp crest
#

oh okey so how do you use it now? @ionic sedge

#

also I dont have the new version for download hmm

#

will try to restart

maiden swift
#

Window > Find In Blueprints

sharp crest
#

Cool

maiden swift
#

You can have up to 4 of them, I believe.

sharp crest
#

okye got the new version now :P Gonna be so much fun converting my project to this new version lol I hate doing that xD

gentle ivy
#

My epic game launcher client says 4.18 preview 4 still

#

I've relaunched it and etc

#

k nvm I guess I didn't relaunch hard enough cause I just relaunched and it updated

ionic sedge
#

๐Ÿ˜›

grim ore
#

I wonder how much this change is going to bite people in the ass for multiplayer testing "The new port is set by default to 17777, which may conflict with projects that have hardcoded their ports when playing in editor."

violet cove
#

Anyone know why when I export a mesh that has LODs, only the last LOD exports?

#

Cant unhide those since they dont actually exist

brave mason
#

what are you exporting from?

minor thistle
#

@tiny loom rebuilding lighting is working for me on super basic maps in 4.18 with 26/32 threads allocated. Gonna do another procedural foliage test and rebuild lighting and see if the world explodes

brave mason
#

@violet cove I've got blender 3D lod exports, but idk how to do it in another package

minor thistle
#

"super basic" = open first player template, move a couple objects, rebuild

tiny loom
#

interesting

grim ore
#

well I hope it works now @minor thistle ๐Ÿ˜ƒ

tiny loom
#

are you doing this foliage test with a new project?

minor thistle
#

ey ty man @onyx zinc . I'll let yall know if I die when it runs full cores vs some actual geometry

tiny loom
#

wonder if something fishy happening in project files

minor thistle
#

ya I shift deleted everything related to UE after I used the Epic launcher to uninst it

#

then rebooted, then inst 4.18

#

and just shift deleted all my test projects from 4.17

tiny loom
grim ore
#

Just blame Unity for it all ๐Ÿ˜‰

tiny loom
#

savage

lost ember
#

any idea why vscode gives me this: there are too many errors for the intellisense engine to function properly

feral echo
#

@lost ember intellisense cant work with ue4 codebase because it's very big, so just dont worry

minor thistle
obtuse sable
#

Hey

#

quick question

#

Can you lower the amount of ticks position or rotation gives

#

when you move something?

#

like if i wanna do small adjustments

#

on position or rotation

ionic sedge
#

You can uncheck the snapping in the top right of the viewport.

obtuse sable
#

ty

plush yew
#

@minor thistle can i see the background of this img ?

minor thistle
#

yo you want the background picture?

plush yew
#

i wanna see the e nvi

#

with the nice fog

#

with nice highvisuals

#

i t hink i should use UE for 3d over 2d image composition and not blender

#

how do i do that?

drifting spindle
#

I'm trying to add the SimplexNoise plugin, and cant seem to figure out how.
I put it in what I thought was my plugins folder, but it doesnt appear in the list

#

Or is is specific to each project?

#

Ah, nevermind, it seems it's not compatible with 4.17
Bummer. Gotta find something else then

whole turtle
#

@ionic sedge just found out that the outlines problem comes from the exponential Height Fog (popping the Fog Cutoff Distance on makes it go of..just really weird why this doesnt happen with the normal 'player camera' and why focus and depth of field trigger this bug (I've tried with DoF and it hase the weird outlines the same way)

ionic sedge
#

Interesting. o_O

#

You should probably send a bug report for that on the answerhub.

whole turtle
#

how do I do that? xD sorry for all my noob quirks I am yet to dive into ue4 stuff so yeah I'm winging it with this small project will be watching tutorials after this ๐Ÿ˜›

ionic sedge
#

So you say that you're getting some artifacts in sequencer when using the cinematic camera when using exponential height fog, it doesn't happen outside of sequencer and so on.

#

๐Ÿ˜›

whole turtle
#

yup! alright thank you! ๐Ÿ˜ƒ

ionic sedge
#

You could add some screenshots too so they see how bad it is too.

whole turtle
#

yup will add those I've sent you

ionic sedge
#

๐Ÿ‘

drifting spindle
#

Any recommendations on good terrain generation, or is World Machine the best bet for decent-scale landscapes?

frank escarp
#

Houdini works great, but its a bit slower than worldmachine

#

much more customizable tho

sour bough
#

feels stupid can't getting perforce working properly

livid bison
#

@maiden swift got a invite? i need it for my discord

maiden swift
livid bison
#

thanks

tiny loom
#

@minor thistle damn!

minor thistle
#

โค

#

@plush yew sorry dude I got sidetracked lemme see if I can find it for you

plush yew
#

๐Ÿ˜ญ he forgot me

whole turtle
minor thistle
#

actually

plush yew
#

omg wow it loks so real

tiny loom
#

damn that's a good picture

#

it's a render?

plush yew
#

yaaa. like from mtv

minor thistle
#

that's full res

tiny loom
#

was this rendered with ue4?

minor thistle
#

just did a google search for "forest" and probably maxed out the size filter

tiny loom
#

oh

minor thistle
#

it's an actual photograph

tiny loom
#

nvm

#

haha

#

i was like, this is crazy render

#

thought it may have been a render cause you working with foilage ๐Ÿ˜›

plush yew
#

me too

#

i thought that is ue4 ๐Ÿ™„

#

you are lyyying

tiny loom
#

โ“ โ“ โ“

plush yew
#

nono nothing

earnest cape
plush yew
#

hiii

oblique sorrel
#

"Makehuman 'game engine' skeleton is Unreal Engine-compliant" my ass

weary basalt
ionic sedge
#

๐Ÿ˜›

#

Try UE4Tools.

oblique sorrel
#

Are they even updated anymore?

#

And will they help me fix this Makehuman skeleton?

ionic sedge
#

No, and no, but it's the best rig for Blender.

oblique sorrel
#

No point using it then ๐Ÿคท

ionic sedge
#

For example you could edit the makehuman mesh to fit it to the UE4Tools (and thereby mannequin) skeleton.

oblique sorrel
#

I'd need to manually paint weights for each bone, though, wouldn't I?

ionic sedge
#

Nah, just rename them (the vertex groups). That's a bit annoying too though.

oblique sorrel
#

From what I've seen, the bones and all in this MH skeleton are named the same as UE skeleton bones

ionic sedge
#

I don't know if the makehuman rig has twist bones though.

oblique sorrel
#

It has 53 bones total

ionic sedge
#

Nice, then it should work without renaming anything.

plush yew
#

hello guys

oblique sorrel
#

Of which, it has two root bones

ionic sedge
#

o_O

tulip vault
#

could you guys tell me what the point of triangulating geometry is

plush yew
#

getting more detail i think

oblique sorrel
#

@tulip vault To precisely represent it and be able to calculate it

#

If you have a square, you can fold it on a line between two corners

ionic sedge
#

It's done automatically on UE4 import but you can do it to export with tangent space, and to get the same triangle results when using a mesh in different software (like Substance and UE4 for example).

plush yew
#

is it called poligons or triangles ?

oblique sorrel
#

Just tris

plush yew
#

oh ok

#

im new to game dev

oblique sorrel
#

Or, at leats, that's the common name for them

plush yew
#

just started 2 mounths ago

oblique sorrel
#

Tris and quads

plush yew
#

with UE4

#

oh ok thx

ionic sedge
#

Squares = quads, triangles = triangles. ๐Ÿ˜›

plush yew
#

xD

#

square = polligon

ionic sedge
#

Yeah.

plush yew
#

poligone*

ionic sedge
#

Polygons. ๐Ÿ˜›

plush yew
#

i just learned that today in math class xD

tulip vault
#

what happens when the model disappears

#

polygone

ionic sedge
#

@tulip vault Is that the dev geometry branch or something else?

tulip vault
#

i found the extrude tool

#

for the CSG

#

it's somewhat useful with my background in source, i love me some BSP

#

cheap, easy to use (when in hammer, not Unreal)

plush yew
#

guys do you make games ? what do you make in UE4 ?

#

im currently learning to make materials

tulip vault
#

Well ,i want to make a game but my team has hit a snag on worldbuilding

#

the writing side

plush yew
#

ah

#

you want to see the materials that i created ?

tulip vault
#

The monolith project is what we call it publicly, and sure thing

plush yew
#

ok

oblique sorrel
#

Okay, Makehuman skeleton is... Weird

#

Epic Skeleton has an Empty, with Armature as its child, and with Pose, Skeleton and Mesh as children

#

MH has Armature, with Pose and Mesh as its chilren

ionic sedge
#

The Epic skeleton is as weird. ๐Ÿ˜›

oblique sorrel
#

And Armature and Skeleton as... Armature's..? children

ionic sedge
#

You just need a mesh and a rig. Usually the mesh is parented to the rig.

oblique sorrel
#

I mean, just look at this mess

ionic sedge
#

The empty is the result of converting some weird Maya thing into something Blender can use, it's not required.

plush yew
ionic sedge
#

Btw the Pose and Armature are the same thing, in pose mode you get the bones under Pose, in edit mode under Armature (or whatever the rig name is).

plush yew
#

angius what are you using ?

oblique sorrel
#

Ah, and MH skeleton doesn;t have twist bones

#

Huh?

#

Blender

plush yew
#

unity ?

#

oh ok

oblique sorrel
#

Unreal

#

With Blender and Makehuman to make characters

robust roost
#

is my unrealengine corrupt ._.

plush yew
#

wow

oblique sorrel
#

Or so I hoped, but the skeleton shenanigans are a headache

plush yew
#

phil thats sad

robust roost
#

uhh

#

not really

#

Just a built-in function is not working

#

(landscape editor), I'm looking to see if I broke something

plush yew
#

ok

safe rose
#

@wary wave @tough berry @kindred fable @wild kestrel Sorry for the bother: but do you all handle Answerhub moderation as well?

robust roost
#

@oblique sorrel How good is makehuman?

plush yew
#

victorBurgos the link isnt working

oblique sorrel
#

Modded character creation in Skyrim good

plush yew
#

says : error

safe rose
#

Aye, I know

#

I just posted why

robust roost
#

that's good, right?

#

Never have played skyrim

plush yew
#

An Internal error has occurred and we are sorry for the inconvenience.

We are doing our best to fix the problem as soon as possible.

oblique sorrel
#

Just download it and play around. It's free, open source, and doesn;t take much space, @robust roost

robust roost
#

Coolio

#

Sorry I shouldn't ask in general, but am I doing something wrong in #level-design

ionic sedge
#

There's also Manuel Bastioni Labs for Blender, it will have pose retargeting in an upcoming update so you can get a mannequin pose, then just use that rig or UE4Tools with it.

plush yew
#

i will mode unreal tournament one day

#

when i learn how to use ue4

#

still a noobie rn

tough berry
#

@oblique sorrel I don't recall ever being notified of an answerhub post myself. Can't speak for other moderators though.

oblique sorrel
#

Huh? What? Answerhub post?

#

Did you want to ping me, or...

safe rose
#

Pretty sure that was meant for me.

tough berry
#

It was... nfi why it came up as you.

#

Didn't pay attention to what I typed I guess.

safe rose
tough berry
#

Oh well... message got through to correct person, so ๐Ÿ˜›

oblique sorrel
#

Okay, so I just checked Manuelbastionilab, no UE4 pipeline.

#

Makehuman - no UE4 skeleton
Fuse - no UE4 skeleton
Manuelbastioni - no UE4 skeleton

#

Looks like my character will be t-posing for a good while yet

ionic sedge
#

o_O

#

Why not just use a control rig that works in UE4 (like UE4Tools) and edit the mesh to fit the UE4Tools skeleton?

#

Besides both makehuman and manuel bastioni characters are already in a A-pose.

oblique sorrel
#

Makehuman is in T-pose

#

Also, I have no idea how to transfer the mesh to a new skeleton, or whatever it is that needs to be done

#

The most I did when it comes to rigging, is I rigged a chest lid

ionic sedge
#

Not on the official page anyway. ๐Ÿ˜›

#

Mesh can be exported in T-pose

#

You need to edit it so it fits the skeleton (by dragging around limbs with proportional editing), make sure the vertex groups are the same, that's it.

#

But even that doesn't matter, you can pose the character in pose mode (using the makehuman skeleton) so it resembles the mannequin skeleton, apply armature modifier, add a new one, choose the new skeleton and so on.

oblique sorrel
#

Aight, I'll try

ionic sedge
#

That may be easier to do if you're not used to 3d modeling.

oblique sorrel
#

So, could I just export the default UE mannequin as FBX, load it up into Blender, remove mesh, leave just the skeleton and use that?

ionic sedge
#

No. ๐Ÿ˜›

oblique sorrel
#

And for MH model, I'd do the opposite - remove the skeleton, but leave the mesh

ionic sedge
#

Why do you want a crappy rig without controls?

oblique sorrel
#

Default animations

ionic sedge
#

You can just retarget those to your new skeleton.

oblique sorrel
#

So why even swap skeletons?

#

I could just use default MH skeleton and retarget animations?

ionic sedge
#

So you can animate in a 3d software instead of animating in UE4 (not recommended).

#

Yeah but the makehuman skeleton is not perfectly aligned to the mannequin skeleton so animations will look bad.

#

(if you don't fix the base pose to be the same)

#

I think editing the mesh in Blender is easier than editing the pose in UE4.

#

And then you'll get a perfect result for retargeting.

tough berry
#

Have any of you tried Auto-Rig Pro?
It has a new feature to export out to a mannequin compatible rig that works quite well.
Nothing stops you taking a MH or MB mesh/rig, rigging it with auto-rig and then exporting it.

oblique sorrel
#

MH skeleton is way different than UE4tools skeleton

#

Wait, auto-rig? In Unreal?

#

How do I get to it?

#

Ah, no, you mean some other program for auto-rigging

tough berry
oblique sorrel
#

I'd gladly use it, if not for the fact that it costs half of my monthly scholarship

#

I'd like to think of $40 as pocket change, but I don't

tough berry
#

Fair enough.

#

$30-40 for this sort of program is rediculously cheap vs some other commerical solution though ๐Ÿ˜›

oblique sorrel
#

Yeah, that's true.

ionic sedge
#

You can scale the UE4Tools skeleton too (and apply transforms) to match the height. Then match the makehuman rig to the UE4Tools rig by rotating bones (and copy pose, paste x flipped pose), apply the armature modifier, do the final touches using proportional editing (for the fingers for example), then add another armature modifier and target the UE4Tools rig.

oblique sorrel
#

I'll try that tomorrow maybe

#

But I still firmly believe, that it's ridiculous that nothing just straight out exports to UE4 skeleton

#

Especially since I remember both Fuse and Makehuman having that option back in the days

ionic sedge
#

I tried the Makehuman - UE4Tools approach, it took like 5 mins. ๐Ÿ˜›

#

Except I scaled the arms and forgot to enable all of the bone layers so the deform bones ended up in a different place. ๐Ÿค”

#

@oblique sorrel If you try that tomorrow you should remember to enable all of the bone layers in the UE4Tools rig before doing any scaling.

plush yew
#

guys

#

hello again

#

i just finished my schhol homework ;D

plush yew
#

my favorite game is abzu

#

did you guys try it ?

drowsy sage
#

I want friends

#

who use unreal engine too ๐Ÿ˜ฆ

safe rose
#

HOLY FUCKDKASDLAHSDKASJDKASJ

#

Child Actors are going to be the death of me

drowsy sage
#

WHy tho

safe rose
#

Because either they compile or they don't

#

There seems to be no freaking logic to it

drowsy sage
#

Oh fuck me. had NO context tot hat.

#

I literally though acting as in movie sense

safe rose
#

lmfao

drowsy sage
#

Child actors I assumed it'd literally be a chracter pawn at a lower scale

#

But it's a good thing. you'll receive more dopamine if you figure it out because your brain can't work out the pattern

next badger
#

Hmm...4.18 released right? I see no one in the launcher? only p4

safe rose
#

Yeah

#

I downlaoded it myself

#

And nothing happened

#

I've been trying to get my game packaged with my child actors all day lol

#

Think I'm just going to have to face the music and move my logic elsewhere.

light thunder
#

What is a missed cached shader map error? (I'm building light maps as I learn about optimization)

light thunder
#

@safe rose thanks, do you think that's why my lighting building were taking so long? 15 hours and it was at 2% and I had less than 30 lights (the map was big I guess)

safe rose
#

Did you try it?

next badger
#

@safe rose i've uninstalled p4, restarted the launcher an release popped up

wild kestrel
grim ore
#

You can literally not read anything in that gif lol

next badger
#

@grim ore it's not necessary...

maiden swift
#

Niagara goodies?

#

I was poking around in there, too. It's not functional, but interesting to see new bits trickling in.

#

There's a bunch of new asset classes, asset editors, etc.

next badger
#

@maiden swift it is functional...we've managed to make some effects already

maiden swift
#

Oh really?

#

I couldn't make heads or tails of it.

#

lol

wild kestrel
#

no we dont knwo how to set material

#

but we able to update particules

#

postion and naimate them

maiden swift
#

Nice. ๐Ÿ˜„

next badger
#

Okay. Main question is...how to kill them...

plush yew
#

Yall hear lumberyard just got visual code support?

#

I think I might fuck around with that engine for a bit

wary wave
#

@safe rose - don't use Child Actors, they cause all kinds of problems

#

one example is that they don't get deleted properly, so when you travel between levels, you can end up with asset caching issues that crash the engine

sudden agate
#

Blueprint input nodes for key, action, and axis can now be subclassed from other modules.
What does that mean?

wary wave
#

good question - I suspect it means you can override them in subclasses?

honest vale
#

kinda annoying errors with includes in 4.18 vscode

#

and what on earth even is "new"?

#

well, stack overflow seemed to have an answer to that

thorny kayak
#

did anyone here use UnrealEd that came with the original game?

honest vale
#

what game?

#

unreal?

thorny kayak
#

Unreal

honest vale
#

I dabbled with it a bit

#

when I was like... 11 yo ๐Ÿ˜„

cloud cobalt
#

Same

thorny kayak
#

Yeah, I was waaay too young to understand any of it

sudden agate
#

does Niagara work now?

thorny kayak
#

I did Quake maps with... Qoole

short onyx
thorny kayak
#

Can you copy it manually to the required location?

#

It doesn't say that you don't have it, just that it can't copy it there.

short onyx
#

Ok good, it was the perm

fossil ore
#

Cine Camera decided to flip 360 out of nowhere

frank escarp
#

@fossil ore you trying to do warframe machinima?

fossil ore
#

yes

#

Is it me or 4.18 disabled auto-key in sequencer?

half mango
#

hi guys

#

ive got some glass materials from another scene where it looks perfectly fine

#

exact same material instance but the glass has no affect in my scene

#

no reflection or anytihng

#

and when i change the settings i just get horrible weird affects

fossil ore
#

hm

#

Are you using material instance?

half mango
#

yeah

#

its strange, every other material is fine but with glass i just cant get the look i want no matter what i try

#

my problem is that outside the window the tree's are pretty distracting for my interior scene, too much detail in them

#

trying to get a foggy look

#

to kinda fog everything outside a little

fossil ore
#

maybe It has to do something with map settings , light , skylight , relcetion spheres?

half mango
#

i have plenty of reflection spehes in there

#

and tried moving them

#

no luck

fossil ore
#

skylight

half mango
#

my skylight is inside the BP light studio

#

blueprint

#

what woudl i need to change about it

#

problem is i cant really bake the light again if needed, this production bake took all night

fossil ore
#

I have no clue man.

half mango
#

no problems ๐Ÿ˜ƒ

#

maybe i can find something on youtube

plush yew
#

wow the v4.18 was a fast release ?

fossil ore
#

It's been like 2.5 month since 4.17 so yeah

half mango
#

just finished installing mine now