#ue4-general

1 messages ยท Page 130 of 1

frank escarp
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both in the server and in the client (but the client can clean that)

safe rose
frank escarp
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my unreal engine repo got bigger in size in 20 commits than the perforce one in 500

safe rose
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It's like Perforce and Git had a love child

gentle ivy
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ah maybe it's bigger on the server

frank escarp
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and by commit 20 i had a 50 gb .git folder

gentle ivy
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but I use github

frank escarp
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50 gb

gentle ivy
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so it's easy

frank escarp
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on the local .git

gentle ivy
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oh

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let me check that

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6 gb

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not bad

frank escarp
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DWVR project size is around 8 gb

gentle ivy
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my .vs is 5gb

frank escarp
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but git LFS does not do deltas

gentle ivy
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nah you upload all the file each time

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I believe thats the same with perforce binary files as well

frank escarp
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so a resave on a unreal map (no changes, but maybe timestamp) will make the whole thing save again

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oh its not (at least on the server)

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it compresses/deltas it

gentle ivy
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ah

frank escarp
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you do send the full file to the server

gentle ivy
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yeah perforce will delta it

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on the server just not the transfer

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so you transfer the map over

frank escarp
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wich is ok

gentle ivy
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its better than git lfs sure

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but the big thing I've loved with LFS is that I no longer need to mess around to compile

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you know how perforce you have unset readonly in bins for plugins and engine and project and etc

tall pendant
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can you run plastic scm locally? @safe rose

gentle ivy
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for some reason git sets to read only but not the bins because they aren't lockable

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soooo your work routine changes completely from messing with the file system to just start working

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@tall pendant do you mean self-host

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cause you can self host it

tall pendant
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yes

gentle ivy
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yes

tall pendant
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thats nice!

gentle ivy
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and the guy who makes the UE4 plugin for it also makes the git lfs plugin

brave gate
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you know how perforce you have unset readonly in bins - like for default for any new file? no

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but you know how to do it manually, right? ๐Ÿ˜ƒ

gentle ivy
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right

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but you don't have to do that in git cause its not lockable

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in fact perforce as a setting for that

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but its global not for dlls only

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so you can either set all your files as readonly or none on perforce push

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where git is MUCH easier and flexible

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the only REAL issue with git lfs is that when you push it doesn't unlock the files.

brave gate
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actually, there's some server setting - like "make every file of this writeable"
seen on Unreal docs somewhere

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didn't work for me

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but maybe I did something wrong

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wait a sec

gentle ivy
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yes that is what I was talking about

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its in your workstation setting

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its global for all files not just dlls

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which you don't want DLLs to be readonly EVER but you do want things like uassets

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So its a fun balancing act of all these options that really don't do exactly what you want

brave gate
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they say it doesnt have to be global

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check this

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P4 Typemap

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let us know if you could make it work, I failed, I don't know why ๐Ÿ˜‰

gentle ivy
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so the types are different that's how to actually handle and diff the file

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like a binary type checksums where a text type unify diffs

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I am not sure if it effects readonly or not

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"Setting the typemap will affect how files get set to read only or writable inside of Perforce"

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hmmm

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but by default dlls are +w?

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but my typemap is empty

brave gate
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it doesn't look like default is +w, suspicious

gentle ivy
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yeah it seems like this will solve that

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๐Ÿ˜„

brave gate
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glad to hear that, sir! ๐Ÿ˜ƒ

light thunder
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I'm trying to understand level streaming better -- is the persistant level always VISIBLE or just always LOADED....meaning, does a huge persistant level with a lot of draw calls affect performance if you are in other sublevels, or does it just take up memory?

maiden swift
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@light thunder The persistent level is always loaded, so being in a sublevel doesn't unload anything in the persistent level.

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As far as I know, you cannot change the visibility of a persistent level at runtime; only in the editor.

marble lynx
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@light thunder @maiden swift a persistent level is just that, persistent (always there). You can't unload it, because that's what the game world is running on. All dynamically spawned items exist in the persistent world

mint raptor
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Is there aa way to get the center location of an object?

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In world coordinates

south ridge
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Doing a large persistent level with lots of drawcalls IS bad

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In our game, we have a multitude of persistent levels loaded in the same world, plus even more levels with actual graphics content

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The persistent levels only store non-visual stuff (and, of course, they store state of players and other things that exist in the entire world)

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There is one root persistent level used as the startup map, then it loads all neccessary additional persistent levels manually. The root level is the only 'true' persistent level in that sense, everything else is automatically streamed

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The reason is that we have several intersecting 'worlds', not all of them have to be loaded and functioning (but you can still see other world from current world etc)

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You can make persistent levels unloadable if you do a similar thing - keep one root and multiple persistent levels

light thunder
blissful kettle
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So I had downloaded git lfs because of large assets to connect to github. I've reached my limit for the storage. Any one have some advice?

light thunder
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Welp, I think I figured out the main issue on my simulator....tossed down a pawn and fly up and look down...practically NOTHING IS BEING CULLED!!! How do I fix this besides putting a cull distance on every single object? Is there a best practice in terms of laying down cull volumes?

south ridge
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Also seems like there's not enough LODs

marble lynx
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@light thunder Your level isn't being automatically loaded, by default they're usually not loaded. So you need to load it.

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You can do it either VIA blueprints, or set it to Always Loaded

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Inside your Levels Panel, I believe you just need to right click the level and change Streaming Method to Always Loaded

light thunder
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@south ridge the nature of the game is teleport based, there will be no locomotion so I really just need a good way to cull that stuff

hardy socket
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Hello - I am wondering, has anyone here delt with the problem of Unreal not compiling a .dll file?

marble lynx
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๐Ÿ‘

light thunder
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LogStaticLightingSystem: Warning: WorldSettings.bForceNoPrecomputedLighting is true, Skipping Lighting Build! WHY WOULD THIS EVER BE??!

hardy socket
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It is to the point where every time I try and make an unreal project, the same error pops up everytime so I never actually get into unreal itself as trying to recompile via visual basic doesn't seem to work

grim ore
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@light thunder that is an option in the world settings, you would set it if you don't want lightmaps

light thunder
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@marble lynx I've done something wrong...I changed it to always loaded but now this? All lighting is in the persistant map and the level change only loads a sublevel and it goes dark

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@grim ore I get it and it makes sense if you were doing a bunch of dynamic lights but whyyyyyy would that default

grim ore
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it doesnt default as far as I know

light thunder
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Must invent timemachine to kill past Blake for randomly clicking things

marble lynx
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well if your skipping the lighting build your sublevels aren't going to have lights

grim ore
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That error message will pop up if you disable static lighting completely in your options as well

toxic wagon
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I'm trying to make a blinnphong material :v

light thunder
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@marble lynx I watched it, it built the lighting for all 2levels

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but the first sublevel is dark

marble lynx
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Change your sky light (or add one) to dynamic (Moveable) and try again real quick, if it's dark it's a lighting issue

light thunder
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I tried that....it's still dark

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Just making sure, Level Streaming Volumes are only used to trigger a load/unload, they don't do much else correct? I don't have any volumes because the level load is a widget/keypress event

marble lynx
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Scenario1?

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Scenario1 is still being loaded by Blueprints

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so it sounds like you're not loading Scenario1

light thunder
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I'm hitting a key that loads it

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the problem is the lights that are on persistant map aren't showing

marble lynx
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Do they show if you set the map to Always Loaded?

light thunder
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well, if I load that map it's there by default but when I hit the key I have bound to activate the level load, it all goes dark

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goddamnit

toxic wagon
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you know

light thunder
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Like, what is the difference between load level and open level???

marble lynx
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I'm not 100% sure, but I'm pretty sure Open Level changes the level

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as if you hit File -> Open

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so you're undoing all the work you've been doing

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Load Stream Level, is streaming in an additional level on top of your already loaded ("Opened") initial level

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but Open Level only works when running the game, in PIE it does nothing because you can't change the level in PIE like that

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so you should only be using Load Stream Level I believe

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Streaming volumes are used to control the way a map loads in or out. With some additional parameters outside of your basic Blueprint Load/Unload commands. It's a way to automatically stream in/out stuff based on distance mostly

light thunder
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Hmmm....I have this huge map that's an optimization nightmare because I'm a firefighter and not a developer.... I wonder how I could use level streaming to fix this without dragging everything to a different level

marble lynx
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which stat profiler are you using in that screen?

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Memory?

light thunder
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rhi

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that just shows there is no culling going on

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or at least, as far as I understand, no distance-based culling...there is some occlusion culling down below

fiery harbor
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I dont see how level streaming would be of use in such a small level

marble lynx
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if that's your view in the game

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level streaming isn't going to help you much if at all

light thunder
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um, that's the sky view @fiery harbor It is pretty big

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nope, that was just to test

fiery harbor
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it doesn't look big

light thunder
fiery harbor
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its less than 1km * 1km

marble lynx
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well CULLING is done based on obstruction

light thunder
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That's why I mentioned my understanding...there are plenty of tutorial videos on lighting, level streaming, and optimization, but doesn't seem to be a video on just 'Understanding Culling"

marble lynx
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you don't need to understand a lot, it's really done by the engine automatically. If you can't see an object, it culls it. If you see part of the object, it loads the entire object. That's about all you need to know

fiery harbor
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its a bit more stupid than that

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it happens a lot that stuff thats completely invisible is not culled by the occlusion culling

light thunder
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Well, my problem is there is no fade distance, I can see for a long way away so I'm rendering a bunch of unnessary stuff

fiery harbor
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then just set some distance culling up?

light thunder
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is there a way to do that without editing hundreds of actors, other than using a culling volume

marble lynx
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usually the biggest performance issue comes from lighting, you either have really bad lightmaps, unbuilt lighting, too many dynamic lights or really poorly made models get clogged up by the engine. Also make sure your terrain isn't set to incredibly dense

fiery harbor
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whats the problem with using a culling volume?

marble lynx
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because you're always rendering huge chunks of the terrain

light thunder
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lighting is unbuilt

marble lynx
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use Alt-8 to go into Shader Complexity mode, Green = Good, Red/White = Very Bad

fiery harbor
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@marble lynx he has 20 million triangles and 56k draw calls in his first screenshot, its not the lighting that makes it slow

light thunder
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i get these shader errors

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Yes, what @fiery harbor said

marble lynx
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Well yeah, 30 million triangles is gonna take a hit to most systems.

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Especially without built lighting

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but his first person view showed about 7 million

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Which is still kind of high for the kind of detail in the photo

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What's really throwing a flag is your Primitives Call to me, that number is super high I feel like.

light thunder
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Most of the foliage is static instances

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This is the stuff I need to understand

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I found that a fair portion of my assets were not optimzied, I was using prefabed blueprints for buildings

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Merging the actors helped some

marble lynx
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Can you show us the wireframe of roughly the same view you showed last?

light thunder
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Sure, one sec...also, I started up a lighting build just to get this data as well, how does this look

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11:16:27 PM: Measured CPU frequency: 4.20 GHz
11:16:27 PM: FStaticLightingSystem started using GKDOPMaxTrisPerLeaf: 4
11:16:27 PM: Number of texture mappings: 72410
11:16:27 PM: Number of fluid mappings: 0
11:16:27 PM: Number of landscape mappings: 195
11:16:27 PM: Number of BSP mappings: 75
11:16:27 PM: Number of static mesh instance mappings: 72410
11:16:56 PM: Scene surface area calculated at 69331.461 million units (134.526% of the estimated 51537.512 million units)
11:16:56 PM: Importance volume surface area calculated at 10499.172 million units (126.820% of the estimated 8278.782 million units)
11:16:56 PM: Clamped the number of indirect photon paths to 20000.
11:17:06 PM:
11:17:06 PM:
11:17:06 PM: Collision Mesh Overview:
11:17:06 PM: Num Triangles : 41281191
11:17:06 PM: MeshInfos : 5.5Mb
11:17:06 PM: UVs : 680.0Mb
11:17:06 PM: LightmapUVs : 680.0Mb
11:17:06 PM: Embree Used Memory : 3277.6Mb
11:17:06 PM:
11:17:06 PM:
11:17:06 PM: Processing...
11:17:06 PM: EmitDirectPhotons complete, 1.395 million photons emitted in 0.7 seconds
11:17:12 PM: EmitIndirectPhotons complete, 6.300 million photons emitted in 4.0 seconds
11:17:12 PM: Marking Irradiance Photons complete, 0.602 million photons marked in 0.5 seconds

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I'm running a 7700k with a 1080TI

fiery harbor
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I've never used baked lighting in ue4, so I don't know anything about it

light thunder
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I also see a bunch of "LogMaterial: Missing cached shader map for material FDebugViewModeMaterialProxy _auto_22, compiling.

fiery harbor
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I dont think thats an issue

marble lynx
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So you may be having some performance issues from those foliage actors, it looks like they were poorly setup

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Overall you don't have a lot of detail in that scene, right? Not really.

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But your drawcall is still 2.5k

light thunder
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correct, a few particle emitters

marble lynx
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Now here's a scene I'm working on, there's a bit of BSP, and simple meshes. But nothing is optimized at all yet, I have 3 detailed vehicles

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and some windows

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but my draw call for primitives hasn't even hit 600 yet, even though my triangles are about 1mil

fiery harbor
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@light thunder how many particle emitters?

light thunder
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@fiery harbor just a few on that....but they don't appear to be the issue

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I wish it were JUST particle emitters

marble lynx
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the engine and computers are great at rendering large amounts of triangles these days, but it's the amount of draw calls you have to watch out for. 1 Million with 1 draw call is way easier to handle than 500k with 30 draw calls

fiery harbor
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particle emitters cause a lot of draw calls and often have huge bounding boxes

light thunder
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those draw calls are from the editor, the particle is not even activated so it's not even doing the draw call

fiery harbor
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ah

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@marble lynx the difference between 1 and 30 draw calls is not really relevant

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difference between 500k and 1 million triangles or more relevant

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I try to stay below 1 million triangles and below 600 draw calls

marble lynx
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For the most part, but the idea behind Instanced Static Meshes and Material Instances is that you're limiting the number of draw calls that take up memory overall.

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or at least from what I understand

fiery harbor
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material instances don't have anything to do with draw calls

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they are only for easier configuration of materials

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its still 1 draw call per material per mesh

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for every time its rendered

marble lynx
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Hmm, I'll have to look into that more. But I always undestood it as if you have 2 material instances, and you're changing say a Brightness Parameter, the engine only has to load 1 Material, and simpy swap out basic values. Comapred to if you copy the same material twice, and set the brightness to different values inside the material

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meaning less memory usage

fiery harbor
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memory usage for materials is completely irrelevant

marble lynx
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which is why you don't have to recompile when you change values in an Instance versus inside a material. It's already loaded

fiery harbor
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materials instances are slightly more expensive than regular materials actually because a dynamic parameter in a material is a bit slower to process than a static one

marble lynx
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Hmm

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WEll!

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Back to the matter at hand

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having 10k unbuilt objects is going to be hefty on the system

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from lighting

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and you have a super high amoutn of draw calls for a relatively simple view

light thunder
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so how do I build it without taking forever....can I build an area at a time without setting up level streaming just yet?

fiery harbor
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the level still looks pretty small, is it an issue to build it at once?

light thunder
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the level is big man

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11:28:27 PM: Measured CPU frequency: 4.20 GHz
11:28:27 PM: FStaticLightingSystem started using GKDOPMaxTrisPerLeaf: 4
11:28:27 PM: Number of texture mappings: 72410
11:28:27 PM: Number of fluid mappings: 0
11:28:27 PM: Number of landscape mappings: 195
11:28:27 PM: Number of BSP mappings: 75
11:28:27 PM: Number of static mesh instance mappings: 72410
11:28:54 PM: Scene surface area calculated at 69331.461 million units (134.526% of the estimated 51537.512 million units)
11:28:54 PM: Importance volume surface area calculated at 10499.172 million units (126.820% of the estimated 8278.782 million units)
11:28:54 PM: Clamped the number of indirect photon paths to 20000.
11:29:03 PM:
11:29:03 PM:
11:29:03 PM: Collision Mesh Overview:
11:29:03 PM: Num Triangles : 41281191
11:29:03 PM: MeshInfos : 5.5Mb
11:29:03 PM: UVs : 680.0Mb
11:29:03 PM: LightmapUVs : 680.0Mb
11:29:03 PM: Embree Used Memory : 3277.5Mb
11:29:03 PM:
11:29:03 PM:
11:29:03 PM: Processing...
11:29:03 PM: EmitDirectPhotons complete, 1.395 million photons emitted in 0.8 seconds
11:29:08 PM: EmitIndirectPhotons complete, 6.300 million photons emitted in 3.7 seconds
11:29:09 PM: Marking Irradiance Photons complete, 0.599 million photons marked in 0.5 seconds
11:30:33 PM: Caching Irradiance Photons complete, 17.325 million cache samples in 84.7 seconds
11:30:36 PM: Calculate Irradiance Photons complete, 0.170 million irradiance calculations in 2.4 seconds
11:30:44 PM: Setup precomputed visibility 7.9s, 8661 meshes, 457 Cells
11:33:00 PM: Lighting 10.2%

fiery harbor
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how big is it?

light thunder
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What do you guys think? swarm says (it's been building for about 7 minutes) it's at .25 percetn

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which I'm fine with going to bed to have this finished

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but that's only at preview quality too

marble lynx
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I'm not 100% sure if this is true, but I believe lighting takes longer when you have improper lightmaps, or no lightmaps at all

light thunder
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how do I, um, build lightmaps

marble lynx
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but typically the first 20% takes a bit to get going, then it goes through pretty quickly and then sits 99% for a long while (if the lightmaps aren't right) before it finalyl releases the build

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Basically all your static objects, need to have a 2nd UV spot in them, and that should contain 100% unique UVs, no overlapping, no mirroring, no shared UV space at all

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the engine automatically takes the 2nd UV space, and applies lightmap data to it when it builds

light thunder
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well there's like some with 44% overlapping UV's

marble lynx
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Yeah, any overlapping causes havoc on the build basically. Because it bleeds around the edges, and tries to light every face. But if there is already data there it sort of goes haywire

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typically causes lots of issues

light thunder
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is there things I can do in Unreal while it builds lights?

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I can make assets like blueprints or widgets though I can't play anything

marble lynx
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It'll make the build go slower, and more prone to crash. But technically you can

light thunder
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I never could get swarmagent to network up

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I have a decent 3 year old Sager gaming laptop that'd I would love to hook up while I'm baking lightgs

ripe plover
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Making a building.. Read somewhere using brushes is not a very good idea. Any resources/help on how to get started making structures properly if my way is not correct? (I do not want to develop bad habits or kill game performance doing something incorrectly.) Any help appreciated thanks
I was also hoping to have all my brushes attached so I could reuse the building elsewhere as an asset but I heard you can't attatch brushes to other brushes.

P.S: I am new to UE4 (Started Yesterday) So dumb it down for me please ๐Ÿ˜›

plush yew
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PUBG is a game about running away from a sphere collider, and an if statement ... if playersAlive <= 0 && PlayerAlive[0] == this {ShowVictoryScreen();}

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Anyone notice that?

light thunder
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@ripe plover Check Youtube, there's a bunch of videos for the best practices to creating content, also you can get free assets from Epic from all their content examples and some of their projects they put out. I'd look at the materials videos they have too

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@marble lynx So wait, if I put a Culling Volume on the ENTIRE LEVEL and I put the size to cull like 5000 to grab every object basically and I put the culling distance to like, 5000 as well, that will cull EVERYTYHING (that is the size of 5000) around player right since it is based off camera distance?

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Btw, that lighting build helped a lot....I'm not sure but I think I'm hitting 90 fps, it was stopping at 45 and I think that's because of Steam VR 's stuff

ripe plover
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@light thunder Thanks dude can you confirm if brushes are a bad route though?

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Ill go look for yt vids

light thunder
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@ripe plover There are many who know much more, jcheck the graphics room, my understanding is that you shouldn't rely on them as a main thing, they are good for a small bit of detail or in a pinch when you have to see how something would look

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Advice: watch the livestreams one a monitor and follow through with them, pausing when you need to

fiery harbor
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@light thunder as I said in #virtual-reality, you are not hitting 90 fps if you are at 45 fps. at 45 fps you are at 45 fps

scarlet grove
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a man needs help! , so i have this blueprint with some trigger boxes, then i have this linetrace thingy working fine with a bp interface. how can i assign diferent actions to the triggers so they fire when hit by the trace???

ripe plover
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@light thunder ty โค

light thunder
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@scarlet grove have you watched some videos on linetrace?

scarlet grove
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yes

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several but nothing related to what im lookin for

light thunder
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check blueprint section here, get a screenshot....it has something to do with the array of actors you hit

scarlet grove
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there is no way to declare an event "on hit"?

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with linetrace

leaden dust
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is it ok to use 2k textures on landscapes?

vague shoal
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I'm a dummy, how do I stop the control key lowering the camera?

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It's not in the shortcuts

sudden agate
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@ripe plover Brushes are intended to be used for blocking out only

ripe plover
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@sudden agate As in edges of the map and so fourth?

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So should every structure and prop be created with 3rd party software and imported to the level?

quasi lake
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Anyone knows how to get this

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While I only have scroll bar

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in 3dsmax 2017

sudden agate
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@ripe plover exactly

ripe plover
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@sudden agate Okay thanks for the help! And Im assuming materials and all that for the structures/props are added through ue4 right? or through the 3rd party app as well?

sudden agate
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Your textures are done in a third party app (Substance Painter or Mudbox or ZBrush for example) while your actual Material is done in UE

ripe plover
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ty @sudden agate โค

drowsy sage
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GOYS

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What node is the middle one

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What is it called

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(world to local)

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I can't figure it out :l

scarlet grove
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a man needs help! , so i have this blueprint with some trigger boxes, then i have this linetrace thingy working fine with a bp interface. how can i assign diferent actions to the triggers so they fire when hit by the trace???

craggy nymph
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@drowsy sage it's a Transform node

regal mulch
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@scarlet grove You could make your own collider child class (component) and use that. A linetrace should return the hit component too, so you can call your own function on that. Or you pass it via the interface and let the actor check what was hit. Not so beautiful with a lot of components though

keen birch
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Alright, guys

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I'm a bit stuck on something

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Games like Pokemon SNAP detect what's in the current FOV, and where in said FOV it is - how would you go about implementing something like that

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Can I access a list of all objects being rendered?

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And how big they are on-screen?

regal mulch
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I think actors have a "recently rendered" or "time since last render" thingy

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That should technically tell you if the actor is in view or not

paper kernel
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so I ran into interesting issue yesterday, is BSP collision evaluated just once?

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for all the brushes

sudden agate
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@paper kernel it is build once afaik

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BSPs are static

midnight mantle
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hey I'm kinda new to UE4

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have a small question

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is it possible to have UE4 run as smoothly as Warframe's Evolution Engine?

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if yes, how complicated is it?

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is it a relatively automated function in UE4 or do I have to edit source, etc?

tall pendant
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depends on your hardware target i guess

paper kernel
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short answer is probably not possible

midnight mantle
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I see

paper kernel
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Evolution engine is specific purpose engine for the game, UE4 is more generic

quasi lake
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Anyone knows something about rootmotion?

midnight mantle
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so I should probably use the least amount of meshes and textures, etc for lower end hardware ?

quasi lake
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I have enable rootmotion in my animation.

paper kernel
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there's million and one things to optimize for lower hardware, but if you're new to the engine don't sweat it yet

midnight mantle
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okay

tall pendant
#

Well they did Dark Sector with their Engine ๐Ÿ˜›

paper kernel
#

iirc original warframe was made with UE3

#

and they ported it to inhouse engine later in major patch

quasi lake
#

But I didnt work

midnight mantle
#

interesting

#

but UE3 was completely different

tall pendant
#

Evolution and UE3 share some similarities... which makes sense since DE was a partner of Epic for earlier UE versions.

paper kernel
#

yea I belive they derived their own engine from UE3

#

but man that engine runs fast

#

I think I got like +300fps on SLI setup

midnight mantle
#

lol

sterile plank
#

do u need to have BP knowledge to be able to do Archviz?

light thunder
#

Someone help me with this build error : Error: Unable to cook package for platform because it is unable to be loaded: C:/*******/UrbanCity/Textures/Buildings/building_06_n.uasset

#

Also, my build failed because of long filenames....shoudl I just move the offending assets to a higher directory to reduce their filename length?

light thunder
#

What is the best way to fix this build error

merry gazelle
#

I'm having issues with drag / drop, basically when I drag in objects they dont align to surfaces and usually appear underneath or behind floors/walls/etc? I'm certain it's due to a setting I changed but I'm not sure which

jovial nova
#

Hey Slackers! I'm getting a repeatable bug where I cannot add a static mesh to the spline actor. Anything spark as to why?

sudden agate
#

Is there currently a problem with Plugins?
I cannot install "Mesh Tool" for 4.18

plush yew
#

PUBG is a game about running to stay inside of a sphere collider, and an if statement:

if (Players.Length == 1 && Players[0] == this) 

{

   DisplayVictoryScreen();
  
} 
#

Prove me wrong.

#

Why does a game like that make millions of dolllars.

ionic sedge
#

Because it's fun? ๐Ÿ˜›

plush yew
#

@ionic sedge you know the guy probably only spent like 4-6 months on it right

#

if it was done by one person

#

if it was done by a team of like 20 people u could finish that whole game in a month

ionic sedge
#

It was done by a team and I doubt it was done in a month.

plush yew
#

if i cloned myself 20 times

#

i could make that whole game in 1 month

#

that whole game is a joke

ionic sedge
#

You're welcome to do your own game that sells a few million copies. ๐Ÿ˜›

glossy flame
#

Everything seems a bit nicer when you actually introspect and look at others' successes in a constructive manner instead of just bitching. :)

plush yew
#

has nothing to do with the game itself... if i made OverWatch before blizzard, exact copy paste of it... it wouldnt be popular... because im not blizzard

#

lol

#

For example, I know that I could dedicate my whole life to something and never come close to the positive attributes gained from being "Blizzard" simply because I'm not blizzard. Even if my games were of equal polish and quality, which they aren't currently, but if they were, they would still not make nearly as much money as blizzard.

#

Lol

#

@glossy flame Oh yeah, the thing is, you don't really get to see the story of success, and how it happened most of the time, you only get to see the end result which kind of sucks. Lots of people I know who Ifor example have tons of YouTube subs I would ask them "How did it happen" and they reply with "I don't know." Because success is RNG based.

light thunder
#

@plush yew Also, gravity prevents you from flying like Superman...what are you going to do with it, make peace with it

plush yew
#

The world of games does not reward the best maker, it rewards the most well known maker. Not just in games, but in life in general, the best person doesn't get the golden medal... It's the best "most known" person who gets the medal.

light thunder
#

So what do you want, recognition or money or what?

plush yew
#

Nothing, just stating a fact about life lol

ionic sedge
#

If it's good it will get recognized though.

plush yew
#

I'm sure there's better swimmers than Michael Phelps for example, but hes the most well known swimmer in american olympics.

#

You know what I mean?

#

The most known + best gets the medal, that doesn't mean hes the best though

#

It just means hes the most bestest known

#

lol

glossy flame
#

Uh...not really, rofl.

#

That's pretty off topic though

#

There's no argument that big brands get recognition, but how do you think those brands came to be?

#

By making complete garbage?

plush yew
#

Nope.

#

I'm just saying that if I made an exact copy of some of those games which they make... i wouldnt get nearly the press coverage as they do

#

Even though its an exact copy

upper heart
#

There is beauty in making games regardless of success/money/recognition.

ionic sedge
#

It's more subjective than something like sports though. It's like music, what's the best? You can think of it as a preference or what makes the most money.

#

(mainstream appeal)

#

In that sense PUBG is appealing to a lot of people. ๐Ÿ˜›

#

But you could as well make a super niche game and if it was good it would probably still sell.

thorny kayak
#

I don't know about that

#

If the marketing is right, then maybe. But these days it's really difficult to even find good games. There are so many of them.

#

Also, it's fun to make games, but if you intend to do it as something other than a hobby, then you need your games to sell.

#

But hey, I know people don't want to hear my depressing rants so I'll just shut up. ๐Ÿ˜„

plush yew
#

aWell I don't think the success, and profitablility of a game is based around it being unique.

#

I feel like a lot of people try to make a "unique" game and it ends up being forced, and they just make a fool of themselves.

#

I think that, if you just copy a genre which exists already, and make a few changes... you will ALWAYs get some minor, or major changes from the thing you are basing it on.

thorny kayak
#

Absolutely

plush yew
#

Like for example, League of Legends vs Dota... very similiar games, but one big difference is that league has no turn speed on your heroes, which is a massive difference.

thorny kayak
#

We released a game this year on Steam called Riptale and... I mean I think it's a fun game to play and it sold ok, but not enough to keep us in business.

#

Sold ok as in if my albums sold anywhere near that number of copies, it'd be a miracle.

#

There are just so many games and if you don't get into that loop of popular gamers playing it, then it just doesn't go anywhere.

solar quarry
#

I'm getting sick of my computer clicking out of ue4, every time I try to alt drag

thorny kayak
#

In that sense I think it's better to at least try to do something unique.

#

@solar quarry that's weird

solar quarry
#

@thorny kayak it doesn't happen all the time, but it happens randomley

thorny kayak
#

I can only think it's some sort of mouse gesture etc.

solar quarry
#

tbh my mouse is starting to annoy me

#

the side buttons click themselves

#

it turns itself off

thorny kayak
#

Maybe test another mouse if you can ๐Ÿ˜ƒ

solar quarry
#

if I had one

#

my pc is connected to my pc so I need a wireless keyboard and mouse

thorny kayak
#

If it does some sort of jitters, it might activate the window shake that minimizes other windows... maybe somehow

solar quarry
#

I think it's doing something like that

#

either way it does change windows and its annoying

thorny kayak
#

have strength brother

solar quarry
#

@thorny kayak lol thanks

#

getting close to finishing this blockout (finally)

#

I may need to scale down my landscale

plush yew
#

wtf u making

#

lmao

solar quarry
#

@plush yew a blockout for a forest level?

plush yew
#

But why havent u changed the map name

#

Its called

#

"ThirdPersonExampleMap"

#

lol

#

D__D

solar quarry
#

I'll rename it when I finish it

plush yew
#

๐Ÿ˜ƒ

plush yew
#

Hello, I'm new here

#

Downloading Unreal rn

thorny kayak
#

hi @plush yew

solar quarry
#

my head is starting to hurt

#

too much panic at the disco

#

too much time dedicated to this blockout

thorny kayak
#

you need some good times at the disco

solar quarry
#

@thorny kayak yeah but I write sins, not tragedies

#

seriously, don't threaten me with a good time

plush yew
#

hello

thorny kayak
#

conflict is the fuel that makes us burn

solar quarry
#

@thorny kayak but it leads to the death of a bachelor

thorny kayak
#

everything's got its price

solar quarry
#

@thorny kayak as long as we get victorious

thorny kayak
#

icy or tv

solar quarry
#

@thorny kayak I don't get it

thorny kayak
#

is an anagram for victory

solar quarry
#

oh I see

#

also, if you haven't noticed, "I write sins not tragedies","Don't threaten me with a good time", "The death of a bachelor", and "Victorious" are all panic at the disco song titles

thorny kayak
#

that makes sense

solar quarry
#

I got this playlist playing while working

thorny kayak
#

I've been organizing my old spotify playlist

#

I started from the beginning and am at D now

#

still 2500 songs to go

#

you like Fallulah?

solar quarry
#

never heard of em

thorny kayak
#

I don't know why but panic at the disco made me think of it

solar quarry
#

@thorny kayak not bad

thorny kayak
solar quarry
#

true

feral echo
#

looks like I have found a way to use LookAt node for aim offset instead blendspace things

#

not sure if this is good approach

#

It feels like time waste when you setup aim offset animation

#

anyone? :d

valid oar
#

Does kitatus still hang out here?

grim ore
#

@valid oar I don't think so. he wandered off to other discord channels a bit ago.

plush yew
#

Hey

#

I'm curious... What is the most amount of money any of you have made in one month from publishing one of your games on steam.

#

Something which you own

valid oar
#

@grim ore K thanks!

#

I tracked him down elsewhere

zinc bison
#

this is sort of a silly question, but does anyone know what interpSpeed refers to? is it the amount of time for the interp to complete?

#

(in seconds)

sudden agate
#

InterpTo Speed Constant: = 1sec/ (Speed/100) = Time to reach Target

#

dunno about Interp To (without Constant) tho

#

@zinc bison

feral echo
#

most of time its movement speed

#

I suppose

zinc bison
#

so in your equation, Speed = InterpSpeed?

sudden agate
#

no.
If you put 100, you need 1 Second to reach Target.
If you put 200, you need 0,5 seconds to reach target
If you put 300, you need 0,33333 seconds to reach target and so on

zinc bison
#

what is the interpspeed in your equation, this is what Im asking you. Are you saying interpSpeed is the speed constant?

sudden agate
#

There are two Interp To Nodes:
InterpTo
and
InterpTo Constant

zinc bison
#

im using C++, but yes I know

#

Im trying to understand your equation because you do not actually have InterpSpeed in that equation anywhere

sudden agate
#

when using the Constant version,
Time to reach Target = 1/(Speed/100)

zinc bison
#

Okay so Speed == InterpSpeed

#

thank you

#

and "time to reach target" is in seconds Im assuming.... I should just read the source.

#

also why do they make it such an annoying equation to deal with

#

as far as the inputs go, they should have been able to make it simplier for the user. Thats kinda the whole point of the math library

chilly schooner
#

i cant save a few blueprint assets even after restarting ue, what should i do?

safe rose
#

quit game dev

#

Or, at least give us the error message if there is one?

zinc bison
#

ice cold lol

safe rose
#

@chilly schooner

chilly schooner
safe rose
#

Well, not sure exactly what he expected with that type of question.

#

Yeah, that's a sad face

#

Delete your saved

#

well, at least your autosaves

#

and probably the other one

#

backups

zinc bison
#

never seen that one before

safe rose
#

I had that issue the other day, it was annoying

#

I ended up just deleting the BP though

#

Seems like autosave gets corrupted or the backup of it does

#

Meh, I gave up on it. And deleted the BP

ornate hamlet
safe rose
#

But, if you delete the Autosave/backup folders, you'll get some temp relief

#

@chilly schooner Also

#

If you are some sort of source control

#

you'll have to sign back in

#

Especially with Perforce

#

Which is another reason you would get that message

#

Failing that, yeah, no idea. I just know I had to look it up when I kepy getting it, it was super annoying.

obtuse sable
#

Is it possible to slow down animations?

#

Im making a cinematic

safe rose
#

@obtuse sable hmmm, like Time Dilation?

obtuse sable
#

Hmm i guess?

#

Will this affect cameras?

safe rose
#

no idea, I would assume so, unless there's a check for Affected By Time Dilation

#

But you can toggle that in an actor

obtuse sable
#

Ah okay

safe rose
#

Not a huge sequencer guy sorry

obtuse sable
#

np thx tho!

solar quarry
#

I have finally completed my blockout

safe rose
#

But you can get it to affect only that actor

obtuse sable
#

Would i put it on the skeleton mesh then ?

safe rose
#

?

obtuse sable
#

ive imported a model

#

from c4d

#

with animations

safe rose
#

k

#

Put it into a Character BP

obtuse sable
#

Okay i dont know what that is xD

#

Sry im still quite new!

safe rose
obtuse sable
#

tyy

safe rose
#

That might be old

#

Not sure if that has the persona changes

#

If so, just Google around for something newer

solar quarry
#

k so this is using a lot of processing power

#

I probably should take a break soon... for my com's sake

obtuse sable
#

So i managed to do slowmotion when i press tab with this

#

In the BP level editor

#

Problem is i cant press tab when doing a cinematic

#

So how do i make it just on at all times?

plush yew
humble rivet
#

where are the coooked content saved ? (defauklt)

light thunder
#

why the hell does my build keep giving me this error message: ATHelper: Packaging (Windows (64-bit)): Cook: LogInit: Display: CookResults: Error: Unable to cook package for platform because it is unable to be loaded: C:/Users/blmcc/Dropbox/LIVES/Alpha Version/Current VR Version/Saved/Cooked/WindowsNoEditor/CurrentVR/Content/UrbanCity/Textures/Buildings/building_06_n.uasset ..... i tried fixing redirectors and I know that asset is there and works fine

floral pagoda
#

@snow crown Congrats on becoming a mod ๐Ÿ˜„

#

Same goes to @weary basalt

weary basalt
#

Haha thanks mate. Better late than never ๐Ÿ˜‰

#

Was an few weeks ago now ๐Ÿ˜›

floral pagoda
#

I have been AFK for a while ๐Ÿ˜›

weary basalt
#

Fair enough ๐Ÿ˜ƒ

uneven fractal
#

I'm starting to understand why dev teams have so many different professions in them

plush yew
#

Hi guys.

#

Any recommended books for UE programming?

safe rose
#

@plush yew Blueprint or C++?

plush yew
#

Both I guess.

#

I'm looking at the packtpub ones. Just worried about buying something outdated or that gives bad advice.

safe rose
#

Hmm

#

I can't guarantee mine won't do that either ๐Ÿ˜‰

#

But, you can grab any of them if they are on sale

#

Or use the official docs

#

They have a lot of good starter stuff

plush yew
#

@safe rose Which topics do you cover in yours?

safe rose
#

All the important ones

#

But it's not out yet, so unless you can read into the future. Mine won't be very helpful.

plush yew
#

Aah damn lol. Well let me know when it is out, will support you by getting a copy.

safe rose
#

If you were able to get through all three of those in order

#

You'd be off to a good start

plush yew
#

I've done a few of those tutorials.

#

Ok not the blueprint ones.

#

Mainly graphic ones.

#

I should get an investor and then hire you, I know your rates.

#

@safe rose Thank you for the links

safe rose
#

what lol

plush yew
#

@safe rose You told me in PM once. For freelance programming.

ruby chasm
#

Do you guys know if it's possible to let the player see in Wireframe mode while actually in-game in a shipping build?

#

I know you can execute a command to do this but I have to assume it would only work on a Development build and not in an actual Shipping build for consumers

paper kernel
#

I think not, but making a wireframe material shouldn't be too hard

wary wave
#

wireframe is a material type

#

also, I see no reason you couldn't ship with that console command enabled, but this will likely involve code

tidal bluff
#

wireframe is hidden in the content browser right?

wary wave
#

huh?

#

what's the content browser got to do with it?

tidal bluff
#

nvm

#

"making a wireframe material"

#

iirc in the hidden content browser, the actual material for wireframe view is in there right? I havent dug into it for a while, but you can find things like a "wave material" and other example materials in there

wary wave
#

it's just a flag in a material

#

the actual wireframe view I don't think is a material

tidal bluff
#

oh, definitely not the view no

#

it wouldnt give good player feedback anyway

ruby chasm
#

I want to have my entire map be wireframe

#

And then switch over to the regular view mode

#

To create a transition that looks like you're loading into a simulation

#

I have a lot of different assets in the game so switching the mats on everything would be a pain

#

I also noticed a performance drop while simulating in wireframe, not sure if that's meant to be happening (maybe because you can see through objects)

wild ivy
#

hey guys!

#

but the animation doesnt

ruby chasm
#

So you slow down the character but the animation still plays at full speed

#

Can you show us your BP?

#

@wild ivy

wild ivy
#

oh sorry, forgot to mention that im talking about the crouch

#

so it slows down, but keeps standing

ruby chasm
#

Oh so it doesn't play the crouch animation

wild ivy
#

yup

ruby chasm
#

Alright, easy fix

#

1 sec

wild ivy
#

want me to send bp screens?

ruby chasm
#

No, go into your state machine in the anim graph of your AnimBP

#

And show me that

#

Do you have a transition set to rely on a boolean?

wild ivy
#

im new to ue4, so it looks a bit messy

ruby chasm
#

All of your transitions are being handled by bools?

#

The little circles next to the connecting lines are the transitions

wild ivy
#

kind of yeah

#

ikik

#

i set the transition rules like the docs told me

ruby chasm
#

Alright, now those bools need to be set elsewhere so that the transition can happen

#

Otherwise it'll never go from walking to crouching

#

And back

#

Is that happening anywhere?

wild ivy
#

but if it wouldnt, than it would also not slow down like it should right?

ruby chasm
#

The speed of your character likely isn't being set in the AnimBP anyways, right?

#

You're probably doing that in your character's BP

wild ivy
#

yup#

ruby chasm
#

That speed change doesn't rely on the AnimBP, the AnimBP will only control the animation which is why the speed is changing but the animation isn't

#

That transition isn't being allowed to happen

#

Somewhere else in your BPs you'll need to call out to the AnimBP and tell it that you're now crouching

#

I'm assuming that was covered in the tut, do you remember?

wild ivy
#

yh

#

hold on

ruby chasm
#

okay

wild ivy
#

i hope that is what you mean

ruby chasm
#

Ah there we go

#

Both of your Crouch bools are being set to false. One of them needs to be set to True

#

The one that would = crouching

#

Based on speed

wild ivy
#

so the upper one?

ruby chasm
#

Yeah

#

And if you set up the transition to go back into walking, the second time you press C it would switch everything back

#

Speed + Anim

#

Try it out, let me know

wild ivy
#

just did, and still.. its slowing down, but not showing the animation

ruby chasm
#

there are a few places I'd check, do you have TeamViewer or something?

#

You may also not be checking this variable from the AnimBP so the AnimBP has no idea you've set it

#

Do you remember setting that up in the AnimBP?

wild ivy
ruby chasm
#

Can you move over more to the right and screenshot that as well

wild ivy
#

omg

ruby chasm
#

Yeah

#

You see it? haha

wild ivy
#

dont tell me i forgot to link set and set is jumping....

#

HOLY COW

ruby chasm
#

Yeah they're not linked to anything haha

wild ivy
#

gonna dig myself a hole ๐Ÿ˜„

ruby chasm
#

Instead of linking them up like that, use a 'Sequence' node

#

It basically lets you output as many pins as you need and is useful in cases like this. Your method should also work but Sequence nodes are clean ๐Ÿ‘Œ

wild ivy
#

thats why i did it ๐Ÿ˜›

ruby chasm
#

Personal preference I guess haha

wild ivy
#

not skilled enough to think on my own, so i just followed the docs

#

but what do you mean by "Sequence Nodes"? ๐Ÿ˜ƒ

sudden agate
#

There's a Node "Sequence" which has multiple output pins and are executed one after another

ruby chasm
#

If you right click and type in 'Sequence' you'll see a Sequence node. One example of its use:
You want multiple things to fire off at the same time on BeginPlay, you drag out from BeginPlay into a Sequence node and fire off all of them at once.

#

^

#

Oh I thought it was simultaneous but that's silly

#

What he said ^

wild ivy
#

If you fire all of them at once, doesnt that set all Vars to true?

ruby chasm
#

With your current set-up, you're firing off the first node and every node after without anything to stop them anyways

#

The only reason they aren't all being set to True

#

Is because they're checking your pawn

#

To see if they should be

#

So a Sequence node would fire them all off but only set them if the Pawn needs them to be

#

No difference

#

Jump Pressed = Jumping. If Jump Pressed = False, Jumping also = False but it's still firing off to check for which

#

I know it might be kind of confusing but when it sinks in you'll never forget it

wild ivy
#

so relating to the last screen, what do i connect the sequence with?

ruby chasm
#

from Set Speed

#

enter a Sequence

#

Then, make sure the Sequence has 4 output pins

#

Connect each one to Is Crouching, is Jumping, etc. one per

#

You don't have to do it but, good practice if anything.

wild ivy
#

like this?

ruby chasm
#

Yeah, perfect

wild ivy
#

ok lemme test it ๐Ÿ˜ƒ

#

it works ๐Ÿ˜„

ruby chasm
#

So what you're doing here is, your AnimBP will constantly fire those off and every time it does, it'll check your Pawn BP to see if any of those buttons were pressed. When you connect a 'Get Bool' into a 'Set Bool', it's basically checking 'Is bool #1 True?' if so, Set the bool its connected to to true.

#

Awesome ๐Ÿ’ฏ

wild ivy
#

thanks alot sinn! raildex aswell ofc

ruby chasm
#

Click on 'Transition'

#

Show us where it takes you

wild ivy
ruby chasm
#

Did you change anything there recently?

wild ivy
#

not really

#

occured during the tutorial

ruby chasm
#

Oh was this before we started playing with it

wild ivy
#

yh

ruby chasm
#

Try 'get pawn' instead of character

wild ivy
#

i was told to turn off multi-threading

#

ok will do

ruby chasm
#

get rid of Character movement and replace it with 'Get Movement Component'

wild ivy
#

but char movement is a variable ๐Ÿ˜ฎ

ruby chasm
#

All you're doing is checking to see if your pawn is falling

#

Yeah?

#

Pawns have Movement Components so to check for 'Is Falling', you'd need to go through that movement component

wild ivy
#

woah its done!

ruby chasm
#

๐Ÿ‘Œ

wild ivy
#

so can i use the "is falling" to respawn a player if he is falling for more than 3 seconds?

ruby chasm
#

Can you tell me where this might happen? Like if he's falling off a cliff or something where he shouldn't be?

wild ivy
#

well for now, my map is just a flat box ๐Ÿ˜„

#

so you can fall down anywhere basically

ruby chasm
#

What you can do is create a new actor BP and inside that, create a Trigger Box. Then generate an overlap with the player. If this happens, respawn him. Place that box and stretch it out below your map so when he falls off, he'll overlap and respawn.

#

In that actor, you'd basically do:
On BeginOverlap (from the trigger box) > Cast to pawn, use it as 'Other Actor' > respawn logic

#

It would only fire off when that pawn you cast to overlaps that box.

wild ivy
#

so as soon as the player box and the respawnBox collide, it respawns the player to his starting entity?

ruby chasm
#

Yes, well you'll have to 'move' the player to a predetermined location of your choice (the respawn point)

#

Or to be more specific, you would 'Set Location' for the player

#

All of this would be done inside that box

wild ivy
#

and enter x,y,z

ruby chasm
#

Exactly

wild ivy
#

ahh

#

maybe im just thinking way to complicated

ruby chasm
#

You could do like a Portal type effect even with this method, as an example

#

Enter the trigger box, teleport to XYZ

#

It's cool, once you understand the basics you'll be able to do a lot

#

I'm pretty new to UE4 too

wild ivy
#

doesnt sound like you are haha

ruby chasm
#

this is basic stuff, I'm still around here asking dumb questions ๐Ÿ˜‚

#

gotta learn somehow

wild ivy
#

you fixed all of my problems in 30 minutes where forums werent able to do that in 30 hours, so consider yourself a savior ๐Ÿ˜„

ruby chasm
wild ivy
#

๐Ÿ˜‚

severe glen
#

her hip looking inside chair

wary wave
#

I think that's the least of her problems, what's going on with her lower legs?

severe glen
#

I dont know ๐Ÿ˜„ her lower legs looking ok I guees

#

guess

#

I did set collision presets

dawn apex
#

Just woundering how to move light in Skeleton window ? i seen that can move light around mash

wild ivy
#

@ruby chasm how do i check for collision with the player? when we were talking bout the tp thing

ruby chasm
#

@wild ivy Not collision. Overlap

#

I'll show you, one sec

wild ivy
#

SetActorLocation?

ruby chasm
#

To get that first node, click on the trigger box component and in the details panel, scroll to the bottom

#

Click on 'on Begin Overlap'

#

It'll create it for you.

#

'Sniper Pawn' is the name of my pawn, ignore that particular name

wild ivy
#

i did that

#

doesnt work though

#

ahh now it does, forgot to link cast and setActorLocation(target)

#

thanks alot for everything ๐Ÿ˜ƒ

ruby chasm
#

Npp

ruby chasm
#

Hmm

severe glen
#

Its about collision

#

I guess

ruby chasm
#

No,

#

Are you attaching the actor to the chair?

severe glen
#

no

#

I just use respawn class

#

It respawn at the Target point

ruby chasm
#

You can try offsetting that target point, up a little higher and pull it back

severe glen
#

I did it already ๐Ÿ˜ƒ

ruby chasm
#

Or push the chair in

#

It's kind of far back

severe glen
#

I have 20 character actually

#

and they respawn on chairs

#

but someone overlapping on chair

#

should I use physic animation?

wary wave
#

no, you should fix your animations and make them match the chairs.

#

if they already match the chairs, then your target point is wrong - but I suspect the problem is the anims

severe glen
#

I just when her hip colliding on chair It should be stop fall dawn

#

I guess when her foot colliding on floor its stopped

#

this is my collision settings for chair

#

and this is my character colliison settings

wary wave
#

I'm pretty sure the animation does not match the chair

severe glen
#

I dont think so . the problem should be colliison presets

wild ivy
#

what is the best and cheapest way to create models for ue4?

#

best would be free?

wary wave
#

Blender and lots of learning.

tall pendant
#

best and cheapest are pretty contradictory tho

wild ivy
#

how much is blender?

tall pendant
#

free

wild ivy
#

i just need 1 basic model for testing purposes

frank escarp
#

Blender no doubt

#

Free, 200 dollars

#

also check the unreal engine samples, maybe there is something you can use

#

for example i use infinity blade asset pack in DWVR

wild ivy
#

where do i find that?

frank escarp
#

Learn tab in launcher

#

or Marketplace and filter through the Free stuff

honest raven
#

Guys is it hard to "update" a project? Like a 4.17.2 version to 4.18?

#

Or possible in the first place?

grim sinew
#

If you're using C++ it gets significantly harder. Otherwise, just open the project with 4.18 and the engine should do its best to update.

tall pendant
#

its possible. depending on some stuff it can be easy to a pain in the a..

honest raven
#

Hmm

#

I do not have c++ azm

#

Atm

#

But I had a project in 4.16 and tried to upgrade it to 4.18 but its wasnt succesful

#

:(

#

Wanted me to rebuild the source manually

#

But as ai said I am using pure blueprint

grim sinew
#

That doesn't sound right

frank escarp
#

actually not really

#

its much easier to update a C++ project

#

becouse you just search and replace compiler errors or api changes

#

and you are done

#

(mostly)

#

but blueprints..

#

blueprints fail silently on your back

#

they get unplugged and things like that

#

thats from my DWVR stuff, wich has been updated from 4.7 to 4.16

#

C++ has never been any issue

#

other than a couple compiler errors trivial to fix

#

but blueprints getting fucked? constantly

cloud cobalt
#

As a C++ person I can attest that migrations are usually fast and smooth

#

Over more than 10 version updates, I think two required large changes. One was the new audio pipeline, making our audio settings code obsolete, and another was input-related and pretty painful, but mostly because of us

#

Other updates were just a search&replace job

wary wave
#

depends on your changes really - if you for example make changes to the renderer, you can be in for a fun time sometimes

clever quartz
#

How do I attach a PlayerController to the FirstPersonCharacter in the FirstPersonExampleMap, I tried dragging my controller to the FirstPersonCharacter but for some reason when I press play it creates another FirstPersonCharacter without my controller attached, if I didn't explain it well I can take a screenshot

ionic sedge
#

You go to the project settings, maps and modes, expand the selected gamemode and change the player controller class.

#

@clever quartz

clever quartz
#

thanks, I'll check that out then

clever quartz
#

only the + works but it just creates a new blueprint and no way to add it

ionic sedge
#

Is that some template project?

clever quartz
#

yes

ionic sedge
#

You can see if you can find the MinecraftGameMode BP somewhere, then open that, you should be able to set the defaults there.

clever quartz
#

cheers

ionic sedge
#

If you can't do that there you can duplicate it and reassign it in the maps and modes panel, then you should be able to change them.

clever quartz
#

okay, I'll have a look, thanks for the help

plush yew
#

@tall pendant blender costs 1999 USD. but for nice people it costs nothing

#

hey any good programs i should use for level design like for making props buildings etc

plush yew
#

blender

next badger
#

@plush yew free or paid?

plush yew
#

Well ill be damned

#

Victor burgos

#

I have misplaced respect for you

#

free for now

#

My apologies

#

You have my respect now

next badger
#

@plush yew blender then

#

@plush yew what Victor did....again...?

plush yew
#

He won a mega game jam

#

That takes talent

next badger
#

already????

#

it's not started yet

plush yew
#

No he won one before apparently

#

Theres more mega jams

next badger
#

oh...i think he won many

plush yew
#

Damn

#

Thats incredible

#

Oh mb normal game jams

#

Not mega

#

But still

wild ivy
#

Can someone explain to me what this does? Thanks ๐Ÿ˜ƒ

safe rose
#

@wild ivy The tutorial that you are following tells you what it does

#

I am assuming that's from the official docs?

wild ivy
#

It is, but still dont quite get it

safe rose
#

?

wild ivy
#

It explains what it does

safe rose
#

You don't get what exactly

#

k

#

So, my assumption is you are relatively new to UE4?

wild ivy
#

Exactly

safe rose
#

So, you shouldn't be doing this then

#

No offense

#

Start off a little less hardcore

wild ivy
#

Isn't AI something you should know?

safe rose
#

There's a lot of intermediate stuff going on there

#

Of course...

#

But not as a newb

wild ivy
#

Oh

safe rose
#

There are so many fundamentals you need to get ahold of first

#

Do you know what that does?

wild ivy
#

It refers the object input to The ai controller and sets the ai con ref var

#

Right?

safe rose
#

hmmm

#

no

wild ivy
#

Duhh ๐Ÿ˜ฆ

safe rose
#

I mean, do you know what it's doing actually?

#

What is it setting?

#

What that is?

#

The blue data wire

wild ivy
#

Its passing on the value?

#

Oh fuck me i have no clue

safe rose
#

Do you know what Object references and Class references are?

#

And the difference

wild ivy
#

Yyyyes. No. Yes. Idk

safe rose
#

What about Instances of an Object?

wild ivy
#

Ok back to basics.. Chapter 1: Setting up a project.

safe rose
#

But

plush yew
#

fucking deadass

safe rose
#

To answer your original question

plush yew
#

i got 45 minutes of slepp

safe rose
#

wtf

#

lol

plush yew
#

and im about to die

safe rose
#

that sucks

plush yew
#

I spent ALL night working on starfighters

#

and after 2 years

safe rose
#

get some coffee or something

plush yew
#

I finally figured out how to do ship sway

#

nah

#

at school rn

safe rose
#

@wild ivy Anyway, so if we take it from left to right

#

If checks to see if there is a valid reference of AI CON ref on Tick

wild ivy
#

I mean i know variables quite well, as i used to webdev

safe rose
#

Whenever this actually gets permission to go live

plush yew
#

i know it sounds really simple but damn idk why i got stuck on it

wild ivy
#

I dont even know what a tick is..

plush yew
#

I think it was because I was using spring arms for the longest time

#

even tick

#

its a node

#

if you right click in the bp

#

type event tick

#

there

safe rose
#

If there is a valid reference (i.e. Not Null), it will call this damn super expensive node; GetALlActorsOfClass, which returns an array of every single instance of the class it's set up to look for

wild ivy
#

I would consider myself a good english speaker, yet do i still not know the exact translation of node

plush yew
#

a fucking uh

#

you know

safe rose
#

If it is null

plush yew
#

the uh

wild ivy
#

So its like collecting all the apple out of a fruit bowl?

#

Apples*

safe rose
#

It will cast to the AI_CON class, using the Owner Actor incoming reference

plush yew
#

@safe rose explain nodes

safe rose
#

Which I can't remember where that comes from

#

I am not going to explain nodes

plush yew
#

ITS the box things in bp

#

right?

#

or is that the wrong name

safe rose
#

I am going over what is going on

plush yew
#

oh

wild ivy
#

Guess i get it

plush yew
#

whatever

safe rose
#

Regardless, we're at GAAOC node now

wild harbor
#

Sorry to break in, but out of curiosity, how many ticks/sec are there in UE4, generally?

plush yew
#

Oh hes working on AI

wild ivy
#

GAAOC?

safe rose
#

Immediately after we set My Location with is of Vector type

plush yew
#

@wild harbor I think its 30

wild harbor
#

OK, thank you!

safe rose
#

That location is being set by the AI CON ref's host body

#

So, it's looking at the physical representation of the AI, the pawn, and getting that actor's location

#

setting it to My Location

#

Right after that

#

We do another expensive operation MultiSphereTrace For Objects

#

Remember this shit is all on tick

#

Anyway

wild ivy
#

So its looking at where the actor is right now and hands it to the AI so he knows where im at and can follow me?

plush yew
#

@safe rose actually I need some help, I am having collision cape physics issues where there is no collision for capes whatsoever

safe rose
#

The trace start from the AI's host body

plush yew
#

like it shows in editor that the collision is there

safe rose
#

And ends 15 units above the Host

plush yew
#

but it doesnt seem to work

safe rose
#

then expands 1500 units in radius

wild ivy
#

The radius of what?

safe rose
#

So basically, there's this big sphere hovering around this damn AI on tick

#

But, it's only looking for the Desired Object Types

wild ivy
#

Is it like a radar radius?

safe rose
#

That's in that Green array

#

Hmm, sort of, yes, in this case

#

You can call it a radar, sure

#

And it's only looking for "desired object types"

wild ivy
#

And the desired object types are players?

safe rose
#

Which are collision settings

#

no

plush yew
#

for capes

safe rose
#

Collision Object Types

plush yew
#

cape physics

safe rose
#

anyway

plush yew
#

the new inengine SHIT

safe rose
#

It ignores all AI

#

in this search

#

Since it plugs in the damn GAAOC array into it

#

Anyway, next

#

Right after that "radar"

wild ivy
#

So if there would be 100 zombies and 1 human, it would tell them to ignore each other and hunt the human down?

safe rose
#

A ForEachLoopWithBreak (but break is never used...why) occurs

#

It will grab everything that sucker hits and figure out what type of actor it is

#

Every actor should potentiall be a "target"

#

Since it was distinguishing it in the object types

#

But, now we doing a LineTraceBy Channel

#

To see if the AI can see the Actor

#

MyLocation = Ai

#

Hmm

#

Lastly

#

If the AI can see it, it will set that target to the Blackboard target to follow

#

Which will do a whole bunch of shit in the rest of the BT

#

If it can't see the actor, it will make target to follow null, making it probably just stop.

plush yew
#

I feel like

safe rose
#

All that shit

plush yew
#

Ive seen that before

safe rose
#

happens on tick