#ue4-general
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my unreal engine repo got bigger in size in 20 commits than the perforce one in 500
It's like Perforce and Git had a love child
ah maybe it's bigger on the server
and by commit 20 i had a 50 gb .git folder
but I use github
50 gb
so it's easy
on the local .git
DWVR project size is around 8 gb
my .vs is 5gb
but git LFS does not do deltas
nah you upload all the file each time
I believe thats the same with perforce binary files as well
so a resave on a unreal map (no changes, but maybe timestamp) will make the whole thing save again
oh its not (at least on the server)
it compresses/deltas it
ah
you do send the full file to the server
yeah perforce will delta it
on the server just not the transfer
so you transfer the map over
wich is ok
its better than git lfs sure
but the big thing I've loved with LFS is that I no longer need to mess around to compile
you know how perforce you have unset readonly in bins for plugins and engine and project and etc
can you run plastic scm locally? @safe rose
for some reason git sets to read only but not the bins because they aren't lockable
soooo your work routine changes completely from messing with the file system to just start working
@tall pendant do you mean self-host
cause you can self host it
yes
yes
thats nice!
and the guy who makes the UE4 plugin for it also makes the git lfs plugin
you know how perforce you have unset readonly in bins - like for default for any new file? no
but you know how to do it manually, right? ๐
right
but you don't have to do that in git cause its not lockable
in fact perforce as a setting for that
but its global not for dlls only
so you can either set all your files as readonly or none on perforce push
where git is MUCH easier and flexible
the only REAL issue with git lfs is that when you push it doesn't unlock the files.
actually, there's some server setting - like "make every file of this writeable"
seen on Unreal docs somewhere
didn't work for me
but maybe I did something wrong
wait a sec
yes that is what I was talking about
its in your workstation setting
its global for all files not just dlls
which you don't want DLLs to be readonly EVER but you do want things like uassets
So its a fun balancing act of all these options that really don't do exactly what you want
they say it doesnt have to be global
check this
How to setup Perforce so that you can share assets with other on your team.
P4 Typemap
let us know if you could make it work, I failed, I don't know why ๐
so the types are different that's how to actually handle and diff the file
like a binary type checksums where a text type unify diffs
I am not sure if it effects readonly or not
"Setting the typemap will affect how files get set to read only or writable inside of Perforce"
hmmm
so according to the screenshot in the docs you linked and https://www.perforce.com/perforce/r14.2/manuals/cmdref/file.types.html +w means always writable which means shouldn't be readonly
but by default dlls are +w?
but my typemap is empty
it doesn't look like default is +w, suspicious
glad to hear that, sir! ๐
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?
@light thunder The persistent level is always loaded, so being in a sublevel doesn't unload anything in the persistent level.
As far as I know, you cannot change the visibility of a persistent level at runtime; only in the editor.
@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
Doing a large persistent level with lots of drawcalls IS bad
In our game, we have a multitude of persistent levels loaded in the same world, plus even more levels with actual graphics content
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)
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
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)
You can make persistent levels unloadable if you do a similar thing - keep one root and multiple persistent levels
@marble lynx WHY is this happening then?
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?
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?
Also seems like there's not enough LODs
@light thunder Your level isn't being automatically loaded, by default they're usually not loaded. So you need to load it.
You can do it either VIA blueprints, or set it to Always Loaded
Inside your Levels Panel, I believe you just need to right click the level and change Streaming Method to Always Loaded
@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
Hello - I am wondering, has anyone here delt with the problem of Unreal not compiling a .dll file?
๐
LogStaticLightingSystem: Warning: WorldSettings.bForceNoPrecomputedLighting is true, Skipping Lighting Build! WHY WOULD THIS EVER BE??!
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
@light thunder that is an option in the world settings, you would set it if you don't want lightmaps
@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
@grim ore I get it and it makes sense if you were doing a bunch of dynamic lights but whyyyyyy would that default
it doesnt default as far as I know
Must invent timemachine to kill past Blake for randomly clicking things
well if your skipping the lighting build your sublevels aren't going to have lights
That error message will pop up if you disable static lighting completely in your options as well
I'm trying to make a blinnphong material :v
@marble lynx I watched it, it built the lighting for all 2levels
but the first sublevel is dark
Change your sky light (or add one) to dynamic (Moveable) and try again real quick, if it's dark it's a lighting issue
I'm not supposed to mess with any of those options at all right?
I tried that....it's still dark
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
Scenario1?
Scenario1 is still being loaded by Blueprints
so it sounds like you're not loading Scenario1
I'm hitting a key that loads it
the problem is the lights that are on persistant map aren't showing
Do they show if you set the map to Always Loaded?
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
goddamnit
I feel like I am about to learn something very important and very basic
you know
Like, what is the difference between load level and open level???
I'm not 100% sure, but I'm pretty sure Open Level changes the level
as if you hit File -> Open
so you're undoing all the work you've been doing
Load Stream Level, is streaming in an additional level on top of your already loaded ("Opened") initial level
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
so you should only be using Load Stream Level I believe
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
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
rhi
that just shows there is no culling going on
or at least, as far as I understand, no distance-based culling...there is some occlusion culling down below
I dont see how level streaming would be of use in such a small level
if that's your view in the game
level streaming isn't going to help you much if at all
um, that's the sky view @fiery harbor It is pretty big
nope, that was just to test
it doesn't look big
Here, see the buildings in the background
its less than 1km * 1km
well CULLING is done based on obstruction
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"
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
its a bit more stupid than that
it happens a lot that stuff thats completely invisible is not culled by the occlusion culling
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
then just set some distance culling up?
is there a way to do that without editing hundreds of actors, other than using a culling volume
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
whats the problem with using a culling volume?
because you're always rendering huge chunks of the terrain
lighting is unbuilt
use Alt-8 to go into Shader Complexity mode, Green = Good, Red/White = Very Bad
@marble lynx he has 20 million triangles and 56k draw calls in his first screenshot, its not the lighting that makes it slow
Well yeah, 30 million triangles is gonna take a hit to most systems.
Especially without built lighting
but his first person view showed about 7 million
Which is still kind of high for the kind of detail in the photo
What's really throwing a flag is your Primitives Call to me, that number is super high I feel like.
Most of the foliage is static instances
This is the stuff I need to understand
I found that a fair portion of my assets were not optimzied, I was using prefabed blueprints for buildings
Merging the actors helped some
Can you show us the wireframe of roughly the same view you showed last?
Sure, one sec...also, I started up a lighting build just to get this data as well, how does this look
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
I'm running a 7700k with a 1080TI
I've never used baked lighting in ue4, so I don't know anything about it
I also see a bunch of "LogMaterial: Missing cached shader map for material FDebugViewModeMaterialProxy _auto_22, compiling.
Also, this:
wireframe (not in play, just editor)
I dont think thats an issue
So you may be having some performance issues from those foliage actors, it looks like they were poorly setup
Overall you don't have a lot of detail in that scene, right? Not really.
But your drawcall is still 2.5k
correct, a few particle emitters
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
and some windows
but my draw call for primitives hasn't even hit 600 yet, even though my triangles are about 1mil
@light thunder how many particle emitters?
what is wrong with the foliage ? what do you need to see?
@fiery harbor just a few on that....but they don't appear to be the issue
I wish it were JUST particle emitters
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
particle emitters cause a lot of draw calls and often have huge bounding boxes
those draw calls are from the editor, the particle is not even activated so it's not even doing the draw call
ah
@marble lynx the difference between 1 and 30 draw calls is not really relevant
difference between 500k and 1 million triangles or more relevant
I try to stay below 1 million triangles and below 600 draw calls
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.
or at least from what I understand
material instances don't have anything to do with draw calls
they are only for easier configuration of materials
its still 1 draw call per material per mesh
for every time its rendered
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
meaning less memory usage
memory usage for materials is completely irrelevant
which is why you don't have to recompile when you change values in an Instance versus inside a material. It's already loaded
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
Hmm
WEll!
Back to the matter at hand
having 10k unbuilt objects is going to be hefty on the system
from lighting
and you have a super high amoutn of draw calls for a relatively simple view
so how do I build it without taking forever....can I build an area at a time without setting up level streaming just yet?
the level still looks pretty small, is it an issue to build it at once?
the level is big man
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%
how big is it?
What do you guys think? swarm says (it's been building for about 7 minutes) it's at .25 percetn
which I'm fine with going to bed to have this finished
but that's only at preview quality too
with this settings
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
how do I, um, build lightmaps
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
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
the engine automatically takes the 2nd UV space, and applies lightmap data to it when it builds
well there's like some with 44% overlapping UV's
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
typically causes lots of issues
is there things I can do in Unreal while it builds lights?
I can make assets like blueprints or widgets though I can't play anything
It'll make the build go slower, and more prone to crash. But technically you can
I never could get swarmagent to network up
I have a decent 3 year old Sager gaming laptop that'd I would love to hook up while I'm baking lightgs
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 ๐
PUBG is a game about running away from a sphere collider, and an if statement ... if playersAlive <= 0 && PlayerAlive[0] == this {ShowVictoryScreen();}
Anyone notice that?
@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
@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?
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
@light thunder Thanks dude can you confirm if brushes are a bad route though?
Ill go look for yt vids
@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
Advice: watch the livestreams one a monitor and follow through with them, pausing when you need to
@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
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???
@light thunder ty โค
@scarlet grove have you watched some videos on linetrace?
check blueprint section here, get a screenshot....it has something to do with the array of actors you hit
is it ok to use 2k textures on landscapes?
I'm a dummy, how do I stop the control key lowering the camera?
It's not in the shortcuts
@ripe plover Brushes are intended to be used for blocking out only
@sudden agate As in edges of the map and so fourth?
So should every structure and prop be created with 3rd party software and imported to the level?
@ripe plover exactly
@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?
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
ty @sudden agate โค
GOYS
What node is the middle one
What is it called
(world to local)
I can't figure it out :l
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???
@drowsy sage it's a Transform node
@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
Alright, guys
I'm a bit stuck on something
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
Can I access a list of all objects being rendered?
And how big they are on-screen?
I think actors have a "recently rendered" or "time since last render" thingy
That should technically tell you if the actor is in view or not
so I ran into interesting issue yesterday, is BSP collision evaluated just once?
for all the brushes
hey I'm kinda new to UE4
have a small question
is it possible to have UE4 run as smoothly as Warframe's Evolution Engine?
if yes, how complicated is it?
is it a relatively automated function in UE4 or do I have to edit source, etc?
depends on your hardware target i guess
short answer is probably not possible
I see
Evolution engine is specific purpose engine for the game, UE4 is more generic
Anyone knows something about rootmotion?
so I should probably use the least amount of meshes and textures, etc for lower end hardware ?
I have enable rootmotion in my animation.
there's million and one things to optimize for lower hardware, but if you're new to the engine don't sweat it yet
okay
Well they did Dark Sector with their Engine ๐
iirc original warframe was made with UE3
and they ported it to inhouse engine later in major patch
But I didnt work
Evolution and UE3 share some similarities... which makes sense since DE was a partner of Epic for earlier UE versions.
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
lol
do u need to have BP knowledge to be able to do Archviz?
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?
What is the best way to fix this build error
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
Hey Slackers! I'm getting a repeatable bug where I cannot add a static mesh to the spline actor. Anything spark as to why?
Is there currently a problem with Plugins?
I cannot install "Mesh Tool" for 4.18
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.
Because it's fun? ๐
@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
It was done by a team and I doubt it was done in a month.
if i cloned myself 20 times
i could make that whole game in 1 month
that whole game is a joke
You're welcome to do your own game that sells a few million copies. ๐
Everything seems a bit nicer when you actually introspect and look at others' successes in a constructive manner instead of just bitching. :)
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.
@plush yew Also, gravity prevents you from flying like Superman...what are you going to do with it, make peace with it
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.
So what do you want, recognition or money or what?
Nothing, just stating a fact about life lol
If it's good it will get recognized though.
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
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?
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
There is beauty in making games regardless of success/money/recognition.
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. ๐
But you could as well make a super niche game and if it was good it would probably still sell.
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. ๐
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.
Absolutely
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.
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.
I'm getting sick of my computer clicking out of ue4, every time I try to alt drag
In that sense I think it's better to at least try to do something unique.
@solar quarry that's weird
@thorny kayak it doesn't happen all the time, but it happens randomley
I can only think it's some sort of mouse gesture etc.
tbh my mouse is starting to annoy me
the side buttons click themselves
it turns itself off
Maybe test another mouse if you can ๐
If it does some sort of jitters, it might activate the window shake that minimizes other windows... maybe somehow
I think it's doing something like that
either way it does change windows and its annoying
have strength brother
@thorny kayak lol thanks
getting close to finishing this blockout (finally)
I may need to scale down my landscale
@plush yew a blockout for a forest level?
But why havent u changed the map name
Its called
"ThirdPersonExampleMap"
lol
D__D
I'll rename it when I finish it
๐
hi @plush yew
my head is starting to hurt
too much panic at the disco
too much time dedicated to this blockout
you need some good times at the disco
@thorny kayak yeah but I write sins, not tragedies
seriously, don't threaten me with a good time
hello
conflict is the fuel that makes us burn
@thorny kayak but it leads to the death of a bachelor
everything's got its price
@thorny kayak as long as we get victorious
icy or tv
@thorny kayak I don't get it
is an anagram for victory
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
that makes sense
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?
never heard of em
I don't know why but panic at the disco made me think of it
Official video for "Dragon" off the album "Escapism." Get a FREE download of "Dragon"! http://www.fallulah.dk/dragon Buy "Escapism": http://radi.al/Fallula...
@thorny kayak not bad
@thorny kayak check this one out
https://www.youtube.com/watch?v=vc6vs-l5dkc
Panic! At The Disco's music video for 'I Write Sins Not Tragedies' from the album, A Fever You Can't Sweat Out - available now on DCD2 Records / Fueled By Ra...
true
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
Does kitatus still hang out here?
@valid oar I don't think so. he wandered off to other discord channels a bit ago.
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
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)
InterpTo Speed Constant: = 1sec/ (Speed/100) = Time to reach Target
dunno about Interp To (without Constant) tho
@zinc bison
so in your equation, Speed = InterpSpeed?
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
what is the interpspeed in your equation, this is what Im asking you. Are you saying interpSpeed is the speed constant?
There are two Interp To Nodes:
InterpTo
and
InterpTo Constant
im using C++, but yes I know
Im trying to understand your equation because you do not actually have InterpSpeed in that equation anywhere
when using the Constant version,
Time to reach Target = 1/(Speed/100)
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
i cant save a few blueprint assets even after restarting ue, what should i do?
ice cold lol
@chilly schooner
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
never seen that one before
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
So just asking, is there some way to do this? https://answers.unrealengine.com/questions/470173/is-it-possible-to-simultaneously-adjust-the-xy-and.html
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.
no idea, I would assume so, unless there's a check for Affected By Time Dilation
But you can toggle that in an actor
Ah okay
Not a huge sequencer guy sorry
np thx tho!
I have finally completed my blockout
But you can get it to affect only that actor
Would i put it on the skeleton mesh then ?
?
@obtuse sable https://docs.unrealengine.com/latest/INT/Gameplay/HowTo/CharacterMovement/Blueprints/index.html
A How To Guide for Setting Up Character Movement in Blueprints.
tyy
That might be old
Not sure if that has the persona changes
If so, just Google around for something newer
k so this is using a lot of processing power
I probably should take a break soon... for my com's sake
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?
http://prntscr.com/h3oli2 does this count as low poly?
where are the coooked content saved ? (defauklt)
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
I have been AFK for a while ๐
Fair enough ๐
I'm starting to understand why dev teams have so many different professions in them
@plush yew Blueprint or C++?
Both I guess.
I'm looking at the packtpub ones. Just worried about buying something outdated or that gives bad advice.
Hmm
I can't guarantee mine won't do that either ๐
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
@safe rose Which topics do you cover in yours?
All the important ones
But it's not out yet, so unless you can read into the future. Mine won't be very helpful.
Introductory information for developers starting out creating games with Unreal Engine.
Aah damn lol. Well let me know when it is out, will support you by getting a copy.
Information for programmers developing with Unreal Engine.
If you were able to get through all three of those in order
You'd be off to a good start
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 You told me in PM once. For freelance programming.
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
I think not, but making a wireframe material shouldn't be too hard
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
wireframe is hidden in the content browser right?
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
it's just a flag in a material
the actual wireframe view I don't think is a material
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)
hey guys!
i have a prob. so im doing this (https://docs.unrealengine.com/latest/INT/Gameplay/HowTo/CharacterMovement/Blueprints/index.html) tutorial, and however, when i press "c", it will slow down the movement speed to 160 as it should, but it wont play any animation.. so the transition works fine, but the anm
but the animation doesnt
So you slow down the character but the animation still plays at full speed
Can you show us your BP?
@wild ivy
oh sorry, forgot to mention that im talking about the crouch
so it slows down, but keeps standing
Oh so it doesn't play the crouch animation
yup
want me to send bp screens?
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?
All of your transitions are being handled by bools?
The little circles next to the connecting lines are the transitions
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?
but if it wouldnt, than it would also not slow down like it should right?
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
yup#
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?
okay
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
so the upper one?
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
just did, and still.. its slowing down, but not showing the animation
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?
Can you move over more to the right and screenshot that as well
Yeah they're not linked to anything haha
gonna dig myself a hole ๐
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 ๐
Personal preference I guess haha
not skilled enough to think on my own, so i just followed the docs
but what do you mean by "Sequence Nodes"? ๐
There's a Node "Sequence" which has multiple output pins and are executed one after another
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 ^
If you fire all of them at once, doesnt that set all Vars to true?
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
so relating to the last screen, what do i connect the sequence with?
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.
Yeah, perfect
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 ๐ฏ
Did you change anything there recently?
Oh was this before we started playing with it
yh
Try 'get pawn' instead of character
but char movement is a variable ๐ฎ
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
woah its done!
๐
so can i use the "is falling" to respawn a player if he is falling for more than 3 seconds?
Can you tell me where this might happen? Like if he's falling off a cliff or something where he shouldn't be?
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.
so as soon as the player box and the respawnBox collide, it respawns the player to his starting entity?
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
and enter x,y,z
Exactly
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
doesnt sound like you are haha
this is basic stuff, I'm still around here asking dumb questions ๐
gotta learn somehow
you fixed all of my problems in 30 minutes where forums werent able to do that in 30 hours, so consider yourself a savior ๐
๐
I think that's the least of her problems, what's going on with her lower legs?
I dont know ๐ her lower legs looking ok I guees
guess
I did set collision presets
Just woundering how to move light in Skeleton window ? i seen that can move light around mash
@ruby chasm how do i check for collision with the player? when we were talking bout the tp thing
SetActorLocation?
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
i did that
doesnt work though
ahh now it does, forgot to link cast and setActorLocation(target)
thanks alot for everything ๐
Npp
Hmm
You can try offsetting that target point, up a little higher and pull it back
I did it already ๐
I have 20 character actually
and they respawn on chairs
but someone overlapping on chair
should I use physic animation?
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
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
I'm pretty sure the animation does not match the chair
I dont think so . the problem should be colliison presets
Blender and lots of learning.
best and cheapest are pretty contradictory tho
how much is blender?
free
i just need 1 basic model for testing purposes
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
where do i find that?
Guys is it hard to "update" a project? Like a 4.17.2 version to 4.18?
Or possible in the first place?
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.
its possible. depending on some stuff it can be easy to a pain in the a..
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
That doesn't sound right
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
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
depends on your changes really - if you for example make changes to the renderer, you can be in for a fun time sometimes
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
You go to the project settings, maps and modes, expand the selected gamemode and change the player controller class.
@clever quartz
thanks, I'll check that out then
@ionic sedge so umm I can't seem to find a way to change any of those settings? They are all greyed out https://i.imgur.com/X1f6l3t.png
only the + works but it just creates a new blueprint and no way to add it
Is that some template project?
yes
You can see if you can find the MinecraftGameMode BP somewhere, then open that, you should be able to set the defaults there.
cheers
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.
okay, I'll have a look, thanks for the help
@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
blender
@plush yew free or paid?
Well ill be damned
Victor burgos
I have misplaced respect for you
free for now
My apologies
You have my respect now
oh...i think he won many
@wild ivy The tutorial that you are following tells you what it does
I am assuming that's from the official docs?
It is, but still dont quite get it
?
It explains what it does
Exactly
Isn't AI something you should know?
Oh
There are so many fundamentals you need to get ahold of first
Do you know what that does?
Duhh ๐ฆ
I mean, do you know what it's doing actually?
What is it setting?
What that is?
The blue data wire
Yyyyes. No. Yes. Idk
What about Instances of an Object?
Ok back to basics.. Chapter 1: Setting up a project.
If you watch this video: https://www.youtube.com/watch?v=EM_HYqQdToE It should give you a better understanding of some fundamentals.
Announce Post: https://forums.unrealengine.com/showthread.php?101051 This Training Stream takes a look at Blueprint Communication. We find that Unreal Develo...
But
fucking deadass
To answer your original question
i got 45 minutes of slepp
and im about to die
that sucks
get some coffee or something
@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
I mean i know variables quite well, as i used to webdev
Whenever this actually gets permission to go live
i know it sounds really simple but damn idk why i got stuck on it
I dont even know what a tick is..
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
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
I would consider myself a good english speaker, yet do i still not know the exact translation of node
If it is null
the uh
It will cast to the AI_CON class, using the Owner Actor incoming reference
@safe rose explain nodes
I am going over what is going on
oh
Guess i get it
whatever
Regardless, we're at GAAOC node now
Sorry to break in, but out of curiosity, how many ticks/sec are there in UE4, generally?
Oh hes working on AI
GAAOC?
Immediately after we set My Location with is of Vector type
@wild harbor I think its 30
OK, thank you!
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
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?
@safe rose actually I need some help, I am having collision cape physics issues where there is no collision for capes whatsoever
The trace start from the AI's host body
like it shows in editor that the collision is there
And ends 15 units above the Host
but it doesnt seem to work
then expands 1500 units in radius
The radius of what?
So basically, there's this big sphere hovering around this damn AI on tick
But, it's only looking for the Desired Object Types
Is it like a radar radius?
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"
And the desired object types are players?
for capes
Collision Object Types
cape physics
anyway
the new inengine SHIT
It ignores all AI
in this search
Since it plugs in the damn GAAOC array into it
Anyway, next
Right after that "radar"
So if there would be 100 zombies and 1 human, it would tell them to ignore each other and hunt the human down?
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.
I feel like
All that shit
Ive seen that before
happens on tick