#ue4-general
1 messages · Page 131 of 1
I suggest watching the video I linked and starting off a bit slower though. AI is a complicated beast.
So much crap going on .
Holy cow! Thanks alot for your effort. I will take some to read through everything you wrote again and try to understand
And i will follow your lin
K
And I am always available for Paid Tutoring
My purse isnt lel
Thanks alot though!
When you become rich and famous for making an awesome game
At least put me in the credits
Big red text please
I would rather appear on a Top 10 Worst Games ever developed list
Looking at my current skills
If it generates enough hits to generate money, I'll make sure to give you a cut
@wild harbor the answer you got was incorrect
Tick is frame dependent
You can however force tick at desired results.
My b ad*
Achievement accomplished: evolving Neural Networks with Genetic Algorithms for controlling Racing Cars. :-)
I've made a Two Layer Feed Forward Neural Network that is evolved using a Genetic Algorithm for controlling a 2D racing car.
maybe its temporary
Not everyone is super programmer
Or is it just for that game duration?
@safe rose Ah thank you for the clarification. I don't plan to use ticks for any kindof of timing but was curious about how fast they fired off. That explanation of that blueprint above was awesome btw, thank you for that
Genetic Algorithms improve from generation to generation
they are based on evolution
Is there anyone else new that would want to learn with me? 😄
@wild harbor There are only very few scenerios you'll need to use tick. But timers are a great alternative to them if you need something constantly looping.
that is why in the beginning the AI is crasshing and crashing
but if you look until the end of the video... 😉
@urban pumice yeah dude, I am jealous
Couldnt you have a default beginning pattern?
That's some awesome work. But are you exporting that data at all?
or something to where it wouldnt crash right away
Or could you I guess
Not yet
So that in the beginning of the game, it could query that data
And have a base to start off with
What would you suggest using for orienting an object to the player's aim point, event tick or a timer? (I'm making an aimable turret, using event tick right now, but it's gated off so it only does things when the player is actually on the turret)
That's cool. That type of stuff would be fun to try out one day.
the idea is to show that this approach works very well
Yeah, save all that data man though
Yes
but
if you want a better experience
save the data and dont make it current game based
more work, but I mean its better
@safe rose talking bout paid, can you tell me a price?
"1200"
In private if you prefer
Yeah, PMs for that please.
If making money was that easy for me id be rich
@wild harbor Are you using FindLookAtRotation?
Victor can you pm me? Im on mobile
hold on the player icon
or discord icon
should bring up a tray
scoll up and choose message
Not using that, haven't tried it yet; currently using get base aim rotation, break/make rotator after some math, then setactorrelativerotation
Alright I'll give it a try, thank you!
Oh, hmm. This node requires a target, I can see that being good for autoaim but player-controlled aim not sure how to use that since there is no specific target. I'll do some research on it
@wild harbor Hmm, you said that the turret uses the players "aim" to rotate to?
tl;dr I'm trying to recreate the UT2K4 manned turrets
no idea
So the player is inside the turret
never played
But anyway
The target would be the line trace
coming out of the player's aim
The end point
Start from the forward vector of the turret
target would be the end point of the line trace of the player's aim
You can even smooth it
via lerp
Where would you guys recommend me to start?
Should i learn everything at least on basic level? Or decide for one game genre and get good at that
https://gyazo.com/5979f009dfda6dc8c6377aeaa850cf5f I've come across this issue when building lighting and I have looked around ue4 and on the internet and can't find where I can compile unreal lightmass. I found this https://answers.unrealengine.com/questions/413190/unreallightmass-wont-build-by-default.html but I can't find the unreallightmass.cpp file to build in Visual studio.
Which node would be appropriate for determining a line trace in this case? Haven't used those before, I just figured setting player transform = turret transform would be easiest since they are in the same spot in the world
I know the very basic stuff.. also a BIT about blueprints and variables and simple stuff, but not too much
Hook me up with a few Upvotes please: https://issues.unrealengine.com/issue/UE-51765
Want to make sure this bug doesn't get lost
@wild ivy Think of a simple game idea, try to do it, look Doc/Api/Answerhub/youtube tutorials whenever you're stuck, using unreal templates as a base
if all else fails, we're here for undocumented questions 😃
@wild harbor What, you've never used Line Traces before?!
Oh, you'll be in a world of love after using them
This is my 3rd week working in UE4 LOL
@wild ivy watch that vid Victor sent earlier + the many other BP QuickStart videos and docs. Start with a small goals like make the default character class sprint when holding shift or add a flashlight to his arm. Then work your way up using examples you are interested in like making a gun fire, projectiles, basic patrolling AI, a simple working GameMode. As you do more things, it will start to click into place. There’s no one resource that’ll help, just have to practice.
@tame delta Victor explained a whole AI blueprint to me because i was thinking about my first project as a "zombies chase you and you cant do anything but run" game
Does anyone have a soloution for me?
@harsh tiger solution for what?
@safe rose https://gyazo.com/5979f009dfda6dc8c6377aeaa850cf5f I've come across this issue when building lighting and I have looked around ue4 and on the internet and can't find where I can compile unreal lightmass. I found this https://answers.unrealengine.com/questions/413190/unreallightmass-wont-build-by-default.html but I can't find the unreallightmass.cpp file to build in Visual studio.
@wild ivy Haha, well you never know how far in anyone is already, in that case start by making a character run like eoinobroin said
Yep, I am, I admit it :) Trying to convert over an entire UT2k4 Assault map to UE4, it's a learning experience
the problem occured once I started adding more lights into the scene
Hey if I got some cool techno I implemented and wanna brag about it with a fancy webm or two, what's the best place/channel?
@harsh tiger read this: https://wiki.unrealengine.com/Swarm_Agent_Troubleshooting
@safe rose will do, thanks
@fair violet thanks for your advice! I did the tutorial on character setup where you learn how to setup the different movement types and stuff (crouch, jog, jump, prone, etc..) and i think i understood that one. Problem is that the ue4 docs f.e. are all mixed up, not sorted "zero to hero" :/
@wild ivy just search for what you need at any given time. There’s usually plenty of forum posts / answer hub posts from other users having similar problems trying to figure something out. Just go and create and when you hit a wall, search for resources to help you understand how you can work around it
is there any programs or something that i can use to display images like work ive done before, something like a portfolio
@plush yew Do you mean a website?
@plush yew Artstation
@fair violet thanks alot! Will do! I'm glad that there is a disc server to take those questions to
It’s a great sever and I’ve learned a lot here 😃
@plush yew srsly?
For what?
sec
No, because it goes against core socialist values
Why china sucks and japan rocks, reason #161671716
@safe rose I read the page and done some of the possible fixes but it still doesn't work. I have an error in the console saying "WorldSettings" Maps need lighting rebuilt. But whenI try to build the lighting I get the same error as befor
e
I think its good though
im ready to see something else
besides PUBG
and the sheep which flock
to whatever is cool
So you dont personally like PUBG?
I don't like games which have no reason they are popular, no
Youre right actually
The concept behind that game is you, as a player, running to stay inside of a sphere collider, and an if statement of if(Players.Length == 1 && Players[0] == this) { YouWin(); }
how's everybody doing?
the game has no depth to it
that whole genre is only fun with friends
i can say that though
yeah
I don't think I could get into pubg
I'm not a multiplayer or battle royale type of guy
i seriously want to make a video series
which makes a joke
out ofsome of these games
and literally just laughs
at how easy they are to make
I may check out mmorpg's but not games like pubg
MMORPGs are actually impressive... I don't like them personally but I actually respect those games because of their massive amount of story, quest, visual effects, large open worlds, and constant patches
^ This is more impressive to me
than PUBG
Problem with MMOs these days is many are trying to copy WoW instead of being unique/trying something different
Being unique has nothing to do with how good a game is or how successful it will be
PUBG is a clone of H1Z1 and that arma mode
yet its very successful
i dont want uniqueness... i want complexity.
Like, look at any RTS game...
isn't pubg based on a mod for h1z1 (or was the mod for arma?)
a mod that PlayerUnknown made himself?
Is complexity even a selling point for MMOs anymore? I've been out of that market for a while tbh
Yeah
the guy literally
Is a leech
The person who made PUBG
is a fucking leech
he leeched from ARMA I believe
no I'm pretty sure he's a guy that made a mod for h1z1
and PlayerUnkown was his ingame name
Hence the fact that his game is called PlayerUnkown's BattleGrounds
yeah
so hes a leacher
?
Idk I feel kind of bad for saying that because ive made some mods before
but... theres a difference
between someone who makes a mod for a game, and someone who makes a mod with the intent of stealing an entir eplayerbase
and making yourself rich
u know?
@harsh tiger he's a modder https://steamed.kotaku.com/the-modder-who-created-playerunknowns-battlegrounds-1794193444
PlayerUnkown is a modder, he wasn't one of the developers
a very rich modder now
he didn't even become a developer until he started working on pubg
a mod that turned into a bestselling game
PlayerUnknown worked as a consultant on H1Z1. Sony hired him because they liked his ARMA 2 mod.
Yeah, like many, many other game developers. 🙂
i need lighting to be rebuilt for 263 objects and every time I click rebuild lighting it fails! I have deleted a load of lights and items and it still won't work
@harsh tiger I doubt it has anything to do with quantity. Just yesterday I built over 12k lights (which almost killed my pc)
@harsh tiger Did you check the logs?
@solar quarry I don't even build lighting
Just use dynamic lighting
so u dont have to deal with that bullshit
@maiden swift yeah, it says WorldSettings Maps need lighting rebuilt.
but that: https://gyazo.com/5979f009dfda6dc8c6377aeaa850cf5f happens when i try to build lighting
@plush yew I trying to create a horror indoor maze with jump scares etc, so i dont think i could get away with dynamic lighting. it's a college project so if i can't fix it tonight i will speak to my tutor tomorrow and see if he can help
Alright
I only build lighting
for small enclosed maps
like inside buildings and such
Call of duty style games
lol
thats my scene at the moment https://gyazo.com/31eb5932c05739c49d72747ab2d5fca3 I feel like i shouldn't be having any issues with this. It was working fine and i added a few candles and now this is has happened xD so I deleted the candles and it's still fucked
yep
@harsh tiger Have you tried to redo this
it's more of a demo than a game
In an empty project?
Like, create an empty project and just hit build
see what happens
Your firewall could have blocked the application
i done that in the FirstPersonExampleMap and it worked perfectly fine, in the same project
its a problem with this level
hold?
open up the output log and message log
should look at those two places first
for issues
seems like a lot for building light
"LogStaticLightingSystem: Warning: Failed to build lighting!!! Lighting build failed. Swarm failed to kick off. Compile Unreal Lightmass." i think this is the main problem, but @safe rose linked me to something that could fix that and i done all the steps and it still doesn't work
and sometimes my fps drops right down to about 10-15 and then the next second back to 120 when i dont even change anything
yea
i dont know how to compile unreal lightmass. I read somewhere I need to do this in visual studio but i can't find how to do that
i got the message log down to just this: https://gyazo.com/0120c30a640890a8e13e7cbbef724b41 I just need to find out how to do the visual studio thing haha
could it be that I have 11 lightmaps or is that normal?
i set allow static lighting to false and now i cant build the lighting at all and it has "preview" written everywhere xD
Any idea why I can not bring up any blueprint edit window? it creates the window, but I cannot see it on any desktop. (clicking on it in taskbar and using win+arrow keys doesn't help)
for me that only happens when win10 decided I have another monitor somewhere. so it might be locked in a fake new desktop. moving your monitor in the display setting solves that for me.
thanks, that helped!
you know
blueprints is great and all
but i honestly feel sometimes its just cleaner, and looks nicer in c++ lol
@plush yew PUBG may be very simple but sometimes people prefer simplicity over a needlessly complex game
It’s very easy to see what’s going on so it’s enjoyable to watch as a spectator too without having to know exactly how the game plays.
Similar to many real life sports
@fair violet I feel the same. Can't be bothered to try most new games simply cause many of them have overcomplicated mechanics that take a lot knowledge to master.
@spare kettle exactly- even looking at some mmos on twitch, it is impossible to know what is going on without understanding the game mechanics.
Just a cluster of numbers and ui elements
yeah, even smaller games usually have so many things you have to know about
recently friends asked me to join in on this game called "Throne of lies", I knew a similar game like it but hell it was confusing and I just refunded unfortunately
Coding in this framework... also known as "UE4" literally makes u rusty because i feel like im not inventing any new tech, or new concepts lul
unless im making a whole new game
any of u gu ys feel that way
no
i do
I feel like it ruins any base skills i had
with things like assembly lol
Because im not using them
You don't use it, you lose it ^_^
feel free to add as much of inline assembly as you want 😄
Obvious skills unrelated to gamedev aren't kept up while doing gamedev
N_N
What would be the best course of action if I wanted to create a building out of a bunch of different assets, the import it into another project?
what type of level should i make first for my portfolio on art station?
hi there
is there any way so I can package only used assets and materials in my level automatically ?!
Pretty sure that's already how packaging works. If your asset isn't referenced in any level then it won't get packaged.
I mean by automatically , like ue4 knows by itself what is used from this and that folder and pack only used one
as I know it includes all starter content as example if it is there even I didn't use it all
hahhhha that is why I said automatically 😃
maybe after leaving my game for a while I will not remember what is included and what is not
Notice he said the starter content levels, not the starter content at large
something like archive in 3ds max if I remember well
If there are levels in the starter content that get packaged, yeah, it's going to include the starter content in those levels and package them
There really isn't anything that differentiates "your" level from the starter content levels if you're not explicitly marking them to not be packaged
It's your job to keep track of what levels are being packaged—after that, UE4 should take care of the rest 😃
Deleting the starter content levels is what you need to do to get it to "automatically" only package what you are using in your levels.
maybe cause am not organized well , assume like I had a 20 folder using one material inside one and 2 assets from the other , and so on ,and I don't want to search and clean by myself , that is my idea
anyone know a good way to network quadruped characters for an online multiplayer game? I need to add vr support too as per what my client wants
I don't see why quadrupeds would necessarily be different to any other character
as for 'VR support', well that's a whole other vague problem
i have the vr support part down actually, the quads are another beast. character BP's only support verticle capsules
so if I use a pawn I have to figure out my own write my own networking solution
if I use character BP the networking is in place with some ray trace checks to deal with the extra length of the quadruped, BUT theres collsion issues with the capsule and VR
it's doable in either direction, but I'm a noob and would rather take the shortest road here
it's a momentum based running game though so fake walking can't happen. I need the server to have a firm grasp of what's going on
gotcha, the problem is your collision yeah
you will want to subclass the normal character movement and modify it to work with different collision geometry
blueprint isn't an option at this point
I'm not fluent in c++....
I'm afraid there's not really any way around it
you can't really modify the existing movement anyway
quadruped is probably easier to make a custom pawn alltogether that doesn't rely on existing movement systems
when I say I'm a noob I mean I've been officially game deving for about a year
hmm
how hard would it be to create a networking solution in blueprint
c++ if I absolutely have to
replicating movement should be pretty easy
but that could be unresponsive right
as long as it looks ok on clients screen
and since you would be doing velocity math manually, you can throw a minor prediction system in there too
the client is a speed freak and really wants to move fast. does that make prediction harder?
should it be on a tick?
obviously you would want network updates at regular intervals, otherwise movement speed tied to time
Whats the best way to create AIs with 3 different intelligence levels(or 3 difficulties for the player if you want to) on a zombie chase game
behavior trees
that's the route i'd go anyway. works well enough for my own zombie game
https://giphy.com/gifs/3o7aDfOEf7tVYhtIJ2/html5 what do you guys think about the vibrations during the chest opening ?
like everything i place like rocks etc they all say preview on them
try uncheking this
if it doesnt help you can remove this http://prntscr.com/h44hmm
@wild ivy depends on if you want completely different logic for each difficulty (then 3 separate behavior trees) or just heightened senses (faster reactions, better sight, less forgiving)- if that then you can use one BT with tweaked vars.
um, newb here: I just bought a plugin on the marketplace. Nothing happened. Can't find it in my local UE editor, and have no idea how to actually use the thing
halp?
oh, haha. I had to update my Games Launcher, it wouldn't connect properly to the backend, I think. Nevvvvermind
lolol
this happened because I thought to myself "I'm a professional programmer. I'm sure the switch from Unity will be easy!"
pride cometh before a fail
hey everyone, weird general question
why is it that in general, "forward" in UE4 is X forward, but when you import a mesh, if you want it to be straight in the thumbnail, it has to be Y forward? seems weird
Because animation software usually has Y forward.
You can just rotate meshes in the BP anyway.
i wish there was a way to unify, cause i can export from blender with X forward but it's somewhat annoying that it comes in and is basically facing the wrong way in the thumbnail
Just export it with the normal orientation and rotate it in the BP. 😛
ya it definitely works, just would like my thumbnails to be facing the right way instead of having to redo all of em
okay nvm, looks like if you check convert scene and force front X axis, you get what I'm lookin for
you can always recapture thumbs too
ugh, finally got over my sickness and freed sometime up to get back to unreal
okay uhm... I am trying to create a basic static mesh that rotates around a central pivot, like an orbiting planet. I'm pretty sure I need a Pawn BP first, and I've already put a static mesh under the BP's default scene root, and I'm not sure if I need to re-root the BP;
Chances are if you want to rotate around a central separate pivot then you should be find with your actor root being your main root that you rotate around. You can just offset the child meshes now.
that's what i was figuring too
oh that's pretty much exactly what i need... lesse...
okay now i got it offset. now how to make it orbit. I... have no idea where to start.
Type in rotate and start playing with nodes. Something like a timeline and an add or set rotation node is a good start.
I'd put a request in Jobs for a small project i have but i fear nobody would bite for a poor hobbyist
With that attitude no
good morning everyone 😃
@wild ivy Morning
- Make a Decorator
i dont quite get it
do i somehow get the variables from step 11 and 12 into step 13 or create them again
?
that feeling when you get to correct someone by slapping them a direct quote from official docs page along with a link to it 8)
ok so i finished the docs and messed up.. fck me.. back to the blueprint vid
i have my character all setup, now how do i add a weapon to it? 😮
@wild ivy That is a good question for our good old pal google! One of the most common things that is done in UE4 😃
Well, all i found was some docs but not rly the ones i was looking for
There’s hundreds of results when I search! This server is great but should be used as a second resort if you can’t find anything while searching. You’ll need to be able to find information without help from others
If you want the steps at a high level: create weapon blueprint, add mesh, spawn and attach weapon blueprint to a socket on the character.
That’ll give you barebones weapon functionality- you’ll probably have to read up on spawning, sockets and more before you feel comfortable with it. A good small goal.
hello . when I use set simulate physics node in Blueprint its working wrong
Its working excatly when Camera looking object which is getting simulate physics
Someone know how to do the same in blueprints (Surf like Counter Strike)? 🤔 https://www.youtube.com/watch?v=QsLwNEQAqF4
I've added custom ramp splines and fixed a huge bug in the movement physics. This map took about a half hour to make, all the 3D meshes were procedurally gen...
lots of maths
hmmm, i think i first need to make my charactere in jump/falling states on the surface. But how? 🤔
damn area selection, why don't u select actors with arrow component
Going to display more of my work here:
Im new to ue4 level design https://www.artstation.com/mrmaxy
what's the quick console command to remove all stats on your screen?
hmm
clearmessages?
nah, that would be too easy
DisableAllScreenMessages
that's it
Is it possible to refer to the same map with different Gamemode ?
Palyer chose leve A -> Load map1 + Game mode 1
Player chose level B-> Load Map1 + Game mode 2
@light thunder “stat none” also works for stats specifically.
@fair violet THANK YOU
Is it not possible to scale simple collision for Static Mesh in smaller grid units? I tried lowering my grid size or even disabling grid snap in asset window when adding simple collision, but it keeps snapping to intervals of 100 units
i created a cinematic sequence and then i changed the hierarchy of my level a bit. not when i try to open and edit my sequence unreal engine crashes. can i edit the sequence paths somehow externally or do i have to setup a new sequence?
Oh, another one responded to
Hook me up with some votes: https://issues.unrealengine.com/issue/UE-51834
heloooo guys im baaaaaaack
its been idk 2 years
😆
hows it going guys
no welcome allright
😢
channel categories?
text/voice channel folders basically, discord added them a month or so ago
ah I know what you mean I think I've seen em in other discords
lol
Anyone know of a good free (or cheap) tutorial or book that can get me jump started in Unreal? I've had some experience, but I would really just like to start working on a lesson by lesson and really get to know the engine. I mainly operate with programming and C++ right now at school. I've also used the Unreal manual a lot, but I would prefer a lesson by lesson style of learning for now. Thank you!
Abweichungen vom Regelbetrieb.
@plush yew If you can wait for 3 months, they'll be something sexy for Blueprints coming out. But basically, any book you may pick up, especially for C++ will be quickly outdated
But there are a ton of free tutorials from Official docs to Community YouTube channels
Okay that's what I figured. I found like one book but it was more of a reference
I'll just keep at it then, and I will but I'm gonna keep working until that update. I'll keep my attention to it for sure. Thank you! @safe rose
interesing layout
is it ok to install a unreal engine to Drive D ? -Dont mind my name cuz i use it in my discord group lol
@grim cargo i have it in D and no problems
ok thanks
Hey, guys. I have a strange problem. I upgraded my project to 4.18 and now I can't build the lighting. The only way to build it is to delete all brush boxes...
It built just fine with them in 4.16 :/
Anyone know what the problem could be there. Strange that it suddenly stopped liking my box brushes 😛
Any place on this server where I can mention a confirmed bug to the devs regarding 4.18 and one of their learning assets?
mostly idk why my accoutn deleted and when i created the new one i didnt have a way to join back
i completely uninstall my old unreal engine and i download the new one in Epic games.. but this pic bother me 😦 anyone can help me
the loading stock in 45%
Probably compiling shaders for the first run.
@grim cargo PC specs?
i3 3210
"Probably" 😛
the first run of the engine will compile the shaders into the DCC cache, this is 100% cpu
and yep it will look like its stuck at 45%
ooh i see thanks guys
@maiden swift wait, you've made #ue4-general out of ue4 general?
It's the same channel, just a slightly different name. We're discussing alternatives to better differentiate it from #lounge though.
So after my breakdown last week, I will take another shot at networking, anyone got a good tutorial?
i think #general-ue4 is kinda of better representation, cause now it's more like #lounge
Because it has the word chat added to it?
anyone have a good link for Unreal Engine documentation? Which includes their samples? Looking for a good offline and snapshot solution for when internet is acting up
@trail atlas have you checked out https://www.unrealengine.com/en-US/blog/blueprint-networking-tutorials ?
for now have grabbed a local snapshot of the website from the Unreal Engine 4 Documentation page outward
yeah after that you just have to start playing at random. the content examples is where I learned most of mine
well now. I just wasted a few gigs of download
I can't run 4.18, or anything newer than 4.14 apparently.
I didn't realize OpenGL support was dropped on OSX
🤷
osx metal only now?
i bought a level from the marketplace when i play it its a scenery kind of thing
must say i REALLY lik ethe structure of the chat rooms now 😃
Guys
Just updated to 4.18.0
But the UI scale looks bad
So the fps and pribts are small
The "compiling shader" is small
And quite alot thing are small
I don't know how to feel, I feel really happy because I got my bunny hopping function working in multiplayer, but I kinda feel infuriated because I have no clue as to how I managed it
@honest raven 4.18 supports dpi scaling now. Check the release notes for more info on how to change it.
just saw updates, what channel would rendering/optimizations fall under?
Hey so when ever i press play on my game this preview thing shows on all my things https://gyazo.com/6faace85b744fcfbbcfc1ecb36a88839 but when im in the editor mode non of that preview thing doesnt show up https://gyazo.com/4097d939479525576aea813f2cabf244
You need to build lighting
ayyy i can talk
i'm not a developer
@upper heart im new to unreal engine could u tell me how to do that?
if u dont mind
With a number of Actors placed and customized, one of the final steps for creating any level is the Build Process.
ok thank you
np
do you guys use bp or c++
both
i mostly use BP to call stuff from C++
i think i want to learn c++ just because
how did you guys start to use unreal engine?
or how did you learn to use it
ty
How do i change where a project is saved after ive created the project?
Ah i was thinking that i cant open it from the launcher then?
But i guess i dont need to launch it from the launcher i guess
Ahh okay nice
update it
thx 😃
It should anyway
Can't remember what happens to the old one, pretty sure it does a sweep each time it opens, no idea. I don't move folders
Seemed to work
im working on Fps horror game.. question.. i want my charater to hide in Locker*.. when i press F the character hide inside of it any idea ? or youtube tutorial link ? cuz im hardly looking for it but sadly i fail
Hey guys I have a situation
WorldInfo_0 Maps need lighting rebuilt
does anyone know why this happens or how to fix this?
?
"WorldInfo_0 Maps need lighting rebuilt "
Rebuild the lighting then?
it won't let me build at all
that's the only one I thnk
It's not
i'll do it again and screenshot
Another fight test. Now with some physics-based animations. :-)
Fight Test 2: Skeletal Mesh Animation with Physics
only 1 error i think
i've tried Checking Force No Precomputed Lighting in World Settings
i haven't, i'll try looking through that
@safe rose Kubold fight animset pro
added new photo to my portfolio! scroll now
note: im new to level design
what kind of level is that supposed to be for
like a platformer?
anyone with experience doing 2.5D games? I'm trying to mimic the same turning animation found in Insider. But I'm having hard time canceling an animation mid-turn, while keeping the character locked on the same plane (I'm using all root motions). I'm looking for some tips on how to do it.
basically this:
I'm trying to do root motion for all movements but the turn animation, but I'm not getting a good result. Wonder if there's something obvious I'm missing
Is there a "best" or most efficient way to handle foliage dispersion?
@plush yew im just doing it to improve my level design skills
@plush yew thats cool bro keep it up
Thank you and I will
Guys
Its just me or 4.18.0's FPS is alot slower?
I upgraded a project from 4.17.2 to 4.18.0
And my fps dropped to 20
from 50
And noticed my FPS is the same in both small window, and full window
OMG I'm soo confused all the channels have changed /moved lol
Yeah x)
What does xr mean on the other channel or is it a typo and meant to be VR ? Seems like they talking about VR stuff in their @maiden swift
includes both AR and VR i think
Ah I see thanks .
Hey. Does anyone know how to troubleshoot Swarm issues?
Does anyone know where UE4 puts the dependencies that are downloaded via Setup.bat?
@plush yew Playerunknown is the created of the Arma Mod and help consult with H1Z1 (Sony hired him) he didn't leech anything just finally had th oppotunity to make his own Stand Alone version of the game he wanted to create
what are you even replying to?
a post above when I was here last
@tawdry hedge check my guide section 6 . Should fix it
https://wiki.unrealengine.com/Dedicated_Server_Guide_(Windows_%26_Linux)#6._Fixing_the_lighting_swarm_error
In this video i will show you how to get rid of the lighting swarm error that happens in unreal engine when you try and build lighting.
Thank you, will check it out
@analog sigil we could debate about that as h1z1 shared a lot of things that pubg has, he totally cloned the work he did for sony. While there's nothing preventing you from doing that, it's bit sketchy when you are the person gotten hired to design the other game and then have your company attacking epic claiming they did the very same thing as well
in the end, you can't copyright ideas (usually), but there's also a moral line here when you work for someone
that being said, I do help out people doing similar games to mine, it's just, if you are a lead designer, it's bit different imo
Any sound designer willing to team up for the Mega Gamejam?
Is it possible to take a skeletal mesh with a physicsbody, make it go ragdoll and then "capture" that into a static mesh?
or I could perhaps just make it rigid after i have the pose I want. If it's not much difference in optimization
It's for a pile of corpses
Good job with organizing discussion channels 👍
Its just me or 4.18.0's FPS is alot slower?
After moving my project to 4.18.0
My fps from 50 droped to 20 (draw calls, renders takes ages)
And the fps is the same in full screen and windowsed screen
Any idea why?
Is it a bug or wut?
what version did you upgrade from?
new ue4 have a grass drawing bug don't they
From 4.17.3
I do not have grass
Just soke foliage (30-40 overall)
And some static mesh
Some point light
And 2 skeletal mesh
That it
But in the previous version (4.17.2)
My draw calls just costed 6 ms
Now the same time as rendering
So do not really know which is the bottleneck
Its just bad after upgrade my project from 4.17.2 to 4.18
Now in 4.18.0 its reaaallly slow
Maybe smrhing wrong woth the resoultion or idk
But feels like
Because the same render time on full screen and window screen
After arriving to home try to make some print screen
But there is really nothing ehat could affect my fps this badly
Static lighting
Just some actor etx
do a stat graph to see what is causing it to go slow as well as a profilegpu. There is also a nice tech talk from Zak on optimization that goes over finding out problems for situations like this
And as said in 4 17 my fps was 50
Yeah I checked it
And that ehy its fubny
I cant see what takes this much times
if you still have the 4.17 version then that is good. The profile gpu will show the difference
Hmm
Yeah make sense
I think the dofference is with the draw culls
Is the profiles show that aswell?
stat scenerendering will show that
anyone here willing to help me create a character for my FP game? Im really really new to unreal, and all the videos that ive looked at and wiki forums are obsolete and I cant figure it out at all (been trying to export my character to .fbx for like 3 days straight now)
(am willing to pay for help)
DM me for info or if you are interested
Is UE compatible with VS 2017? I forget
yup
hey people, i want to make a reflective cube that rotates
Reflective texture?
yes, but reflections are bad
i get good quality by attaching planar reflection objects to each side. but culling doesnt work
so it is very heavy for the gpu
i can only see three sides at one time but all six are being calculated
are there other ways to do this?
tried that but thats even heavier on the gpu
and not that good quality
any other ideas? box reflection capture cannot be used with this, right?
can i simulate culling with blueprints? turning on only visible planar reflections?
Same project
One is 4.17.2
and will upload a 2nd of the same project but an upgraded version (4.18.0)
I do not know how much you can see here
BUT
can't see shit
The fps is just 20?
Yeah
So
Basically
I have a project
Its was made in 4.17.2
And my fps was around 60
50-60
BUT upgraded it (copy) to 4.18.0
And now my fps is just 20
As you can see(well maybe xd) my GPU time is fine (10-20 ms), so somewhy the draw calls takes too much time (46 ms)
AND the projects are 100% are the same
Fuu my UI is too small xD
Like this even if I send my draw call profile
You cant see it xD
make sure some defaults you may have turned off in 4.17
aren't reenabled in 4.18
stuff like bloom FXAA, whatever
Yeah will check it
But not the rendering time is the bottleneck this time
But the draw calls
Wow
There are some cool stuff
In this 4.18.0
Even though, I still read them and miss stuff
Is kinda buggy
That why I thought: "Hmm... 4.18.0 sounds good" x )
Victor
Oooor nothing... will just google it 😄
Hmm this global find in bp looks insanly useful
Hmm
This Render Query Result kills me :/
Guuuuys
An empty level culling time is over 8000
(43 ms)
So 43 draw call from the ABSOLUTE nothing
oke...
@honest raven hmm
43 ms draw call sry
there are things drawing to the screen though
as for 43ms
you understanding that the CPU coudl be waiting on GPU?
And vice versa
Now, unless you've screwed up your project settings
And/or have this really poop PC
HMm
Did you check standalone?
But do note, there are items in teh scne that will get calculated, regardless if you see them or not
ofc I know
Packaged build
Play - Standalone game.
Or Standalone Game
Ah yeah 1 sec
Packaged build is better though
Packaged is fine too but a bit overkill. 😛
1 sec, waiting for it
😄
LOL I am totally confussed
I copied the Particle showcase from epic
AND
When I went to standalone game
This came out
I do not even have this map anymore
it's still compiling shaders in that screenshot
Yeah, but as I said
I do not even have this map anymore
I started the standalone game on a blank level
(btw my draw calls, and ui scale here is fine x ) )
Fuu lets leave it... will just go back to my 4.17.2 copy
There everything was fine
Here everything is messed up
:/
(I mean after upgradeing from 4.17.2 to 4.18.0)
A liiiiiiiiiiiiiittle help with UE4?
I've noticed that holding Ctrl + Click not only does the multi-select thing, but it also moves anything I've selected if I move my mouse one billionth of a nanometer in any direction.
-
Is there any way to disable that?
-
If there isn't, is there any painless to kill myself?
Why not multi select with shift?
...Because I just now learned I can do that
I think I'm going to kill myself anyway just from the thought of how easy that was
But thanks actually
So I've imported a DDS to eventually turn into a skybox, and for some reason, I can't save the changes I've made to the file, when changing the compression settings and texture group.
I get a generic message that says it "failed to save"
Any ideaS?
anyone develop for iOS?
maybe ask in #mobile ?
@buoyant echo
or rather, ask your real question there
people tend not to answer generic questions like that
Fair enough, that honestly was the question though haha, I'll direct the rest of my questions over to mobile now though! Thanks!
Hello. I have a problem with my unreal Engine vxgi 4.17.2. i have just finished installing it and everything seems to be working just fine. Vxgi in postprosessvolum are working just great. My only problem is that when i try to open console it won't let me open it. i have tried to change key ''edit->projectsettings->engine->input'' but it does not work. I have tried almost every key.. I hope someone here have a soloution for my problem.
i have norwegian keyboard, and norwegian windows
has anyone else noticed random FPS drops using 4.18? Possibly also using the latest GeForce drivers 388.13? Maybe the Windows 10 Fall Creators update? I'm struggling with this issue and I'm not sure which one of these screwed it up
Your not using an GSync monitor?
@frank escarp you around?
just arrived
Would you like to see something very insane.
i know
they are genious
but thats becouse they have created the uvs to cheat
not to actually paint/bake it
thats UDIM
its really not that complicated
oh?
i think they added support for it
all UDIM is, is to add more space than the default UV cube
I tile everything i use, and use masks
essentially UDIM gives you multiple UV squares
instead of only having a square from 0 to 1
both x and y
you can have multiple squares
that essentially are different textures
intresting
you can do the same thing on unreal by just setting up multiple materials
udim just makes it more automated and faster to use
Hmmm nothing on the wiki
You will find you wont really get 144fps in the editor when its got some weight loaded in too it
Even with a titan xp being beffy af
for some reason you just dont geti t.
dont it*
yeah I'm not really looking for 144 in the editor, I just want to stop these huge fps drops
#work-in-progress ?
It's finished xD
editor/PIE/event graphs/everywhere
Dam i cant find UDIM support info anywhere 😦
@stark linden try to set monitor to 120fps
but I did have issues with Gsync
and had to disable it for ue4
sad, but I really don't play as many games as I used to anyway
If ue4 for some reason is having issues with >120hz monitors
I wouldn't doubt it tbh
@frank escarp This is the cloest i can find about it, am i blind or?
I'm in that same boat... I don't play PC games nearly as much as I work on them. 120hz, 60hz, nothing fixed it
hmm
that is indeed how it works
I haven't noticed any changes in 4.18 myself
but you need a way to switch beetween different textures
Thank you very much, always super help ful ^^
so maybe vertex colors?
And I have a 144hz monitor
or the X of a uv map 2
Im using MF for everything.
3x Rogswifts
and RBG masks
what video card/driver version are you using?
@pallid compass there's a plugin for unreal that support UDIMs with supposed good perfomance
Oh?
Im just trying to squeeze as much as i can out of my MF setup for large objects
yup it's kinda expensive
It actually looks awesome
@stark linden
ya, I forced my screen to 120hz for some reason
Oh, some bad flickering
at 144hz
I couldn't really tell a different from 120/144 anyway
60->120 on the other hand
normally the only difference you feel between 120 and 144 is input
Oh, I'd like to see 144 fps in my eyes
I couldn't tell
i feel nothing 120 to 144
yeah
I haven't tried a 200hz monitor yet
Max I've seen is 90 for VR
it makes 144 look like 60
I couldn't even imagine how silky smooth that would be though
But GL on your GPU
u can never play a console anymore
In games
lets thank god that its only 1080p
titan xp here
hdr is awesome but its 100% a fucking disaster on pc
I want to see 4k 120hz, and I will be happy
when I'm not working, console is where I play the most. not that I prefer it, but its nice laying back in my lazye boy and having a drink
I play overwatch on ps4 actually
OW on XB1
only because some friends do, but i have to scumbag it with mouse and keyboard because my left arm is damaged
it does not like pads
Xim4?
yeah
same
haha
do you ever look at your old UV's and wonder, "why was i even allowed in the uv editor"
well, I had brain surgery on my left side, I have a slight numbness and weakness on the right side of my body, but I'm way more familiar with a mouse so it helps me
totally understand man
imo if your allowed pads with padels and stuff, so u dont gotta remove your thumbs off the aimers
then where is the line
off to DDU and revert drivers, brb
-scratches head-
I really want to understand how SC use tiling textures and UDIM's with there crazy UV's
they take tiling textures to a whole new level
its called mesh decals
search about it
Yay draw calls.
who cares
they have tiling textures with panel lines on and its blown my mind
mesh decals is just +1 drawcall
Mesh Decals cost like nothing dementiurge
their spaceship already has a good amount of materials and drawcalls
adding 1 for the mesh decal is nothing
I asked in my uni about this stuff, and tutors where clueless
so im going digging mad
ima take a big guess that millenia3d must use UDIM's then, his texture sheet finally makes sense lmao
that does look UDIM
Iv never got to see his uv's, but he was nice enough to show me a texture sheet & model
also vblanco iv been meaning to ask you, what do you specialise in, or is your strong field? just curious as you have good wide know of things
programming
Thought so!
the reason i know a bit of everything is becouse programming was actually the last thing i went to do
oh ;o
before learning programming, i learnt 3d art, design,4 years of professional music training, animation....
btw i remember you recommending SC awhile ago, and i actually bought it last week just to look at there content, its quality is really really nice
oh wow ;o
but the music part was only for performer (piano). i was never able to compose anything
but i never recomended SC?
what's SC?
might be a misunderstanding, i might have talked about their tech articles and tech videos
I thought it was you who recomended it to me?
nope
Substance?
i havent played it at all
might of been someone else
Star Citizien
oh
I don't think I go around recommending it either, but I do have my KS ship
Yeah the art dumps, and being able too see it was really nice
Aye
I think they swapped over to lumber yard engine now?
The idea of stuff like that spooks me, going over to brand new bresh engine from company who is kinda fresh in this industry?
Ohhh? 😮
its just another version of cryengine
Did they buyout cry engine or?
at some point, crytek was about to die, and amazon licensed cryengine from them
Nah, they bought out GameSparks though
oh dam
then they added all their AWS stuff to it
btw, it was like the 3rd time crytek was about to die?
not suprised cryengine died lmao
which is still unforseen wtf is happening there
"here indie devs, have our engine for 700,000$ licence"
oh wait it was 1.2mil lmao
and it still does not support fbx LOL
jesus christ