#ue4-general
1 messages ยท Page 136 of 1
I'd hazard a guess said Ps2 game wasn't networked?
yeah
Yeah, I think the dropship thing is literally just that a gun won't do any good - those things are paper to the 'nids. They need to get in and out. Gun won't save anyone and it's just dead weight when they need to be nimble.
The things we could do with deterministic physics sims
I wonder.
I think the best example of what might be achievable would be Earth Defence Force
What about... deterministic AI?
sigh the dreams
But AI acts like players - replicates their actions from the server to the client.
it's still deterministic
Clarification - simulated/predicted client-side AI.
the problem is that the client and server simulations are all different
That is deterministic, otherwise it'll be pretty out of sync.
this is a fundamentally important concept in multiplayer
normally no
So
but it's not helpful because it means that a deterministic system run on multiple machines can yield different results
(because the inputs are slightly different)
Has anyone noticed that ever since 4.18, items and properties are shown in the inspector twice or thrice
In various submenus
and everything is expanded by default
and from there when one difference causes determinism to fail, shit rapidly spirals out of sync
so you need the server to be authorative, and checking frequently
Yeah, but I'm wondering if they're close enough if it's fine for something that's kind of haphazard like this.
at which point we're basically networking again
if you did want a large number of entities, you'd probably also want to move away from UE4's networking model and towards lockstep anyway
I'm just thinking. I don't think it'll work, but I wonder if there's anything in there worth trying.
that's what most RTSs would use, because it ensures you can stay synced without a small difference between machines causing a catastrophic chain reaction
quickq: in game-design we can poke bot for ideas, can we dump ideas? (intend no spams)
both, I guess
poking the bot is rally annoying though
you can just send the bot a PM instead
Make a game where you save the world by really, really loving fish
Yeah, may have to see about that. I just don't see quite this niche of game and I don't think it's due to it not being viable on the market.
But there are some serious tech hurdles to do multiplayer with lots and lots of bots, even if they're very, very dumb.
Fortnite's PVE seems to do a LOT somehow
yea Iwas thinking my ideas would totally be better than bots :p buuut if currently it's annoying just bot then bot + ppl might get worse, so mostly no-ish ?
Like with every actor being destroyable etc.
Might have to make some friends over at Creative Assembly. ๐
Of course, they're doing very different tech there.
sigh, spot why my client function isn't actually being called on the client...
Client_SetLoadout_Implementation(PlayerLoadout_L, PlayerLoadout_D);```
if I had a penny for everytime I've done this...
The _?
oh
Seriously, somebody did a number on the Inspector panel in 4.18
This is horrifying
@faint cedar I've not been able to build 4.18 from sauce yet, is it not too good :/?
Having nightmares merging it
1 minute
These fully expanded redudant ugly properties are EVERYWHERE
Those second 3 are copies of the properties inside the struct
That does look messed up
Almost like ShowOnlyInnerProperties isn't working properly, maybe
no idea, but it throws me off quite a bit at times
definitely seems like a bug maybe
Maybe @blissful reef can come to our rescue? ๐
I don't think this would be on him, but he may know what's up.
But not at...
5:36 AM on the US East Coast.
question: bullet hit decals are not showing up on AI character, but they do bleed to surrounding walls(which is fine)
what am I missing?
everything is set to "can receive decals"
render settings are fine
On that note, I think I finally resolved my C++ bullshit obscure behavior woes.
Builds are unbroken. I'm going to sleep. Ciao, peeps.
Good luck with your decal thing.
Damn timezones always messing up my master plans
Hey guys anyone here? Where can i ask packaging/cooking for windows questions? I keep getting ambigous search errors and crashes after upgrading my project to 4.18
where do I have to put ini files with console variables that should then be used by the packaged game in shipping config?
it should be appdata/local/game/saved/logs, I've tried creating a ConsoleVariables.ini and put the stuff inside there, I've also tried to create a UserEngine.ini and put it there, but both don't affect the value the console variable then has when I start the game
putting it into the Engine.ini also doesn't work
Anyone tried the new asset management framework in 4.17/4.18?
i dunno if im right here but guys.... what the hell does "alt+s" do in the editor? im currently play testing my space ship controller where i can activate a free camera with alt but when pressing s at the same time it jumps out of the game
well it will still be pretty expensive
a 2d game with a complex (10+ layer) 3d landscape?
I'm doing the C++ tutorials from docs.unrealengine, I've noticed some things are outdated and missing some things. I've fixed some things as I'm going through it. Who can I send the changes too to add it to the docs?
what's the difference between sweep and trace? Or this is same thing?
@fiery harbor Thank you
Does anyone know of aways to tile the a texture in maya UV editor?
@frank escarp you around?
yes
So im learning tiling textures and trim sheets
C++ Y U take so long to build?!
and for the life of me i cant get maya to display the Textures across multi UV segements, do u have any idea? i know your blender person but im 100% lost rn and no one knows
no clue
im not going mad but im sure u use to be able to do it in most generic modelling software?
nvm i got it
#fuck ye
๐
I installed Maya the other day, then uninstalled it after few hours.
I'll stick to Blender.
haha how come?
maya is overkikll
for game modelling
really, really, stupidly overkill
such overkill means the program is a lot slower and ends up clunkier for modelling
Hey. If possible, how would i go about spawning a Pawn?
In game. I am making an RTS kind of game, and need to place/spawn houses
SpawnActorFromClass
Give it transform of the point where it should spawn and name of the class to spawn from
I made it work, thanks!
I also have trouble casting to my Widget
I want access to a boolean, that i made in it
what is the trouble with casting to your widget?
It wont cast, the cast fails
I made a variable, Widget Blueprint, and as you can see on the picture, i dit set it to use my Widget
well I see the warning, how do you know it fails?
and I have a feeling I know what is happening but just trying to make sure. Do you actually create the Stats Display Widget at any point?
just rechecked with Print
Still fails
Yea, i do create and add to the viewport
A button on screen flips a boolean
Which it does, i just need that boolean in other bp
That doesn't help though if you didn't assign the created version to the variable, which you didn't because you set it in Default Value. ๐
pretty much that, once you create the Stats Display Widget do you store a reference to it anywhere? set a variable for it so something else can get it
yeppers ๐
hey you got it without much problem so good work to you.
Not sure why Blueprints compile instantly, but simple C++ takes 10-20 minutes, even if it's just a Hello World.
Aliens
I guess it doesn't happen for everyone. Just find it weird.
nah it does
maybe your compiling the entire engine at the same time as your project as well by accident?
It shouldn't take 10-
a simple class shouldnt take a horrible amount of time
literally 2 scripts.
when you compile which project in VS do you compile?
VS 2015 Community
you should have 2 projects in the solution, one is the engine and the other is the game itself
you might be compiling the engine again
simple or blank projects should take a minute or 2 at most on most machine if its just the game being compiled
Yes UE4 and the project
Did someome have any problem building ue4.17 source Code from github?
I'm doing the C++ FPS character tutorial from docs.unrealengine.
does anyone know how well Unreal performs on low-end machines?
Intel GPUs in particular
is it difficult to ship a game on Unreal that would be playable on the majority of HW configurations in the Steam survey?
@ornate forge Not sure about Intel GPU's, but I have a old to test for lower end, it's a Socket 775 with a GT630, UE4 performs alright on it, hardly going below 30 FPS, even when running UT4 on it. I've seen people play Witcher 3 on Intel GPU's above 30 FPS. So shouldn't be an issue, just need to optimize.
@ornate forge https://www.unrealengine.com/en-US/blog/how-disc-jam-reached-60-fps-on-intel-processor-graphics-using-unreal-engine-4
Hi everyone! Iโm Jay from High Horse Entertainment, a two-man team based out of Los Angeles. Our first project, Disc Jam, is an arcade action sport in which timing and reflexes are critical to succes, soย maintaining a high frame rate is largely important for the game experience.ย Here's how we hit 60 FPS on Intel Process Graphics with Unreal Engine 4.
is there a wishlist/favorite/save option to keep track of items in the marketplace?
or... is the cart the only way to really save anything like that
Probably
Heya everyone! I might be missing it, but is there a channel to discuss weird performance issues with the editor on the server? Thanks! ๐
@ornate forge that disc jam example is old btw, there's been since that 1) desktop forward renderer that scales down really well as is 2) simple forward mode that can be used along with deferred rendering (although there really isn't much info on how to use it)
but if you use forward renderer all the way, you can get really nice perf on crappy computers
deferred renderer is fairly heavy on weaker systems
404
NVIDIA has made it easier than ever for game developers to add leading-edge technologies to their Unreal Engine 4 (UE4) games by providing custom UE4 branches for NVIDIA GameWorks technologies on GitHub. We created GameWorks to advance gaming at a rapid pace by extending the state of the art in graphics technologies. Developers now have access to the cinematic-quality special effects and the tools they need to make their games better with minimal effort.
Ahhh I missed that part
when i add "PlayerStart" in UE4, where is the code managing camera controls etc ?
i'm just looking for the code
Code for Pawns are in Pawns. Character (which are Pawns + CharacterMovement and Capsule) are in Character class
What code?
Controllers are used for inputs
when i add PlayerStart from UE interface
Or possessing pawns
....
So you put a playerstart using Level Editor is my assumption
yes
Again, you are not asking the right question
What do you want to know exactly?
Camera is handled primarily from Player Camera Manager, which is usually just used default
But you can customize it
Use AI Controller for AI
Use Player Controller for Player Input
If you have no "mani" in the scene and it's basically like a fps with no gun
You probably are using default pawn
Change GameMode settings
To change whatever you want
and this default pawn handle the camera ?
ยฏ_(ใ)_/ยฏ
Introductory information for developers starting out creating games with Unreal Engine.
y i saw
๐คค Yeeeees. Finally. On that 4.18 goodness for work.
mfw watch 4 hours of guy trim sheet tutorial
all he has done for 4 hours is modelling
-closes it-
what a joke.
@livid haven Have you worked with the new asset management framework
Super minimally interfaced with it.
And it didn't work like I expected to at first but I think was later fixed.
Asset Bundles and all that.
I'm currently on 4.16, might switch to 4.18 to create a weapons system using it
Not that you can't use it in a weapon system, but that phrasing is a little odd.
Where is this description?
It provides a framework to make it easier to create things like Quests, Weapons, or Heroes and load them on demand
"The Asset Manager - first introduced in 4.16 as an Early Access feature - now has Blueprint access and is ready for use in production! The Asset Manager is a global object that can be used to discover, load, and audit Maps and game-specific asset types in the editor or at runtime. It provides a framework to make it easier to create things like Quests, Weapons, or Heroes and load them on demand, and can also be used to set up cook and chunk rules when packaging and releasing your game. The Asset Manager tab in Project Settings can be used to set up the rules for your game:"
On the 4.17 release notes
Ah. I think that particular line is both overly specific and overly ambiguous. ^^()
It won't help you create any of those things, at all.
What it will do is make it easier to manage your memory budget with regards to those kinds of things.
So, for example
All items in Fortnite have a small preview image and a large preview image.
The small preview image is always loaded.
The large preview image is loaded on demand.
There are probably thousands of individual item assets in Fortnite.
Not user-facing necessarily - all the different tiers of a hero are different item assets, for example, so it's 1 "item" to the player but defined as multiple related items.
The newer asset manager stuff makes it easier to tag references to assets in a class as being needed under different circumstances.
well damn
It is not a framework for creating quests or weapons or heroes.
I think that example was used because, of course, we used it in Fortnite to help maintain our memory budget for less memory rich environments like console.
And of course Heroes and Weapons, being the main things that have fancy 3D meshes, were some of the biggest savings.
Otherwise, simply having an item asset be referenced meant that all asset references in it were also loaded, meaning having a hero or weapon meant that their 3D meshes, all of them, for all the items you have, may have been loaded - that wasn't going to fly on console.
I read up on the Asset Framework
And even tried to use it once
But a lot of stuff isn't very well documented sadly
Even the C++ parts were meh
I mean
"Please note that this support should be considered Experimental, and the API and interfaces will change."
Under 4.17's note about the framework said that
Ah
I thought it was released
not experimental
even better reason not to use it then
Ah, I see now
๐คฃ
They put BP hooks in
in 4.17, which is what I was tying to use with the C++ parts
I thought they had "released" it
I think they did
But cool, maybe it'll get some more love then later
Because it wasn't all that intuitive to work with
"New: Asset Management Framework Production Ready
The Asset Manager - first introduced in 4.16 as an Early Access feature - now has Blueprint access and is ready for use in production!"
right
"For use in production"
I am sure it is, for those who have been using it for 5+ years in let's say Fortnite
๐

I'll have to go back and check it out
because I just saw they did add some more documentation for it
Asset Loading and Unloading
But I think this was just a CP from that PDF that head guy gave out
I'll have to check it out later,
@safe rose Not making excuses for how difficult it may be to learn, but it's not older than like a year.
It shipped out to you guys not long after it was at least partially purpose made for us.
I don't know which "head guy" you might be referring to. I believe Ben Zeigler took the lead on writing it.
erm, where on this server would be best to ask a question about cameras?
trying to make the camera on my car point in the direction of my velocity. I can code in c++, but wasn't sure if I need to
so not quite sure where to ask
His comment was suggesting you don't need to.
That bit of functionality definitely sounds doable entirely in blueprints.
You're just taking a camera component and doing some linear algebra to change its rotation.
All of those things are accessible in blueprints.
k, this is a good excuse to go learn about blueprints. Thanks both!
you could probably do it in c++ aswell
time to work on my weapons system, so much to do ๐ญ
Where would I be able to go for questions/support (I don't perfer forums so that's why I am here)
Depends on what you need help with
Well I am getting a cook error, and I wanted to know how (If possible) to edit/make meshes in UE4 I am still working my way around it.
That statement doesn't make sense. ๐
There's not really a particular place that would make sense for a cooking error.
Here is fine.
We may be able to point you to somewhere more specific depending on the specifics of the particular cooking error.
Would you be able to take a look at it @tawny brook? If not I don't want to trouble you. I have not edited any blueprints in this particular game. https://paste.md-5.net/lobayesalo.tex
(see C:\Users\User\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.18\UAT_Log.txt for full exception trace)
Hmm, that is that file.
Yes it is
Copied it straight out of it.
"for full exception trace"
mhm, I opened up that file and that's what I gave you in the haste bin.
mhm, I am 100% it's that file.
Alrighty
@tawny brook It references itself because you may be seeing this output in another program/window. ๐
x=h
I read over the error and saw nothing my self. I thought you guys could help.
There's two programs involved. UAT "crashed" in that it decided to abort because:
ExceptionUtils.PrintExceptionInfo: CommandletException: Editor terminated with exit code -1073741795 while running Cook for C:\Users\User\Documents\Unreal Projects\ColesGame\ColesGame.uproject; see log C:\Users\User\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.18\Cook-2017.11.07-16.34.19.txt
Key part being this:
Editor terminated with exit code -1073741795
๐ฎ
So it's not that UAT crashed because of something in UAT, but that the editor itself crashed.
Editor does crash sometimes
So you actually need the log for the editor, not UAT.
And we don't know what program that is?
That's the visual editor
It's the UE4 editor itself
Okay where would I be able to find the logs at?
Okay
Try to find one from when you ran this thing
If you can't figure out which one it is, then just run the whole thing again and the newest file should be the one for the crashed editor run.
Mhm. Haha
Alright, i got banned back in 2015 but that's offtopic ๐
Haha I always use md_5's haste bin idk why.. any way is this what I am looking for? https://paste.md-5.net/kiyebidudo.rb
That's why I asked if you were, because md_5's paste lol
Yeah haha
"ColesGame"
Unique name
Hmm
[2017.11.03-23.02.10:275][985]Cmd: QUIT_EDITOR
[2017.11.03-23.02.11:282][985]LogWindowsTextInputMethodSystem: Display: IME system now deactivated.
[2017.11.03-23.02.11:372][985]LogExit: Preparing to exit.
[2017.11.03-23.02.12:283][985]LogDirectoryWatcher: A directory notification failed for 'C:/Users/User/Documents/Unreal Projects/ColesGame/Content/', and we were unable to create a new request.
[2017.11.03-23.02.12:452][985]LogExit: Editor shut down
Oh haha, I don't know how UE4 works so I didn't know.
Cmd: QUIT_EDITOR = you closed the editor.
As in, the user sent the quit editor command.
How?
Notice other log lines like:
[2017.11.03-23.01.37:306][548]PIE: Play in editor start time for /Game/VehicleBP/Maps/UEDPIE_0_VehicleExampleMap 3.779
I've tried it a few times not doing anything.
So during this editor session you played that map.
This isn't the right log file, like I said.
This is from a session where you actually used the editor UI and played that map in the editor.
Confusing log
This looks like...
... a log from the editor...
... where you tried to cook...
... which started another editor instance to run the cooking logic.
So you've got an editor log file with the UAT log in it with the other editor cooking log inside of that
whaa
When you run this thing, from the editor, look in Saved/Logs and look at the newest file.
Look at the created/modified date.
The last one I just sent was the most recent
I'm not doing anything wrong am I?
@livid haven Sorry to ping you just wanted to know if you were still there.
Sorry, was in another channel.
Oh that's fine.
So, close out all your editor instances.
Delete all of your logs.
Run the editor.
Try to build/cook/package/whatever you're doing.
Then close the editor.
Open Saved/Logs.
Press F5 to refresh it, if you already have the folder open.
And you should have at least 2 log files. The editor session that you had running, and the one that ran and crashed.
Okay one second
evenin'
How about C:\Program Files\Epic Games\UE_4.18\Engine\Programs\AutomationTool\Saved\Cook-2017.11.07-17.46.52.txt?
So I want to use a variable I created in my anim blueprint
Theres nothing there @livid haven
I got nothing for that. Should exist.
You could try WindowsKey + R, paste the file path in quotes, press enter, and see if that works.
Nope
IE:
I went directly to the folder too
Uh... I'm about out of ideas.
That aren't copy-pasting the commandline args to UE4-CMD or whatever and running it via VS
In a Debug Editor build
From Source
99% of which I'm guessing is completely foreign to you.
@tawny brook Are you able to still help?
๐ฆ Okay
So no ones gonna help me?
Not looking to start a flame war, as I'm learning one side and have done parts of courses in the other, but why blueprint or why c++ ? Was having trouble with something last night, a mate ( who doesnt know code ) explained it out through blueprint very easily.
are you answering me Victor ?
Yes
there's no wrong answer
No one please answer
New type of video, discussion / explanation. Want to know why does Unreal Engine 4 offer two ways to code your game and what are the differences? Watch this ...
Waste of time
oh cool. thanks
There is no such thing as a "pure C++ project".
In this video I try to showcase a comparison between C++ performance, regular Blueprints and Nativized BPs. Read Description below for more details & Downloa...
A "real" project will use a mixture of both.
actually, in the end, I used only c++ :p
Well yeah but you have to create BPs to populate your instance properties ๐
yeah, and in the c++ project they cover that, but have wondered what the point is in using c++ if supposedly everything is in blueprint
Let him do his own damn research
Also, widget blueprints
but will watch that video
no you don't
@maiden swift where's the FAQ please?
they always broke down
Oh yeah you can drag and drop C++ classes into scenes directly, right?
Needs to be
Maybe chill @safe rose
yup
Basics with unreal engine: for anyone who doesn't really get what C++ is about, or why unreal engine uses C++, this series will be for you. Before viewing I ...
How did you assign meshes and such to your objectts? In the scene?
What?
You ask a question that you know would cause discord
Instead of just researching on your own
The hell you talking to / about?
When it's 100% subjective anyway
Not really. this server supports botjh, I'm learning c++, and wanted an opinion from other people in general. didnt need to get triggered over it.
@faint cedar You asked how to align meshes right?
nope
Oh, I misread
This is a place for discussing things, might as well discuss stuff. ๐
BP and CPP isn't subjective at all. There are objective arguments for both and it really depends on your team composition. As an example, I work in a 20-ish people team and most of our content creators don't know how to use C++.
ggwp
We built our core systems in cpp and we have our content creators subclass those into BPs and place in levels.
I just got fed up with blueprints getting corrupted every now and then as I refactored the parent classes
@faint cedar You said assign. You can do it via LevelBP
yeah, that's how I did first
it's how it's designed to work
it's just so fragile
if you write once and never refactor, it's ok
Funny enough I never had trouble with BPs dying on me.
well, it's not always obvious
But I suppose YMMV
sometimes the BP seems fine but acts odd
The thing is, everytime someone starts this, it goes crazy sideways usually
and when you recreate it, it's ok again
I mean, that's why we have discord search also ๐ญ
so sometimes it just silently corrupts itself
yeah but Discord ain't a forum, discussion aren't as focused
Do you search on the forums?
hm, that reminds me... I had one REALLY freaky bug on the last game jam. Cost us our submission.
I guess many people just don't do their own research anyway
They want that quick answer
So I guess you're right
@faint cedar what was the bug?
Essentially, I got 2 enemies firing bullets, passing their bullet instances a pointer to a UCurveFloat that determines the bullet's trajectory.
Well, after about 2 seconds, all bullets start using the same curve pointer.
It was baffling.
I debugged memory, I did everything, the two enemies were 2 separate instances, each pointing to a different UCurveFloat asset
But for some reason, the first one started using the curve of the second one.
or rather, it's worse than that
Hmm
The enemies were passing in the correct curve assets, the bullets were using the wrong one.
That's pretty interesting
Just randomly.
The fact that you had a curve though
you might as well have used a timeline then
at that point
and used the external curve
Not really, it didn't have a set duration, and it was implemented in code
@faint cedar https://wiki.unrealengine.com/Timeline_in_c%2B%2B
Here is a tutorial for how to code a timeline in C++ for Unreal Engine 4, since it can be a bit difficult to find out how. #include "Runtime/Engine/Classes/C...
That's what I was talking about
CurrentBulletLocalZOffset = PathCurve .GetFloat(ElapsedLifetime * Frequence) * Amplitude;
Yeah I know they can be done.
gotcha
I just hate them and wish they'd burn.
I wish there were scaled down version of them
Basically, one for each tracks
Instead of this jumbo function
Plus, even in BP they have one stupid limitation and that is their fixed duration. They need to have some sort of playspeed.
hmm
You mean, so you can set playspeed during it?
So, in mid stride, slow it down
or something
It would be nice, if you changed the time, it would scale everything accordingly
I use them to e.g. spawn a shockwave mesh, scale it and set its material transparency all through one timeline.
And I'd wish I could do ShockwaveDuration and just have the actual Timeline have a 1s duration, and set its playspeed to 1 / ShockwaveDuration
heh
maybe theres a greensock like tool for c++ you could use
would solve all your troubles
The hell is greensock?
lol. past life.
it was a tween controller for flash/flex and then later javascript
oh and for the record, by direct ref I mean, you get the text format ref by right clicking the asset, you can use that then in code when you run the ctor that creates the component, just assign the mesh/materials directly there
it's not clean as I said before, as it hardcodes the ref
you could control speed, rewind, all sorts. infact as the timeline has the reverse ability, I'd not be surprised if the component was controllable or extendable to provide an execution speed
i was annoyed last night at not being able to set a variable to control when the timeline finished, or originally i wanted to pull out the last frame value/time from a particular track to use inb bp
static ConstructorHelpers::FObjectFinder<UStaticMesh> StaticMesh(TEXT("/Game/Models/MyMesh.MyMesh"));
MyMesh->SetStaticMesh(StaticMesh.Object);```
etc
caustics I think
ahh right... Thanks! :--)
so. watched the videos, think i'm stil on the right path ( using c++ with bp for linking up stuff in the map editor ) and nativization doesnt look quite like the silver bullet it was first touted as. its impressive tho, however its surprising to me that they didnt always build bp into machine code but ran in some kinda vm
seems very java-ish
That's pretty much it and what you'll hear from any one in the know.
C++ for logic. BP for data and light scripting.
That's the ideal flow.
also assuming that bp networking isnt as good as c++
Made a beginners mistake
Tried to build UE4 on my C drive which is my ssd with 60gb spare
RIP OS
I hope it is done soon as I am running out of space quickly with an ever rising project folder'
10gb spare I need to knock this off
so new question, again not intending to trigger people. Should I bother getting the engine source from github ? is there a difference to making a c++ project from the launcher ? ( asking because VAX still doesnt behave as I'm expecting and the unrealtool for vs still doesnt have a usable refresh/rebuild project button )
@glossy zenith Good question for #engine-source . But basically. If you have no intention of ever fixing any engine bugs you run into or adding/removing things at will.. launcher build is fine for 90% of the folks.
You can always extend the editor via plugins/modules.
I don't entirely agree, but that's mostly spot on.
Well
I never develop without the engine source code also built in a debug config.
Being able to actually step in to the engine code vastly improves one's ability to grok the engine and how to use it.
Not having reliable access to legit callstacks and values though.
But if you mean manipulation, then yeah
I mean straight up just stepping through it.
Aye
And not having execution hop around madly because the source code you're debugging has been optimized.
Or not being able to access half the variables because they don't exist on the stack because of optimizations.
I wonder
That's interesting, because I don't have much issue with engine being in optimized
Is all the Epic bashing on the forums due to lack of dev forum involvement getting out of hand or is it justified
Though it is better to have engine in debug too, I've mostly gotten OK callstacks, at least when it wasn't an error in the data container
Especially the docs / AH stuff
Cause data containers are super optimized and refuse any form of stepping through
Oh damn this is sweeet
Although I vowed to never buy Steelseries headsets again...
question, does anyone know if cartoon blood is acceptible for the mega game jam?
@wary dew considering game with detachable limbs won once, I don't think they are super strict on that
if you want to go by the book, look what official rules say
Has anyone here done anything with async sweeps?
I have a situation where I have to do a relatively large number of sweeps every frame for ~0.5 seconds.
It eats away at the performance, thinking I could maybe do it threaded...
whole point in async is that it doesn't have to finish at that frame
so you probably get one frame lag on those
Not that big a deal
I'm considering either that or maybe even time-slicing
huh
Is it enough to set FCollisionQueryParams::bTraceAsyncScene to true to make trace async?
Here I thought I'd have to screw around with threading and whatnot
@cursive dirge thank you for the answer. it isn't too excessive but blood is persistent through multiple deaths which helps as a reminder of where not to go
since it's all cartoony/stylized i hope it's fine, but the official rules do say it's at the discression of the sponsors.
@wary dew Only a few things not allowed
Check the rules
don't assume
anyone on here know's what they are talking about ๐
yeah i have the rules up i'm looking at them right now
of course, chances are that when I look at my code now it'll turn out that I already use bTraceAsyncScene which would mean I'm royally screwed.
Ayup, I already have bTraceAsyncScene to true.
Why then are my traces hitching the game so
Oh wait, this doesn't make the trace async, does it
@faint cedar We talked about the whole thing yesterday at length
TL;DR: Epic is busier than usual on internal projects so community involvement has suffered.
it's just another physics scene
The sky is not falling. This is not the end of community support from Epic. Businesses got to business, yo, and helping free users who will probably never ship a damn thing is a silly thing to prioritize when you've got 20 million players playing Battle Royale and China to expand to.
hey quick question, when people "turn on debug trace" on a linetracebyobject in bp, is that running 2 traces in cpp ? a linetracesinglebyobject and a raycast ?
think anyone can help me out down at # graphics?
@cursive dirge - yeah I realized I was being stupid. Will have to put this in an async thread manually. I am sure it'll be completely safe and bug free.
Does anyone here have a first-person blueprint that is smoother and better-controlling than the template?
Can anyone help me make a color picker?
so from what I've read so far, it's pretty near-impossible to convert diffuse textures into albedo?
OMFD Houdini 16.5 just landed in mah face !!!!
@midnight mantle It's not impossible
A good texture artist can do it for you
It may involve a lot of work in some cases, but straightforward work
<@&213101288538374145> Could someone delete the LFT post I just made in #looking-for-talent ? Accidentally only copied half of the "How to apply" part and left out my Discord tag
Sent in a corrected one so now there's two of them. If the first/oldest one could be deleted that would be great, thanks!
the first one?
any time
facebook money
lol
seems like the kind of thing that would degrade each server's quality too. don't bring your non dev friends to dev servers, etc.
https://i.imgur.com/eg5ROsZ.png i made a thing, hurrah
supposed to be a light-piliar
https://imgur.com/etWW5vW kinda like this
Oh nice
mornin'
How exactly do Smoothing groups work?
I mean the lighting information is the same, but why do we get edges with different Smoothing groups?
Or are Different Smoothing groups just separate Vertex Normals? (instead of unified normals within the same Smoothing Group)?
I believe it's closer to the latter but I am not honestly sure how it works under the hood. I just know that same smoothing group = smooth, different smoothing groups = hard edge.
@faint cedar I guess you already found that for async traces that bool is not enough. You have to pickup results later. Iโve tried it at some point and havenโt seen much performance improvement, most likely because I had just few hundred traces.
Aye
I can check my notes later, hopefully I have a full code snippet for this.
Otherwise it should be on git in MMT, commented out
@vale osprey i saw a dramatic improvement
but keep in mind i do ps4 wich is shit cpu
my game could do a hundred traces or so per tick, moving it to async traces made it cost basically 0
nice! ๐
in my case bottleneck could have been somewhere else
so use them only when you have 1 place doing a fuck ton of traces
my case was 3d wall avoidance
the flying drones do 40 random traces per tick
in random directions
and use that to get an idea of their surroundings
kind of like a robot
so if you have 3-4 of them (common in higher levels), thats a TON of traces
but thats why i async them
now they are free
i thought of implementing them for bullets
but it isnt worth it
bullets do like 15 traces per tick max
due to 15 bullets flying around
@faint cedar
.h
FTraceDelegate TraceDelegate;
void AsyncTraceDone(const FTraceHandle& TraceHandle, FTraceDatum & TraceData);
.c++
UMMTSuspensionStack::UMMTSuspensionStack()
{
//Bind async trace delegate
TraceDelegate.BindUObject(this, &UMMTSuspensionStack::AsyncTraceDone);
}
//wrapper around async
void UMMTSuspensionStack::AsyncLineTraceForContact()
{
//Transform points into world space using component's transform
FVector LineTraceStart = ReferenceFrameTransform.TransformPosition(LineTraceOffsetTopLS);
FVector LineTraceEnd = ReferenceFrameTransform.TransformPosition(LineTraceOffsetBottomLS);
//Request async trace
ParentComponentRef->GetWorld()->AsyncLineTraceByChannel(EAsyncTraceType::Single, LineTraceStart, LineTraceEnd, SuspensionSettings.RayCheckTraceChannel,
LineTraceQueryParameters, LineTraceResponseParameters, &TraceDelegate, 0);
}
i dont use the delegates
Oh shit thanks a ton dude
i just check it on the next tick
every "async hit" i store into a array
and on the next tick, i read from that array and process it
vblanco - what kind of async traces did you do? The AsyncLineTraceByChannel as well?
yes
@frank escarp yeah, you have to measure it individually for each case. I've tried them on tanks - 16 traces per tank x 20 tanks, wasn't worth the trouble
thats a lot of traces mate
I... up until now I had no idea that existed.
maybe your callbacks are being less optimized
or similar
becouse, by number, my traces were similar
I'm gonna go slap myself until I cry now.
maybe, the thing is, there was a bottleneck in another place, so it could have hidden improvement
I do ~50 tracers per frame for ~0.5 seconds.
that's a lot
I know it is
But it's unavoidable for what I'm trying to achieve, at least I can't think of a better method
Got a giant character swinging his hand as a weapon. I need "perfect" collision so I trace all physics shapes on his fingers etc.
i would advise not to use async traces there
you add 1 frame of latency
on my swords i never do async traces
and i calculate like 20 per tick
This guy is so huge that 1 frame will hardly make a difference.
you only need async traces when you know you will have a lot of them
they complicate control flow
and add 1 frame of latency
Yeah I know... but right now non-async traces are causing performance hiccups for us. Come to think of it... it's more traces than that, since I trace ahead to predict hits.
if you are already predicting.. use async
the way async works is that they get offloaded to the physics calculation
wich is actually multithreaded
thats why they are free on ps4
normal tick is singlethread, but physics isnt
The delegate version from BoredEngineer is nice... if I'm not mistaken I should be able to bind UObject delegates with parameters in them, so it'll be neat af.
so by running traces alongside physics, they get offloaded to multiple thread
careful with that mate
what if the object is destroyed
and you get the delegate
wich WILL happen
i had that trouble with lambdas
due to being too smart with them...
i used lambdas to have async control flow
essentially this- > then -> then -> then
in the same function
so i dont have a ton of small functions
this worked well, and was good to write
but it caused so many crashes
i ended up having to remove every single one of those lambdas
they were getting called on destroyed objects
so the pointers were invalid
as I see you don't use delegates
I like your implementation more, so if I understand correctly, you get like an array of results and then you just check if it's empty or not, instead of using delegates
Well... in this case there shouldn't be a way for me to run into that situation. The only thing that I need to pass through to the delegates is the ID of the weapon and such data that it needs to do damage calculation on an eventual hit.
you can run into it with just normal logic, for example when you start to load a different level or you are loading a savegame and etc.
thats where alll my lambdas failed
what I mean is that there are many places where objects will get destroyed not because of the game logic but more regular things, like level offloading, streaming and etc
checking next frame is a good way of keeping it in control
as far as i know async traces are ALLWAYS ready next frame
Is there a way to know (without remembering) what changed in a level so you know what will be changed when you save content?
@frank escarp your code font looks so horrible
@kindred viper https://discord.gg/unreal-slackers
thanks I got it from the guide channel ๐
np, yep that's where it lives ๐
hello, im a begginer, im "working" on a game, and i like to ask you guys are they any tools to organize my work (dont like trello), im using hack and plan, but i need something more advanced to organize/plan my code. any essential tools i should be using?
Hack n Plan + DunDoc + Google Drive should be a good start.
draw.io for flowcharts is awesome
dundoc more for making a gdd right?
yeah pretty much. You can do that with HnP too or just write it up into a google drive doc, but I found it useful at one time
ok thank you ill have a look at this
@lavish creek as a "beginner" you shouldn't care at all about how to organize stuff, just learn ue4 before thinking about any specific game stuff
@fiery harbor been learnirn ue for almsot 2 years now, beginner in the sense i never developed a game, tahts what i ment
thats the thing, there is so much to be done and as 1 man team i rly need some tools to organize things
though I never did and it didn't hurt me I think. as long as youre working alone, no need for any outside organization. just making sure the code is pretty self explanatory works well for me
I dont have any documents or any other tools that I use for stuff
but its very much about taste I guess
it doesnt work for me i get distracted so easily, i start on implementing things and before i know it im making vfx fot it to look pretty :/
well doesnt have to be bad, its good if it looks good
Hi there,
In my project I have to get heart beat rate. But it should be sensitive. I achive it with arduino but Its not sensitive. Do you have any suggestion for get heartbeat in Unreal Engine?
id rather have clean and well planned workflow/ than half dinished code and half finished vfx
well, if its that hard for you to finish the code before starting to work on the vfx, ok ๐
as i said im a beginner
Hi everyone, hi John
anyone here know of a way to create a custom coordonate system that will let me create a planet sim game ?
and why a custom coordinate system?
i wanted a seamless planetary to space transition along with a close to a 1:1 planet size and as far as i know UE4 has 32bit cood system
coord*
well, so you would want to convert everything to double precision
either that or something along the lines Elite does it
replace all float with double and see how well that works haha
where they transition to another coord system once in hyoerspace
hyperspace*
i'm not an avid c++ programmer ... getting the source for ue4 and changing floats to doubles will only result in chinese noodles here ๐
plus god knows what i break once i try that only on the coord system
if you're not an avid c++ programmer, you really shouldn't work on a space sim game
sounds very ambitious if youre not a programmer
there are games that can be done by "not so much programmers", and there are games that can't
mostly all the stuff thats similar to many existing games, especially those done with ue4, is relatively friendly to non-programmers because ue4 is already doing a lot of it for you
i am not trying anything fancy beyond the seamless transitions so the rest i could handle (supposedly)
stuff thats different to epics own games needs a lot of custom programming often
i was thinking of using a spherified cube with a render to texture surface where the texture renders 6 landscape patches
and once close to landing i start to switch
procedural planet generation is another way but waaaay down the programming rabit hole i go
or shell out a ton of $$ for VoxelFarm's plugin ๐
i don't know if UE4 supports landscapes on spheres, that would save my but a bit
"landcapes" can only be heightfields
so the basemesh generated by the landscape system cannot be deformed to fit on a sphere ?
yes
bummer
but i can still do some sort of level streaming between 6 landscape meshes so they feel like a planet... just that the transition to space would make things a bit complicated
I think using the landscape system for that stuff will not give you great results
For the precision issue there's World->SetNewWorldOrigin
yes, but that only really makes sense in singleplayer
@silver crown are you able to handle variable density octrees on that setup ? meaning once you get far enough from your mesh .. are you decreasing the voxel resolution or something ?
I ask because the planets i plan to make are quite large ... and a 100km sized planet does not look good from outer space ๐
you plugin looks like the best choice i have at the moment ๐
i have a weird but kinda dumb idea fora game
you know those old, extremely surreal but kinda purposefully bad, half life mods?
imagine making one as a stand alone game
@silver crown great then i will try your system at distances <100km in orbit and switch to a static mesh above that. Now to figure out a way to map the the voxel land onto a texture so i can render it from "further out" .. i guess that i will make the same thing Elite Dangerous does ๐ render 2 kind of planets ... the big one for orbitals and your system once someone plans to land
<_< I have the silliest of bugs.. or well cascade limitation
i need more than all these curves, but there is no scrollbar
so I cant add any more to this system, and will needto edit em in another system and import em into this one
why do you need so many ? ๐
since its about 8 emitters each with custom over life, by speed, scale curves
can't you make separate particle emiters .. one for each of those 8 ans stack them together in editor ?
and *
i just said that, will need to export some, edit curves seperately and re-import :p
<_< wait there is a scrollbar.. but its on other side of screen
which doesnt scroll the curve window, but the node list
Y U THERE AND NOT OVER HERE
๐
i understood what you said .. i just wondered why bother to reimport back and not keep things separate
because its cheaper to use one system over many
buuut ...since you found the scrollbar .. all is good
mm cheaper in what way ?
simulation wise ?
just less loading whole systems
system > all emitters
over
system > emitter, system > emitter
i dunno , i think it's about the same since they all add draw calls the same number of times .. (or i am really mistaken)
its only a few 0.00x ms's but when you have a lot
so it's the same as grouping meshes ? i mean it somehow does process less ?
less lookups yea
heh, good to know
and if its all for the same effect, its also easier for others to just drag and drop 1 thing
that i do understand ... but that's for the content creator not the consumer
in this case it is for the consumer, marketplace pack and all
oh i see
๐
i plan on making a space sim game with a really pixelated retro simplistic look ... but not neceserally in terms of 8 polygon meshes ... just linear filtered textures ...128x128 in size ... low rez screen and just add a whole bunch of stuff that we had missing back in the old days
think of this but in 3d: http://oddtales.net/
Can I quickly move an object in the level to where my viewport is currently located?
just rightclick it in world outliner or details and 'teleport here'
can't think of a way to do it that fast, sorry. Perhaps just place a dummy where you want your object to be and then copy it's coordonates to your desired object
@plush yew you mean copy each number one by one or is there a copy-all-three function now perhaps?
one by one ... i don't know of a function that does that ... allthough i have a plugin for 3dmax that does exactly that to my clipboard
there's a fbx export plugin for 3dmax that sets each object to 0 before exporting so you don't end up with an offset origin point in ue4 but it also copies to clipboard all the coordonates for each mesh so after you import everything in ue4 .. just hit paste and presto ..everything is in it's place
i am guessin that that is something exposed in engine somwhere
telltale lays off 25% of workforce? I guess they chose...poorly
Anyone else in 4.18 having multiple windows open in unreal, tanks framerate
from 120 fps to 10fps
Closing the blueprint editor or any others and just having the main viewport brings back the framerate
do you have any GPU monitoring/FPS program active like msi afterburner?
the other alternative is when UE4 is in the background it will minimize CPU use, its an option in the preferences, and you might be seeing that.
If you have an Nvidia card check for the game streaming setting and turn it off
I did have open hardware monitor to check for GPU temps, maybe giga byte too @grim ore have those been known to tamper with it?
I wouldn't want to turn off texture streaming, it's a good piece of tech
So, I am trying to spawn a character and it doesn't move. My gamemode has the correct FirstPerson BP and I'm using playercontroller in the gamemode as well...what else do I need to check???
in the BP did you posses the pawn?
Shouldn't it autopossess ?
I never did that before AFAIK
I was using the default FPS template
I messed around with VR / motion controller, perhaps I didn't put something back correctly
did you change the controller type ?
if you spawn a pawn that is not the one you start the game with ... it will not be autoposessed
when oyu start the game it uses the default pawn class
"first person character"
it's not a pawn though, it's a character
it possesses it I just can't move or do anything
like, the model/controllers change
pawns can be controlled by both AI and the player and characters only by the player ...
hmm
check if the impus have changed in the progect settings ( perhaps they are no longer there)
inputs*
each one of those has a drop down ( the arrow besides them)
do they have anything there ?
For some reason, (I've had this problem before) it does NOT let me import input bindings either
i think you'll have to re'do them
yeah it's all a motion controller
what do I actually do? do I actually have to blueprint these controls?
each of these set up a variable that gets the value of your keypress / axis value ... you would have to use them in your player controller
BlueprintLog: New page: Compile FirstPersonCharacter
LogBlueprint: Warning: [Compiler FirstPersonCharacter] InputAction Event references unknown Action 'Jump' for InputAction Jump
LogBlueprint: Warning: [Compiler FirstPersonCharacter] Input Axis Event references unknown Axis 'Turn' for InputAxis Turn
LogBlueprint: Warning: [Compiler FirstPersonCharacter] Input Axis Event references unknown Axis 'LookUp' for InputAxis LookUp
LogBlueprint: Warning: [Compiler FirstPersonCharacter] Input Axis Event references unknown Axis 'MoveForward' for InputAxis MoveForward
LogBlueprint: Warning: [Compiler FirstPersonCharacter] Input Axis Event references unknown Axis 'MoveRight' for InputAxis MoveRight
LogBlueprint: Warning: [Compiler FirstPersonCharacter] Input Axis Event references unknown Axis 'LookUpRate' for InputAxis LookUpRate
LogBlueprint: Warning: [Compiler FirstPersonCharacter] Input Axis Event references unknown Axis 'TurnRate' for InputAxis TurnRate
LogBlueprint: Warning: [Compiler FirstPersonCharacter] [1417.33] Compile of FirstPersonCharacter successful, but with 7 Warning(s) [in 2,013 ms] (/Game/FirstPersonBP/Blueprints/FirstPersonCharacter.FirstPersonCharacter)
LogTemp: Repeating last play command: Selected Viewport
so you were right, thanks for reminding me where to look
glad i could help ... honestly i've had this problem recently and remembered it ๐
i made a custom camera to act as a sort of CCTV where you have the mous over stuff work and then another actor that gets spawned where you click for you to control after you exit the camera view
and the game just remembers your previous character because you didn't destroy the actor, you just unpossessed it
Why is my input action not being saved
I've saved it and it's writable
This has to be a VERY common porlbme @plush yew
i managed to fix mine by writing all the input mappings including mouse movement then on posses disabeling the mouse actions for the character
I wish you could have multiple player controllers
There is no way of knowing if it will be buggy for your use, thousands of people are using it now with different results
basic user* it mean i barely gonna use the new stuff or at least 0.001 percent of ue 4 stuff
i will download it anyways.
If you really feel that way you can pick a older release
You're not really wrong either
nah just want to take look at new skylight.
Oh, well if you're just curious then it should be fine.
If it couldn't even be used they wouldn't release it
new skylight?
yep skylight bounce and maybe gi based on hdr map as far i know.
ahh.. ok I didnt really look very closely at the release notes
too early in my projects to worry about lighting
guys does that mean hdr map now can cast shadow ? like in unity latest beta.
They render your scene twice basically
@plush yew there was a pinhole demo screenshot setup in the release notes , yes the hdr map can now cast all of it's values on to a surface
you can make a simulated camera with it and see
-4
that one is out of bounds ๐
@dry mesa yeap a hds sky image through a small opening ... if you make it smaller you get a dimmer and sharper image
don't worry i got my sunscreen ๐ ๐ ๐
if anyone can spare a few mins to dm me about some particles stuff?
So, problem:
It takes forever to load files in UE4.
The other day I was trying to load in meshes from the Open World Demo pack, took 10-20 minutes to load in one mesh.
My HDD is 5400 rpm, slower than average, but shouldn't make that much of a difference over a 7200 rpm (my previous) which took about 5 seconds max.
The HDD is healthy, only about 1/4 of the way full.
If you have any tests you would like me to do on it, feel free, I do not know if there is a certain setting in UE4 that can help this.
buy an ssd?
Well obviously an SSD would provide much faster all around perfomance but degrading from 7200 rpm to 5400 shouldn't add 10-20 minutes...
I couldnt ever do anything in the open world demo pack either, on my 7200rpms. gave up
it might if your new drive is dieing, or has less cache, or well is lower quality. run crystal diskmark on both drives to see if its a drive issue or something else
Will do!
Can anyone help me? Following the official blueprint tutorials but mine is acting differently, I think I may have missed something rather than engine changes but not sure what. Mines does not have "Break Hit Result" as you can see here: https://youtu.be/4jZT9ibp_ko?t=362
Any ideas what I am doing wrong?
This video shows how to let the player interact with objects in the scene, using Casting and Blueprint Interfaces. (00:05) - Lights & Inputs (02:40) - Line T...
I see this:
It looks like you've got an array output; are you using "MultiLineTraceByChannel"?
If not, it could be that the function was split into two, in which case you'll want to look for the line trace with 'single' in the name
@glossy flame Thanks alot, hero!
I was indeed using the wrong thing Multi line instead of LineTrace...
do i just have to reinstall
its not even like a flash drive or anything
it was working yesterday
lol
it shows that
and 5 minutes later
it works
so nvm
i dont have an E: drive
o nvm
its when i try to OPEN a project
get an E: drive, insert a disk, and the error will go away ๐
lol

on a side note
why is unreal running so slow
its been at 96%
for like
10 minutes
but
96% to load a project? its compiling stuff for the DDC probably.
is this a small project or some larger one like open world example?
ah well yeah it shouldnt be doing that then still, maybe a minute or 2
its been 15...
kill it and retry I would say, weird I wonder what broke
oh.. yeah that might be a problem lol
i have a secondary
the DDC cache is proably on your main drive in your appdata folder tho
what is the difference between UWdiget and slate ?