#ue4-general

1 messages ยท Page 136 of 1

south ridge
#

@safe shoal 1 extra gun on a dropship may mean 1 less soldier dropped

#

etc

wary wave
#

I'd hazard a guess said Ps2 game wasn't networked?

safe shoal
#

true!

#

It definitely wasnt haha, but it wasn't actual objects if I recall

wary wave
#

yeah

livid haven
#

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.

safe shoal
#

The things we could do with deterministic physics sims

livid haven
#

I wonder.

wary wave
#

I think the best example of what might be achievable would be Earth Defence Force

livid haven
#

What about... deterministic AI?

safe shoal
#

sigh the dreams

wary wave
#

arguably all AI is deterministic

#

but EDF is janky because of the need for multiplayer

livid haven
#

But AI acts like players - replicates their actions from the server to the client.

wary wave
#

it's still deterministic

livid haven
#

Clarification - simulated/predicted client-side AI.

wary wave
#

the problem is that the client and server simulations are all different

livid haven
#

That is deterministic, otherwise it'll be pretty out of sync.

wary wave
#

this is a fundamentally important concept in multiplayer

livid haven
#

Clientside doesn't simulate AI though.

#

Normally.

wary wave
#

normally no

faint cedar
#

So

wary wave
#

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)

faint cedar
#

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

wary wave
#

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

livid haven
#

Yeah, but I'm wondering if they're close enough if it's fine for something that's kind of haphazard like this.

wary wave
#

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

livid haven
#

I'm just thinking. I don't think it'll work, but I wonder if there's anything in there worth trying.

wary wave
#

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

chilly sun
#

quickq: in game-design we can poke bot for ideas, can we dump ideas? (intend no spams)

wary wave
#

both, I guess

#

poking the bot is rally annoying though

#

you can just send the bot a PM instead

south ridge
#

Make a game where you save the world by really, really loving fish

livid haven
#

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.

safe shoal
#

Fortnite's PVE seems to do a LOT somehow

chilly sun
#

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 ?

safe shoal
#

Like with every actor being destroyable etc.

livid haven
#

Might have to make some friends over at Creative Assembly. ๐Ÿ˜›

#

Of course, they're doing very different tech there.

safe shoal
#

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...

faint cedar
#

The _?

safe shoal
#

the _Implementation

#

Supposed to just be Client_SetLoadout

#

doh

faint cedar
#

oh

#

Seriously, somebody did a number on the Inspector panel in 4.18

#

This is horrifying

livid haven
#

Directly calling the Implementation, yeah. ๐Ÿ˜›

#

Woops, was scrolled up.

safe shoal
#

@faint cedar I've not been able to build 4.18 from sauce yet, is it not too good :/?

#

Having nightmares merging it

faint cedar
#

1 minute

#

These fully expanded redudant ugly properties are EVERYWHERE

#

Those second 3 are copies of the properties inside the struct

safe shoal
#

That does look messed up

#

Almost like ShowOnlyInnerProperties isn't working properly, maybe

faint cedar
#

no idea, but it throws me off quite a bit at times

safe shoal
#

definitely seems like a bug maybe

faint cedar
#

Maybe @blissful reef can come to our rescue? ๐Ÿ˜›

livid haven
#

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.

paper kernel
#

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

livid haven
#

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.

faint cedar
#

Damn timezones always messing up my master plans

sick nova
#

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

fiery harbor
#

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

tawny brook
#

Anyone tried the new asset management framework in 4.17/4.18?

short zephyr
#

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

fiery harbor
#

well it will still be pretty expensive

#

a 2d game with a complex (10+ layer) 3d landscape?

plush yew
#

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?

feral echo
#

what's the difference between sweep and trace? Or this is same thing?

plush yew
#

@fiery harbor Thank you

pallid compass
#

Does anyone know of aways to tile the a texture in maya UV editor?

pallid compass
#

@frank escarp you around?

frank escarp
#

yes

pallid compass
#

So im learning tiling textures and trim sheets

plush yew
#

C++ Y U take so long to build?!

pallid compass
#

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

frank escarp
#

no clue

pallid compass
#

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

#

๐Ÿ˜„

plush yew
#

I installed Maya the other day, then uninstalled it after few hours.

#

I'll stick to Blender.

pallid compass
#

haha how come?

frank escarp
#

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

empty adder
#

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

vale osprey
#

SpawnActorFromClass

#

Give it transform of the point where it should spawn and name of the class to spawn from

empty adder
#

I made it work, thanks!

#

I also have trouble casting to my Widget

#

I want access to a boolean, that i made in it

grim ore
#

what is the trouble with casting to your widget?

empty adder
#

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

grim ore
#

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?

empty adder
#

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

ionic sedge
#

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. ๐Ÿ˜›

grim ore
#

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

empty adder
#

It works now

#

Just needed that little bad boy inbetween these

grim ore
#

yeppers ๐Ÿ˜ƒ

empty adder
#

Thanks a lot guys!

#

Learning more everyday. Didnt even know this was a thing

grim ore
#

hey you got it without much problem so good work to you.

plush yew
#

Not sure why Blueprints compile instantly, but simple C++ takes 10-20 minutes, even if it's just a Hello World.

grim ore
#

Aliens

plush yew
#

I guess it doesn't happen for everyone. Just find it weird.

grim ore
#

nah it does

#

maybe your compiling the entire engine at the same time as your project as well by accident?

ionic sedge
#

It shouldn't take 10-

grim ore
#

a simple class shouldnt take a horrible amount of time

ionic sedge
#

20 minutes.

plush yew
#

literally 2 scripts.

grim ore
#

when you compile which project in VS do you compile?

plush yew
#

VS 2015 Community

grim ore
#

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

plush yew
#

Yes UE4 and the project

cinder iron
#

Did someome have any problem building ue4.17 source Code from github?

plush yew
#

I'm doing the C++ FPS character tutorial from docs.unrealengine.

ornate forge
#

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?

plush yew
#

@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.

grim ore
#
Unreal Engine

Hi everyone! Iโ€™m 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.

minor thistle
#

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

winter panther
#

Probably

icy hearth
#

Heya everyone! I might be missing it, but is there a channel to discuss weird performance issues with the editor on the server? Thanks! ๐Ÿ˜ƒ

cursive dirge
#

@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

pastel folio
#

Is it just me or is the nvidia github empty

#

Did they remove the waveworks stuff?

silver crown
minor thistle
#

I guess I'm just not seeing it @winter panther

#

lame

pastel folio
#

404

silver crown
#
pastel folio
#

Ahhh I missed that part

gray basalt
#

when i add "PlayerStart" in UE4, where is the code managing camera controls etc ?

safe rose
#

@gray basalt ?

#

You are asking a lots of different questions in that one sentence

gray basalt
#

i'm just looking for the code

safe rose
#

Code for Pawns are in Pawns. Character (which are Pawns + CharacterMovement and Capsule) are in Character class

#

What code?

#

Controllers are used for inputs

gray basalt
#

when i add PlayerStart from UE interface

safe rose
#

Or possessing pawns

#

....

#

So you put a playerstart using Level Editor is my assumption

gray basalt
#

yes

safe rose
#

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

gray basalt
#

and this default pawn handle the camera ?

safe rose
#

ยฏ_(ใƒ„)_/ยฏ

gray basalt
#

y i saw

livid haven
#

๐Ÿคค Yeeeees. Finally. On that 4.18 goodness for work.

pallid compass
#

mfw watch 4 hours of guy trim sheet tutorial

#

all he has done for 4 hours is modelling

#

-closes it-

#

what a joke.

tawny brook
#

@livid haven Have you worked with the new asset management framework

livid haven
#

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.

tawny brook
#

I'm currently on 4.16, might switch to 4.18 to create a weapons system using it

livid haven
#

Not that you can't use it in a weapon system, but that phrasing is a little odd.

tawny brook
#

Seriously?

#

The description literally says "great for weapons"

livid haven
#

Where is this description?

tawny brook
#

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

livid haven
#

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.

tawny brook
#

well damn

livid haven
#

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.

safe rose
#

AH

#

Aye

livid haven
#

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.

safe rose
#

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

tawny brook
#

I mean

#

"Please note that this support should be considered Experimental, and the API and interfaces will change."

safe rose
#

?

#

This is release?

tawny brook
#

Under 4.17's note about the framework said that

safe rose
#

Ah

#

I thought it was released

#

not experimental

#

even better reason not to use it then

tawny brook
#

wait

#

tad bit blind

#

That's for the ARKit

safe rose
#

Ah, I see now

tawny brook
#

๐Ÿคฃ

safe rose
#

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

tawny brook
#

I think they did

safe rose
#

But cool, maybe it'll get some more love then later

#

Because it wasn't all that intuitive to work with

tawny brook
#

"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!"

safe rose
#

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

#

๐Ÿ˜‰

tawny brook
safe rose
#

I'll have to go back and check it out

#

because I just saw they did add some more documentation for it

#

But I think this was just a CP from that PDF that head guy gave out

#

I'll have to check it out later,

livid haven
#

@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.

serene otter
#

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

tawny brook
#

well

#

if you want to do it in blueprints, It'd make some sense in #blueprint

serene otter
#

so I will definitely need custom code for it?

#

if so, I'll just ask in cpp

livid haven
#

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.

serene otter
#

yeah

#

fairly simple

livid haven
#

All of those things are accessible in blueprints.

serene otter
#

k, this is a good excuse to go learn about blueprints. Thanks both!

tawny brook
#

you could probably do it in c++ aswell

#

time to work on my weapons system, so much to do ๐Ÿ˜ญ

sacred sable
#

Where would I be able to go for questions/support (I don't perfer forums so that's why I am here)

tawny brook
#

Depends on what you need help with

sacred sable
#

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.

tawny brook
#

as it's a cooking error

livid haven
#

That statement doesn't make sense. ๐Ÿ˜›

#

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.

sacred sable
tawny brook
#

(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)

sacred sable
#

Hmm, that is that file.

tawny brook
#

Yes it is

sacred sable
#

Copied it straight out of it.

tawny brook
#

"for full exception trace"

sacred sable
#

mhm, I opened up that file and that's what I gave you in the haste bin.

tawny brook
#

Odd how the file references itself

#

Logic right

#

saying "go open this file"

sacred sable
#

mhm, I am 100% it's that file.

tawny brook
#

Alrighty

livid haven
#

@tawny brook It references itself because you may be seeing this output in another program/window. ๐Ÿ˜‰

tawny brook
#

x=h

livid haven
#

Alright

#

So

#

In this case

sacred sable
#

I read over the error and saw nothing my self. I thought you guys could help.

livid haven
#

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

sacred sable
#

๐Ÿ˜ฎ

livid haven
#

So it's not that UAT crashed because of something in UAT, but that the editor itself crashed.

tawny brook
#

Editor does crash sometimes

livid haven
#

So you actually need the log for the editor, not UAT.

sacred sable
#

And we don't know what program that is?

tawny brook
#

That's the visual editor

livid haven
#

It's the UE4 editor itself

sacred sable
#

Okay where would I be able to find the logs at?

livid haven
#

YourProject/Saved/Logs

#

You'll find a bunch of logs there.

tawny brook
sacred sable
#

Okay

livid haven
#

Try to find one from when you ran this thing

tawny brook
#

That's the "editor"

#

The entire thing is the editor

livid haven
#

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.

tawny brook
#

Uhm 1010bob

#

Are you by chance apart of the spigot forums community?

sacred sable
#

Mhm. Haha

tawny brook
#

Alright, i got banned back in 2015 but that's offtopic ๐Ÿ˜„

sacred sable
tawny brook
#

That's why I asked if you were, because md_5's paste lol

sacred sable
#

Yeah haha

tawny brook
#

"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

sacred sable
#

(My friend is "Cole" I was making a game for him ๐Ÿ˜› )

#

What is it "IME?"

livid haven
#

Not relevant.

#

All of that is normal stuff

#

This isn't the right log.

sacred sable
#

Oh haha, I don't know how UE4 works so I didn't know.

livid haven
#

Cmd: QUIT_EDITOR = you closed the editor.

#

As in, the user sent the quit editor command.

sacred sable
#

How?

livid haven
#

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

sacred sable
#

I've tried it a few times not doing anything.

livid haven
#

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.

sacred sable
#

Like I have this one too

livid haven
#

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

sacred sable
#

whaa

livid haven
#

When you run this thing, from the editor, look in Saved/Logs and look at the newest file.

#

Look at the created/modified date.

sacred sable
#

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.

livid haven
#

Sorry, was in another channel.

sacred sable
#

Oh that's fine.

livid haven
#

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.

sacred sable
#

Okay one second

faint cedar
#

evenin'

sacred sable
#

@livid haven This is the only log file there

livid haven
#

How about C:\Program Files\Epic Games\UE_4.18\Engine\Programs\AutomationTool\Saved\Cook-2017.11.07-17.46.52.txt?

hot ledge
#

So I want to use a variable I created in my anim blueprint

sacred sable
#

Theres nothing there @livid haven

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.

sacred sable
#

Nope

livid haven
#

IE:

sacred sable
#

I went directly to the folder too

livid haven
sacred sable
#

Nothing in there

#

mhm I did that

livid haven
#

Uh... I'm about out of ideas.

sacred sable
livid haven
#

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.

sacred sable
#

@tawny brook Are you able to still help?

tawny brook
#

Busy working on an inventory/weapons system

#

So not really

sacred sable
#

๐Ÿ˜ฆ Okay

sacred sable
#

So no ones gonna help me?

glossy zenith
#

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.

safe rose
#

lol

#

Any chance I could get you to google that?

#

Actually, let me do it for ya

cursive dirge
#

just use whatever you like more

#

or both

glossy zenith
#

are you answering me Victor ?

safe rose
#

Yes

cursive dirge
#

there's no wrong answer

safe rose
#

No one please answer

#

Waste of time

glossy zenith
#

oh cool. thanks

faint cedar
#

There is no such thing as a "pure C++ project".

safe rose
faint cedar
#

A "real" project will use a mixture of both.

cursive dirge
#

actually, in the end, I used only c++ :p

safe rose
#

Damnit

#

shhh

faint cedar
#

Well yeah but you have to create BPs to populate your instance properties ๐Ÿ˜›

glossy zenith
#

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

safe rose
#

Let him do his own damn research

faint cedar
#

Also, widget blueprints

glossy zenith
#

but will watch that video

cursive dirge
#

no you don't

safe rose
#

So this doesn't drag on all night

#

please

cursive dirge
#

I didn't do that

#

as blueprints were pain

safe rose
#

@maiden swift where's the FAQ please?

cursive dirge
#

they always broke down

safe rose
#

This is #1 please

#

BP vs C++

faint cedar
#

Oh yeah you can drag and drop C++ classes into scenes directly, right?

safe rose
#

Needs to be

glossy zenith
#

Maybe chill @safe rose

cursive dirge
#

yup

safe rose
faint cedar
#

How did you assign meshes and such to your objectts? In the scene?

safe rose
#

@faint cedar ? depends

#

You can snap them

#

to verts

#

@glossy zenith ???

faint cedar
#

What?

safe rose
#

You ask a question that you know would cause discord

#

Instead of just researching on your own

faint cedar
#

The hell you talking to / about?

safe rose
#

When it's 100% subjective anyway

glossy zenith
#

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.

safe rose
#

@faint cedar You asked how to align meshes right?

faint cedar
#

nope

safe rose
#

Oh, I misread

ionic sedge
#

This is a place for discussing things, might as well discuss stuff. ๐Ÿ˜›

faint cedar
#

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++.

cursive dirge
#

@faint cedar direct ref

#

it's ugly

#

but it works

safe rose
#

ggwp

faint cedar
#

We built our core systems in cpp and we have our content creators subclass those into BPs and place in levels.

cursive dirge
#

I just got fed up with blueprints getting corrupted every now and then as I refactored the parent classes

safe rose
#

@faint cedar You said assign. You can do it via LevelBP

cursive dirge
#

yeah, that's how I did first

#

it's how it's designed to work

#

it's just so fragile

safe rose
#

Or, if you want, just line trace, and get the ref

#

Or, send ref up to GameMode

cursive dirge
#

if you write once and never refactor, it's ok

safe rose
#

or some other global

#

And do it

faint cedar
#

Funny enough I never had trouble with BPs dying on me.

cursive dirge
#

well, it's not always obvious

faint cedar
#

But I suppose YMMV

cursive dirge
#

sometimes the BP seems fine but acts odd

safe rose
#

The thing is, everytime someone starts this, it goes crazy sideways usually

cursive dirge
#

and when you recreate it, it's ok again

safe rose
#

I mean, that's why we have discord search also ๐Ÿ˜ญ

cursive dirge
#

so sometimes it just silently corrupts itself

faint cedar
#

yeah but Discord ain't a forum, discussion aren't as focused

safe rose
#

Do you search on the forums?

faint cedar
#

hm, that reminds me... I had one REALLY freaky bug on the last game jam. Cost us our submission.

safe rose
#

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?

faint cedar
#

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.

safe rose
#

heh, you didn't bullet trajectory for a jam?

#

Brave!

faint cedar
#

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

safe rose
#

Hmm

faint cedar
#

The enemies were passing in the correct curve assets, the bullets were using the wrong one.

safe rose
#

That's pretty interesting

faint cedar
#

Just randomly.

safe rose
#

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

faint cedar
#

Not really, it didn't have a set duration, and it was implemented in code

safe rose
#

That's what I was talking about

faint cedar
#

CurrentBulletLocalZOffset = PathCurve .GetFloat(ElapsedLifetime * Frequence) * Amplitude;

#

Yeah I know they can be done.

safe rose
#

gotcha

faint cedar
#

I just hate them and wish they'd burn.

safe rose
#

you just wanted the curve

#

heh

#

Timeline are pretty nifty things

faint cedar
#

In BP yes

#

Not in code

safe rose
#

I wish there were scaled down version of them

#

Basically, one for each tracks

#

Instead of this jumbo function

faint cedar
#

Plus, even in BP they have one stupid limitation and that is their fixed duration. They need to have some sort of playspeed.

safe rose
#

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

faint cedar
#

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

safe rose
#

heh

glossy zenith
#

maybe theres a greensock like tool for c++ you could use

#

would solve all your troubles

faint cedar
#

The hell is greensock?

glossy zenith
#

lol. past life.

#

it was a tween controller for flash/flex and then later javascript

cursive dirge
#

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

glossy zenith
#

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

cursive dirge
#
static ConstructorHelpers::FObjectFinder<UStaticMesh> StaticMesh(TEXT("/Game/Models/MyMesh.MyMesh"));
MyMesh->SetStaticMesh(StaticMesh.Object);```
#

etc

stray smelt
#

what is this kind of reflection called

opal ocean
#

caustics I think

stray smelt
#

ahh right... Thanks! :--)

glossy zenith
#

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

livid haven
#

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.

glossy zenith
#

also assuming that bp networking isnt as good as c++

pastel folio
#

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

glossy zenith
#

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 )

safe rose
#

@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.

livid haven
#

I don't entirely agree, but that's mostly spot on.

safe rose
#

Well

livid haven
#

I never develop without the engine source code also built in a debug config.

safe rose
#

Also Dedicated Servers

#

You need Source for that

#

Because...well Epic...

livid haven
#

Being able to actually step in to the engine code vastly improves one's ability to grok the engine and how to use it.

safe rose
#

Anyone can step into it though

#

Even on launcher

#

Or using Github

livid haven
#

Not having reliable access to legit callstacks and values though.

safe rose
#

But if you mean manipulation, then yeah

livid haven
#

I mean straight up just stepping through it.

safe rose
#

Aye

livid haven
#

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.

faint cedar
#

I wonder

south ridge
#

That's interesting, because I don't have much issue with engine being in optimized

faint cedar
#

Is all the Epic bashing on the forums due to lack of dev forum involvement getting out of hand or is it justified

south ridge
#

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

faint cedar
#

Especially the docs / AH stuff

south ridge
#

Cause data containers are super optimized and refuse any form of stepping through

faint cedar
#

Oh damn this is sweeet

#

Although I vowed to never buy Steelseries headsets again...

wary dew
#

question, does anyone know if cartoon blood is acceptible for the mega game jam?

cursive dirge
#

@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

faint cedar
#

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...

cursive dirge
#

whole point in async is that it doesn't have to finish at that frame

#

so you probably get one frame lag on those

faint cedar
#

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

wary dew
#

@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.

safe rose
#

@wary dew Only a few things not allowed

#

Check the rules

#

don't assume

#

anyone on here know's what they are talking about ๐Ÿ˜‰

wary dew
#

yeah i have the rules up i'm looking at them right now

safe rose
#

Because I thought somethign changed

#

When it didn't

faint cedar
#

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

livid haven
#

@faint cedar We talked about the whole thing yesterday at length

cursive dirge
#

async scene isn't actually async

#

it's misleading name

livid haven
#

TL;DR: Epic is busier than usual on internal projects so community involvement has suffered.

cursive dirge
#

it's just another physics scene

livid haven
#

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.

glossy zenith
#

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 ?

mental shale
#

think anyone can help me out down at # graphics?

faint cedar
#

@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.

tulip vault
#

Does anyone here have a first-person blueprint that is smoother and better-controlling than the template?

stuck chasm
#

Can anyone help me make a color picker?

midnight mantle
#

so from what I've read so far, it's pretty near-impossible to convert diffuse textures into albedo?

lean junco
#

OMFD Houdini 16.5 just landed in mah face !!!!

south ridge
#

@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

proven aurora
#

<@&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!

snow crown
#

the first one?

proven aurora
#

Yeah

#

Thanks!

snow crown
#

any time

safe rose
kind pumice
#

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.

tulip vault
#

supposed to be a light-piliar

oak tulip
#

Oh nice

safe rose
#

lol

#

UE4 never fails

#

I've never seen this before

faint cedar
#

mornin'

sudden agate
#

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)?

faint cedar
#

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.

vale osprey
#

@faint cedar I guess you already found that for async traces that bool is not enough. You have to pickup results later. Iโ€™ve tried it at some point and havenโ€™t seen much performance improvement, most likely because I had just few hundred traces.

faint cedar
#

Aye

vale osprey
#

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

frank escarp
#

@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

vale osprey
#

nice! ๐Ÿ˜ƒ

frank escarp
#

the thing about them is that they complicate control flow

#

a lot

vale osprey
#

in my case bottleneck could have been somewhere else

frank escarp
#

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

vale osprey
#

@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);
}
frank escarp
#

i dont use the delegates

faint cedar
#

Oh shit thanks a ton dude

frank escarp
#

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

faint cedar
#

vblanco - what kind of async traces did you do? The AsyncLineTraceByChannel as well?

frank escarp
#

yes

vale osprey
#

@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

frank escarp
#

thats a lot of traces mate

faint cedar
#

I... up until now I had no idea that existed.

frank escarp
#

maybe your callbacks are being less optimized

#

or similar

#

becouse, by number, my traces were similar

faint cedar
#

I'm gonna go slap myself until I cry now.

frank escarp
#

and it could be 2-3 miliseconds on ps4

#

1 milisecond on pc

#

but im doing vr

vale osprey
#

maybe, the thing is, there was a bottleneck in another place, so it could have hidden improvement

faint cedar
#

I do ~50 tracers per frame for ~0.5 seconds.

vale osprey
#

that's a lot

frank escarp
faint cedar
#

I know it is

frank escarp
#

thats how i do my async traces

#

and on the next tick

faint cedar
#

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.

frank escarp
#

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

faint cedar
#

This guy is so huge that 1 frame will hardly make a difference.

frank escarp
#

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

faint cedar
#

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.

frank escarp
#

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

faint cedar
#

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.

frank escarp
#

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

vale osprey
#

as I see you don't use delegates

frank escarp
#

but they werent nulled of course

#

so crash

#

with no way of defending from it

vale osprey
#

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

faint cedar
#

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.

vale osprey
#

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.

frank escarp
#

thats where alll my lambdas failed

vale osprey
#

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

frank escarp
#

checking next frame is a good way of keeping it in control

#

as far as i know async traces are ALLWAYS ready next frame

jaunty onyx
#

Is there a way to know (without remembering) what changed in a level so you know what will be changed when you save content?

faint cedar
#

hm

#

Guess I'll have to try it out, thanks for the help guys

fiery harbor
#

@frank escarp your code font looks so horrible

kindred viper
#

!invite

#

sigh

#

everytime I need the link, its not there :p

upper heart
kindred viper
#

thanks I got it from the guide channel ๐Ÿ˜ƒ

upper heart
#

np, yep that's where it lives ๐Ÿ‘

lavish creek
#

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?

kindred viper
#

Hack n Plan + DunDoc + Google Drive should be a good start.

lavish creek
#

dundoc more for making a gdd right?

kindred viper
#

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

lavish creek
#

ok thank you ill have a look at this

fiery harbor
#

@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

lavish creek
#

@fiery harbor been learnirn ue for almsot 2 years now, beginner in the sense i never developed a game, tahts what i ment

fiery harbor
#

ah

#

then you can surely care about organization, yeah ๐Ÿ˜„

lavish creek
#

thats the thing, there is so much to be done and as 1 man team i rly need some tools to organize things

fiery harbor
#

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

lavish creek
#

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 :/

fiery harbor
#

well doesnt have to be bad, its good if it looks good

severe glen
#

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?

lavish creek
#

id rather have clean and well planned workflow/ than half dinished code and half finished vfx

fiery harbor
#

well, if its that hard for you to finish the code before starting to work on the vfx, ok ๐Ÿ˜„

lavish creek
#

as i said im a beginner

plush yew
#

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 ?

fiery harbor
#

and why a custom coordinate system?

plush yew
#

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*

fiery harbor
#

well, so you would want to convert everything to double precision

plush yew
#

either that or something along the lines Elite does it

fiery harbor
#

replace all float with double and see how well that works haha

plush yew
#

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 ๐Ÿ˜„

#

plus god knows what i break once i try that only on the coord system

fiery harbor
#

if you're not an avid c++ programmer, you really shouldn't work on a space sim game

latent peak
#

sounds very ambitious if youre not a programmer

plush yew
#

physix will go down the drain i ma sure

#

ia m sure *

#

I AM SURE ...dam this keyboard

fiery harbor
#

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

plush yew
#

i am not trying anything fancy beyond the seamless transitions so the rest i could handle (supposedly)

fiery harbor
#

stuff thats different to epics own games needs a lot of custom programming often

plush yew
#

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 ๐Ÿ˜„

#

i don't know if UE4 supports landscapes on spheres, that would save my but a bit

fiery harbor
#

"landcapes" can only be heightfields

plush yew
#

so the basemesh generated by the landscape system cannot be deformed to fit on a sphere ?

fiery harbor
#

yes

plush yew
#

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

fiery harbor
#

I think using the landscape system for that stuff will not give you great results

silver crown
#

For the precision issue there's World->SetNewWorldOrigin

fiery harbor
#

yes, but that only really makes sense in singleplayer

silver crown
#

@plush yew I'm making an open source plugin similar to Voxel Farm

#

May help you

plush yew
#

@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 ๐Ÿ˜ƒ

#

you plugin looks like the best choice i have at the moment ๐Ÿ˜„

silver crown
#

I have LOD yes

#

So 100 km planet should be okay

#

Works fine ๐Ÿ˜ƒ

heavy yew
#

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

plush yew
#

@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 ๐Ÿ˜ƒ render 2 kind of planets ... the big one for orbitals and your system once someone plans to land

fierce tulip
#

<_< 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

plush yew
#

why do you need so many ? ๐Ÿ˜ƒ

fierce tulip
#

since its about 8 emitters each with custom over life, by speed, scale curves

plush yew
#

can't you make separate particle emiters .. one for each of those 8 ans stack them together in editor ?

#

and *

fierce tulip
#

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

plush yew
#

๐Ÿ˜„

#

i understood what you said .. i just wondered why bother to reimport back and not keep things separate

fierce tulip
#

because its cheaper to use one system over many

plush yew
#

buuut ...since you found the scrollbar .. all is good

#

mm cheaper in what way ?

#

simulation wise ?

fierce tulip
#

just less loading whole systems

#

system > all emitters
over
system > emitter, system > emitter

plush yew
#

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)

fierce tulip
#

its only a few 0.00x ms's but when you have a lot

plush yew
#

so it's the same as grouping meshes ? i mean it somehow does process less ?

fierce tulip
#

less lookups yea

plush yew
#

heh, good to know

fierce tulip
#

and if its all for the same effect, its also easier for others to just drag and drop 1 thing

plush yew
#

that i do understand ... but that's for the content creator not the consumer

fierce tulip
#

in this case it is for the consumer, marketplace pack and all

plush yew
#

oh i see

fierce tulip
#

and I like to provide them with the easiest setup possible

#

and most optimal

plush yew
#

๐Ÿ‘

#

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

jaunty onyx
#

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'

plush yew
#

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

jaunty onyx
#

@plush yew you mean copy each number one by one or is there a copy-all-three function now perhaps?

plush yew
#

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

urban sinew
#

telltale lays off 25% of workforce? I guess they chose...poorly

fallen raven
#

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

grim ore
#

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.

plush yew
#

If you have an Nvidia card check for the game streaming setting and turn it off

fallen raven
#

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

light thunder
#

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???

plush yew
#

in the BP did you posses the pawn?

light thunder
#

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

plush yew
#

did you change the controller type ?

light thunder
#

it says Player Controller

plush yew
#

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"

light thunder
#

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

plush yew
#

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*

light thunder
#

shit, they are

#

they are all the teleport ones

plush yew
#

each one of those has a drop down ( the arrow besides them)

do they have anything there ?

light thunder
#

For some reason, (I've had this problem before) it does NOT let me import input bindings either

plush yew
#

i think you'll have to re'do them

light thunder
#

yeah it's all a motion controller

#

what do I actually do? do I actually have to blueprint these controls?

plush yew
#

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

light thunder
#

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

plush yew
#

glad i could help ... honestly i've had this problem recently and remembered it ๐Ÿ˜„

#

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

light thunder
#

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

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

plush yew
#

should i download 4..18 now or just wait for the hot fix

#

is it buggy for basic user?

grim ore
#

There is no way of knowing if it will be buggy for your use, thousands of people are using it now with different results

plush yew
#

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.

worn granite
#

If you really feel that way you can pick a older release

#

You're not really wrong either

plush yew
#

nah just want to take look at new skylight.

worn granite
#

Oh, well if you're just curious then it should be fine.

#

If it couldn't even be used they wouldn't release it

plush yew
#

true that.

#

thanks mate.

opal ocean
#

new skylight?

plush yew
#

yep skylight bounce and maybe gi based on hdr map as far i know.

opal ocean
#

ahh.. ok I didnt really look very closely at the release notes

#

too early in my projects to worry about lighting

plush yew
#

guys does that mean hdr map now can cast shadow ? like in unity latest beta.

plush yew
#

wow

#

planar reflections

#

shit o n your FPS

#

My fps with: 30
Without: 80-90

vale osprey
#

They render your scene twice basically

plush yew
#

@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

dry mesa
#

@plush yew wow thats crazy

#

thats the pinhole camera? ha! too cool

plush yew
#

-4

#

that one is out of bounds ๐Ÿ˜„

#

@dry mesa yeap a hds sky image through a small opening ... if you make it smaller you get a dimmer and sharper image

dry mesa
#

be careful of solar eclipses man.

#

๐Ÿ˜›

plush yew
#

don't worry i got my sunscreen ๐Ÿ˜„ ๐Ÿ˜„ ๐Ÿ˜„

keen kite
#

if anyone can spare a few mins to dm me about some particles stuff?

paper briar
#

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.

tawny brook
#

buy an ssd?

paper briar
#

Well obviously an SSD would provide much faster all around perfomance but degrading from 7200 rpm to 5400 shouldn't add 10-20 minutes...

opal ocean
#

I couldnt ever do anything in the open world demo pack either, on my 7200rpms. gave up

grim ore
#

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

paper briar
#

Will do!

faint juniper
#

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...

โ–ถ Play video
glossy flame
#

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

faint juniper
#

@glossy flame Thanks alot, hero!

#

I was indeed using the wrong thing Multi line instead of LineTrace...

marsh loom
#

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

opal ocean
#

get an E: drive, insert a disk, and the error will go away ๐Ÿ˜ƒ

marsh loom
#

lol

#

on a side note

#

why is unreal running so slow

#

its been at 96%

#

for like

#

10 minutes

grim ore
#

96% to load a project? its compiling stuff for the DDC probably.

marsh loom
#

ok @grim ore its still at 96%

#

it worked 2 hours ago

grim ore
#

is this a small project or some larger one like open world example?

marsh loom
#

im still learning so just a template

#

but for the past week its been working

grim ore
#

ah well yeah it shouldnt be doing that then still, maybe a minute or 2

marsh loom
#

its been 15...

grim ore
#

kill it and retry I would say, weird I wonder what broke

marsh loom
#

i think i know

#

just an idea

grim ore
#

oh.. yeah that might be a problem lol

marsh loom
#

i have a secondary

grim ore
#

the DDC cache is proably on your main drive in your appdata folder tho

gray basalt
#

what is the difference between UWdiget and slate ?