#ue4-general

1 messages ยท Page 138 of 1

ionic sedge
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Then On Component Begin Overlap targeting the skeletal mesh.

frank escarp
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kotaku says that witcher 3 (unpatched version) can run at 60 fps

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becouse the unpatched version had no frame limiter

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but only on open fields, on cities it chokes

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exactly as i have said, xbox one x is hilariously unbalanced

fiery harbor
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they should have waited for ryzen

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that really shouldn't have it delayed too much

frank escarp
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would have been more expensive

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and not backwards compatible

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at least not easily backwards compatible

fiery harbor
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well, more expensive, yeah

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but a ryzen 3 is still cheap

frank escarp
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xbox one x is 500 dollars retail

fiery harbor
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and MS would surely get better prices for custom stuff

frank escarp
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for the whole thing

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xbox also has 8 cores

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you cant really go into 4 core8thread

fiery harbor
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why?

frank escarp
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different threading model

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games expect 8 "real" cores

fiery harbor
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doesnt matter what the game expects

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game sees a thread

frank escarp
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remember another thing, in console you deal with cores manually

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sending a task to a specific core

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changing the cpu architecture like that would mess with some games

fiery harbor
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so just send it to a thread and not to a core

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performance of one core with ryzen would be like 3 times more at least than what they have now

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so even if your core only works half the time on your stuff because it works on 2 threads, would still be better

plush yew
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Aren't the consoles based off the APU's from AMD?

fiery harbor
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wouldn't call it based on APU. its custom stuff

chilly sun
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been lookin i5-i7 noticing cores V threads... nice to see consouls still get it right

fiery harbor
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GPU is much better than in any APU amd had

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APUs can't do real gaming

frank escarp
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gpu in the xbox one x is a fucking monster

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we are talking 970 level

fiery harbor
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so slow?

frank escarp
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but its 970 level on the same die as the cpu

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with the typical console optimization due to thin drivers

plush yew
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Still get good enough performance with the right memory and mobo. I'm considering an APU, mainly for KVM in Linux, run Linux display on the APU and Windows through KVM on my GeForce.

chilly sun
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someone sideline me with what die means in that phrase

frank escarp
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thats why they are runnin real 4k

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@chilly sun the cpu chip

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basically 1 chip, both cpu and gpu

chilly sun
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ah hi5

fiery harbor
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@frank escarp gtx 970 has 3.9 TFLOPS, xbox one x has 6 TFLOPS

frank escarp
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so stronger than a 970?

fiery harbor
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yes of course

frank escarp
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uhm, then why did i think it was a 970

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or 970 levle

fiery harbor
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it should be a 4k console, 970 is not for 4k

frank escarp
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i think the ps4pro was 960+

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or equivalent

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i can tell you 100% its not 970 level

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on the ps4pro

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and scorpio is like 60-80% stronger than ps4pro i think

fiery harbor
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ps4 pro has 4.2 TFLOPS

frank escarp
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then tflops are busted

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becouse i can tell you there is no way in hell ps4pro has more gpu power than a 970

chilly sun
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I googled scorpio like a dummy

fiery harbor
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the TFLOPS include CPU power I think

chilly sun
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#zodiacs

frank escarp
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i run DWVR resolution at 110% instead of 140%

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on pro vs pc

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and no MSAA

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pc could be pushed more becouse its cpu bottlenecked

fiery harbor
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and AMD isn't as good as nvidia with using all its flops for real performance

plush yew
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Guess those Xbox's will make for nice beowulf clusters once no one buys them anymore.

chilly sun
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dwvr - dontworry, virtual reality..?

frank escarp
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ps4 gpu is a fair bit weaker than a 970 in raw power

fiery harbor
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you dont know how much youre actually cpu limited on ps4

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maybe with a super light game on the cpu you would get 970 level performance

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keep in mind youre essentially comparing i7 + 970 with super-shitty-cpu + ps4 gpu

frank escarp
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nah, not really. My debuggers show that

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on my worst parts im running gpu at near 100% in a few key areas

chilly sun
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can I side poke and ask why cpu ghz hasnt gone up past 4 since 2002?

frank escarp
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and ive tried to up/down resolution

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settled on 110% with FXAA

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TAA added like 2 ms

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so it wasnt worth it

fiery harbor
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the ps4 pro GPU is a RX 480 downclocked essentially

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RX 480 is gtx 970 level

frank escarp
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plus that downclock

fiery harbor
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yes

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so its more like a RX 470 on PC

frank escarp
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that does check out

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becouse, again, im running the same graphics on pc and ps4, but ps4 runs at lower res (also lower res on the headset)

uncut shard
floral pagoda
grim sinew
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Still waiting till that actually comes out

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I want to get Geoglyph, but I know I would regret not waiting for this one.

pallid compass
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@blissful reef sorry to be a bug, but do you know if epic has ever shown some sort of UMG structure for a HUD from any of there games? trying to make my own basic hud and im getting weird issues with borders getting thicker as res get smaller, and some other stuff so i assume my issue is my workflow.

chilly sun
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talks like "so level 1 of game seem to generally be very special" belong whereses? hereses? ๐Ÿ˜ƒ

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the : ) smiley is way too enthusiastic....

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makes a D smile .... sigh

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Imma try to just make the statement and see ..

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Level 1 is mega different cuz time and care is invested, but not only that, also, the whole thing that the devers themselves know what's goin on and why

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... like.. maybe? :]

tender bluff
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is it possible to save inputed data (from a ue4 save file) to github and allow other users clients to download this data to their PC when they open the program
Like a SQL database but with github

teal tulip
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I just notice this chat is the new lounge and lounge is less random than this ?

chilly sun
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nah lounge more random still

teal tulip
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@fiery harbor the AMDโ€™s RX 480 have near 6TFLOPS

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you have some years old ones aswell with 2 cores and 8TFLOPS and the Radeon Pro Duo that is 16TFLOPS

plush yew
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hey, can You confirm something: all UE free assets and starter things can I put/copy to my project and sell it then?

royal jolt
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i'm completely new to Unreal really - whats the easiest way to get rid of the gun in the first person template?

teal tulip
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@plush yew that depends if you mean a game or other asset

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in a game yeah, someones have restrictions as you can't use in other projects outside of UE

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@royal jolt check the pawn in the assets browser character pawn should be there or some

plush yew
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@teal tulip no, I mean only in Unreal Engine + meshes or objects from ... Blender

chilly sun
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then theyre not UE free assets .. kinda.. it's bad labeling :p

royal jolt
chilly sun
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if u download ppl's stuff, go blender, go ue.. u may have some issues if the copyright or watever is weird

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UE free assets --> typically downloaded from UE marketplace.. I believe.. better labeling ๐Ÿ˜ƒ

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if u made entirely urself, in blender, then go ue.. ur always safe I believe

plush yew
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@chilly sun I mean, i will import some items, characters (I make it) from Blender, and will continously make game with UE free assets blueprints or materials ?!

fiery harbor
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yes you can make games as much as you want with it

chilly sun
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you make: all ok ... others make: depends on copyfight etc and is total bs to figure out ๐Ÿ˜›

zinc bison
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/rage

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AIController destroys itself when pawn gets destroyed

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ive been getting so frustrated over this because i try to destroy it myself

plush yew
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@chilly sun so Starter Content and template like a First Person or Third Person can be use to make game which I wanna sell later, this is not only for training or kind of tutorial?

chilly sun
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max yes yes yes ๐Ÿ˜ƒ

plush yew
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@chilly sun thats good :)

chilly sun
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UE4 templates etc are totally fine.. standard engine components should be totally free to use and ok to sell ๐Ÿ˜ƒ

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anyone verify for good order?..

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it's the result I have come up with after checking like 1000 times max ๐Ÿ˜ƒ

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I worry too ^_^

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fx - start new project - use 1st person template - build game - sell game .. should be a shitty game, but legal ๐Ÿ˜ƒ

fiery harbor
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yes you can use everything for your game if its made with ue4

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just not with other engines

chilly sun
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add more detail with own meshes and code, better game, legal

plush yew
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last question in general 3D things... should I risk to use textures from photography? because some places, buildings etc may have licenses or kind of this... Even if I take pictures of my flowers? someone trying it? or better make digital from scratch?

chilly sun
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good question ๐Ÿ˜‰

royal jolt
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what does NetworkPlayerStart do?

chilly sun
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god damn legal issues ๐Ÿ˜ฆ

royal jolt
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it doesnt seem to be the spawn point and i cant see another reason for it lol

opal ocean
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I think most buildings/places are copyrighted. your own yard should be fine

chilly sun
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"I think most buildings/places are copyrighted." can I take a moment to mockishly highlight this :p

opal ocean
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theres a US lawyer guy on reddit that I think answered that question in one of his AMA threads about game-related legal things

plush yew
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@teal tulip @chilly sun @fiery harbor @opal ocean thank You, You are likeable :P, I appreciate it :)

chilly sun
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yw max hope it was any kind of helpful ๐Ÿ˜›

opal ocean
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since I started doing gamedev, I've err'd on the side of caution when it comes to the legal/copyright stuff. just in case hell freezes over and i make a releaseable game ๐Ÿ˜„

chilly sun
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same, but changing that... xP

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I cant seriously spend this amount of time nitpicking the lame corners of laws mostly made by opportunistic wanks

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I act with honor, if I do something u dont like, sue me

opal ocean
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and thats exactly what some asshole will do :/

chilly sun
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then we go bruce lee

opal ocean
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get shot?

chilly sun
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xD lmao I love you

opal ocean
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๐Ÿ˜„

runic quiver
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what if I make a map based on maps/streets/buildings from openstreetmap, would that also have copyright problems?

chilly sun
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I was thinkin adaptive battle but

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yea kuia I been wondering same... just grab some fancy algorithm and reproduce the world

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bam easy terrain! ..? ๐Ÿ˜›

plush yew
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@runic quiver You need to read license, but I don't saw nothing about selling it in projects on fast read

opal ocean
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k, I cant find the specific thread about openstreet maps, but this is one of the threads by the videogame attorney guy on reddit: https://www.reddit.com/r/IAmA/comments/3cbhyr/iama_video_game_attorney_its_still_a_thing_i/

plush yew
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too complicated for me :/

surreal viper
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is there a way to detect which collision primitive was overlapped inside a physics asset?

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or which bone does it belong to?

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I would like to mark the "head" some way so the hit can cause bigger damage if it hits that

opal ocean
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hm, well just a quick look at EventHit, break hit result, it has a HitBoneName pin... if == head, boom?

surreal viper
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I work with overlap events, I have sweep results but the bone name is "None"

opal ocean
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try get displayname on the compenent hit, see if its even hitting the skeletal mesh

surreal viper
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it does

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I can see in debug that the othercomponent is the skeletal mesh (in c++)

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also the collision channels are set so that the weapon only overlaps with those

opal ocean
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Hm, I'm not sure. beyond my knowledge then :/

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also I think my VR game is giving me motion sickness... the room is spinning a little...

ionic sedge
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@surreal viper For some reason you only get the bone name when overlapping the mesh itself, you'll probably have to do something fancy to get the bone name from a physics asset.

surreal viper
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I don't even have the physics asset

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only the skeletal mesh as far as I could tell

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hmm there is some progress

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if I check the multiple overlap checkbox in the skeletal mesh I think i get what I want in the "OtherBodyIndex" variable

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I hope this index is const and the thing I need ๐Ÿค” have to check

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what this body index is good for is a mistery ๐Ÿค”

quasi lake
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How can I close the non-scale of comment bubble?

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It really sucks

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Like this

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I wanna make the comment scale with the view

plush yew
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@quasi lake You can't do that for now I think, can't find anything about it

plush yew
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You can search in UE folder (~UE_4.18 version) * comment * files and change something, but I don't know what results will be...

livid haven
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@quasi lake Pretty sure that's an option?

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I've seen that somewhere.

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It may only be on comment boxes though? Maybe?

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Select a comment box then look at the details panel for it.

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I think there's something there.

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Otherwise, mouse over a comment on a node (rather than a comment box node), and see what the different embedded buttons do. One of them may or may not control the scaling of the comment bubble.

plush yew
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if You wanna coment some windows in group there is no option: Prevent this bubble scaling with zoom.

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if You are a programmer, I found something like that... You need to search in source files...

bCommentBubblePinned = true;

bCommentBubbleVisible = true;

bCommentBubbleVisible_InDetailsPanel = true;

bCanResizeNode = true;

bCanRenameNode = true;

CommentDepth = -1;

I don't know about it but You can try to edit some attributes like that

GTG see You later...

livid haven
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Watching it climb slowly, fingers crossed I don't blow the cap.

opal ocean
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go for the high score!

fleet wraith
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What are the naming conventions for structs?

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Struct_NameHere?

livid haven
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Prefix with F

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FMyStruct

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Ideally

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FProjectNameAbbreviationStruct

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If your project is called My Game, then FMGSomeStruct

fleet wraith
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why put the project? it's in the project so it obviously belongs to that project

livid haven
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Have you never experienced a naming collision?

fleet wraith
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no but i dont see how you would in the content browser since you can't have the same name for something and the project only includes what you put in your content folder

livid haven
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What does the content browser have to do with your C++ class names?

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Classes/structs, same thing

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Are you asking about User Defined Structs in BP?

fleet wraith
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i was talking about bp structs in the content browser

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yeah sorry

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shouldve specified

livid haven
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Oh. Disregard all that I've said. I was entirely talking about C++ structs.

fleet wraith
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lol sorry my fault

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maybe it's still F_SomeStruct

livid haven
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Nope

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The F is entirely in C++

fleet wraith
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Ok

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Follow up

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What use a struct, instead of just using all the variables you put in a struct?

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Like

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I have a BaseCharacter class

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should i just put CurrentHealth, MaxHealth, and IsDead in a struct and then the base character uses the struct

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or

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just use them as variables

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since the children blueprints will inherit either

livid haven
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Unless you're going to reuse that set of properties/variables elsewhere, probably best to just put them in the blueprint directly instead of in a struct.

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I'd end up putting those things in an actor component so that it's reusable and also has its own internal logic, but whatever.

fleet wraith
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Ok

lean bolt
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Hello

south ridge
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Hiya

lean bolt
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I'm trying to figure out how to put down a OnSeePawn event

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I'm following a tutorial, which says I need a sensing object selected (I did) and I type "OnSeePawn" but it's not showing up on the list

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Oh, now it's there

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wat

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I followed the directions, but it looks like instead of editing the enemy AI that I made from duplicating the player, it edited the player instead

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so no camera nd no controls, so I have to start over

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Ithink I got it this time, but I'm using the twin stick shooter templete. and the tutorial is for third person, and they cast to third person, but I don't see that, so what do I cast to instead?

quasi lake
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@livid haven @plush yew thanks

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But I dont think any of those booleans in source code does the job

shut oxide
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Epic employees seem way more active on this server recently. Any reason for that?

livid haven
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There's like 2 or 3 I ever see on here at best and I don't count.

shut oxide
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You count too

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There never used to be any that were active

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Recently I see them talking everywhere

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Just curious is all

livid haven
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I only ever see Nick Darnell and GM Preussner on

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And I'm probably less active than usual, honestly.

keen spoke
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Hey

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I actually need help

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It seems i cannot package my game.

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Do you guys know how to fix these errors?

worn sparrow
lean junco
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@keen spoke try disabling all pluggins. I had that with the houdini plug

keen spoke
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@lean junco I don't even have Plugins. ๐Ÿ˜ฆ

lean junco
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do a search in the log for error

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it will show you what is erroring

keen spoke
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Program.Main: ERROR: AutomationTool terminated with exception: System.Exception: Couldn't update resource

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Is this the Error?

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I tried to fix it,but i couldn't

lean junco
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sorry dude, this is where my help stops, I'm a noob at unreal, thought i could help

keen spoke
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oh

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i see

lean junco
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i googled my errors to find the answer, but its a pain

keen spoke
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ikr?

lean junco
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did you try deleting the saved folder in your project?

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and intermediatr

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well move them somewhare if you are paranoid

keen spoke
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i did but nothing works

lean junco
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sorry dude, then you will have to wait for someone with a clue to help you.. good luck

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did you check that no plugins are active?

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cause i didn't even know they were untill i checked

keen spoke
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how can i do that?

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like there is no plugins on my Unreal

lean junco
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i think its under edit, don't have ue4 open right now

keen spoke
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it is under edit, i disabled some android and IOS plugins and it still did not work

weak harness
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Not sure if this is the best room for me to be asking, but I haven't done anything to my character etc and MP isn't working when I package my game. Ideas?

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It was working fine yesterday, but now it just doesn't.

regal mulch
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Bah, I hate trying to find repeating things on math problems to dynamically calculate something for multiple players.

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Corner piece of halma board (hexagons) for each player

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.>

weak harness
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Figured it out, nevermind.

quasi lake
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Help, got some problem about locomotion and attack animation control

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Here's my animation bluprint

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I use statemachine to make locomotions,and a slot to do attack animations

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Slot ahead of statemachine,which results in a problem

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Chracter's air attack can not be canceled into idle/land while landing

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Because animation slot "bodyslot"'s priority is higher than locomotion state machine

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That's something about air combat

regal mulch
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Even if you stop playing the montage?

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Do you happen to have a way of saying "This is the point where locomotion should be prioritized?

quasi lake
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Eh you mean I stop the montage manually?

regal mulch
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Yeah

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You can also try to blend that stuff

quasi lake
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Yeah

regal mulch
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So you blend by bool and cache the locomotion

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One blend is only the locomotion

quasi lake
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This is the point locomotion should be prioritized

regal mulch
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other blend is the loco + slot

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Switch the bool when you need the slot to be inactive

quasi lake
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How

regal mulch
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I guess

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Drag out the locomotion and search for cache

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It's like a variable if you want so

quasi lake
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Eh,what is the locomotion you said?

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Drag this?

regal mulch
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Yeah

quasi lake
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drag to where

regal mulch
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Yeah sorry, I can't read your language, thought you named the statemachine locomotion

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Just somewhere empty so you get the context menu

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And cache it

quasi lake
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This?

regal mulch
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Yes

quasi lake
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This?

regal mulch
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Yus

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Give it a name and then you can rightclick into the empty graph and search it

quasi lake
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Cool

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"So you blend by bool and cache the locomotion
One blend is only the locomotion"

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So may you explain this a bit more precisely?

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Many thanks

keen spoke
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hey there

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i actually have problems with Packaging my game

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it gives only one Error

quasi lake
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@regal mulch

keen spoke
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program.main: error: automationtool terminated with exception: system.exception: couldn't update resource

regal mulch
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Well, rightclick the graph and search for "Blend by bool".

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Then get the Cached pose a second time (so you have it two times)

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Plug one into the slot

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Then the other one into the blend by bool, as well as the slot in that

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and the result into the big result node

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And for the boolean that's up to you. You will need to have a boolean in the character that is set to true or false based onusing the slot or not i guess

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But that's only my idea here, could be better ways.
Might also be worth checking out #animation

quasi lake
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Thanks,I'm reading

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This?

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@regal mulch

quasi lake
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It doesnt fix the problem because animation bp only effects the final pose and animation it self still runs, good to learn this tech though

regal mulch
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Well then try to stop the montage I guess

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That should renable the statemachine?

quasi lake
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Yeah

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I'm, trying

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It worked

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@regal mulch thanks bro,you helped a lot

paper kernel
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depends to what degree

fierce tulip
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79 degrees celcius

paper kernel
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ha!

surreal viper
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initializecomponent calls are called before the actor's begin play, right?

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the component is constructed in constructor of course

fierce tulip
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@versed forge did you just tell us you are willing to share assets from evermotion/ue4arch --which are paid-- trough dm?

regal mulch
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Byyye random person that shared paid content

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paid, paied, payed

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damn i dislike this language sometimes

fierce tulip
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you dislike luggage sometimes?

regal mulch
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That too

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When I can't find it after landing in SF

fierce tulip
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how can people be that stupid hehe

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(the banned guy, not you)

regal mulch
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Yaya

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Hint taken

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Also, idk. Guess he finally found the ban...

fierce tulip
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wanna bet he'll join in a few hours under a diff name

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all lurkey

frank escarp
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move the server to be invite only ๐Ÿ˜ƒ

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and need to prove your worth to enter

paper kernel
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there should be a congratulation banner and confetti when mod bans someone, and it would show the reason in the banner

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ban-ner

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tough audience

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welp, jumping to another topic; why are 2D vectors spamming my log

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divide by zero error to be exact

warm mountain
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I went to stalk the guy you banned a bit

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seems to frequent architectural forums particularly middleeastern sites for free assets

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btw

fierce tulip
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not much we can do about that Prance, there will always be peeps like that

warm mountain
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eeyups

paper kernel
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@plush yew I honestly don't even think it's an upgrade

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you could just overclock the current one to get somewhat similar performance

warm mountain
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hey guys quick question

paper kernel
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Intel hasn't advanced much in past 4 years

warm mountain
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does anyone know a site that benchmarks the capabilities of graphics cards? I can't seem to find any solid data on it

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I'm trying to look for the real time processing limit of a gtx 970

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eg how many polys,particles,materials,reflections etc can it handle in real time at atl least 30 fps consistently

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without failing

paper kernel
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Ryzen cpus would probably be the solution to compile times

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I haven't checked, but they seem to dominate multi-threaded tasks

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@warm mountain probably 3D mark database

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it's not like you can calculate the exact performance based on scene complexity

warm mountain
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I agree Ezekiel

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and ctzn thx!

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I'll check it out

paper kernel
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it probably is noticeably faster

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but not 2x

warm mountain
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hmm

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its not really giving the info I want

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well Its time to do it the hardway ๐Ÿ˜›

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i'll dump random high poly objects with 4-8k materials untill my computer crashes ๐Ÿ˜›

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and figure it out from there ๐Ÿ˜›

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haha

paper kernel
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well I can safely say you won't be using 4K textures on 970

warm mountain
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should I go for 16k ? ๐Ÿ˜„

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haha

paper kernel
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it's not exact science, you put a scene together and test it on target hardware, then scale down when target framerate is below acceptable

frank escarp
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my rizen does compile faster than my older i7 2600k

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a fair bit faster

warm mountain
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fair enough haha

#

and don't worry I know 4k is overkill XD

#

a while ago I was doing a graphic show case of an early field test for my game

#

and the first 7 comments were people complaining the grass doesn't look 4k LOL

tardy ocean
#

Hi, I wanted to know how long was the "waiting for publication" step in google play, knowing that my file size was 65,000ko

vale osprey
#

@paper kernel those error can be from inside of some nodes, like vector length throws error on zero vectors

paper kernel
#

I was doing comparison on which side of the screen cursor was compared to actor

#

in screen space

#

and it worked fine during playing, but editor kept throwing errors about zero division when the actor wasn't valid

#

even tho the values were handled from input and event tick

#

which neither should be active outside playing

#

blame phone companies

#

I see 4x4 kit of ddr4 for 180โ‚ฌ

#

2133 tho

#

G.Skill 128GB (8 x 16GB) Trident Z RGB, DDR4 3200MHz, CL15, 1.35V 1800โ‚ฌ yoinks

#

it's really hard to justify that kind of pricetag on ram

#

like, do you really really need that much or does it really have to be ddr4

frank escarp
#

my ram

#

3000 mhz

#

32 gb

#

350 euros

#

fucking absurd

#

ive only been able to run it at 2600 mhz, maybe the bios drivers of the motherboard not very well optimized

#

google sending a mayor tier "fuck you" to taxi drivers

surreal viper
#

I would cry but I would not be able to store my tears because I only have 8 gb ram

frank escarp
#

pilot program of driverless taxi service in phoenix

#

with no engineer inside or anything

surreal viper
#

is it already legal?

frank escarp
#

the car just driving from place to place completely empty, and acting as a taxi

#

yes

surreal viper
#

can't wait to see the economical/social consequences ๐Ÿ˜„

frank escarp
#

on the short term RIP taxi drivers

#

cant wait till luddite stones thrown at those

#

and trying to trick them into crashing

surreal viper
#

I guess if you are a taxi driver you should have seen it coming, still kinda sad that the society can't really handle the technological progression too well

frank escarp
#

this pilot program will keep expanding

#

its now confirmed doom for car drivers

surreal viper
#

also less people will make more money ๐Ÿค”

frank escarp
#

yes

surreal viper
#

it's just weird how the thing was an issue 100 years ago

#

and we make the same mistakes

#

or at least idk how we are handling it better now

frank escarp
#

we arent

surreal viper
#

to avoid the luddites

frank escarp
#

more automation and more effectiveness just means we work more and make pointless bullsiht

#

look at the current epidemic of devices that break themselves

#

its absurd

#

my grandparents had a 50 year fridge

#

from communist germany

#

it worked

#

and it was completely indestructible

#

good luck having a fridge last 50 years now

#

and it does the same exact thing "cool stuff"

#

we could make less stuff, make it better, and work less hours becouse its not needed

#

but nope

surreal viper
#

what a waste, single product, last 50 years

#

you sell it once

#

I see how it is better to sell one in every 3 years or so

frank escarp
#

like current smart tvs

#

seriously they are fucking cancer

#

they have the obsolescence programmed in the OS

#

and lots of them spy on you or give you extra ads

#

where is my dumb tv that just, and JUST displays stuff

#

you need a monitor for that, but you cant really get a 50 inches 4k hdr "monitor"

#

and well, monitors cant tv

void geyser
#

i've got a 60 inch samsung tv that isn't a smart-tv ยฏ_(ใƒ„)_/ยฏ

frank escarp
#

lucky. Lately all i see is smart tvs

void geyser
#

yea i picked it up three years ago

frank escarp
#

there was a shitshow not long ago of samsung smart tvs adding adds into the main menu

#

and also having microphone public for the FBI

void geyser
#

jeez

frank escarp
#

its best to get a dumb tv, and then a chromecast, amazon whatever, or similar

#

when it gets outdated, to the bin it goes, and you get a new model

#

my current tv is one of the first smart tvs ever released

#

a great sony tv

#

turns out all of its smart tv features are unusable now

#

becouse sony abandoned it

#

completely

#

so yeah, it does have a netflix and youtube app,and none of them work

surreal viper
#

idk, I think it is best not to have a tv in the first place

frank escarp
#

i dont use it

#

its for my parents

#

and lil sister

#

the tv is plugged to a ps4 wich is a netflix machine for 99.99% of the time

surreal viper
#

haha

frank escarp
#

when i do play ps4, most of the time is actually via remote control

#

and i use it from the pc

#

XD

plush yew
#

test

#

hi @fast compass

#

hi guys ;D

#

hi nils

#

you very young ferkel

frank escarp
#

can unreal run inside a browser?

#

checkmate

plush yew
#

@frank escarp blanco

frank escarp
#

wghat

quasi burrow
#

Hi. I'm new here

#

And I need to know something...

#

I am a complete n00b in UE4, and have no idea how to implement an idea of mine

#

I am putting together a design doccument that should outline what I'm generally after

paper kernel
#

ideas are great and all, but consider "how" before "what"

frank escarp
#

wait till its at 90% off and get that

paper kernel
#

it already says 15$ for me

#

so I assume those are cookies based offers

quasi burrow
#

That's just it. It's the how I don't know

frank escarp
#

well then learn

quasi burrow
#

Are there any tutorials/resources pertaining to a Sid Meir's Civ-like territory system?

paper kernel
#

probably not as such

#

but I think there was a grid based mouse controlled strategy game example in launchers learn tab

#

but if you have 0 experience with the engine, I doubt that will help

quasi burrow
#

I'm working my way through the basics as we speak

#

But to refine my first question...

plush yew
#

yo blanco

#

you doing something

frank escarp
#

maybe

#

maybe not

quasi burrow
#

I know what mechanics I need, but not exactly how to implement them. Is there a chat here, or some other place that's oriented around figuring that sort of thing out?

#

Or is that for general?

paper kernel
#

there's blueprint and cpp channels for figuring out programming issues. but you're not gonna get far if you're just starting with the engine

#

it might sound very rude of us, but the best advice we can give you is a huge list of tutorials where to learn from

empty adder
#

Hey. How would i go about adding my friend to this discord? I don't remember how i got in. xD

void geyser
#

@frank escarp would you recommend that udemy course to someone who already has programming experience? i was planning on just following something like this:
https://www.youtube.com/watch?v=hRO82u1phyw&list=PLZlv_N0_O1ga0IoRrpI4xkX4qmCrhGu56

In this series of videos, Wes Bunn will walk you through the steps to create a third person game. (00:05) - Intro and Play in UE4 (02:17) - Importing FBX ass...

โ–ถ Play video
plush yew
#

it's 11 usd for me @paper kernel

#

XD

#

just delete your cookies for udemy

#

so do t hey plan to make tesla a video game or what?

opal ocean
#

PokemonGo: car edition

plush yew
#

boring

silent frost
#

I've heard they're making HarryPotter:Go ....not sure of details though

plush yew
#

ya ๐Ÿ˜„ niantic.

#

i don't like them. ingress. pokemon go. ... only shitty games from them

whole quarry
#

Pokemon Go was pretty popular, cant really call it shitty ๐Ÿ˜„

opal ocean
#

Popular != good

plush yew
#

popular = very god god god good money

opal ocean
#

yeah

surreal viper
#

compiling MyCharacterBP blueprint which is based on MyCharacter cpp class takes ages

#

even if I remove everything from the constructor script

#

and there is literally 0 instance of this character in the world

#

any idea what can cause this?

paper kernel
#

I would guess they are planning on doing AR projection on Tesla's windshield

opal ocean
#

Hrm. I cant add meshes and collision components to an ActorComponent?

#

Want to make a reusuable button that is attached to a pawn/actor

surreal viper
#

ActorComponent can't have actor component

opal ocean
#

asked in #blueprint as well, but I guess it'd have to be a child component?

#

er, child actor

north nova
vale halo
#

I had that a while back too - Assuming you're on windows, what's your swap file size?

#

*paging.....I believe

#

I'd try this: https://superuser.com/a/793325 with a swap size of 8-16GB. Your error essentially means UE4's run out of memory

north nova
#

ok thanks

#

bye the way whats a swap file now

silver crown
#

It's trying to allocate more than 100 000 TB of ram

#

Great

vale halo
#

It's essentially a file that resides on your harddrive your system will use to store the stuff that usually go into RAM, meaning that if you run out, it doesn't crash, but goes to the (slower) harddrive.....which usually avoids crashes if that makes sense

#

I'm not sure how much ram you have though - swap files/page files may not be requried as it could simply be a bug

north nova
#

well iv giving it all of the memory that i can and still running out of memory

#

might have to restart my computer

fiery harbor
#

whats the best video format that UE4 supports that can have an alpha channel?

#

I got the alpha channel to work with AVI, but the file size is 2.5GB for a 5 second video...

fiery harbor
#

with h264 its 5 MB, but no alpha

frank escarp
#

@fiery harbor if you need alpha, i guess its for editing

#

i recomend you keep the super huge file sizes

#

as they will probably be much less compressed

fiery harbor
#

@frank escarp I want to show the videos in UMG

#

I can't ship a game with a dozen 2.5GB video files

frank escarp
#

uhm

#

what about a matte color?

#

like greescreen

fiery harbor
#

yes I did try that, and it works, but way uglier than doing all the alpha stuff in after effects and having them rendered to a video

#

realtime keying in the material in ue4 just isn't that high quality

frank escarp
#

i guess compression fucks it

ionic sedge
#

Really? Aren't they using that for some TV show? ๐Ÿค”

frank escarp
#

no

#

those are realtime rendered stuff

#

wich does have a alpha channel

#

seems @fiery harbor wants to play actual videos

#

media textures

fiery harbor
#

yes

ionic sedge
fiery harbor
#

the quality of that is bad

ionic sedge
#

Looks good to me. ๐Ÿค” ๐Ÿ˜›

fiery harbor
#

because you look at still images

#

I have quickly moving stuff

#

and even on epics screenshots it does look bad

#

thats their final image

#

way worse quality than what you can get with keying in after effects

jaunty quest
#

Hello everyone,
Is 4.18 an update to 4.17, or is it standalone like 4.17 to 4.16 was?

fiery harbor
#

@jaunty quest super weird question. every update is same. 4.17 was in no way "standalone"

#

it was a new engine version just like 4.16 and 4.18

jaunty quest
#

You couldn't update 4.16 to 4.17, you had to add a new version, that's what I ment

faint juniper
#

can anyone help me with destruction meshes? I am looking to have a wall, would like for it to be realisticly affected. as in, only small parts are destroyed at a time, and not a fracture effect across the whole mesh.

fierce tulip
#

thats always the case

fiery harbor
#

every engine is new, you can't update any engine files

#

always full download

jaunty quest
#

Oh I see

#

I did not know that

ripe salmon
#

Why cant i pay assets when i have money on Paypal? I have 45 Euro, it costs 43? (Worked on another asset)

fiery harbor
plush yew
#

Quick question, solved it in the past but forgot the solution lol... In blueprinnt editor, i'm editing my fpscharacter and when I zoom to the gun part of it disappear if I get too close. I tried changing the near clip plane in general setting but it doesn't change anything. anyone know how to get rid of this issue?

void geyser
#

yo @frank escarp, you there?

frank escarp
#

im going to leave really soon @void geyser

void geyser
#

i was just curious about that udemy course you linked earlier

#

like, is it better than watching one of the tutorial playlists on the unreal engine youtube channel?

frank escarp
#

its extra content

#

start with the youtube

void geyser
#

got it

#

gracias

quasi lake
#

Anyone have a dodge animation?

fleet wraith
#

What information does the Key output give on the InputAction nodes?

chilly sun
#

yea wtb input tutorial that talks bout keys and mouse stuff, on a real level, explaining wtf is going on and how the computer knows wtf is up and how the engine has things to deal with this stuff in what ways

#

that'd probably be smart

#

"connect pitch with mouseY" is nice too tho.. ofc

#

(mockmocktease ;p)

inland minnow
#

Yo, I'm trying to make a simple ai that follows a path up a wall, onto the roof, down the other wall, onto the floor, repeat, etc. Like so: https://gfycat.com/ZanyIllIberianbarbel
Right now its just following a spline but I'm having a really hard to making it align itself to the closest surface and still look forward.
Anyone have any ideas?

weary basalt
#

@inland minnow Perhaps asking in #gameplay-ai would be more appropriate. You would most likely get more relevant responses.

inland minnow
#

k will also ask there, thanks

quasi lake
#

Bros how to create these child levels?

floral pagoda
#

Which one do you want to be the parent @quasi lake ?

inland minnow
floral pagoda
#

I swear i read things wrong

#

๐Ÿ˜›

quasi lake
#

oh thanks

inland minnow
#

np

quasi lake
#

How can I figure out which level this cube belongs to?

floral pagoda
#

Hide one level in the level window

quasi lake
#

So there's no information recorded in it?

floral pagoda
#

There is but - it is not viewable in the outliner AFAIK

quasi lake
#

Like if I have a lot of different objects

floral pagoda
#

I work one level at a time

quasi lake
#

And a lot of levels

#

ok

inland minnow
#

my levels are done room by room so I usually just hit the ๐Ÿ‘ to hide that level

floral pagoda
#

^

inland minnow
#

if Im trying to figure out where the object is at

quasi lake
#

If I have 5 levels, I have to check uncheck all levels to find out

#

Kinda dumb

floral pagoda
#

Personally speaking lock levels that I am not using. So I hit the ๐Ÿ”’ Icon for ones that are not in use

#

I try to keep stuff organized from the get go

inland minnow
#

I mean you can always just move that object into a specific level if thats what you're trying to do

#

oh

#

it'll bring you to the map's file

floral pagoda
#

oh nice

inland minnow
#

slightly faster

plush yew
#

HAHA

lean rock
#

Anyone know if Mario Oddyssey is using unreal 4?

#

because it looks a lot like unreal 4

plush yew
#

I don't think it does

#

I think only Yoshi for Switch is using it atm

lean rock
#

thanks

north nova
#

Finally managed to get everything packaged up had to give it extra virtual ram before it could package it

shadow pawn
#

Hey does anybody know if there's a way to output a list of all assets in a project? like to a .csv or something

cosmic maple
#

@lean rock yeah mario oddesy is ue4

lean rock
#

Oh! Do you have any reference that says this?

#

@cosmic maple

cosmic maple
#

@lean rock originally i saw a gamespot article that said it was and alot of people were saying that it was ue4 but searching now i only see yoshi as @plush yew says so maybe it isnt the wiki on it says dev started in 2013 so it would make sense that it wasnt, suprising so many people said that it was ue4, many users in here also said that

lean rock
#

hmm it looks like it but not 100% sure still

cosmic maple
#

yeah the wiki doesnt mention the engine at all

plush yew
#

Hmm now that you mention it, I feel like I might've seen an Unreal logo somewhere in a trailer

cosmic maple
#

its actually pretty hard to find info on whether it uses ue4 or not, glad @lean rock questioned it otherwise I would have kept thinking it did, I know I saw maybe 3 references before it came out on sites like ign and gamespot, however now none of these come up in searches

quasi lake
#

Would spheretraceforobjects return multiple hits if there're several actors in the trail?

#

Oh maybe I should use MultiSphereTraceForObjects

leaden dust
#

multisphere

late adder
#

So

#

I have a .git folder that is over 2gb in size

#

How do I reduce this?

frosty copper
modern socket
#

Whats the best way to share a project with devs would you say?

lean rock
#

share with other people working on the same game?

#

Source control

silent frost
#

What's a good source control? I know of Git but I don't think that's for gaming, as it's more coding (web/software dev)

latent roost
#

I would use Git, and if you are thinking seriously of releasing it as paid game than I would have a paid Github account and make the repo private

#

if the source code get too big you would need paid account anyway

#

Or if you have your own server, the Git server software is opensource and free, you could set up your own service

silent frost
#

Ah OK, thanks - Didn't realise Git would work. Will definitely take a look if that's the case.

pallid compass
#

Quick question about draw calls, if you have object with 2 materials on so 4 draw calls, say the object is 50k tri's, does it only take 50k tri's or does it draw 200k tri's?

frosty copper
#

@silent frost there's also GitLab if you don't fancy paying for github and want to host it yourself. What's "good", though; is what works for you~

silent frost
#

Cool, thanks @frosty copper

jagged valve
#

Visual studio team services also allows to set up a repo with git. Although I have not used it.

frosty copper
#

I'd be more inclined to set up the repo outside of anything other than the actual repo system itself.

#

The VisualShit system works, but I wouldn't trust it with setting up the repo.

jagged valve
#

You set up the repo yourself... you push your code to that remote. You can use multiple remotes. It honestly doesn't matter. You don't even have to use the other stuff of the site.

#

Github and Gitlab work exactly the same way...

frosty copper
#

Visual studio team services also allows to set up a repo with git. <- I'm refering to this.

jagged valve
#

Bad wording on my part I guess.

frosty copper
#

Possibly~ it happens. d:

frank escarp
#

@pallid compass depends on the materials

#

so if the 50k mesh has 3 materials, and we assume that each material has same amount of polys, then its still 50k polys total

#

just 3 drawcalls instead of 1

pallid compass
#

Gotcha

#

Thank you very much Vblanco, always here to save the day!Q

fiery harbor
#

@frosty copper VSTS works great, I use it

#

and I usually hate Microsoft, so if I say something good about a Microsoft product, it means something

frosty copper
#

Aye, you and me both. I did say that the visualshit TS system works. d:

fiery harbor
#

it's free

#

and gives you unlimited space

weary hull
#

do you need to simulate physics on a mesh for collision to work?

plush yew
#

i dont think so

#

but i dont know ..

frosty copper
#

No~ You shouldn't need to.

fiery harbor
#

all movies that the game uses are directly available in the game folder / content / movies, even in a shipping config game. is there any way how to better hide them?

#

when the player can unlock stuff that shows movies, its just stupid if its possible to just go into the folder and play the video with vlc

scarlet grove
#

hello! dont know what i did but im not gething the "lighting needs to be rebuild" message in the viewport only when i hti play D:

sour kraken
#

hi

frosty copper
#

@scarlet grove in the viewport options there should be a checkbox for "error messages", alternatively just select reset~ Don't have an engine installed so can't be more precise. D:

scarlet grove
#

@frosty copper Ty ! close enought tho it was show stats haha thank u man o/

frosty copper
#

aah, good to know~ no problem! \o

serene otter
#

are there any gotchas I should keep in mind when deciding whether to use internal or external git source control with UE4?

#

I use git at work, so I have some automation and scripting around management, but if the internal stuff works fine, no reason to do it externally

frosty copper
#

Internal, iirc, doesn't push commits

serene otter
#

...well that seems ... bad

frosty copper
#

Arguable

serene otter
#

ahhh, okay now I see

#

so it will do a local commit, but forces you to do the push?

frosty copper
#

Yea~

#

Can be quite handy if you proverbially fuck up. :p

serene otter
#

ah, okay I'm actually okay with that

#

haha yeah

#

not like that ever happens, right?

frosty copper
#

๐Ÿ˜ 'course not~

#

๐Ÿค” maybe

serene otter
#

haha

frosty copper
#

Only other "gotcha" I could think of in terms of Git, is when you're working with other people and have conflicts. Isn't really an internal/External gotcha, just a general one~ :p

serene otter
#

fair enough

frosty copper
#

Oh. Having UE4 open when you Pull, can also be a slight pain in the touchis

serene otter
#

ahh yeah, that's been a weird thing to get used to

#

the number of different tasks which require "close the editor" as a step

#

not a big deal, just a bit odd

frosty copper
#

hah, yeah. Occasionally I'll try and use the Sync option in editor, but most of the time it's a case of close & try again~

serene otter
#

(trying not to make a windows joke)

frosty copper
#

... xD

#

You're on Shitdows, you need to make jokes to keep yourself sane! o:

serene otter
#

^^^

#

Esp since I'm on mac/linux at work

frosty copper
#

o:

serene otter
#

though Windows 10 has surprised me

#

with the ubuntu sub-system

frosty copper
#

I ditched 'dows for Linux a few months back, no regrets really. :3

serene otter
#

even with UE?

frosty copper
#

Yup

serene otter
#

hmmmm

frosty copper
#

Tried & tested it a year ago during Uni, but I decided to jump at the most inconvinient time. xD

serene otter
#

hahahaha

#

always

frosty copper
#

Linux Mint was updating to the next LTS, and AMD ditched fglrx for amdgpu, almost at the same time~ d:

serene otter
#

ew.

frosty copper
#

so... while UE4 worked amazingly.... other games... did not. xD

serene otter
#

yeah, I'm a rocket league player, so I'll probably dual-boot

#

but ... yeah, that's happening today

#

thanks, I think

frosty copper
#

Rocket legue actually works pretty decently on Unix. d:

idle sail
#

hey guys whats the command and channel again for the bot that gives funny game ideas?

frosty copper
serene otter
#

omg, that sounds epic

frosty copper
#

pun intended? xD

serene otter
#

HAHAHA no but that's a failing on my part

#

I just need to somehow build this plugin for mac/linux

#

talked to the author, and the only reason it only supports windows is because that's his only OS

#

time to go learn more

frosty copper
#

Bah, that bugs the ever living boogus out'f me

#

and part of the reason I'm determined to use Linux. X3

serene otter
#

I'm gonna build some automation to hook to his github repo and build for mac and linux

#

so other people don't have to deal with it

frosty copper
#

I'm learning a damn graphics API just to make a launcher. xD

#

granted, it's just going to run the scripts & shit that you do anyway, because license issues, but still, aught to be a lot easier for the less technically inclined

serene otter
#

yeah, I'd like to put some tooling in place like that

#

I'm a devops guy at work, so it's probably the best way for me to give back to the community

frosty copper
#

Devops~? whut is this fancyMcFancypants you speak of? o:

serene otter
#

oh, sorry, haha

#

basically operations for developers. Defining infrastructure and automation in software

frosty copper
#

oooh

serene otter
#

automated deploys, builds, rollbacks, etc

frosty copper
#

So the guy that makes everyone's elses life a breeze, while your own is... essentially living hell? :p

jagged valve
#

Like automating builds in teamcity ? :v

serene otter
#

sort of, but also deploying them to a public/private cloud target

#

monitoring and alerting, centralized logging, etc

frosty copper
#

Sounds fun. ovo

#

speaking legitimately. xD

serene otter
#

if it sounds fun, you too may be ... a dev ops person

#

cue dramatic noise

jagged valve
#

I've had to do a bit of that stuff at work. it was uh... interesting.

frosty copper
#

๐Ÿ˜ฑ

serene otter
#

it's only bad if you're not given autonomy

#

(omg, I've derailed this chat so hard. sry)

frosty copper
#

Just as long as I don't have to touch maya, I don't care. :p

#

pffht, wouldn't say derailed. xD

serene otter
#

man, I really need one of those people

#

I can program

#

I'm enjoying blueprints

#

but I am so crap at artwork

#

other than pixel art

#

and since I'm making a car combat game in 3d

#

pixel art is ... not really applicable

frosty copper
#

X3 I self taught myself 3D about 8 years ago. but I absolutely despise Maya. more a blender person. xD

serene otter
#

I love blender

#

mainly for what it is

jagged valve
#

blender is awesome

serene otter
#

I've moved from python to golang, but still

frosty copper
#

also grinds my gears that everyone wants to change shit to Qwerty. like... fek off. DX

serene otter
#

anything OS that can keep up

#

with mega-apps like Maya and 3ds Max

frosty copper
#

Every new project in UE4, and I have to change that QWERTY shit back to spacebar

serene otter
#

erm, the noobie has no idea what you're talking about

frosty copper
#

UE4 copied autoshit's QWERTY thing of Select, Translate, Scale & Rotate being on Qwerty

serene otter
#

ohhhh

#

yeah

frosty copper
#

but you can change it back to UE3 method of space bar

serene otter
#

I saw it as being the same as Unity (but that's because I came from there)

frosty copper
#

I always have WASD for moving around

serene otter
#

ah, okay that makes sense

frosty copper
#

Anything else and it's like "why are you trying to Copy a damn modelling software? You're a game engine! D:<"

serene otter
#

yeah, enforcing separation of concerns like that is super important

frosty copper
#

but a lot'f people want all their software to have the same behaviour, like... dude, no! DX

#

if I go to ZBrush, I expect it to have a different set of keys & shenanigans

serene otter
#

omg, zbrush. Haven't messed with that in like 5 years

frosty copper
#

haven't messed with it at all personally. :p

serene otter
#

I will put on the blinders and stick with my BSPs and dev art

frosty copper
#

xD

serene otter
#

not looking forward to finding an artist

frosty copper
#

heh. d: I'm going into a partnership with a Uni peer, was also bringing an artist I met at Uni into it too but, I've been doubting it for the past few months

serene otter
#

good luck! Working with partners can be the best or worst thing

frosty copper
#

Can relate to the feeling just from the 2nd year at uni of being forced into a group with an artist

#

x.x was not a fun module

serene otter
#

did you do game design at uni?

frosty copper
#

Yus I did. :3

serene otter
#

omg mega jelly

#

I did computer science

frosty copper
#

Besides the first and first half of the second year, was a complete waste of time though.

#

Was pretty much a case of "here's a tiny scrap of info, now go web search everything else"

serene otter
#

so now I can create a processor from scratch, but got no experience making games

#

lame

frosty copper
#

eh, never too late to start. :3

serene otter
#

indeed

#

I'm just excited for the hard programming parts

#

I gots those

#

have to say, I'm surprised by how much I like blueprints

frosty copper
#

Yea, BP's can be pretty fun

serene otter
#

super simple prototyping

frosty copper
#

... also, Protip; right click on a node hook (the little dot, where lines connect); and you can align the previous/next dot.

serene otter
#

though I think I'll convert to code once I'm "happy" with some behavior

#

noooo

#

what?

#

omg my OCD thanks you soooo much

frosty copper
#

XD

serene otter
#

I'm doing camera stuff RN

frosty copper
#

I wish I kept my last year server, had so many examples of pure straight line nodes

#

like, huge arrays of nodes all with straight alinged nodes. was bliss. xD so... you're definitely welcome. ๐Ÿ˜›

serene otter
#

the one issue I'm having is understanding how to be efficient

#

like, do I use two nodes to get my actor location every time? or somehow make a pointer variable

frosty copper
#

One thing I picked up recently is about ticks; most of the time you don't need to use tick

serene otter
#

the place I find myself using it mostly is to handle input

#

otherwise I'm trying to dispatch specific events

#

(which is SO much easier in BP than code)

frosty copper
#

yeah, I think input is the only place where you'd definitely need tick

serene otter
#

there aren't pointer vars, right? Like, I can't just get a pointer to actor location in the constructor?

#

if there are, my google-fu hath failed

frosty copper
#

you'll have to excuse my very rusty code/BP; pointers?

serene otter
#

oh no worries

frosty copper
#

that just a reference to an actor/thingymabobsit

serene otter
#

yep

frosty copper
#

fancypants terms everywhur! D: ๐Ÿ˜ฑ

serene otter
#

instead of taking the value, it points to the location in memory

#

so the value will update every frame

#

and instead of "Actor node -> get world location"

frosty copper
#

o_O I'd be inclined to send a self reference into a manager of sorts

serene otter
#

you can just reference your actorLocation node

#

hmm, good idea!

#

I just hate using multiple nodes where I can use one

#

but I may need to get over it

#

premature optimization being the root of all evil, etc

frosty copper
#

psst, set up a library. xD

serene otter
#

library?

#

teach me, o wise one

frosty copper
#

I may be getting my names mixed up, but it's essentially a collection of functions (or macros, if you do a macro library) that you can reference in any bp~

serene otter
#

okay, I need to go read, clearly

frosty copper
#

if you have UE4 open right now, under right click -> add blueprint, there shouldbe something for a library

serene otter
#

yep, I see it. I'm gonna check this out for a bit. There are a lot of spots where I reuse nodes, so this would be super helpful

#

thanks!

frosty copper
#

no problem~ :3
One place my group used it for, was checking a reference against a bunch of tags and outputting a true/false
In the library, it was the full three or 4 nodes, but elsewhere it was a single neat node with the inputs & output we required~

serene otter
#

ahh okay, that makes sense

#

this is super helpful

#

and you can define them in c++!

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๐Ÿ˜

serene otter
#

one other quick question: if I have a Windows-only plugin that's in my project as a project plugin, do I need to load the project in mac/linux to build for that platform?

#

(specifically to build the plugin)

frosty copper
#

think it would depend on what the plugin does

#

may have also slightly misunderstood; but no~ AFAIK, you can build for Shitdows, Mac & Linux from winblows~

serene otter
#

hahaha tell me how you really feel about windows

frosty copper
#

Problem only arises from middleware, like a HTML/CSS based UI plugin I can't remember the name of

serene otter
#

okay yeah, the author said there should be no problems

frosty copper
#

I wish it'd crash and burn in all honesty. :3

serene otter
#

yeah, I'm super glad I don't have to support windows at all in terms of work

frosty copper
#

Can say I'm envious. d: Though hopefully if I get big enough to have a studio, Shitdows sure as fuck ain't coming near it. xD

serene otter
#

well just remember that in terms of the usage landscape, you definitely still have to support it

frosty copper
#

Unfortunately. :I

serene otter
#

and if you find yourself in that position, I'd suggest learning/using golang for windows automation

#

it's the only way forward

#

because it always works

#

well, it's predictable. If you write errors, it won't work

frosty copper
#

xD

#

I don't see myself writing anything for a majority of people tbh. UE4 already does the cross compatability shenanigans

#

but, I'll be sure to keep that in mind. ;P

serene otter
#

I just created a new level, used the same blueprint for my player as was in the example level, and switched my game mode over to use that blueprint. However, the camera is all jacked up, and the car takes no input. I'm really not sure where to look. Any advice?

frosty copper
#

Scream, punch a pillow in frustration then talk to a ducky?

serene otter
#

k, I'll try those steps and report back

#

๐Ÿ˜›

frosty copper
#

๐Ÿคฃ

#

there's also the...

#

(โ•ฏยฐโ–กยฐ๏ผ‰โ•ฏ๏ธต โ”ปโ”โ”ป

keen crane
#

Hello all! I'm new here ๐Ÿ˜›

frosty copper
#

Hi New Here~! ๐Ÿ˜„

keen crane
#

No caps. just new here.

frosty copper
#

... well aren't you a nitpicky bastard. xD

keen crane
#

haha, I've been looking into using Unreal engine. I was wondering though if there were more places to find animations? I thought at one point I saw some low cost starter packs on the marketplace for just some basic fighting that I was going to grap for some prototyping and learning but for some reason I can't find them.

serene otter
#

I think I need to figure out the level blueprint / game mode blueprint stuff. I don't know how to check which is active, and verify that stuff is actually happening

keen crane
#

Oops I found the starter pack! Looked in the wrong place . Are MocapOnline animations pretty good for use? I'm eventually going to have to commission full sets of animations but that would be at a later date.

serene otter
#

I would just load and play with them, it depends on your use case

#

omg VS is so freaking slow.

#

running it on an NVMe and it still takes 30 secodns

#

(to load and unload)

#

k, got it figured out, need to edit World Settings

frosty copper
#

๐Ÿ‘

serene otter
#

what channel is best for camera questions?

frosty copper
serene otter
#

k, thanks

fiery harbor
#

#cpp is for programming questions

#

not about cameras

serene otter
#

yeah, was going to use blueprints

frosty copper
#

If he's using CPP to set up/use the camera, it's still applicable.

chrome ivy
#

@obtuse path Can you add me on Discord, please?

serene otter
#

^^was about to say that Guardian

fiery harbor
#

@frosty copper but no one sets up a camera in c++ code really

frosty copper
#

Does it really matter? if he's going for a c++ approach, the channel is appropriate.

fiery harbor
#

but only if the question is about some specific c++ stuff, not about the camera itself

frosty copper
#

think you're kinda making a big deal out of nothing there

fiery harbor
#

I'm just disagreeing with you, thats all

wild kestrel
#

setting component in cpp is sometimes needed, specially if you want it to be operated in C++ a lot

fiery harbor
#

yeah, I also did that a few times, but then you usually just spawn it in c++ and still set up most of the properties in BP

wild kestrel
#

depending what you doing ;p

frank escarp
#

what has been a huge fucking problem is to have a root component of a mesh, but whatever mesh

#

for example, i wanted my "weaponmagazine" actor to have a static mesh, OR a skeletal mesh as root

#

good fucking luck with that

#

at the end i decided to just lock it to static mesh

wild kestrel
#

yea asset holding components in C++ is indeed pain i can agree on that

#

this is where i usally only do base class in C++

weary hull
#

if I set an actors position does that over ride collisions? its passing through scenery

wild kestrel
#

If you have Sweep false it will just place actor to destinaction without concept of "moving"

#

Teleport argument on true also makes physics not reset during Set Actor Location

meager dove
#

Anyone know if Unity free sample assets can be legally used in ue4 or whatever

#

nevermind, they can all be used, unless it has custom license notes.

#

sucks though that unity put non-commerical license on their adam assets which inlcude these

honest raven
#

idk where to write this

#

xd

#

So will write it here

#

What logical gate I should setup for a

#

00 ->1
01 ->1
10 ->0
11 ->1

fierce tulip
honest raven
#

Hmm

#

Will post it there then

silver crown
#

@honest raven (!a && !b) || (!a && b) || (a && b) ๐Ÿ˜‰

honest raven
#

Oh man nice one!

#

Thanks ๐Ÿ˜„

#

fck, how can I learn those? I mean how to build some more "advanced" gate setups?

silver crown
#

Just enumerate

glossy flame
#

I posted it over in #blueprint, but specifically for this one !a || b works too

#

A bit more concise

silver crown
#

Well played

honest raven
#

Hmm

#

I will try to build my strength to learn it on my own those xd

#

@glossy flame ty pal ๐Ÿ˜ƒ

#

hmm

#

LOL

#

Just remembered to karnaugh map

silent frost
#

Any folks in this group collabing on anything currently? Just for kicks/learning etc.

fiery harbor
#

all movies that the game uses are directly available in the game folder / content / movies, even in a shipping config game. is there any way how to better hide them?