#ue4-general
1 messages ยท Page 138 of 1
When The Witcher 3 launched for the original Xbox One back in 2015, it only ran at 900p (1600 x 900) resolution and had trouble maintaining a stable 30 frames per second. The same unpatched version of the game, running fresh from the disc, hits 60 frames per second more often than not on the Xbox One X.
kotaku says that witcher 3 (unpatched version) can run at 60 fps
becouse the unpatched version had no frame limiter
but only on open fields, on cities it chokes
exactly as i have said, xbox one x is hilariously unbalanced
would have been more expensive
and not backwards compatible
at least not easily backwards compatible
xbox one x is 500 dollars retail
and MS would surely get better prices for custom stuff
why?
remember another thing, in console you deal with cores manually
sending a task to a specific core
changing the cpu architecture like that would mess with some games
so just send it to a thread and not to a core
performance of one core with ryzen would be like 3 times more at least than what they have now
so even if your core only works half the time on your stuff because it works on 2 threads, would still be better
Aren't the consoles based off the APU's from AMD?
wouldn't call it based on APU. its custom stuff
been lookin i5-i7 noticing cores V threads... nice to see consouls still get it right
so slow?
but its 970 level on the same die as the cpu
with the typical console optimization due to thin drivers
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.
someone sideline me with what die means in that phrase
thats why they are runnin real 4k
@chilly sun the cpu chip
basically 1 chip, both cpu and gpu
ah hi5
@frank escarp gtx 970 has 3.9 TFLOPS, xbox one x has 6 TFLOPS
so stronger than a 970?
yes of course
it should be a 4k console, 970 is not for 4k
i think the ps4pro was 960+
or equivalent
i can tell you 100% its not 970 level
on the ps4pro
and scorpio is like 60-80% stronger than ps4pro i think
ps4 pro has 4.2 TFLOPS
then tflops are busted
becouse i can tell you there is no way in hell ps4pro has more gpu power than a 970
I googled scorpio like a dummy
the TFLOPS include CPU power I think
#zodiacs
i run DWVR resolution at 110% instead of 140%
on pro vs pc
and no MSAA
pc could be pushed more becouse its cpu bottlenecked
and AMD isn't as good as nvidia with using all its flops for real performance
Guess those Xbox's will make for nice beowulf clusters once no one buys them anymore.
dwvr - dontworry, virtual reality..?
ps4 gpu is a fair bit weaker than a 970 in raw power
you dont know how much youre actually cpu limited on ps4
maybe with a super light game on the cpu you would get 970 level performance
keep in mind youre essentially comparing i7 + 970 with super-shitty-cpu + ps4 gpu
nah, not really. My debuggers show that
on my worst parts im running gpu at near 100% in a few key areas
can I side poke and ask why cpu ghz hasnt gone up past 4 since 2002?
and ive tried to up/down resolution
settled on 110% with FXAA
TAA added like 2 ms
so it wasnt worth it
plus that downclock
that does check out
becouse, again, im running the same graphics on pc and ps4, but ps4 runs at lower res (also lower res on the headset)
Any Jet Set/Grind Radio fans in this group?
Still waiting till that actually comes out
I want to get Geoglyph, but I know I would regret not waiting for this one.
@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.
talks like "so level 1 of game seem to generally be very special" belong whereses? hereses? ๐
the : ) smiley is way too enthusiastic....
makes a D smile .... sigh
Imma try to just make the statement and see ..
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
... like.. maybe? :]
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
I just notice this chat is the new lounge and lounge is less random than this ?
nah lounge more random still
@fiery harbor the AMDโs RX 480 have near 6TFLOPS
you have some years old ones aswell with 2 cores and 8TFLOPS and the Radeon Pro Duo that is 16TFLOPS
hey, can You confirm something: all UE free assets and starter things can I put/copy to my project and sell it then?
i'm completely new to Unreal really - whats the easiest way to get rid of the gun in the first person template?
@plush yew that depends if you mean a game or other asset
in a game yeah, someones have restrictions as you can't use in other projects outside of UE
@royal jolt check the pawn in the assets browser character pawn should be there or some
@teal tulip no, I mean only in Unreal Engine + meshes or objects from ... Blender
then theyre not UE free assets .. kinda.. it's bad labeling :p
http://prntscr.com/h8vgpa @teal tulip is it something to do with these?
if u download ppl's stuff, go blender, go ue.. u may have some issues if the copyright or watever is weird
UE free assets --> typically downloaded from UE marketplace.. I believe.. better labeling ๐
if u made entirely urself, in blender, then go ue.. ur always safe I believe
@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 ?!
yes you can make games as much as you want with it
you make: all ok ... others make: depends on copyfight etc and is total bs to figure out ๐
/rage
AIController destroys itself when pawn gets destroyed
ive been getting so frustrated over this because i try to destroy it myself
@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?
max yes yes yes ๐
@chilly sun thats good :)
UE4 templates etc are totally fine.. standard engine components should be totally free to use and ok to sell ๐
anyone verify for good order?..
it's the result I have come up with after checking like 1000 times max ๐
I worry too ^_^
fx - start new project - use 1st person template - build game - sell game .. should be a shitty game, but legal ๐
yes you can use everything for your game if its made with ue4
just not with other engines
add more detail with own meshes and code, better game, legal
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?
good question ๐
what does NetworkPlayerStart do?
god damn legal issues ๐ฆ
it doesnt seem to be the spawn point and i cant see another reason for it lol
I think most buildings/places are copyrighted. your own yard should be fine
"I think most buildings/places are copyrighted." can I take a moment to mockishly highlight this :p
theres a US lawyer guy on reddit that I think answered that question in one of his AMA threads about game-related legal things
@teal tulip @chilly sun @fiery harbor @opal ocean thank You, You are likeable :P, I appreciate it :)
yw max hope it was any kind of helpful ๐
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 ๐
same, but changing that... xP
I cant seriously spend this amount of time nitpicking the lame corners of laws mostly made by opportunistic wanks
I act with honor, if I do something u dont like, sue me
and thats exactly what some asshole will do :/
then we go bruce lee
get shot?
xD lmao I love you
๐
what if I make a map based on maps/streets/buildings from openstreetmap, would that also have copyright problems?
I was thinkin adaptive battle but
yea kuia I been wondering same... just grab some fancy algorithm and reproduce the world
bam easy terrain! ..? ๐
openstreetmap -> https://opendatacommons.org/licenses/odbl/
@runic quiver You need to read license, but I don't saw nothing about selling it in projects on fast read
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/
too complicated for me :/
is there a way to detect which collision primitive was overlapped inside a physics asset?
or which bone does it belong to?
I would like to mark the "head" some way so the hit can cause bigger damage if it hits that
hm, well just a quick look at EventHit, break hit result, it has a HitBoneName pin... if == head, boom?
I work with overlap events, I have sweep results but the bone name is "None"
try get displayname on the compenent hit, see if its even hitting the skeletal mesh
it does
I can see in debug that the othercomponent is the skeletal mesh (in c++)
also the collision channels are set so that the weapon only overlaps with those
Hm, I'm not sure. beyond my knowledge then :/
also I think my VR game is giving me motion sickness... the room is spinning a little...
@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.
I don't even have the physics asset
only the skeletal mesh as far as I could tell
hmm there is some progress
if I check the multiple overlap checkbox in the skeletal mesh I think i get what I want in the "OtherBodyIndex" variable
I hope this index is const and the thing I need ๐ค have to check
what this body index is good for is a mistery ๐ค
How can I close the non-scale of comment bubble?
It really sucks
Like this
I wanna make the comment scale with the view
@quasi lake You can't do that for now I think, can't find anything about it
You can search in UE folder (~UE_4.18 version) * comment * files and change something, but I don't know what results will be...
@quasi lake Pretty sure that's an option?
I've seen that somewhere.
It may only be on comment boxes though? Maybe?
Select a comment box then look at the details panel for it.
I think there's something there.
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.
if You wanna coment some windows in group there is no option: Prevent this bubble scaling with zoom.
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...
This is why I need 32 GB of RAM....
Watching it climb slowly, fingers crossed I don't blow the cap.
go for the high score!
Prefix with F
FMyStruct
Ideally
FProjectNameAbbreviationStruct
If your project is called My Game, then FMGSomeStruct
why put the project? it's in the project so it obviously belongs to that project
Have you never experienced a naming collision?
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
What does the content browser have to do with your C++ class names?
Classes/structs, same thing
Are you asking about User Defined Structs in BP?
i was talking about bp structs in the content browser
yeah sorry
shouldve specified
Oh. Disregard all that I've said. I was entirely talking about C++ structs.
Ok
Follow up
What use a struct, instead of just using all the variables you put in a struct?
Like
I have a BaseCharacter class
should i just put CurrentHealth, MaxHealth, and IsDead in a struct and then the base character uses the struct
or
just use them as variables
since the children blueprints will inherit either
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.
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.
Ok
Hello
Hiya
I'm trying to figure out how to put down a OnSeePawn event
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
This is the tutorial moment
Oh, now it's there
wat
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
so no camera nd no controls, so I have to start over
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?
@livid haven @plush yew thanks
But I dont think any of those booleans in source code does the job
Epic employees seem way more active on this server recently. Any reason for that?
There's like 2 or 3 I ever see on here at best and I don't count.
You count too
There never used to be any that were active
Recently I see them talking everywhere
Just curious is all
I only ever see Nick Darnell and GM Preussner on
And I'm probably less active than usual, honestly.
Hey
I actually need help
It seems i cannot package my game.
Do you guys know how to fix these errors?
April Fools? ๐ค ๐
@keen spoke try disabling all pluggins. I had that with the houdini plug
@lean junco I don't even have Plugins. ๐ฆ
Program.Main: ERROR: AutomationTool terminated with exception: System.Exception: Couldn't update resource
Is this the Error?
I tried to fix it,but i couldn't
sorry dude, this is where my help stops, I'm a noob at unreal, thought i could help
i googled my errors to find the answer, but its a pain
ikr?
did you try deleting the saved folder in your project?
and intermediatr
well move them somewhare if you are paranoid
i did but nothing works
sorry dude, then you will have to wait for someone with a clue to help you.. good luck
did you check that no plugins are active?
cause i didn't even know they were untill i checked
i think its under edit, don't have ue4 open right now
it is under edit, i disabled some android and IOS plugins and it still did not work
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?
It was working fine yesterday, but now it just doesn't.
Bah, I hate trying to find repeating things on math problems to dynamically calculate something for multiple players.
Corner piece of halma board (hexagons) for each player
.>
Figured it out, nevermind.
Help, got some problem about locomotion and attack animation control
Here's my animation bluprint
I use statemachine to make locomotions,and a slot to do attack animations
Slot ahead of statemachine,which results in a problem
Chracter's air attack can not be canceled into idle/land while landing
Because animation slot "bodyslot"'s priority is higher than locomotion state machine
That's something about air combat
Even if you stop playing the montage?
Do you happen to have a way of saying "This is the point where locomotion should be prioritized?
Eh you mean I stop the montage manually?
Yeah
This is the point locomotion should be prioritized
other blend is the loco + slot
Switch the bool when you need the slot to be inactive
How
I guess
Drag out the locomotion and search for cache
It's like a variable if you want so
Yeah
drag to where
Yeah sorry, I can't read your language, thought you named the statemachine locomotion
Just somewhere empty so you get the context menu
And cache it
Yes
Cool
"So you blend by bool and cache the locomotion
One blend is only the locomotion"
So may you explain this a bit more precisely?
Many thanks
@regal mulch
program.main: error: automationtool terminated with exception: system.exception: couldn't update resource
Well, rightclick the graph and search for "Blend by bool".
Then get the Cached pose a second time (so you have it two times)
Plug one into the slot
Then the other one into the blend by bool, as well as the slot in that
and the result into the big result node
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
But that's only my idea here, could be better ways.
Might also be worth checking out #animation
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
depends to what degree
79 degrees celcius
ha!
initializecomponent calls are called before the actor's begin play, right?
the component is constructed in constructor of course
@versed forge did you just tell us you are willing to share assets from evermotion/ue4arch --which are paid-- trough dm?
Byyye random person that shared paid content
paid, paied, payed
damn i dislike this language sometimes
you dislike luggage sometimes?
there should be a congratulation banner and confetti when mod bans someone, and it would show the reason in the banner
ban-ner
tough audience
welp, jumping to another topic; why are 2D vectors spamming my log
divide by zero error to be exact
I went to stalk the guy you banned a bit
seems to frequent architectural forums particularly middleeastern sites for free assets
btw
not much we can do about that Prance, there will always be peeps like that
eeyups
@plush yew I honestly don't even think it's an upgrade
you could just overclock the current one to get somewhat similar performance
hey guys quick question
Intel hasn't advanced much in past 4 years
does anyone know a site that benchmarks the capabilities of graphics cards? I can't seem to find any solid data on it
I'm trying to look for the real time processing limit of a gtx 970
eg how many polys,particles,materials,reflections etc can it handle in real time at atl least 30 fps consistently
without failing
Ryzen cpus would probably be the solution to compile times
I haven't checked, but they seem to dominate multi-threaded tasks
@warm mountain probably 3D mark database
it's not like you can calculate the exact performance based on scene complexity
hmm
its not really giving the info I want
well Its time to do it the hardway ๐
i'll dump random high poly objects with 4-8k materials untill my computer crashes ๐
and figure it out from there ๐
haha
well I can safely say you won't be using 4K textures on 970
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
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
Hi, I wanted to know how long was the "waiting for publication" step in google play, knowing that my file size was 65,000ko
@paper kernel those error can be from inside of some nodes, like vector length throws error on zero vectors
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 180โฌ
2133 tho
G.Skill 128GB (8 x 16GB) Trident Z RGB, DDR4 3200MHz, CL15, 1.35V 1800โฌ 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
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
https://www.youtube.com/watch?v=aaOB-ErYq6Y i just ran into this and was like YOOOOOOOOO
Waymo, which started as the Google self-driving car project in 2009, is ready for the next phase. Starting now, Waymoโs fully self-driving vehicles โ the mos...
google sending a mayor tier "fuck you" to taxi drivers
I would cry but I would not be able to store my tears because I only have 8 gb ram
pilot program of driverless taxi service in phoenix
with no engineer inside or anything
is it already legal?
the car just driving from place to place completely empty, and acting as a taxi
yes
can't wait to see the economical/social consequences ๐
on the short term RIP taxi drivers
cant wait till luddite stones thrown at those
and trying to trick them into crashing
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
also less people will make more money ๐ค
yes
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
we arent
to avoid the luddites
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
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
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
i've got a 60 inch samsung tv that isn't a smart-tv ยฏ_(ใ)_/ยฏ
lucky. Lately all i see is smart tvs
yea i picked it up three years ago
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
jeez
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
idk, I think it is best not to have a tv in the first place
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
haha
when i do play ps4, most of the time is actually via remote control
and i use it from the pc
XD
@frank escarp blanco
wghat
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
ideas are great and all, but consider "how" before "what"
wait till its at 90% off and get that
That's just it. It's the how I don't know
well then learn
Are there any tutorials/resources pertaining to a Sid Meir's Civ-like territory system?
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
I'm working my way through the basics as we speak
But to refine my first question...
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?
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
Hey. How would i go about adding my friend to this discord? I don't remember how i got in. xD
@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...
it's 11 usd for me @paper kernel
XD
just delete your cookies for udemy
https://electrek.co/2017/11/09/tesla-microsoft-video-game-augmented-reality-engineer-user-interface/
so do t hey plan to make tesla a video game or what?
PokemonGo: car edition
boring
I've heard they're making HarryPotter:Go ....not sure of details though
ya ๐ niantic.
i don't like them. ingress. pokemon go. ... only shitty games from them
Pokemon Go was pretty popular, cant really call it shitty ๐
Popular != good
popular = very god god god good money
yeah
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?
I would guess they are planning on doing AR projection on Tesla's windshield
Hrm. I cant add meshes and collision components to an ActorComponent?
Want to make a reusuable button that is attached to a pawn/actor
ActorComponent can't have actor component
asked in #blueprint as well, but I guess it'd have to be a child component?
er, child actor
anyone know why im getting this ever time i try to build the project
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
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
well iv giving it all of the memory that i can and still running out of memory
might have to restart my computer
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...
with h264 its 5 MB, but no alpha
@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
@frank escarp I want to show the videos in UMG
I can't ship a game with a dozen 2.5GB video files
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
i guess compression fucks it
Really? Aren't they using that for some TV show? ๐ค
no
those are realtime rendered stuff
wich does have a alpha channel
seems @fiery harbor wants to play actual videos
media textures
yes
Ah okay. I was thinking of this: http://shaderbits.com/blog/green-screen-live-in-ue4
the quality of that is bad
Looks good to me. ๐ค ๐
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
Hello everyone,
Is 4.18 an update to 4.17, or is it standalone like 4.17 to 4.16 was?
@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
You couldn't update 4.16 to 4.17, you had to add a new version, that's what I ment
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.
thats always the case
Why cant i pay assets when i have money on Paypal? I have 45 Euro, it costs 43? (Worked on another asset)
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?
yo @frank escarp, you there?
im going to leave really soon @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?
Anyone have a dodge animation?
What information does the Key output give on the InputAction nodes?
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)
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?
@inland minnow Perhaps asking in #gameplay-ai would be more appropriate. You would most likely get more relevant responses.
k will also ask there, thanks
Which one do you want to be the parent @quasi lake ?
oh thanks
np
Hide one level in the level window
So there's no information recorded in it?
There is but - it is not viewable in the outliner AFAIK
Like if I have a lot of different objects
I work one level at a time
my levels are done room by room so I usually just hit the ๐ to hide that level
^
if Im trying to figure out where the object is at
Personally speaking lock levels that I am not using. So I hit the ๐ Icon for ones that are not in use
I try to keep stuff organized from the get go
I mean you can always just move that object into a specific level if thats what you're trying to do
oh
you can also
it'll bring you to the map's file
oh nice
slightly faster
thanks
Finally managed to get everything packaged up had to give it extra virtual ram before it could package it
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
@lean rock yeah mario oddesy is ue4
@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
hmm it looks like it but not 100% sure still
yeah the wiki doesnt mention the engine at all
Hmm now that you mention it, I feel like I might've seen an Unreal logo somewhere in a trailer
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
its not in this list either https://en.wikipedia.org/wiki/List_of_Unreal_Engine_games
This is a list of notable games using a version of the Unreal Engine. The main article on the Unreal Engine gives further details on the engine itself and its versions.
Would spheretraceforobjects return multiple hits if there're several actors in the trail?
Oh maybe I should use MultiSphereTraceForObjects
multisphere
git repack -a -d --depth=250 --window=250
https://stackoverflow.com/questions/5613345/how-to-shrink-the-git-folder?noredirect=1&lq=1
Whats the best way to share a project with devs would you say?
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)
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
Ah OK, thanks - Didn't realise Git would work. Will definitely take a look if that's the case.
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?
@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~
Cool, thanks @frosty copper
Visual studio team services also allows to set up a repo with git. Although I have not used it.
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.
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...
Visual studio team services also allows to set up a repo with git. <- I'm refering to this.
Bad wording on my part I guess.
Possibly~ it happens. d:
@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
@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
Aye, you and me both. I did say that the visualshit TS system works. d:
do you need to simulate physics on a mesh for collision to work?
No~ You shouldn't need to.
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
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:
hi
@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:
@frosty copper Ty ! close enought tho it was show stats haha thank u man o/
aah, good to know~ no problem! \o
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
Internal, iirc, doesn't push commits
...well that seems ... bad
Arguable
ah, okay I'm actually okay with that
haha yeah
not like that ever happens, right?
haha
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
fair enough
Oh. Having UE4 open when you Pull, can also be a slight pain in the touchis
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
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~
(trying not to make a windows joke)
o:
I ditched 'dows for Linux a few months back, no regrets really. :3
even with UE?
Yup
hmmmm
Tried & tested it a year ago during Uni, but I decided to jump at the most inconvinient time. xD
Linux Mint was updating to the next LTS, and AMD ditched fglrx for amdgpu, almost at the same time~ d:
ew.
so... while UE4 worked amazingly.... other games... did not. xD
yeah, I'm a rocket league player, so I'll probably dual-boot
but ... yeah, that's happening today
thanks, I think
Rocket legue actually works pretty decently on Unix. d:
hey guys whats the command and channel again for the bot that gives funny game ideas?
omg, that sounds epic
pun intended? xD
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
Bah, that bugs the ever living boogus out'f me
and part of the reason I'm determined to use Linux. X3
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
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
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
Devops~? whut is this fancyMcFancypants you speak of? o:
oh, sorry, haha
basically operations for developers. Defining infrastructure and automation in software
oooh
automated deploys, builds, rollbacks, etc
So the guy that makes everyone's elses life a breeze, while your own is... essentially living hell? :p
Like automating builds in teamcity ? :v
sort of, but also deploying them to a public/private cloud target
monitoring and alerting, centralized logging, etc
I've had to do a bit of that stuff at work. it was uh... interesting.
๐ฑ
it's only bad if you're not given autonomy
(omg, I've derailed this chat so hard. sry)
Just as long as I don't have to touch maya, I don't care. :p
pffht, wouldn't say derailed. xD
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
X3 I self taught myself 3D about 8 years ago. but I absolutely despise Maya. more a blender person. xD
blender is awesome
I've moved from python to golang, but still
also grinds my gears that everyone wants to change shit to Qwerty. like... fek off. DX
Every new project in UE4, and I have to change that QWERTY shit back to spacebar
erm, the noobie has no idea what you're talking about
UE4 copied autoshit's QWERTY thing of Select, Translate, Scale & Rotate being on Qwerty
but you can change it back to UE3 method of space bar
I saw it as being the same as Unity (but that's because I came from there)
I always have WASD for moving around
ah, okay that makes sense
Anything else and it's like "why are you trying to Copy a damn modelling software? You're a game engine! D:<"
yeah, enforcing separation of concerns like that is super important
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
omg, zbrush. Haven't messed with that in like 5 years
haven't messed with it at all personally. :p
I will put on the blinders and stick with my BSPs and dev art
xD
not looking forward to finding an artist
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
good luck! Working with partners can be the best or worst thing
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
did you do game design at uni?
Yus I did. :3
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"
so now I can create a processor from scratch, but got no experience making games
lame
eh, never too late to start. :3
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
Yea, BP's can be pretty fun
super simple prototyping
... also, Protip; right click on a node hook (the little dot, where lines connect); and you can align the previous/next dot.
though I think I'll convert to code once I'm "happy" with some behavior
noooo
what?
omg my OCD thanks you soooo much
XD
I'm doing camera stuff RN
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. ๐
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
One thing I picked up recently is about ticks; most of the time you don't need to use tick
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)
yeah, I think input is the only place where you'd definitely need tick
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
you'll have to excuse my very rusty code/BP; pointers?
oh no worries
that just a reference to an actor/thingymabobsit
yep
fancypants terms everywhur! D: ๐ฑ
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"
o_O I'd be inclined to send a self reference into a manager of sorts
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
psst, set up a library. xD
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~
okay, I need to go read, clearly
if you have UE4 open right now, under right click -> add blueprint, there shouldbe something for a library
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!
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~
ahh okay, that makes sense
this is super helpful
and you can define them in c++!
๐
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)
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~
hahaha tell me how you really feel about windows
Problem only arises from middleware, like a HTML/CSS based UI plugin I can't remember the name of
okay yeah, the author said there should be no problems
I wish it'd crash and burn in all honesty. :3
yeah, I'm super glad I don't have to support windows at all in terms of work
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
well just remember that in terms of the usage landscape, you definitely still have to support it
Unfortunately. :I
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
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
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?
Scream, punch a pillow in frustration then talk to a ducky?
Hello all! I'm new here ๐
Hi New Here~! ๐
No caps. just new here.
... well aren't you a nitpicky bastard. xD
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.
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
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.
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
๐
what channel is best for camera questions?
probably #cpp or #blueprint
k, thanks
yeah, was going to use blueprints
If he's using CPP to set up/use the camera, it's still applicable.
@obtuse path Can you add me on Discord, please?
^^was about to say that Guardian
@frosty copper but no one sets up a camera in c++ code really
Does it really matter? if he's going for a c++ approach, the channel is appropriate.
but only if the question is about some specific c++ stuff, not about the camera itself
think you're kinda making a big deal out of nothing there
I'm just disagreeing with you, thats all
setting component in cpp is sometimes needed, specially if you want it to be operated in C++ a lot
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
depending what you doing ;p
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
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++
if I set an actors position does that over ride collisions? its passing through scenery
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
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
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
#blueprint comes to mind
@honest raven (!a && !b) || (!a && b) || (a && b) ๐
Oh man nice one!
Thanks ๐
fck, how can I learn those? I mean how to build some more "advanced" gate setups?
Just enumerate
I posted it over in #blueprint, but specifically for this one !a || b works too
A bit more concise
Well played
Hmm
I will try to build my strength to learn it on my own those xd
@glossy flame ty pal ๐
hmm
LOL
Just remembered to karnaugh map
Any folks in this group collabing on anything currently? Just for kicks/learning etc.
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?