#ue4-general

1 messages ยท Page 141 of 1

restive eagle
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cause ocean manager doesnt show much through the refference viewer

shell jetty
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there is now VS Live Share so you can collobrate develop

vast fjord
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hi, where can I go to discuss help with components? looking for helpw ith the cable component specifically

stuck chasm
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Can some one help me with blender animations to UE4?

cursive dirge
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@worn sparrow simplygon is owned by microsoft, wouldn't expect anything too sketchy

next badger
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@worn sparrow it's been free for a long time, before MS aciqution it was even available on Epic's Marketplace

fierce tulip
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<_< when you try to solve an odd issue for about an hour and you suddenly notice the mesh was renamed and you kept importing the old one, so no new results

fiery harbor
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ha

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I know that

shell jetty
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@fierce tulip me that I was thinking how i get commit changes to my git repo as it was hit a db lock but then realized that i just ignore the lock

fierce tulip
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heh

cursive dirge
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@next badger it wasn't free back then

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more like, free to start with and then they wanted 2.5% of the revenues or something like that

next badger
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@cursive dirge yeah, was royalty...forgot that thing

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@stuck chasm what issues you have with them?

median bronze
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any help for newbies (not new to Unreal engine..just new to xbox one develpment) on how to use the custom UWP branch to port a simple game to xbox one dev mode? seems rather complex lol .

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a video tutorial or some such would be helpful

fiery harbor
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@median bronze are you sure you need the UWP branch for that? shouldnt need to be the case

median bronze
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i think so for xbox one dev mode

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unless they updated it to not need it now

fiery harbor
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you need to be a registered dev and get access to stuff from epic

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but that publicly available UWP branch shouldn't be needed at all

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that branch is meant for PC I think

median bronze
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well xbox one has the dev mode app where if you have a windows developer key you can use (whichi have got with a code) but im just puzzled as to what verson of unreal i need i read for basic non company "devs" using the dev mode you can only use UWP unless your like a liscened development company?ugh so confusing

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thinks this may require a tiny bit of rocket science to understand.

fiery harbor
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when was the UWP branch last updated?

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is that on 4.18?

median bronze
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4.17 it looks like

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never complied a branch before but hey challange accepted

floral heart
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It's a lot easier to understand if you use periods.

median bronze
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....... better?

floral heart
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An ellipsis (plural ellipses; from the Ancient Greek: แผ”ฮปฮปฮตฮนฯˆฮนฯ‚, รฉlleipsis, "omission" or "falling short") is a series of dots (typically three, such as "โ€ฆ") that usually indicates an intentional omission of a word, sentence, or whole ...

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I thought the point of UWP was that it didn't need porting.

median bronze
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yeah but you need the Unreal branch of it first

fiery harbor
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well, UWP is evil

median bronze
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aah i see

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", you can get access to PS4 and XboxOne with the GitHub source once you have verified with Epic that you are a registered developer with the respective console manufacturers. "

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you have to be an "official dev" indy/hobbiest's only option is UWP

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eh close enough

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i just wanna try to put my simple little gameish concept on the xbox one to try out is all may never make an an actual game. but fun to try ๐Ÿ˜ƒ

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ook well guess ill figure it out. have fun!

fiery harbor
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@median bronze if you actually want to ship a game on Xbox, you can become registered developer, even as indie

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if you just want to play around, it's easier to not waste time on console stuff and just play around on PC

plush yew
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artist is Juan Pablo

floral heart
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And then you get Darwinia.

serene otter
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does the build action include baking lighting?

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I can not get my point lights to actually light anything. Previews look fine, but when I do a build, they might as well not exist. this is .... incredibly frustrating

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hmm, it would appear to be an issue with the way I imported my fbx

next badger
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@plush yew i think we've seen some games on last jam in this style

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its really simple to make in ue4

serene otter
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It was my FBXs. I didn't have a lightmap UV map

next badger
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@serene otter i see, uv for lightmaps is missing?

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yeah

serene otter
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yep, I went and added it and poof

next badger
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you could make one in ue4 directly

serene otter
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now I can see my ugly thing

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ohhh

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that I didn't know

next badger
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ue4 now makes really nice uvs for lightmaps, i think there was a video about it specifically

serene otter
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okay awesome, I had no idea. I'll check taht out. Thanks!

plush yew
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@next badger Yes I love those games. If a game is pretty in a unique way then I could play it for hours. I think games were originally meant to just relax, ya know ๐Ÿ˜ƒ

next badger
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@serene otter on 16:35

uneven fractal
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Well I'm 3 hours into my cook

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still going...

fiery harbor
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hope the meal will end up really good if you spend so much time on it

uneven fractal
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eh nope all it adds is a new arrow type

fiery harbor
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arrows? aren't those a bit too spiky?

grim ore
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Playing D2 lately and I like the way the take enemies just dart around the player making it annoying to fight. Any suggestions on an efficient way of making it where a player can aim at an enemy and then a set time later if they are still aiming at them the enemy would do an action?

uneven fractal
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Add numbers to a counter every time a line trace hits an enemy and reset the counter to 0 when the line trace fails to hit an enemy

grim ore
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that might work. keep track of it on the player side then just tell the enemy after a set time to dodge.

tawny veldt
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I just started packaging a shipping version for Windows, and I noticed in the output log that it started doing a bunch of stuff with the iPhonePackager, why is that? ๐Ÿ˜ฎ

tawny veldt
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Someone mentioned deleting the Intermediate and Saved folders in my project directory, and so far it seems to be working ๐Ÿ˜ฎ

sacred crater
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wat

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back

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that was odd

cloud cobalt
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Sounds like the UE doc alright

oblique sorrel
wary wave
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nailed it

oblique sorrel
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The bones match perfectly

tawny veldt
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Nice horror game

oblique sorrel
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Makehuman support for UE4 is the real horror here

ionic sedge
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@oblique sorrel Did you move the bones in pose mode and then apply the armature modifier?

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It doesn't help if you only do half the things I say. ๐Ÿ˜›

oblique sorrel
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Yes, I did move the bones in pose mode

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Didn't apply the modifier, that might be the issue.

ionic sedge
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The point of posing the character and then applying the armature modifier is changing the base pose for the mesh, then you don't need to modify it too much later manually which is harder.

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But you don't really need to match up the bones of each rig, just make sure the mesh "fits" the bones of the UE4Tools rig.

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You probably need to scale the whole UE4Tools rig, just do that in object mode and apply the scaling.

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If the arm/leg bones of the UE4Tools rig are too long/short you can edit those too, but you need to make sure you enable all bone layers and scale from the correct pivot point. For example if you wanted to scale the upper arm and everything below you would set the 3D cursor at the top of the arm bone, select the upper arm and everything below, switch the pivot mode to 3D cursor and then scale everything at the same time. That way bone orientations won't change, just the proportions.

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Anything other than scaling (meaning translation/rotation) will mess up the bone orientations and make your rig more unlike the mannequin rig which will mess up retargeting.

oblique sorrel
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A moment of truth...

wary wave
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dafuq

oblique sorrel
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Not much difference, Eh?

cloud cobalt
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screenshots

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use them

oblique sorrel
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I'm in a lab at my uni, don't have Discord installed there

wary wave
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you still have MS Paint and a web browser

paper kernel
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Vector A length is 666, vector B is 10, A-B = 600

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Math, not even once

wary wave
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errrr

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I am assuming they form a triangle, and A-B is essentially vector C?

quasi lake
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How to hide or modify a child object of a mesh like this?

paper kernel
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by modifying the mesh

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unless it has bone for deformation

quasi lake
paper kernel
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then you just set the bone scale to 0

quasi lake
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Eh

paper kernel
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to make it disappear

quasi lake
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In unity I can just uncheck the transform

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Can I do this in UE4?

paper kernel
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yea

quasi lake
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How

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Is there any prefab like thing?

paper kernel
quasi lake
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Eh

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I dont wanna do this in a bp or code

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I want to do this in a preset

paper kernel
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then option B is to modify the mesh

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not much you can do in the engine without doing bp or code

quasi lake
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You mean modify it in the 3dsmax or maya?

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Weird,there should be a way to do the prefab thing in a big engine like ue4

paper kernel
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but you still have to do the animbp for the character anyway

vale osprey
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Is it a part of a character mesh?

ionic sedge
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@oblique sorrel I really don't understand how you end up with that. ๐Ÿ˜›

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Well yeah if you scaled the bones in pose mode and then applied the modifier maybe you could end up with that.

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But it should be fairly obvious that that's not what you need to do if you're seeing both the mesh and the rig at the same time.

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It's really hard to see what you did wrong without a video though, maybe you didn't apply transforms before messing with the rig, maybe you scaled the bones in pose mode in the make human rig (you should only rotate/translate), maybe you scaled the UE4Tools rig in pose mode (do that in edit mode), maybe you didn't select all the bone layers in the UE4Tools rig. And so on.

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There should be no difference in the mesh when you apply the modifier if you do it right anyway.

regal mulch
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@quasi lake UE4 has no prefabs :P

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Not like Unity, where you selecte Objects and pull them into a Prefab

quasi lake
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keke

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I found we can add mesh into a sokect

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So it should do the same job

oblique sorrel
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@ionic sedge Ah, yeah, I did scale some of the Makehuman bones. That must be it.

ionic sedge
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I recommend viewing the mesh at the same time as the bones so you actually see what you're doing. ๐Ÿ˜›

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The main point of the posing stage is to match the mesh with the UE4Tools rig, not the rig with the UE4Tools rig.

oblique sorrel
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And then to hand-paint the weights, I'd wager

ionic sedge
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How the bones look after you're done doesn't really matter.

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No, you only paint the twist bones since they didn't exist.

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But all of the other weights are done already.

oblique sorrel
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But there's a big difference in the spine structure

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Or, rather, in the sizes of spine bones

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That'd mean areas assigned to the spine bones are not proportionate to the bones they're assigned to

ionic sedge
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The sizes of the bones don't really matter, the vertex weights are separate. But yeah if it doesn't match up you'll have to repaint or use the automatic bone weighting thing (select a bone in pose mode, select the mesh, go to vertex paint mode, w, assign automatic from bone).

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Weight painting should be easy in general with face masking and gradient/blur.

quasi lake
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Why it wont make a bit difference after I modified and saved the mesh?

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When I save

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Then I open again

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Oh maybe it's because this pose reset the scale to 1

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And still there's no white stick in the viewport

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How should I do to add a weapon

vale osprey
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You add it in BP not in mesh viewer

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In BP of the character, skeletal mesh will be one of the components, you can add another component - weapon as a child of skeletal mesh and tell it to attach to a socket on skeletal mesh

quasi lake
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ok

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So in mesh I can only simulate it

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Not really add it onto the mesh

vale osprey
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Correct

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Itโ€™s just a preview to see if your sockets are correct

quasi lake
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ok...

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So how should I hide a node

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Also in bp?

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Get the socket then hide its parent in bp?

vale osprey
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Not sure what you mean

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If that grey rectangle thing is part of the mesh then remove it before you import mesh into UE4

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After you can hide/unhide or add/remove components in BP

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Just in editor or in real-time

brittle tapir
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Hey gents, what are the rules here for self promotion? ๐Ÿ˜› I am building a course on C++ and multiplayer and before I break all the rules ... ๐Ÿ˜‚

light thunder
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Could someone explain to me a level streaming question, in regards to how lighting is built? I hear you can build lighting in different levels, how does that work when you build it? Is the lighting set to "always load" and it exists in the same transform space as the separate level? So as you unload different areas of a map, the lights remain? Please help me understand this, I've watched the several videos on it but am still confused about this part (like how the direct light should behave)

grim ore
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the simplest way to think about it is; where is the light at when you bake it and what can it see when it bakes?

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if its in the persistent, its set to static, and you have all the other levels visible when you bake then it's going to affect what it can see

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if its in the level itself and only that level is loaded then it's going to affect only that level.

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each level has it's own lightmaps that load in when that level is visible

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so the question is what do you want it to look like or how do you want it lit.

light thunder
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So, to make sure I understand, I have a persistant level that's empty, a sublevel that is always loads as a staging map, which contains my lights and contains my blueprint logic, and maps A, B, C. When I am IN my staging map, I make map A visible but I add lights while in the staging map. I do the same for maps B, C,. Then I make all visible and I bake. Is that basically it?

grim ore
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if your baking all your lights, nothing movable or stationary, then you should be fine having one level with all the lights and then each other level visible when it bakes

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if you go to your world settings for the level you can see the lightmaps that are being used for that level.

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if you have a chance you can check out the boy and kite demo to see how they handled it, they have sub levels for different parts of the world as well as one for lighting. It helps with building and having different people work on the same project

light thunder
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mainly I'm doing this for performance reasons....I am by myself so I have no team members to annoy

grim ore
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static lighting that you use to bake out lightmaps do not really exist in the game when you run it. it makes the light map then that map is used when the level is loaded.

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well it would be better performance as you would have smaller parts of your game world showing at one time for sure

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in terms of having lights in 1 level or in the sub levels themselves when baking the end should be the same

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about the biggest issue is directional lighting might be an issue across level seams if you are using different directional lights (1 per sub level) rather than 1 in a parent level

light thunder
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What about directional lights? I'm confused how you light different levels with it? or is it no different? i'vep layed around and it was dark in one level

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these would be teleported (VR) level jumps, the maps are entirely seperated and walled off so no seams to worry about

grim ore
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any lights that should affect it all, like a directional, should probably go in the persistent level for baking

light thunder
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another thing I'm confused about is location in the worldspace.... essentially I can have maps on top of eachother as long as they will never need to interact right?

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(i'm trying to keep the "world" small as possible)

grim ore
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you can do whatever you want with sub levels yep

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its basically like putting the same objects in the same level in the same space if you let them both exist at the same time

light thunder
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what about BP actors? do they need to exist in the BP logic level as well?

grim ore
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blueprints are just things that exist wherever you tell them to be

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usually tied to a level yep but the persistent level is a level as well

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like if you had a general game manager or something that you didnt want to get destroyed

light thunder
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I'm still learning more about communication and I've learned the hard way about level blueprints

grim ore
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well the easy way is to never use level blueprints ๐Ÿ˜‰

light thunder
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it might takes some getting used to, i'm a bit confused about doing things like moving a player actor around a level without touching the level blueprint....I guess it doens't matter where you move them as long as the right level is loaded when you do move them

grim ore
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sounds about right yep

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you can always put in key locations in the level as well if you need them in specific spots. like a generic BP that is a "level start" that you drop in each level so you know where the player goes for example

clever dawn
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My state is setup and key presse are working, but character won't crouch.
If I tich Set>isCrouched? to On, the game starts with the character crouched.

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Just trying to get a simple crouch. Everything else seems to be working, I'm just mucking up the CharAMP I cant figure out how to slot in the crouching node

light thunder
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@grim ore Isn't that just the level start?

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Or does that not matter when you load into the level?

grim ore
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@light thunder you can use the level start sure but if you already have a player and are just moving him around from sub level to sub level there is no real need for multiple player starts

light thunder
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just use transform data on the player after the level is load? (i probably would have a helper actor that I get it's location from)

grim ore
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pretty much yeah. blueprint that I just drop in the level that is just a scene component and maybe a billboard so I can see it. I can just grab all components of that type once I need to move my character, find its transform, and move my player to it

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it would let you define player start in each level by just dropping in your blueprint and then when you unload the old level and load in the new you can move your player to that new player start in the new level

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@clever dawn how are you trying to set the is crouching on the player? from what I can see there you are getting the current state of is crouching and setting it to the same state

light thunder
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Here's a crazy question...I have a map consisting of a bunch of static meshes....a LOT....i'm getting a high drawcount and I am happy where everything is.....can I just merge EVERYTHIGN into one giant actor? will that improve drawcall count?

grim ore
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The event you want to call is the Crouch or Uncrouch event on the Character @clever dawn

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also you need to make sure you have Can Crouch enabled on the Character Movement Component

light thunder
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How do static meshes that are combined into a single actor changed the way drawcalls are handled?

grim ore
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No clue here to be honest. I would guess it would reduce the draw calls but you might not be able to cull as well

plush yew
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Hi Iโ€™m new here and new to Unreal Engine. Iโ€™ve done some very basic Unity stuff in a course that I attended, but all the C# I learned was just scripts the instructor had us copy down. I began writing some of my own code in Unity by reverse engineering the scripts I saw but I would definitely call my self a complete beginner to computer programming. I have a fascination with game design and computer programming and want to learn the skills for it while Iโ€™m still in high school, but Iโ€™m not sure how to start. What is the best way to learn C++ for Unreal?

trim trail
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Is 60-80fps on fortnite pvp with 1080p and low/medium settings, expected on gtx1080?

rocky kayak
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there are tons of resources online for learning coding languages online, i learned javascript using codeacademy for one. here's 3 good ones that i just searched up real quick on google: http://www.learncpp.com/ , https://www.udemy.com/free-learn-c-tutorial-beginners/ , http://www.programmr.com/practice/ , all free and are great sources

sacred crater
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Why would a without warning or errors in packaging anim blueprint and it's childeren not be packaged even though it's stated [2017.11.16-17.33.09:139][647]UATHelper: Packaging (Windows (64-bit)): Cook: LogSavePackage: Display: Finished SavePackage ?

clever dawn
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@grim ore Thankyou, figured it out, based on what you said, thanks again

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It's so nice finding this room, I spend weeks last year trying to find help from an active community, and in the end, walked away from UE4 because I wasn't making progress

unborn quartz
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Did the community stream not happen today?

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There was meant to be a Unreal / Houdini thing on twitch four hours ago but I cant find it on Twitch or Youtube

plush yew
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@rocky kayak thanks so much I will check these out

clever dawn
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If I have a normal walk and a normal crouch, can I combine the 2 into a crouching walk?

fair violet
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@unborn quartz was meant to start 10 mins ago- probably just running a bit late!

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Started now actually

chrome ivy
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@blissful reef Hello! I was wondering if it's possible to add modding support to our projects and release the dev kit on the Epic Games Launcher, in the modding tab. Of course, after the release of our game. Is this possible?

median bronze
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so does anyone else have this problem and know how to fix it im on windows 10 creators update and im trying to launch visual studio 2017 and or 2015 to sign in to access the community edition to build unreal ., and it wont let me log in! i cant enter any text on the sign in page. so annoying! ๐Ÿ˜ฆ

worn granite
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lol nick seems to be the default unrelated epic staff to tag

median bronze
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gotta be kidding me if i go tot the "recover account" page in the sign in screen it allows me to enter text just cant enter it for the bloody log in screen for both visual studio 20156 and 2017 withe either the old or new logion screen anyone elese have that issue?

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i swear windows 10 is crap if it wasnt required for better support for uhd moniters and xbox one dev mode app deveopment i would go back to 7.

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anyone?

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ook thanks . again "rolls eyes" might have to resort to a not so...legit version just to bypass the bloody login issue on a version thats supposed to be FREE anyways! love the help here!

grim ore
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Your question was if anyone else had that issue

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no one responded

worn granite
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Also you waited a really long time for responses, so that's why you got so many.

grim ore
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I'm using VS 2015 and 2017 on multiple machines without any issue, I can literally be 0 help besides "It works for me" which is... not helpful

worn granite
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IDK does it visually appear disabled? As in grey?

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Could have just hung the window? VS likes to hang.

harsh tiger
blissful reef
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@chrome ivy yes, but im not the guy to talk to

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@chrome ivy start by sending an email to the custom licensee email on the website

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derp

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too many mids

harsh tiger
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anyone got any suggestions?

fierce tulip
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@blissful reef they sure love to pester you dont they

blissful reef
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Apparently my name is very pingable

fierce tulip
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if you want we could remove your epic status

opal ocean
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I'll take it if he doesnt want it anymore

fierce tulip
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hehe

blissful reef
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it's not like it comes with double prize money

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ill keep my status, i generally ignore random pings that aren't UI related, to busy shippin games, aka forgetting i have discord running.

paper kernel
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yea, making games > human interaction

minor wigeon
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immersion

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magical words :3

paper kernel
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๐Ÿ˜ฉ this jump velocity math is gonna drive me insane

minor wigeon
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i set mine up to be (if moving faster jump higher) (if falling for more than (x) increase to fall speed to (y)) (if fall speed = more than (z) then play (different fall damage))

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actully the fall thing works better if you setup a Anim graph that increases it gradually... feels more linear and gives a better sense of physics working

paper kernel
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oh no, I want to convert distance into required velocity

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as in, impulse 0,0,150 would result a 150 unit high jump

silver crown
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That's not easy

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@paper kernel V0 = sqrt(2 * g * h)

minor wigeon
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what kind of variable type would be best for a Item ID?

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(havnt touches UE4 in like a year and my brain is kind of fuzzy with blueprints)

frank escarp
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im watchhing the houdini stream and the chat is hilarious

grim ore
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@minor wigeon depends on your goals. making an external file to track them? Int would be fine. using that ID for something else? String might work well. Totally bored, make it an enum!

minor wigeon
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im not a coder... and i my plan is to call the Item ID to pull stats from a Data table and show them in a inventory/equip screen

paper kernel
grim ore
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then if using a data table I would use an int id pulled from a spreadsheet of some sort. You can make sure the column is unique and prevent duplicated and keep them organized easily.

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this is assuming your using some sort of fixed item system, 1 item = 1 set of stats and not really dynamic. dynamic is still doable but more work.

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it works for WoW so why not ๐Ÿ˜ƒ

frank escarp
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WoW is a data base

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in Wow data base, any object has a Primary ID

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becouse databases have primary IDs

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the reason of numbered primary ids is so you can binary search it very fast

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or even instantly by using the ID into an array

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data tables dont have a primary ID as a number, but a FName as a primary ID to find the row

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personally it depends on your needs

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you can just go 1-2-3-4-5-6 etc on your data table

minor wigeon
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thats sort of the plan

frank escarp
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or use the item name (but what if 2 items have the same name?)

minor wigeon
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wooden sword = 1

frank escarp
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in that case just do data table

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and leave the row "name" to "1,2,3" whatevr

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easy to deal with in excel too

minor wigeon
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yup

frank escarp
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just remember to keep the order

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btw, there is also another thing i recomend

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might be overkill, but you can sort/process the data table on load

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go from a data table into an optimized storage

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you essentially would iterate through all the rows in a data table, and process it. Like for example you could create a "brother" array that links Item Names to IDs

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and then you can search of the ID of an item easily

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or just check if the table is well formed

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but that would only really be useful on really big data tables that you need really fast access to.

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For an item array that you only need to look at from time to time, its not worth it

minor wigeon
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if it comes to that... i will setup a item tier system and use a small table to navigate to Tiered tables

minor wigeon
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ahhh... first world problems @fierce tulip ๐Ÿ˜›

fierce tulip
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ikr

minor wigeon
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is there a way i can create a custom drop down menu in for data tables?

uneven fractal
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Is there a quick way to anchor a static mesh to a skeletal mesh such that it moves with the skeletal meshes animations?

fierce tulip
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look into sockets @uneven fractal

uneven fractal
#

aw I was hoping there was an easier way but no dice I guess

clever dawn
#

Can you blend a normal woal and a normal crouch into a crouching walk?

fierce tulip
#

sockets are really easy to set up though

uneven fractal
#

I know 0 about animations and skeletal meshes though

fierce tulip
#

rickclick on a bone > add socket. you can even preview a mesh on it

uneven fractal
#

oh that does sound easy

#

I thought I was going to have to do something like edit all 50 or so animations for this dino

fierce tulip
minor wigeon
#

๐Ÿ˜ฆ no help for me T- T

fierce tulip
#

i wish i could help but zero clue about it :p

minor wigeon
#

its ok

#

sort of have a plan to reduce data useage <.< a custom drop down will just stop me screwing up

grim ore
#

The closest you could get to a custom drop down menu without resorting to wackiness is probably an enum

uneven fractal
#

Alright so I've got my socket in my skeletal mesh now

#

How do I actually add a static mesh to the socket?

fierce tulip
#

im not too familiar with that outside of using it for cascade, but trough blueprints.

uneven fractal
#

huh

minor wigeon
#

-. - every time i select my custom Enum it just changes to a byte ๐Ÿ˜ฆ

#

it doesnt like me

#

wait <.< working now

fierce tulip
minor wigeon
#

ok have an idea of what im doing now <. <

#

gonna have a Pickup Data Table, Equipable table and Craftable Table <.<
pickup directs to either the Equipable/Craftable if the item has them set to True then asks for their E/C Item ID

#

that way i dont need stats on random items that dont need it <.<

half mango
#

hey guys

#

anyone know about smoothting groups importing from blender to UE? nothing works for me

#

tried bevel modifier and it really messes up some of the more complex objects even with angle limit

minor wigeon
#

in edit mode... select all the faces and turn on "smooth"

#

its awkward but thats all you need to really do

#

make sure you dont have Ngons (face with 5+ verts)

half mango
#

ok ill try

#

smooth when pressing T?

#

in edit mode and i see smooth vertex

#

thats it?

#

i can also turn on smooth shading in object mode but i dont think that does anything

#

edges is still sharp oit';s just an illusion

lunar palm
#

Question; if you want to be a level designer, should you post pictures/videos of enviornment art that you've modeled and textured on your own on your portfolio?

fierce tulip
#

nah, can also use premade stuff and show of you can work with assets made by others.

#

shows versatility

lunar palm
#

When you say "nah", does that mean you don't have to, or?

#

Just wanted to be sure haha

coral crane
#

Hey guys

plush yew
#

Wtf

#

There was a outage

opal ocean
#

outage of what?

#

damnit EA

half mango
#

this edge smoothing shit is extremely annoying

#

every single tool does not work in blender

#

all work in some way but with huge problems

#

is 3ds max better for this?>

radiant fable
#

does ue4 have a lit with wireframe view mode?

#

just pure wf is chaos

half mango
#

yeah

#

there's a mode that shows lighting + all edges

#

ah that was two hours ago

light thunder
#

What should a person check for when they are comparing a hit/overlapped actor to an asset but it keeps returning false, despite confirming it was the correct asset

#

there is an overlap happening, so collision is working, but the == is never found to be true

gentle crypt
#

hi where can i download pivot painter? i only see tutorials on how to use it but not where to download it from.

blazing elk
#

@light thunder Equality comparisons are referential equality. I assume you want to verify that the type of the asset is the same as the hit actor? Like... Did mario really touch a mushroom, or might it have been... a GOOMBA?

#

In which case the typically safe clean way is oddly enough through a cast. Actor -> Cast To Mushroom

#

equality comparisons DO make sense between Classes, if you do... actor -> get class, and compare it to the class you have in mind, but this is a less safe approach

#

by referential equality, I mean... if you were to say == mushroom... you mean a specific mushroom. That one there. You know the one. I'm pointing at it. No other mushroom will satisfy!

plush yew
#

One day I will be smart like you all

#

until then, its udemy for me lol

blazing elk
#

@plush yew ๐Ÿ˜„

plush yew
#

also where is the correct place to ask c++ questions?

blazing elk
#

the cpp channel under programming.

plush yew
#

Ahh thx

tulip vault
#

would anyone be able to tell me why my scene starts lagging hard when i add a landscape to it?

#

I mean i know each landscape adds a bunch of triangles, but it happens even on the lowest resolution

lucid jetty
#

I am not sure if that's related or not, but I am getting massive frame drops on Unreal 4.18.1 .

#

Is anyone having that aswell? I checked GPU temp etc, I am all fine in 4.17 .

lucid jetty
#

I can't believe this.. It was Geforce Experience that was causing the frame drops.. seriously..

floral heart
#

I can believe it.

pallid compass
#

this is why im too spooked to upgrade

paper kernel
#

Question: how can I simulate framerate drops?

frank escarp
#

@paper kernel have a function that calculates 1000 traces downwards

#

call it from time to time

paper kernel
#

no I dont need some random stress

#

I need to put it into timeline or something to see if my deltatime math holds up

#

well, I guess that has to do for now

#

also I needed like 25000 traces to make a difference

floral heart
#

Next time use sweeps. You won't need 25000. ๐Ÿ˜„

paper kernel
#

well, the good news is it's not exploding totally

#

unless the fps is like 2

#

interesting

#

smoothed 60 and fixed 60 gives totally different results ๐Ÿค”

paper kernel
cursive dirge
#

t.MaxFps is what I used for low framerate testing

paper kernel
#

didn't work for some reason, had to go to project settings

quasi lake
#

How should I input these two parameters?

#

Can I give a socket name?

weary basalt
#

You can if you want. Its not mandatory.

quasi lake
#

So I can write a socket name in that "Attach Point name "slot?

weary basalt
#

Yes

quasi lake
#

Eh it's not working

#

It still goes here

weary basalt
#

Change location to snap to target?

quasi lake
#

trying

#

nope

#

I guess it's because of the hit component

#

emmm

#

thanks for answering anyway

frank escarp
#

blender when

#

would it be able to use this stuff to improve blender to ue4 pipeline?

pallid compass
#

@frank escarp u ever heard of fire sprite studios?

frank escarp
#

no

pallid compass
#

dam

#

we got some lead developer from it#

#

coming to speak to us

cursive swift
#

Hum hi there i have a tiny tiny question and i wonder if someone could answer hit here :D

#

Just a question reguarding vistas....

#

I know it will osund stupid but... there's no need for colisions on those right ?

#

Like background vistas

surreal viper
#

most likely not but it depends on the game

quasi lake
#

How to modify blackboard values in a character blueprint?

#

Like this?

cursive swift
#

Cool yeah i guessed so... specially when the guys who created those use complex colisions instead of none >.<

fierce tulip
#

<_< when suddenly basic math in ue4 doesnt work anymore inside varable inputs

cursive swift
#

Because reasons

fierce tulip
#

at least a reboot solved it

paper kernel
#

I think I saw one weird bug yesterday

#

float value from some default math function couldn't be connected to print string

turbid tulip
#

Are structs within structs fixed/less buggy than they were?

#

(In blueprints)

quasi lake
#

Help,I got a problem about camera

#

Every time I get close to another character,my camera just gets extremely close

#

Can I check how camera goes while editor playing?

#

Like in unity there's a scene view

#

I can see how all stuff are running

#

Simulation mode seems not really playing the camera

whole quarry
#

If you play the game in viewport (not in its own window), you can pause it and eject to fly around

quasi lake
#

oh I'll try

quasi lake
#

@whole quarry Which one do you mean

whole quarry
#

I dont read chinese, my friend

#

But its the normal Play button

quasi lake
#

You mean this?

#

This is the same as the main window play

#

What's the difference

whole quarry
#

There is none difference I think

#

When you play it in the viewport, you in the place of that play button a pause button

#

When you press that, you can Eject and fly around and see what things are doing at that moment

quasi lake
#

Eject?

#

How

#

Press what

pallid compass
#

@grim sinew do u still live fam

fierce tulip
pallid compass
#

omg luos

quasi lake
#

@whole quarry

whole quarry
#

First you press Play to play in the viewport, then you press Pause (its the same place as where the Play button was previously), then you press on Eject. They're all in the toolbar ๐Ÿ˜ƒ

quasi lake
#

Oh

#

Is it this button

#

?

whole quarry
#

I think so

#

I cant read the text

quasi lake
#

With the icon

#

Icon should be the same

whole quarry
#

It looks like the eject button

quasi lake
#

Cant find the camera though

#

Thanks @whole quarry

whole quarry
#

You're welcome

plush yew
#

Where do I ask a question about drawcalls according to Splines? #graphics ?

#

Or to be precise: How can I effectively reduce the draw calls which are created for my spline? So far I used "Merge Actors", which results in the following:
normal spline = 462 Drawcalls
merged spline with every single material =228 Drawcalls
merged spline with merged materials = 2 Drawcalls

Unfortunately the merged spline with every single material has 222 material slots with 221 unfilled, because the engine somehow doesn't recognise the materials. So I would have to refill them manually....
And the merged spline with the merged materials has minimum drawcalls but everything now has only one color, because and not, how it should be, only two colors (one for the electric wire and one for the tiny christmas lights)... Does someone know how I can fix this? Should I merged the spline with 222 materials, refill them and afterwards try to merge the same actor again including merging the materials as well? This appears to be kind of tedious

turbid tulip
#

Loop through and set the materials on each one in the blueprint?

opal ocean
#

is the UE4 Live Training Blueprint generating procedural rooms video worth watching?

pallid compass
#

Havent swen it but imo all live training iv watched is worth it

opal ocean
#

I forget which one, but I watched one recently and it was a bit out of date, and didnt end up working anyways

#

ohhh, it was the tank one. He skipped over so much stuff, important stuff

lunar palm
#

@quasi lake Haha is that Emil from TOS2?

#

Never thought I'd see him in UE4 as a template

quasi lake
#

Yeah lol

#

You know games

rocky kayak
#

Tried out the TopDown example and found a bug: the character keeps moving to the spot you clicked if you jump. If you jump past where you clicked, the character will do a 180 and run back to the spot after landing. Any fixes besides disabling movement after landing and quickly re-enabling it? Stop Movement will completely negate the jumping velocity so that can't be used. Wish there was a simple "cancel move-to" function.

grim ore
#

yeah that is one of the drawbacks of the simple move to, its a fire and forget.

#

you can code your own move to function to get around this

#

I think your idea is usable tho, nothing wrong with when they land disabling movement for a frame then re enabling it.

pallid compass
#

dam son, no block friday sales on market place D:<

tall pendant
#

Well, its not the 24th right?

pallid compass
#

oh crap

#

lmao

#

i thought it open early

serene otter
#

erm, weird noobie question: I'm adding torque to my static mesh to rotate it. However, it has a child spring arm/camera, and for some reason, it's rotating around a pivot somewhere between the mesh pivot and the spring arm pivot. This has to be a solved problem, but I'm not sure where to look to fix it

#

the static mesh pivots are all in the right place, and I need the spring arm to be the mesh's child so it follows it. The behavior fixes itself if the mesh isn't the arm's parent, but I kinda need that

#

also, I'm now aware that a black friday sale in the marketplace is a thing. I can feel my wallet quaking in fear

opal ocean
#

block friday sounds more like a minecraft thing.

median bronze
#

"sighs so close yet..." I really wish someone would make a binary downoad of the currently UWP branch trying to figure out how to compile the bloody thing is so frustarating considering i just complied the WRONG version twice lol and now............. i get this error:

#

with the correct version

#

"C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\MSBuild\15.0\bin
Microsoft.Common.CurrentVersion.targets(1988,5): warning MSB3245: Could not res
olve this reference. Could not locate the assembly "Windows". Check to make sur
e the assembly exists on disk. If this reference is required by your code, you
may get compilation errors. [C:\unreal uwp\Engine\Source\Programs\UnrealBuildTo
ol\UnrealBuildTool.csproj]
Platform\UWP\WinMDRegistrationInfo.cs(4,26): error CS0234: The type or namespac
e name 'Metadata' does not exist in the namespace 'Windows.Foundation' (are you
missing an assembly reference?) [C:\unreal uwp\Engine\Source\Programs\UnrealBu
ildTool\UnrealBuildTool.csproj]

GenerateProjectFiles ERROR: UnrealBuildTool failed to compile."

#

anyone?...

grim ore
#

do you have the required sdk's and such installed in your VS?

median bronze
#

as far as i know. got the C++ stuffs the uwp stuffs the latest windows sdks. it did seem one of those errors may point to net framework so i just installed that part on it just now ...and ill try to rerun that to check...

#

other then that i posted it on the uwp looong thread in the forums and the reddit so thats all i got so far. if not i might just give up and use unity as they have support for uwup without needing to bloody compile a special version of the editor LOL we'll see. so close yet so far,..........

#

yup same error . sighs. why the hell doesnt they have a prebuilt option that gets updated once in a while so we dont have to deal with all the complining crap for people who dont understand it LOL. sighs.....gotta love technology making things more complicated then they need to be.

#

ah well unreal has pretty graphics and all but unity sure as hell has a lot more asset support lol so maybe ill just have to switch to that even though i bought a ton of unreal assets lately oh well...........sighs

grim ore
#

Microsoft is the one that handles the UWP is why, it would be up to them to offer the pre built

gray basalt
#

What s the standard way to persist players data, writing to a database every x seconds ?

grim ore
#

depends on what you mean by persist? if local you can write out to a savegame state. If multiplayer, database remotely probably

gray basalt
#

yep multiplayer

#

ok so the game server connect directly to the mysql server

grim ore
#

probably something like that yes. your clients connecting to the server. the server keeping all the data and keeping it up to date on your server as needed

#

I did something similar to test with using Node.js and a MongoDB

gray basalt
#

is there an integrated api in UE for that ?

glossy flame
#

It's somewhat tangential to the question, but I would warn against connecting directly to a database over networks like that

gray basalt
#

why ?

glossy flame
#

You're exposing the database to the network, and you have little control if a breach were to occur or something of that sort

#

If you write a simple API that does the interaction for you, it's a lot safer

gray basalt
#

game server and db server are on the same machine

grim ore
#

theres nothing built in directly that I know of. I was using the Socket.io plugin to connect my client to the server itself.

glossy flame
#

Okay, well in that case that's fine

wild kestrel
#

woot? discord becoming online game service ๐Ÿ˜ฎ

#

this could become great alternative for steam

opal ocean
#

wut

wild kestrel
opal ocean
#

huh

wild kestrel
#

It has enough features to make OnlineSubsystem for this in UE4

pallid compass
#

dam discord in game would be sick

#

@grim sinew my hoe iv got something funny to show u laterr

wild kestrel
obsidian nimbus
#

I still say epic has to take on steam ๐Ÿ˜›

wild kestrel
#

That does not matter there can be more then 1 onlinesubsystem for devloper to decide to use

#

in fact oyu can run 2 in same time

#

if im not mistaken

tall pendant
#

lol thats not going to happen. epic is not ready to tackle stuff like steam.

wild kestrel
#

Then somebody else will do it

obsidian nimbus
#

they have a lot in place allready ๐Ÿ˜›

tall pendant
#

maybe. if someone else wants to put in a bunch of money

#

well. fortnite already breaks their system ๐Ÿ˜›

#

plus steam is a whole different level

#

as a whole system

wild kestrel
#

All it needs is onlinesubsystem implementation

#

it a lot easier then maintaining platfrom support

obsidian nimbus
#

think of all the money thats goin too steam that could be goin too epic ๐Ÿ˜›

tall pendant
#

to tencent ๐Ÿ˜›

obsidian nimbus
#

yea

#

becuz a lot of big titles use UE they are one of the few that can do it ๐Ÿ˜›

frank escarp
#

just saying but an "unreal online subsystem" would be fucking awesome

#

i would pay for that

#

a online subsystem that is completely cross plataform?

#

oh fuck yes

wild kestrel
#

i bet they will open it up one day :>

frank escarp
#

if its compatible with steam/psn/others to offer possible crossplay, it would be awesome

wild kestrel
#

maybe with indie game selling platform?

obsidian nimbus
#

hell they should make their own console too ๐Ÿ˜„

#

platform monies yo, thats where the dollah are

tender glacier
#

Hello Iโ€™m new to this discord and ue4

#

Does anyone know any good tutorials for beginners?

fierce tulip
#

learning tab in launcher, google, youtube. (i.e. unrealengine channel)

tender glacier
#

Thanks mate, is it good to learn c++ separately or with ue4

fierce tulip
#

both I think, though I am far from a coder.
Tom Looman has a c++ tutorial but thats about all i know

weary basalt
#

UE4 C++ is heavly reliant on Macros and API. If you have no programming experience, it would be more benificial for you to start with regular C++ to understand the basic fundamentals and then transition to UE4 C++

tender glacier
#

Thank you for the useful info ๐Ÿ˜ƒ

weary basalt
#

Your welcome, good luck!

gentle ivy
#

Welcome back guys

#

Enjoy the discord vacation?

pallid compass
#

no not at all

gray basalt
gentle ivy
#

I think this implys you should add it to another actor you plan to make calls from

#

it does say "You can create it in a separate C++ component and use it wherever you want but I will leave that for you." which again is silly

gray basalt
#

as member ?

gentle ivy
#

personally I would just use VARest

gray basalt
#

what is VARest ?

gentle ivy
#

its this stuff but in BP

gray basalt
#

ah, i'm using c++ only

gentle ivy
#

well then AHttpActor::MyHttpCall is all the code you really need

#

AHttpActor::OnResponseReceived is also useful

#

but thats all you literally need is just to create the request and send it off

gray basalt
#

but if i want to make a request in my playercontroller, i should add a component to my PC ?

gentle ivy
#

you could or you could just do it directly in the PC

#

whichever you feel is better design wise for your case

gray basalt
#

well i begin with UE so i have no idea if my design is good or not ๐Ÿ˜ƒ

#

too many weird things

gentle ivy
#

its probably horrible but the only way to get better is to keep designing them

#

don't worry mine are horrible too but maybe just a little less

gray basalt
#

lol

#

that s so weird to have a service class as an actor placed in a world

gentle ivy
#

yes I would not design it that way

gray basalt
#

all examples i found was doing this so i thought it was normal

gentle ivy
#

I would maybe spawn it into the persistant world or consider a uobject instead

gray basalt
#

yep

gentle ivy
#

yeah a lot of UE4 examples are done by people who have a solution and don't consider other solutions necessarily.

#

which is fine, its good to share solutions specially if you think parts haven't been done

#

but for sure just placing an actor in the world that you will need to rely on... thats iffy

gray basalt
#

yep, but when you begin it s kinda hard to find good practices

gentle ivy
#

yeah I mean I could point at style guide and UE4 docs that say some of this but you won't cover half of it in a month

#

just too many docs with tons of fluff and at times misleading examples or just sort of examples to "get it working quickly"

#

but people here and specifically over in #cpp will be really good on directing the typical usage

gray basalt
#

yep, i guess my first project will be awful code lol

gentle ivy
#

I mean its fine specially if you learn and take a lot away from it

#

and trust me no code you release to the public will ever be not in an "awful" state in some way... just give it enough time ๐Ÿ˜„

gray basalt
#

y, atm i'm just trying to understand how stuff works to use them, first time i use those replication system

gentle ivy
#

yeah the replication system is a bit different than the http stuff but its really cool and fun stuff

#

making your own movement component typically goes really far to teach people replication.

gray basalt
#

all engine are designed like UE ?

gentle ivy
#

not entirely

gray basalt
#

was weird to me to have client and server in same classes too

gentle ivy
#

but they share some common ground

#

ah yeah

#

its a bit odd but you get use to it

#

makes it easier to see the back and forth process

gray basalt
#

yep i m trying to stop compare to what i know and it looks pretty cool indeed

gentle ivy
#

heh what do you already know?

gray basalt
#

i mean client / server separately, event binding with lambdas

#

normal c++ stuffs

gentle ivy
#

ah

#

yeah...

gray basalt
#

without tons of macros lol

gentle ivy
#

I started with normal C++ stuff so I know a bit of what you mean.

#

messed around with C++ and SFML for a bit

gray basalt
#

i started with a c++14 engine, was easy to use

gentle ivy
#

nice which one?

gray basalt
#

it s an amateur project called Nazara

gentle ivy
#

ah wow

gray basalt
#

yep, kinda different from UE

#

less abstraction

gentle ivy
#

lots more french

gray basalt
#

well i found it on a french forum ๐Ÿ˜ƒ

gentle ivy
#

heh

#

but it looks pretty cool actually I hope they go further with it

gray basalt
#

i'm on a discord with him, he is making a game with his engine atm

gentle ivy
#

nice thats the best way to flesh it out

#

and you can watch as UE4 gets better when epic pushes changes from rolling out a game or in 4.19s case a game mode within fortnight

gray basalt
#

i want to use lambdas for delegates ! lol

#

they use BP for their games no ?

worn granite
#

@gray basalt likely not purely BP

gray basalt
#

ok

gentle ivy
#

yeah they use BP but not purely.

#

its a mix

worn granite
#

Best practice is the "hard stuff" in C++ and then BP for the things that you can just snap together with some wiring.

gentle ivy
#

BP is good for a lot of things and is seemlessly intregrated with C++

worn granite
#

or so they say

gray basalt
#

i'm just using BP for graphic stuffs

gentle ivy
#

like materials?

gray basalt
#

yes or for example a button, i make it with the editor then i bind the widget to c++

gentle ivy
#

nice yeah thats a good way to do it

#

but say for like an actor parenting from a C++ class to a BP class is typically how I place actors in the world

gray basalt
#

you place them from the editor ?

gentle ivy
#

yeah

#

or even a really common one I do is items

#

one C++ class and bunch of BPs from that

#

which I guess isn't a placed actor, it's spawned

gray basalt
#

ok

gentle ivy
#

well really depends on how your game works actually but either way

#

like weapon logic usually isn't different

#

if it is it's usually sorted via checkboxes and maybe a tad bit of BP

gray basalt
#

what is the equivalent of Anhttp http; with UE ?

wild kestrel
#

HTTP module

#

@gray basalt i made simple example of use in the past

gray basalt
#

i mean, class_name object_name;

wild kestrel
#

huh?

#

you mean C++ or what?

gray basalt
#

how to instantiate a a class

#

yep

wild kestrel
#

but HHTP?

#

HTTP*

gray basalt
#

yes, i m trying to make http request from other class

wild kestrel
#

you need to access HTTP module

#

FHttpModule::Get()

gray basalt
#

i know

#

but i would like to have something like http::request(str, &callback);

#

is the module static ?

wild kestrel
#

did you looked on my anwserhub anwser?

#

also there a test in UE4 source code which is good example of using HTTP module

gray basalt
#

so i can write my own class using the module i guess

wild kestrel
#

you cna use it anywhere :p

#

just remeber to add HTTP depency

#

in build script

#

FHttpModule::Get() can be called from anywhere

gray basalt
#

ok, wasn t presented like that in example i saw

#

ok thanks !

oblique sorrel
#

Okay, I'm trying to replace the Makehuman rig properly this time, no bone scaling shenanigans. One problem, though: UE4 skeleton hands are longer than Makehuman hands.

#

Should I scale up the mesh hands, or shring the skeleton bones?

#

I'm amazed at the bot here, though. How it managed to see a nude body amongst this mess of bones and stuff

rain mortar
#

does anyone know if you can print out material nodes to a printer or just the text if you copy and paste

oblique sorrel
#

You can ctrl-A ctrl-C and ctrl-V them anywhere as plain text

rain mortar
#

damn was hoping to print ount the nodes to see what i am scewing up ty for the reply

oblique sorrel
#

I mean, you can make a screenshot..?

south ridge
#

Boobies

oblique sorrel
south ridge
#

@oblique sorrel I would suggest shrinking bones and then doing re-targeting etc

oblique sorrel
#

Yeah, that's what I did

#

Now I can't get the mesh to stay in the pose, though

#

Even though the armature modifier is applied

rain mortar
#

was going to try that ty

#

@oblique sorrel ty again

frosty copper
#

That website shouldn't use RMB for navigation. x_x

warm bluff
#

Ey all! I got a problem, every time I preview my project with server and client (2 clients on Dedicated Server) My game runs in slow motion for some reason o.O this doesn't happen if I run directly on the server (singleplayer) this happened earlier today, i really didn't write much code today I checked it all that I made today and seems to not be at fault, anybody got any ideas? Or is this an engine bug? Thanks lots!
https://gyazo.com/e89066ea128b8b1457932114aad698c3

weary basalt
#

Is your computer an potato?

warm bluff
#

no it is not ๐Ÿ˜‚

#

its not low frame rate, its SLOW MO haha

#

frame rate is 120 lel

golden bramble
#

Hey guys, super new at this so sorry for the dumb question.
I'm currently doing the landscape quickstartguide.
In section 4 it asks me to double click a material to change some properties. My window is lacking most of the sections theirs is though.
Not sure if this is a version issue or if there's some options I can't find that I need to turn on.

golden bramble
#

I think I've solved the issue.

paper kernel
#

@warm bluff if your framerate is capped at higher than your system can output, it results a slowmotion

#

use smoothed framerate option in project settings

warm bluff
#

Now time totally stopped in my game o.o i press play i posses the character but nothing moves at all TICK IS NOT RUNNING XD

carmine crypt
#

Where do I get help

#

Who's experinced in blue prints? i have a problem dm me so i can screen share you..

#

well

#

i guess not..

weary basalt
#

Just ask your question and someone who maybe able to help will answer.

carmine crypt
#

Oke ๐Ÿ˜„

weary basalt
#

If it is about Blueprints then it would be more appropriate in the #blueprint channel.

unreal shore
#

Hello im new

#

; )

weary basalt
#

Welcome @unreal shore

silent frost
#

Morning all. Has anyone worked through the UE video tutorial of the advanced timed racer? I'm about half way through but my car's physics appear to be wrong. Car bottoms out, flips like crazy and doesn't make the looped section (it slows down and drops). Need help.

carmine crypt
#

How Do I make an actor a child.. for another actor

misty wyvern
#

@carmine crypt as far as I know you can drag and drop it into your blueprint

carmine crypt
#

Which one

#

The GUN_AK or the other one

quasi lake
#

How to call the tick event of the base blueprint?

#

Addcalltoparentfunction found it

#

nvm

oblique sorrel
#

Yeah, it's a nightmare with enabled browser gestures

quasi lake
#

Damn

#

I found a bug of ue4

#

After I delete an aseet,that asset still has reference in the editor

oblique sorrel
#

RMB on a folder in the content browser -> fix redirectors

#

Unless that's not what you mean

quasi lake
#

What's RMB

#

@oblique sorrel

upper heart
#

Right mouse button

quasi lake
#

@upper heart thanks

#

Can I modify the ground fraction value of character movement?

#

Found some parameter in movementcomponent

fair violet
#

Best feature of 4.18- being able to remove that annoying extra comment bubble

#

Looks so much cleaner when looking at a blueprint at a glance

stuck chasm
open isle
#

It disappears with unlit mode

stuck chasm
#

xD

#

thanks

open isle
#

if you build your lighting is it still there?

stuck chasm
#

let me check brb

#

build the lighting in unlit mode?

open isle
#

lit mode

stuck chasm
#

ok

#

Yea It worked ๐Ÿ˜„

#

Thanks so much

open isle
#

nice! np

stuck chasm
#

Does anybody know how I could get the last actor/character?

open isle
#

What do you mean?

quasi lake
#

How to change a const notify blueprint into a non-const one?

#

Why are all the notify BPs I created const ones?

stuck chasm
#

@open isle I am trying to do a PUBG type styled game

open isle
#

and?

stuck chasm
#

I need to know how to get the last man standing

open isle
#

no idea, that's a very specific question

obsidian nimbus
#

if all other actors are deleted just get 0 from the array ๐Ÿ˜ƒ

stuck chasm
#

oh ok yhx

#

xD thx

storm snow
lunar palm
#

Haha when the programming works

pallid compass
#

Anyone here had issues with depth offset for mesh decals? i see rather afew people claim issues, but im using them rapidly and cant reproduce the issue on 4.16.3

plush yew
#

Anyone used Plastic SCM?

#

nice to meet u

#

nice to meet you too

#

@plush yew I'm a jack of all trades, good at a ton of shit, not great at any

#

How are you today

#

issues with plastic scm

#

oh nice!

#

no not nice xD

#

I created a workspace from right clicking on our project in repo, default repo is the cloud, after i choose the path and name i created it. I made a sync view, and i pulled from that Source was local and destination was cloud (I couldnt do the other way around since i got the error connection cannot be made). I clicked pulled (10gb pulled) and it got too 100% done, i check branches and nothing is there. Nothing that i pulled is anywhere on my pc, 10gb just vanish.

#

@plush yew Yeah sorry i havent used that

#

what is that anyways

#

its like github. Able to pull from other peoples branches that you are working on a game with

#

yeah

#

i see

carmine crypt
#

What crosshair color do you guys think is good ?

#

๐Ÿ˜ƒ

#

i'll make it customizable in future

#

but what do you guys think

opal ocean
#

something that either contrasts, or blends in with the dominant color of the background ๐Ÿ˜‰

#

or if your enemies are all red, make it red >:)

carmine crypt
#

Allright ! ;D Thanks!

opal ocean
#

blending in of course being for if you want to infuriate your players ๐Ÿ˜„

safe rose
#

Or template perhaps. Not sure, never packaged a template as soon as I created one.

#

Or a blank project.

plush yew
#

hey im a level designer would i consider calling myself a game developer?

safe rose
#

@plush yew Are you developing a game?

#

^should be that simple

plush yew
#

well im working with a studio

safe rose
#

ok?

plush yew
#

HEADLESS Studios

safe rose
#

so?

plush yew
#

and were creating a game

safe rose
#

ok

#

that's cool

#

So, answer my original question

plush yew
#

Am i developing a game?

safe rose
#

That is correct. Not the hardest question ever I assure you.

plush yew
#

why's everyone here so salty

#

lmao

safe rose
#

I doubt everyone here is salty, least of all me.

plush yew
#

ok

pallid compass
#

Victor is 100% the most salty here ๐Ÿ˜‰

safe rose
#

But, really...it's not a hard question to answer.

plush yew
#

lmao

#

no im not developing a game myself

pallid compass
#

then you could say

safe rose
#

Salty is not even the right word.

opal ocean
#

bitter?

pallid compass
#

"I dev levels for a game in dev, ez"

safe rose
#

Bitter? No...wtf lol

opal ocean
#

๐Ÿ˜„

safe rose
#

No...

pallid compass
#

nah hes not bitter lmao

safe rose
#

He's a fucking game developer.

#

Wtf

pallid compass
#

we have had like 10000000 disagreements haha

#

hes not bitter at all

safe rose
#

Anyone who is touching ANY part in the game...is a developer....

#

ANd it's a game...so he's a game developer...

#

Not fucking hard science here folks.

plush yew
#

ok thanks for answering the question

opal ocean
#

beyond my skills

safe rose
#

No problem

#

Knowing if you are a game dev or not is the least of your problems.

pallid compass
#

lmfao

plush yew
#

ยฏ_(ใƒ„)_/ยฏ

safe rose
#

Well, I didn't mean it in the way you're probably reading it anyway.

#

What I mean is...it's just a title. Who the "f" cares

plush yew
#

well im a bit to young but i wanted to start on being a good level designer

safe rose
#

Ah, well, you should definitely "title" yourself appropriately

#

If you are strictly looking for jobs in Level Design

#

Then use Level Designer

plush yew
#

yeah

safe rose
#

Even though everyone that is part of the process can be considered a game developer, you wouldn't necessarily title yourself that while looking for a job. As, you want to be very specific about your skillset.

frank escarp
#

@plush yew build yor lights

plush yew
#

still learning

safe rose
#

lol

#

Does he really have Needs to Rebuild Lighting?

frank escarp
#

in every screenshot

#

also everything seems to be on dynamic light as the light is terrible

safe rose
#

wtf

#

Bro, take all that down now

plush yew
#

ok

safe rose
#

that is such a huge no-no

#

If you are still learning...

#

Don't put your "learning" stuff in your portfolio

plush yew
#

alright

safe rose
#

@plush yew Also..

plush yew
#

yeah

safe rose
#

what are you trying to achieve with your pics?

#

All you did was use someone else's art assets

plush yew
#

yeah?

safe rose
#

But you are not showing your actual "level design"

#

where are the docs?

#

the reasoning

#

the etc etc etc

pallid compass
#

good spot there lmao

safe rose
#

I mean, no one is going to hire you as an LD just because you can place some modular blocks together and take a screenshot

#

You need to do some research on how other LD's do their portfolios

paper kernel
#

I wonder are they showing those old unreal tournament panel talks in schools about level design

plush yew
#

ok

safe rose
#

At the very least you'll need an LD Design Doc

frank escarp
#

for LD, the best you can try to do is to do mods

#

like UT maps

#

or CS maps

#

or skyrim modded dungeons

#

and put those public, get feedback

paper kernel
#

custom CS or TF2 maps

frank escarp
#

or UT, wich is inside ue4

safe rose
#

Definitely read that whole thing

plush yew
#

i will im going to get going thats for the help!

safe rose
#

Bob Ross in da house

frank escarp
#

thats great

safe rose
#
fierce tulip
#

having that name is a good opener for any job interview

safe rose
#

These level design docs are exactly what I was referring to

#

Aye

plush yew
#

Question

pallid compass
#

hey vlbanco

#

i got a question for u fam

#

Whats the cost of using an extra UV channel and a alpha channel on top of a RBG-A tga that is used as mask

plush yew
#

As a level designer do I need to know how to make 3D models etc like assets for a level?

pallid compass
#

Was thinking of splitting Uv's in half and having double the resolution for scratch and grime masks.

fierce tulip
#

extra uv-channel is a few kb

pallid compass
#

Lets go off the basis that at most we would have say 100 Ships on screen

#

Using this methord and adding another uv channel + alpha channel

#

Are we talking any noticable impact?

fierce tulip
#

will the alpha channel be added to an existing texture?

pallid compass
#

it be used as a mask, Current have a texture file that is RBG-A
R - Grime mask
B - Scratch mask
G - empty
A - Empty

#

Thinking of having two grime masks, two scratch masks in that RBG-A to double texture resolution on the scratch and grime so its sharper

fierce tulip
#

@plush yew its def. helpful, that way you can easily fix something or make a quick mesh-mockup for the modelers. not knowing it is imho a limitation.

#

why not put it in G then

#

ah

pallid compass
#

Yeah

#

Im not sure of peformance costs for this

#

It seams like it would be rather next for the increase,

fierce tulip
#

the alpha channel will take up same memory as rgb combined, but if its in the same texture its also in the same lookup

pallid compass
#

ah

fierce tulip
#

i personally wouldnt be worried about it

pallid compass
#

Gotcha

#

I might have space in another G channel actually

#

Right now on average i have this

fierce tulip
#

different story if the meshes have multiple materials

tall pendant
#

@plush yew nope. Usually the LD isn't involved in 3d art creation anymore.

#

Its a more technical job tbh.

pallid compass
#

ID MAP 1
R ID 1
B ID 2
G ID 3
A Empty
ID MAP 2
R ID 1
B ID 2
G ID 3
A Empty
Scratch and grime
R - Grime mask
B - Scratch mask
G - empty
A - Empty

#

There are 3 Materials on each ship.

fierce tulip
#

so with a total of 100 ships thats 300 drawcalls

pallid compass
#

wait, i also have a 4th i forgot to say Dbuffer Atlas decals(mesh decals)

frank escarp
#

@pallid compass its kind of hard to overload a normal material

#

usually you will be bottlenecked by lighting or drawcalls

pallid compass
#

These materials do run on MF with tiling textures etc

frank escarp
#

remember Paragon characters have something like 10+ textures

#

on semi procedural layered materials and other shit

fierce tulip
#

and multiple materials

pallid compass
#

True, but they only run on around 12 char's a map right?

plush yew
#

@tall pendant technical ?

frank escarp
#

this only matters for the size in the screen

#

more pixels covered = more calcs

pallid compass
#

This is what im currently doing

frank escarp
#

thats absolutely no issue whatsoever

pallid compass
#

10layer blend, Material functions ID masks and scratch and grime.

#

very similar to paragon pipeline

frank escarp
#

dont bother with the optimization, as you can LOD it if needed.

#

what color is it on "shader complexity"?

pallid compass
#

Gotcha, just didnt want to do anything stupid

tall pendant
#

@plush yew Yup. Its more about creating a good game pacing and scripting all the events etc. you need to achieve this.

pallid compass
#

Sitting in dark Green

frank escarp
#

then its perfect

#

how much of the screen does this cover?

#

again, the biggest cost will be lighting

#

if you have too many ships, you should look into instancing

#

have all the ships of the same type be 1 instanced mesh component

pallid compass
#

Using 1 more Colour channel and 1 more alpha channel and second UV space would allow me to double my scratch and grim resolution, which is not alot, but doing it on 100 ships, with 300 materials might be alot?

frank escarp
#

that way the GPU will render every single ship at once

pallid compass
#

Good point.

tall pendant
#

i suggest getting http://kristianduske.com/trenchbroom/ and start on some level for Quake 1. it greatly helps to get the basics of good level design with limited resources and/or possibilities IMHO. @plush yew

frank escarp
#

btw, normal instanced mesh, not hierarchical

#

hierarchical is much more expensive to move/add/remove

#

as it needs to build its hiearchical tree

#

normal instanced is pretty much FREE to edit

pallid compass
#

Can you instance skel mesh's of ships, if they have dif colours each from materials changing them?

frank escarp
#

nope, not skel

#

and for colors, i think there are ways

pallid compass
#

crap the ships are skel mesh's as they are rigged and boned

frank escarp
#

then nope

pallid compass
#

Rip me

frank escarp
#

what about using the instanced method when the ships are far?

pallid compass
#

yeah i could do actually

#

Thats a good idea

#

swap skel mesh out

#

The animation is only for small things u couldnt see at distance

#

Wings moving, weapon hatches, engine's, air break's, etc

#

I mean maybe it might be better to bring the ships too two Material Slots, and do the extra uv slot and two channel's

#

than 3 material slots each

#

might end up with more resolution + 1 less draw call maybe

fierce tulip
#

what kind of animations?

pallid compass
#

Panel's opening, Heat plates coming out, thruster control's, radar, multi wing area's moving, weapon plates coming out etc

#

Really hard surface tech'y animation stuff

#

mechanical would be the better word, nothing huge though

#

so stuff u would not notice at distance

#

I was at first gonna do it all in bp's, but then realised all the draw calls was just a no, too many small moving parts

pearl night
#

Lol can you guys help me? For some reason my emitters are going nuts on this guys feet and not stopping. But all I want to do is hook it up to his feet so when his leg pushes off the ground it makes a dust cloud. But instead its just constantly going and over lapping...