#ue4-general
1 messages Β· Page 143 of 1
Yup
ownership hierarchy is annoying as fucking shit some times
like for things like Weapons
wich need to have their Pawn as owner
but what if the weapon can drop
or if you can steal a weapon from other player
@silver magnet pretty much what vblanco said, latter approach is less error prone but it's tad perf heavy
but, since you only capture part of the screen, it's not too bad
(you'd make the target render target texture at the shape of the character, instead of full screen or perfect square)
but you definitely don't need separate scene
just make isolated space under the map with it's own lighting
think of cube shape where no light enters outside
@cursive dirge cant you do a render target that can only see an specific object?
that would solve it
maybe you want to
unless you only have directional light I guess
to have similar light as outside
you could reuse it
you'd still need to render it somewhere where it doesn't get shadows casted into and where it's not visible to regular camera, I guess you could place it always beyond player view distance and high enough in the sky
how do i make a light invisible until the player steps within a certain radius of it?
put a trigger around it and when the player enters it you can turn the light on. Would need to make sure its a stationary or mobile light. Easiest way might be to make a new blueprint to handle all of this that holds the light and the trigger collider
perfect thank u!
hey guys i am having trouble importing my 3d model from maya to ue4
very small and facing the wrong way?
so, after updating to 4.18, I can't save anything
I've got weird bug with using "Compile" button in editor (4.18.1). It says compilation finished and is happy, but some parts of code changes are not reflected in game preview at all! The workaround I found is to remove .dll files from game directory - then UE4 does full rebuild and everything is working like in code... for example it didn't work for seting actor lifespan to newer value (in his constructor) unless I removed dll files... is there any fix for that?
@frank escarp
Are there any demo projects or tutorials for me to understand a little better?
(I'm a little dumb, lol)
@dreamy quartz the changes don't take effect even after an engine restart (but no .dll delete)?
for bullets do i want actor or component actor?
@glossy flame after I restarted Editor it said dll is outdated and rebuild it whole, so that workaround works too
seems the "Compile" button is bugged
and doesn't build everything that changed
It's hot reload, it doesn't always work :/
ah shit i think many people got problems building 4.18 but i didnt find the answer
building from release
deleted the folders, generated again
2>Building UnrealHeaderTool...
2>EXEC : error : System.NullReferenceException: ```
i guess its probably better to ask somewhere else c:
ok nvm ill stay in 4.16
@cursive dirge Thank you
mm, anyone encountered the editor dropping in FPS massively when focussing anything else but the preview/game window?
setting "use less cpu when in background" doesn't work
thats rather normal
Never mind i fixed my problem
lol
Then I don't think the <@&213101288538374145> would look kindly on the attempt to sell your game accounts on this Discord server. -_-
"lawl ecks dee" doesn't make that any better.
Yeah this is worst than lounge
that is correct
dunno, I can't remember the editor dropping fps that hard when not focussing preview, everything bogs down when opening bp editor etc
@ancient trench uninstall Geforce Experience if you have it.
but but it has social login, I can fb/tweet whenever I have a new driver!
No. Having Geforce Experience is a sin.
No excuses are allowed for that monstrosity that made me think my graphic cards was dying when World of Warcraft has screen freeze whenever I had UE4 up.
Not to mention fps drops in videos.
Kill it. Kill it with fire.
myea, it kinda starts showing its overlay when not needed
but shadowplay is kinda nice to record stuff
Had the same problem with ue and GeForce experience. Vanished when I switched off that horrible overlay
https://gumroad.com/l/cYyEo/ < this tool is frickin awesome
prolly better link: https://forums.unrealengine.com/community/work-in-progress/124947
@fierce tulip masking intensifies
Boonk gang naw sayin
can someone help me find good unreal fps tutorial using blueprints? the one's I've found are not finished or not good. thanks
really?
Who here has played Dead by Daylight?
yeah more or less it leaves redirectors everywhere.. and they never seem to really go away, even when you fix them up, ghost folders that re-appear
it's probably one of the most unpolished things about the engine lol
lol
and if there are LOTs of files in a folder you want to move or restructure, prepare for references to just get plain broken
π
If you have a sound cue, but it is referenced by serveral levels, the editor has to open and resave all of those levels and anything else it is referenced in
then you gotta right click on the folder the thing was contained in, and hit fix up redirectors, it will open all that shit again and resave it again
then it will probably not actually be fixed, so go ahead, close the editor, re-open your project and fix up redirectors again, then open the folder in windows explorer to make sure there is no 1kb redirector file in there, then you can delete the folder in windows
and it should be gone
\ π /
so was a good question lol
it's not always that annoying, but many times it is and I don't think anyone knows why
i just hope i never come across that kind of issue, lol
@fluid stag If you're having issues with redirectors, methinks you don't fully understand redirectors.
Redirectors work just fine.
If you relocate an asset, you do not need to open and resave anything that uses it - that is literally the entire point of redirectors.
Fixing redirectors is the part that'll open every asset that references the redirector and try to elide the redirector.
There are even ini-based redirectors necessary in order to deal with native side changes that are exposed to assets.
unless you want to delete the folder the redirector is contained in
then you're fucked
Β―_(γ)_/Β―
Of course you can't delete the folder the redirector is in.
The redirector is in it. What are you expecting?
So yeah fixing up redirectors and removing them is kinda normal
Yes. In a team environment you would do it in small parts or try to do it automatically over something like a weekend.
I kinda get around it with this method; if I need to bring external stuff in from marketplace or the like, I have a blank project for that and I get the folder structure correct there then migrate it into the main project (only what I need) keeps everything clean
That doesn't work unless you fixup all redirectors in that staging project.
If you do, then yeah, not a bad way to tidy it up in a staging environment.
Yeah deleted their example maps etc
Yo, how do I make moving noise in the material editor?
I've got a noise node but I can't figure out how to make it scroll.
panner eh
I mean redirectors have their purpose, when they moved some stuff to plugin in the engine, I used ini redirectors to fix my classes up, but that's only because re-parenting BP classes completely explodes everything
@arctic drum the noise Position input requires a float3. The panner node output is a float2. You need to append a scalar (like 0).
I got it working, but thanks for the help man!
well im off to bed, gnight guys also gonna leave this here https://www.kickstarter.com/projects/talesartstudios/phantasy-tales-turned-based-rpg?ref=project_build
The final piece of my new pc is coming in the mail next week
It's possible to generate a single HLOD actor correct? right from the HLOD outliner?
Hey folks, so I am trying to render a grid of hexagon tiles, and I have done this using C++ / SDL2 and I have done this in Javascript / HTML5 as well, but I am a bit lost as to where to start.
My first idea was to create a mesh, a hex tile, and then just create a new mesh for every 'grid index' for whatever the size of my grid would be.
What steps should I take to upon level start, create my grid of hexagonal meshes. Just looking for the right direction here, not a full solution.
@unborn wadi Are you doing full cpp or using blueprint to do this?
I am up for anything
My C++ is good enough to warrant giving that a shot.
I just have no idea where to start with unreals workflow, even after like 2 years of tinkering.
D:
I am pretty inexperienced but my first instinct is to try to use the Spawn node combined with a For Loop that is driven by your index
something along those lines
Just start in blueprint and see if you get a single additional hex tile to spawn on begin play
this it's just a matter of the (I really only use blueprint unfortunately) of getting the right "syntax"
You should start by asking yourself what type of container you want to use to represent your Tile.
If your tile needs to know and perform logic on itself so that it can react to ingame events, maybe have it as an Actor and spawn an bunch of them.
It its not performing anything special maybe it only needs an simple visual respresentation
Use an Instanced Static Mesh
Start by thinking about the functionality you want from the system and then what solutions you can come up with to achieve this, after that you will need to further refine an solution based on the constraints of the systems
Yeah, exactly where I am.
I want my tiles themselves to be actors which know their type, and location in the grid.
The grid should be a container for the tiles, and have the ability to build itself.
So, for now, at level start, I wan't a to just iterate over a grid x / grid y, and spawn/place some static meshes at the correct cords to create a game-board style hex grid.
That's in a nutshell the exact solution I am trying to work towards, am I missing something devil?
Whatever route you go you need to be consious of and plan for the pitfalls that the particular solution presents. This will help you find an way forward.
Sounds fine for an start.
Your spawning logic could be seperated into an completely different Actor/Object which could only focus on creating the grid.
Curious: You've got 2 years working around UE4 but don't have a general idea of where to start?
Guess that goes to show how much there is to UE4
I only ever did copy-paste-scale level design
Never tried implementing logic / systems / etc
Ah, yeah, alright.
Most of what I do know is transfer knowldge from mapping for UT
Can I shut down that bookstrapper process or will it crash Unreal?
Game dev wise, I mostly have worked on 2d stuff, using C++ SDL, libtcod, and other libraries..
Closing steam wont crash UE4.... at least i wouldnt think it would π
@unborn wadi So just a word of warning if this is your first time scripting BP
Yeah.
I felt like looping over an array and spawning some meshs at some cords shouldn't feel this duanting.
I imagined I would just look for some spawn actor node, give it the cords based on the loop, using the same math and logic as I would in regular code.
That is what you need to do
There would be plenty of tutorials on Youtube that cover this exact topic.
I have been looking...
Just must be missing the ones I need.
Tons of stuff on building a FPS tho, or turning lights on.
Execution wires, such as from loops or sequences. They don't have a way to call back to a certain node to indicate the path is fully executed. Won't normally matter, but just because the wire connects to something doesn't mean that it will happen before the next iteration or the next pin on a sequence node. Typically you have that problem with delay nodes.
Also the for loops are macro-based constructs and behave a little differently (for loop doesn't increment the variable you pass it).
Shouldn't be a huge surprise if you're otherwise experienced.
Oh and pay really extra close attention to your reference graph (in your head).
Anyone build HLOD's? I've got about 839 more left to build in this map, I'm about to go to sleep, but is there anything else I can do to speed up the process, something with the task manager or will that not make a difference?
Thanks for the advice guys.
I am gonna close down all the chats, and see if I can get something done.
I have something to go on at least now, thanks.
Good luck! Don't be scared to come back if needed.
Last question.
Transforms.
That's what I am using to dictate placement, and movement, of my meshes.
As they are spawned right?
Yeah. Loc, Rot, Scale
So not vectors.
An transform contains Location, Rotation and Scale information. Location is probably the only one you should worry about for now.
Right.
Got it.
You can just manipulate loc tho
^
gotta spawn w/ a transform though
no real way around it
even if you don't mess with it
Just split the pin and then you won't need to use a Make Transform
And you can plug directly into Location
@unborn wadi ^
Good luck @unborn wadi π
Maybe to an BP loving veteran like yourself π
Exactly! π
I've worked with it so much that I'm surprised I don't do that trick when I really just need to specify loc
I used to get caught out just adding an Make transform. Would wonder why my actor wasnt appearing.... 0 scale π so annoying.
spreading this around
The Federal Communications Commission has plans to rollback many net neutrality laws, which could and will affect your ability to access many websites and services.
https://www.youtube.com/watch?v=OHyMORrsaYk&feature=youtu.be
Net Neutrality is in trouble. Plans have been laid out to roll back many of the laws protecting your ability to access the internet. Read More below to see w...
Yeah
Yeah he became a 3d artist all the sudden soI reported one of his posts for a forum mod to look into
banned lol
Probably an scammer to, claims hes done the work, asks for payment then disappears.
That's exactly what I thought
Its just super obvious when he's spamming GS videos
Nah he started linking decent art. Probably why he became a 3d artist
lot easier to find good quality relevant content that way
I guess
How could you garuntee that any of what he links you is genuine after that anyways.
Better gone now which is good.
lol
would anyone here be able to give me some pointers on making walking feel weighted? Like when you stop you have a gradual stop or have a gradual slowdown before switching directions
@tulip vault The CharacterMovementComponent should have settings to control that sort of stuff.
alright, will try to find that
Ugh, just finished orangising all the stuff I'd placed into folders in a level I was halfway through making. Lesson learned.
Woo, open world cities! https://i.imgur.com/5LgwGIq.jpg
This is one of 3 or so cities planned in my project and it's gonna be a pain in the arse
@stuck chasm #legacy-physics but what you mean does not work?
we can't read your mind you know π
with that info, only thing one can suggest to check is that your mesh has collison setup, as that's mandatory for physics simulation
(that it has some collider(s))
Hey guys, can i add a personal snap size? :/
I need like 450 unit snap
or something close
@tulip vault have you seen the last houdini ue4 stream?
they have a Beta for open street map support
they show a full city generation based on a reall city,everything in like a couple meshes, in unreal
great, I got memory leak somewhere
vector is getting projected to plane while debug says all 6 normals are 0,0,0
Does anyone have a clue if/where I can find docs for this? https://trello.com/c/DRa6KVdQ/159-texture-based-importance-sampling-blueprint-nodes
Importance sampling places points according to a given density function. We have added Blueprint nodes to allow flexible 2D placement based using a texture to drive the placement. The Make Importance Texture Blueprint node processes the textu...
Rendering
Can't really find anything about it
I presume it's meant to be used with the Sobol stuff, but uh
Not a lot of clear information :/
THere's literally nothing
To twitter we go
(If I can't figure it out, that is)
(In ref to both sobol and the importance textures)
using visual studio code with unreal
is much nicer than regular VS
like the fuck
I never thought I will say something like that about electron based application
Hi, idk where to ask, but - how to fix light through walls bug ? - Like that - https://forums.unrealengine.com/development-discussion/rendering/54844-lights-going-through-bsp-and-static-mesh-walls -
Tried 2 sided mesh(normals), 2 sided shadows etc..
Hey! I'm new to the Unreal Engine, and I was wondering : we can't have 2 downloads running at the same time ? I launched "Open World Demo collection" and "Content examples" but the second one is not downloading
@smoky pilot yes, the Epic Games launcher can only download one thing at a time
I accidently installed the Squad SDK on the wrong HDD. Any way to move it without a complete reinstall?
@next jetty okay thanks. And do I have to download again if I want to use these in any other project? Or is it stored somewhere on the disk
its stored on your disk. you can delete them if you want, but that means you'll have to download them if you want to use them in another project
<insert random question>
Quick question of optimization, whats the best way to approach tracking an npc in a really large map?
Say you want this npc to be doing things such as patrols, camping
while being 2km away from the player
so its doing its regular survival habits even though you can't see whats going on there
Can we just leave the visibility of all of that off but continue the actions?
Why do you want to spend resources on a npc like that, that the player wont even see?
i don't really know how to explain but lets say you have 3 allies
and they are really far apart
from the player at that point
you have to interact with them from time to time
even when you are not able to see them
But, what kind of things will they do?
I just want to make it that when they player goes over
Just walk between point A and B constantly (patrol)?
these npc's aren't accidentally killed
or don't load up etc
they do different things
from farming, patrolling
and so on
But nothing that changes the environment?
Then I go back to the first question, why do you want them to be there even though the player wont see it?
Why not spawn them when the player enters the NPC's 'zone' ?
thats prob a better idea
but the patrol ones can move around quite a lot
some are like the trading caravens in fallout 3
in that sense if they aren't spawned
its kinda hard to keep track on where they are I think
actually
would it be feasible to create some kind of daily path they go to and spawn them if the player enters the zone at the right time
With some math and using gametime, yes
that might be better
alrighty I'll keep to that for now
I'm probably thinking too much
@warm mountain not sure why you think that caravans in Fallout 3/4 are not spawned.
they just try to do something sensible if player is around
you can build a logic where someone patrols some root, as he walk with a speed of 5km/h
it takes hi some amount of time X to get to some point of the patrol route
so ones a minute you could update a trigger box, which is placed roughly where that npc should be
that is kinda how bethesda did npcs, and Gothic too
and if player triggers it - spawn npc
they just use a simplified system
oh that makes sense
they dont really do anything unless player is near, but they do have some logic
its just that the logic is very high level
no animations or logic, just a path or similar
gotcha i'll take note
for example in gothic 2, all npcs have a daily routine
they just have a preset "patrol" they do
is it possible that
when they arent on view, they dont really pathfind fine grained, they just follow the very high level path
an npc can die even without you being around it?
they probably died around me when I wasn't looking then π
when you are close, they have their full AI and similar
you can imagine 3 levels
far, medium, close
on far, they just follow the high level path
on medium, they have their AI but dont really check collisions or animations or anything
and on close they are as you see them
you can place any logic you like, you can do a full sim like Dwarf Fortress if you really want to. But it doesn't make sense unless your gameplay is based on it.
even dwarf fortress has high level stuff
well its not a core mechanic
yeap
when it simulates years, for example in the worldgen
you can go with a full DF like logic
and if the players are far, its just simulated but without physics or proper pathfinding
if player is hungry, go to local bar and eat
then go to home to sleep
etc
you can calculate the distance from current place to bar, and calculate it will take him 5 minutes
5 minutes later, you perform another logic check
and it decides to go home
wich is 10 minutes
if the player happens to get close, you get the time of that, lets say 5 mins, halfway through going to the home
perform the pathfinding
and spawn the NPC on the middle of the path
and then he continues walking towards his home
ah i get it
its probably how gothic and bethesda do it
of course you "can" pathfinding, but that will cost you
i divided the map into 5 zones
so I could greoup all the npcs in each zone
and hav it when a player is a certain distance from it
that would definitely work
to start activating certain functions etc
you simulate the npcs of all the world constantly, but only in a very high level like this
and the npcs on the zone you are in actually perform the pathfinding and walking around, but no physics of external events
and when you are close enough they just pop up animation and walking sounds and similar
Why so?
becouse then every npc will do logic on every frame
Oh dang
for the high level part, that just has timing logic, you can have a "HighLevelNPCManager" class
this class has a queue of "NPC DATA"
wich is just a struct with the npc name, type, and maybe some stats
this class does tick
but maybe once a second or so if you prefer
it has a queue of ordered NPCs by time
you essentially step it. And then reinsert the npc into it at the corrent time
imagine this, Current_Time is 50
gotcha
the queue contains Bob (next_think = 55) and Pepe(next_think = 60)
each second, you step it, and once CurrentTime >= Queue[0].next_think
then you perform the logic
and reinsert it for the next think
so now queue contains Pepe(next_think = 60), and Bob(next_think = 70)
this kind of thing would scale well probably into the thousands of NPCs
makes sense
yea theres quite a lot of npcs haha
particularly zombies
although the zombies don't move as much as the soldiers
soldiers are only 100
yea
theres around 100 soldiers and about 200 more civilians
the rest are just zombies
civilians/soldiers could use this logic
some are fixed in hiding places
eeyups
so when player gets close, the NPC struct gets spawned as an actual world actor
this is definitely annoying as fuck to implement
but this does help to make it clearer
but if you implement it half-right, it can scale up to thousands of NPCs in a huge world
with little to no cpu cost
and have an actual bethesda style living world
when I was in school I got real lucky
where you can follow a npc to see what he does and things like that
I actually totally screwed the AI up
but I managed to make the path so simple that it looked like intended
the teacher asked me why the soldiers weren't disembarking from the airship
classic
i'm so glad she didn't ask me to switch to hard LOL
another great trick is to add RNG to their actions
dont select Flee or Attack depending on distance/health
but calculate a ratio
oh yea hah
and use a RNG dice roll
easy to do, looks great
lets say you have a NPC that is 100% health, and close to you, so he has a 100% chance of choosing Attack
but lets say he has half health and is very close to you
thne he might have 70% chance of trying to back up a bit
if the npc has the "aggresive" trait, then that chance of backing up is 30% instead
you turn a state machine into kind of a markov chain with shifting weights
this looks a LOT better than just going into the "back up" state if health goes below 50%
and its barely any more work
i'm planning on that actually
especially with civilians
like if you sneak up on a civilian and they notice you
they have a chance to do 3 different things
50% chance for a startled expression 30% to jump away from you 20% to shoot you in panic
soldiers too
if you blow your cover in civilian outfit
they have a 50% chance to open fire at you, 50% chance to snap your identity and call for back up
make sure to shift the RNG depending on values, it looks better
better
this takes a lot of inspiration from text rpgs and things like that
wich have a combat that is basically 100% rng rolls
I want it to be more stealth centered
if a player keeps killing they can also unlock more unfavourable problems
for stealth, you need to have an "alertness" value
eeyups
you know, like the eye thing in skyrim
being in the open increases it more
after it get +30%, the npc tries to search that location
there are 2 alertness meters in the game
Soo....last night I built about 840 HLOD actors...this morning it was done, I saved the asset and closed unreal (i waited until all assets were done saving, hit close and there was no prompt to save anything because I already had)
Now Unreal CRASHES every time I try to load the project
being detected by zombies triggers different consequences and reactions than humans
they need to do all those sounds like "WHATS THERE" and similar
yes, skyrim "must been the wind" thing is fucking retarded, but its needed
it signals the player that the npc stopped following
alert level is low
in dishonored, npcs had 3 alertness levels
haha
level 1 they were fishy, level 2 they got weapon and went to investigate
level 3 is full alert
if a player is caught in my game but eventually gets away
level 1 signals the player that the npc sees something
level 2 makes the player need to GTFO as the npc is coming to search
skyrim has a similar thing
there is a hidden alertness level where the soldiers are still actually looking for the player
they might 'give up' the search
i would love to do this stuff, just cant do level design well enoguh
but they are giving a minute for the player to show themselves
but thats only for soldiers
zombies are a different matter
if a soldier goes "Must have been the wind", then he needs to have low alert
even if the guy holsters his weapon
yea once they say that
they are off the hook for good
its more like in alert level one
there are 2 phases
the active investigation phase
and the phase where they start to give up but they are still looking around
like in skyrim when the eye is beginning the process to close again
so if you go up before the "eye" closes and even if they are starting to walk away
they may still catch you
if they turn around
I get what you mean though, I'll be careful on it
Players will be informed they must stay completely hidden till the star disappears even if the guards stop looking
do not have a binary state, if players are in full view just grow the alert value fast
alrighty
guys I have a HUGE problem.....can someone help me get back into my project, it crashes everytime I try to load it
look at crash log
there AREN'T any
I don't even get the editor to load up, it finishes loaded and windows jumps in and says "fuck your shit"
Is there another location for crash logs other than saved?
Can someone please help me figure this out? where else should I look?
Try moving your most recently changed assets out of the project and see if you can boot up the project. Take a backup first.
the only thing recently changed was those HLOD files, where would they be located
and what I don't understand is, why this happened and why the editor won't start up in the DIFFERENT MAP where the HLOD's are even existing
I can't even FIND where the HLOD's are saved
How would i remove material groups? A few models of mine keep importing with well over 10k of them
don't need any of them
whats dumb is that material slots equals drawcalls, so if i placed this model which is basically a 2d plane, it'd have 11k drawcalls. normally it wouldn't be an issue but the model is very large
that is completely absurd. Try to preprocess the file a bit
write a python script that does it
problem is, i hardly have any idea what i'm doing in blender
rip
i know the absolute basics, but past that
you cant really expect to import a full city like that
it needs some processing
thats why the Houdini guys showed it being a big deal, as they DO process it so the mesh ends up optimized and with proper materials and similar
that is more about movies/visualization than about games
It's not a full-blown city per se. https://i.imgur.com/5LgwGIq.jpg here's an example
Basically a flat plane
why not bake it into a texture then?
Like i said, I don't hardly know the first thing to asset creation
Is this common with HLOD's when you need to build lighting?
Question about mesh decals, im sure iv asked this but forgot, when your using them Is it only 1 drawcall for each atlas material your using no matter how many times you use it?
or what happens if u have a Object with 3 Materials, then a mesh decal material so 4 in total
Is the cost for all them mesh decals still 1 drawcall? or does it add another drawcall on etc
@pallid compass then it will be 4 mats
if all your mesh decals use the same material, then its +1 drawcall to the object
the number of decals is like the number of triangles, it doesnt matter at all
Gotcha, i remember someone saying it all gets instanced or something?
So what if the same atlas material is on say 5 objects
so its still +1 drawcall to everything its on
just think of mesh decals like any other material on a random mesh
so yes, +1 drawcall due to +1 material
ah right gotcha
per object
of course, if you then use instancing, then its allways "nummaterials", instead of "num objects * num materials"
at certian LOD's can u just turn a material off? so its -1 drawcall
yup
ooo thats handy af
and decals should be removed on the second LOD
yeah good idea
you only use decals for small details after all
so bit of a random question this may sound stupid
If u where at say long LOD, and your object is made up of 3 materials, is it possible to have a Single material in all 3 slots thats the same, so it would only cost 1 drawcall? (tldr object is made of 3 parts, but u wann fill it all with 1 material at distance)
uhm, im not sure of that
it would make sense that if a mesh has several materials but they are all the same it will get bunched up
I know that sounds abit weird, but im thinking of away to turn the other materials off and fill the whole object with one
but im not sure
unless theres some magic button i can tick that says, hey, FILL EVERYTHING
lmao
then again, the issue might just be my setup
and while im chatting away, anyone else feel like AO maps bearly do anything in ue4
ahh, i might have my SSAO off not sure
My knowledge of post processing is crap tbh
should still appear in the material
actually i noticed while being nosey af in the ark dev kit, they have SSAO slots on there materials
something iv never seen before
Has anyone done persistent foliage graphics quality settings? sg.foliageQuality doesn't look to work so it's not as straightforward as the other settings in GameUserSettings. I guess I will have to manually call the foliage.DensityScale console command. Was trying to get away from all of the console commands
I keep saying to my self, write a simple plugin to expose all console settings to BP and put it out for free, i really need to get around to it dam it
hey, is there a way to build the lighting everytime I put an asset in my scene or smthg ? ( total newbie of UE here )
Hello, I'm new here. My name is Mae. :3
You dont want to do that, its gonna slow u down Masu
Just rebuild every now and again
Nice to meet you, trying to figure out how to use unreal. I'm a university student
the more there is, the longer it takes
okay Halcyon thanks ^^
no worries
Unreal wiki & unreal youtube channel
tyvm halcyon
with foliage paint brush, while selecting two mesh ( let's say grass and fern ) is there a way to put two different density for each mesh ? ( one clic = lot of grass and some fern )
Lesson learned, don't' select an HISMC with thousands of instances. It'll die ;-;
@smoky pilot Select them separately first, set their densities to what you want, then select both and paint
oh nvm, thanks, I did not see the Density paramter/mesh, only the brush parameter
i once istyped in my code and spawned 10k AI's, it was not the best thing ever
Yeah, I know that sort of feeling π
Searching for Game devs and site devs! Come and join to apply https://discord.gg/GXjGXeF
Oh
Weak?
yeah
What you mean
I've no reason to click that link
To join my community
Why
and help developing a game
Why specifically your community, and why specifically your game?
I can make my own community, and my own game.
Because it will be unique, and fun!
We provide fast support, and can get you in contact with youtubers
For clarity's sake I'm not "attacking" but you're really not standing out at all like this.
reminds of spam mails you get
^
Haha
Basically, the point is, give people a reason to give a damn
Because most people really just don't π
maybe he really helps people, but just hey join this wouldnt get any attention
As for connections, I can swing that on my own most likely.
Guessing its volunteer?
If that's the case you gotta put in even more effort. If its not the case, just mention its paid work. No need to sell the project then.
@plush yew read on unreal documentation i would start with learning and understanding Actors, pawns, characters... as well as the game mode and what differs between them all
and how they are used
"Because it will be unique, and fun!" does not really sell very well, you gotta have something good to start
afterwards, learn the player controller, and player state
while creating a landscape material, how do I match Base Color and Normals of a texture ? same name in "Parameter Name" is enough ?
allright :p
i cant find my old landscape material god dam
I looked at the one in the Engine Content folder, but there is only Base color
oh i found it
@teal tulip So, you know their amazing perk system? Do you know any way to replicate that?
oh crap it is not a simple one D:
haha no worries, reading the doc right now
You pretty much just need your layer lend's to all be the same
So they need the same order and naming convention, so its best to copy and past it
Then u can have a layer blend say for Base, Normal's, Roughness
If u open that imgur up there is more
awesome, thanks!
Im also using Lerp's to blend things up at a distance to remove tiling effects i think? ( its been awhile i dont even remember making this lmao)
also just a note
haha I was about to ask you about that tiling effect π nice
im 90% sure there might be something u have to change in the settings when u use more than 5 layer blend's
By default if u use 6 or more your landscape will turn black
i think theres a setting u have to change in the material
I found my good one!
let me package it for u
@ember dove no idea tbh
Damn, because I really wanna make a perk system like them. I honestly think they've done a good job on that part of their game.
@smoky pilot make sure u got starter content
theres the material and extra textures i used
link isnt working
Hey dudes, not sure if this is the correct channel, but I get this message when I boot up our build, and then the build closes https://imgur.com/DOAgT1g
Anyone able to help?
thanks a lot Halcyon
i dont even remember making it lmao
looks 2 clean to be my work
Theres no roughness control in that
but im sure u could figure it out
copy layer blend node, plug it in to roughness
use vector1's
for roughness
i think umm @fair violet could prob offer some better information, hes good with visuals
big thank you Halcyon, gonna take my time to look at this : )
no worries, i know its a pain to find some stuff
haha, since I'm discovering the engine, I'm always like "let's figure this out, oh to do that I have to figure this out first" etc
Yeah that example looks fine, just start small @smoky pilot - blend two materials together first and then work up with more layers + distance tiling tricks / other variation etc.
Also is a good idea to store each layer as a material function if going more complex than two textures- otherwise it can be a pain to swap out layers later and maintain the shader when it gets big
I take note, don't know what is a material function yet but will look at this, thanks
Just think of it as storing a snippet of material graph nodes in one node
So you can store anything- a distance blend function that you need to reuse on many materials, whole material layers etc.
Really good to reuse and clean up shaders
I see, usefull indeed
Thats a good idea to MF it, i didnt think of that
hey guys :D
anyone know how to get the gamepad's input working with mobile?
i only seem to be getting the axis from thumbsticks mapped properly.
hey guys my CPU is running at 85 degrees while compiling all my shaders
that sounds like the upper limit no?
Anyone ever have an issue with the fields in Project Settings / Maps & Modes / Default Modes getting reset when the editor starts up, even though they stay the same in DefaultEngine.ini?
Question. Ok, when setting up unwrapping, I basically have two channels. One for channel 1 textures (can have overlapping faces with multiple materials). And Two for channel 2 lightmap (Can not overlap and all faces must fit inside the 1/1 space). My question is, is it possible to assign multiple lightmap channels so that I can increase the coverage of the lightmap? When I have large objects such as a hotel lobby wall, even with the resolution set at 1024, the quality is low. I would have to break the lobby wall into individual pieces of geometry. I would rather keep it intact and use multiple lightmap channels. Possible?
Sorry weird question how do you turn of rotation snapping inside of unreal 3?
@pallid talon not possible as far as Iβm aware. Usually not a great idea to have large areas combined as single objects. What you can do is scale the shells of the important faces that are seen most up and have the ones that are occluded or not visible scaled way down, this can get you some extra resolution.
How do I filter out a type of item from the world outliner? (like just find a light) other than typing the name of the item
@fair violet Ok thanks. It's unfortunate that is not an option.
ahh it's a bug, been banging my head on this https://issues.unrealengine.com/issue/UE-50352
I've been banging my head on wall collisions with traces
badum tsh
and current solution is recurring trace and keep adjusting until it find a spot where collision no longer occurs
is there any guides on creating a RNG based combat system? like used in RPG's <.< Black desert online, Wow, Runescape ext
or anything that can poke me in the right direction
@minor wigeon RNG as in random spread / recoil?
as in Random Damage mechanic
RNG critical hits and stuff
instead of Headshot hit boxes
I don't think I have ever "checked out successfully" a file from an unreal crash...is there something else I can do to make that autosave feature work better?
@minor wigeon well itβs fairly easy to implement that- instead of dealing a fixed damage amount you can deal a random damage amount in range (two variables- MinDamage and MaxDamage)For critical hits there are a few ways you could do it like on each hit pick a random number between 1 and 3, if it equals 1 then branch true and deal the critical hit damage, if not then branch false and deal regular damage. Thatβd give you a 1 in 3 chance of a critical hit
Recently I'm finding my LOD's are popping up a lot sooner than they used to...did I change some global setting? This is happening on more than one object
What is causing this to happen? My LOD's are really funky (this happened before I did ANYTHING HLOD's btw
4.18.1 hotfix: this seems arbitrarily weird.. Fixed! UE-51855 Cannot package project with assets contained in a folder named "Wolf"
wth Epic, lol
Hey guys I'm having some odd performance issues with my game
sometimes it runs at 90FPS and slowly goes down to 10FPS
even went as low as 3 once
first step is to do some profiling
sometimes on start its at 30 or FPS
and find out the issue
how so?
An overview on the Profiler Tool used to monitor game performance.
start with wiki
and find the live training video
after u have scanned over the wiki
to get an idea
no way to do it in editor?
it is in the editor
doesn't really say how to record in editor
u should watch the live training video
u cant pick profiling up in like 5 mins
I feel like AA is just not working?
hmmm only in the editor nvm
@mint raptor I recently was forced to learn a lot about profiling....people are right you need to check out some livestreams..... check out "rendering best practices" and "robo recall optimizations", techart aid has 5 videos that are very in depth but will teach you everything, and a guy named Tim Hobsin has some great advice too
important question...
can I use canola oil in my pasta if I dont have any olive oil
Okay please help me I'm about to scream
Canola Oil; Peanut Oil; Sesame Oil; Other Substitutes β Because of its neutral taste, canola oil can be easily substituted for olive oil in frying, and is better suited to baking than olive oil. ... Sesame oil is typically used in preparing Asian cuisine, although it can be used for general cooking as a substitute for ...
How the hell can I use a bitmap font in UMG?
I need that pixely windows 1995 look
I've looked all over and tried everythingggg
importing a bitmap font doesnt work?
I just imported a pixel bitmap font and it worked without issue in UMG
I'm trying to find a way. The font used in Windows 1995 is MS Sans Serif, but it's a .fon file
Offline cached fonts are not allowed in UMG
Do you guys know how to convert a .fon file to a .ttf at a fixed size?
The funny thing is, UE4 just converts it into a bitmap font.
...
why cant I just import a .fon file then?
Are they bitmap fonts? The resolution looks pretty crisp to me
Text Renders are bitmap fonts though
Does increasing virtual memory still help in Windows 10? I've got 16 GB Corsair Vengeance but I've had a few recent crashes/hangsup when baking lights and I think I might need more memory. (That or, WHY does the crash happen? swarmagent kept going too, got to 100% and kept on like an hour later with unreal.exe not responding)
So far no one has been able to explain why I'm getting this error but it is probably causing problems with lightbaking. When I try to zoom in on the offending lod actor, it zooms out on the world. Is that because it doesn't necessarily exist or something?
@blissful reef any ideas? HLod's are awesome but I couldn't find any documentation on this
ahh thanks @grim ore tonights pasta is going to be fantastic. Glad to have a discord like this to help me with these problems π
@light thunder https://i.gyazo.com/38ea89a19598fc568771d64970282f6d.png
idk unless he does like random pings
Quick question for you peoples. I'm making a game with a vehicle building system kind of like Kerbal Space Program. My question has to do with game framework/architecture. Right now, each vehicle is a collection of actors held together by physics constraints. It works fine for now, but I'm wondering if I'm going to run into trouble with 5-10 vehicles on the map, each made up of 10-30 individual actors.
My other option would be to make the vehicle be one single actor, but I would have to do an ECS-type approach where there's a tire system, engine system, control system, gun system, transmission system, etc.
As of right now, I can't just have a TireComponent or EngineComponent because the vehicle parts all have their own sound, logic, internal state, etc.
@worn granite I've contacted several people who I go to for help who seem to know a lot and they didn't have any idea about that issue, I couldn't find any docs on that error, the only thing I found were 2-3 year old ones that occured before HLOD were implemented
But I take your meaning
The main thing is, I have 12 million U.S. dollars sitting in an account and I need Nick's help, just a simple signature and bank statement and my royal duty can be finished
idk if you've got 12 mil in an account I don't see why you don't hire a staff. You've been helped by plenty of knowledgeable people, many of whom would be glad to take on paid work. If you've got 12 mil, you should reach out to Epic to see rates for custom licensing. I don't even care, but you're the one dragging out your supposed funds as a talking point.
Don't gotta prove it or anything, but I fail to see its relevance.
I think they were trying to say that they're desperate to get this done, considering what's on the line.
But, yeah, either way.
No need to make a big deal about it.
Doesn't mean you gotta flip out over it.
Don't care, doesn't matter. What's the point in being all agape over it?
You seem to be implying it'd be impossible he has it
I'm suggesting his actions don't make sense if he has 12mil
?? I Just have never met.. anyone who has a million dollars
You still haven't. This is the internet.
They exist. Some of them even amass that from games
why would he be in a discord?
idk he could pay like 10 people to do it for him?
He could pay, like, way more than that I'd think.
If true, he'd have allocatd those funds for "down the road" or for other uses.
I still took it to mean he doesn't have 12 mil, he's being given 12 mil in conjunction with finishing something - which is what he's stuck on.
And probably not personally given 12 mil.
But it's all kind of moot.
you guys really dont think its that amazing that a dude has that much money
damn I feel poor LOL
You guys apparantely have never heard of the Nigerian prince scam
No. But I do think its amazing that he might have that (either now or later) and not have custom support.
I tried to make a joke you need to lighten up lol
Well, shit.
you guys playin with me then π¦
get get some thanksgiving wine or something
I really didn't understand how the comment about 12 mil related to literally anything else you said.
i'll just go to bed then :/ idk what the fuck is going on
So... it sounded like you were saying you were bugging Nick because you were desperate and a lot of money was on the line.
@plush yew if he were claiming it, I'd still react the same
Cause that was my reaction thinking he was serious
wow cool guy π
maybe he's just a spoiled brat with rich parents, nothing surprising, i mean if the 12mil were true
Ah, nope, I wouldn't say desperate, just exasperated, I've looked around and no one could tell me the answer and google found little, someone who works on the engine might have heard of the issue
you need to be successfull once
I've heard of that scam, but also seen plenty of people trot out a ficticious bank balance as well.
And nope, I'm a 35 year old firefighter with a bank balance of ,...well let me ask the wife
my mom is on the last chapter of the website she is required to take for her bancrupcy situation π
ye i just wanted to agree with the fact that its not that surprising
I make 6 digits USD, most of my friends outside of work work blue collar work and don't make nearly that much, I've had drinks with millionaires in speak easies before. Peeps gonna be peeps. Not that weird.
If I had that much, I wouldn't go around mentioning it lmao
If I had 12 million you would never know about it
Dunno why I didn't apply any amount of thinking to your statement
cause slappy got excited
" I MaKe 6 DiGiTs UsD,..." :/
It sounded like bullshit, but whether it was true or not didn't really factor in to the whole statement being kind of irrelevant, so I didn't think about it much further.
lol,
we all have LOTS OF MONEYS
that is all that is important π happy thanksgiving!
I'm 27 and I've been working in the game industry for 7 years. π€· It's not that weird.
maybe one day we can all hanng out together on our yachts
And it also doesn't make me rich. Still go to 7-11 to get a slushee like any regular schlub. Get my coffee at Dunkin Donuts.
Do groceries at Target.
I fackin Love dankin donnats!
Meet Donny (Casey Affleck), a real Dunkin Donuts customer. Get more SNL: http://www.nbc.com/saturday-night-live Full Episodes: http://www.nbc.com/saturday-ni...
Point is, you don't have to lose your composure because someone makes a lot of money. Unless they're actually being all hoighty toighty about it, they're just another plain old human being.
ok if someone told me they have 12 million dollars in a bank account, im not going to be like "cool, anyways how was your day?"
how old are you?
18?
ok, makes sense
why?>
mann thats not fair please dont go judging my financial situation.
I have payed rent since I was 16
my familly declared bankruptcy and I am still helping pay off debtors and previous bills
so please dont you ever say that shit. Makes me sick
I'm not giving you shit about, but I'm just saying you don't have to lose your shit about it. Just be chill. It makes people uncomfortable if you freak out about them.
I have less than 12 million USD in my bank account and am wondering if you guys have any solution to scaling down UMG image widgets causes nasty artifacts? Edges look nashty.
Scaling using the render transform? Scaling using the scale box?
Like this:
rumble you should go ask poor people
Just zooming out in the UMG editor actually
this is 3 dot club
But also, in game
No poor people in here? I would be one. Is there a 12 million USD lobby here somewhere? Thought I looked closely enough for it...
Ya got it π Just a lot quicker answers in here I've noticed. Sorry if considered off topic.
LOL GET PM'D
go fuck yourself, tell me I have dont know how money works.
nice attitude π
oh no somebody made an assumption about me REEEEEEEEEE
@livid haven My images are wrapped with the scale box, does that matter?
fuckin neckbearded nerd shove it
oh dear
So, anyone, back to the UNREAL ENGINE....so, this is the 4 time Unreal Editor has crashed building lights, anyone have any ideas to begin with/
unable to have a civilized conversation? thats a bit sad
Shove what? My wealth in your face? Welp. Ok then.
So..... noone with the UMG scaling thingy?
when your biggest argument is swearing...
ALL I WAS SAYING is I thought it would be pretty cool to meet someone who had that much money,
@celest creek what do you mean ? does the image not look right?
Know what always helps teen angst?
and you just come out of no where @restive eagle and tell me I don't know how money works.
how much of a cunt are you??
@light thunder
π
@celest creek get Jing or use the windows thing, the discord image sucks I can barely see that
Oh, are you sure you have your anchors right?
yeah, it's actually all over the place, so not sure how anchors would change things
sorry Im offtopic in this chat, I just get set off by people like him.
it happens if I just zoom out, middle scroll button, as well
You get set off in #ue4-general
(sry bad pun)
..in the editor I mean
Lol
its ok, anger issues are a serious problem. you will get over that
why not, its a bit amusing
πΏ
my man, why so you try to get a reaction from people?
does anyone having a shooting gallery for a VR first person setup. Just wanna test sth out quickley
Game Art 2d Runner Endless
https://www.twitch.tv/the_equal_
What is the proper way to delete HLOD's (they didn't built correctly so I want to try again)
Delete them from the HLOD Outliner I think
Hmm...I've been getting frequent crashes building lights .....swarm agent will even finish and just keep on and Unreal is not responding for...ever....is there something I can check? Memory isn't run out, I've got 16 gb and windows 10 tells me my paging file is 36 gb.....what else could it be? Is there a way to check a log to see why the engine is hanging up like that?
My logs say this, maybe I need to rebuild HLOD's ?
When I delete them I still see them in their folder in the content browser....is that okay @white magnet ?
Anyone here use the VXGI functionality?
It seems to keep the names of the actors because it just makes new names....what does that mean about the old ones? example if I had 100 HLOD's, I deleted their clusters and hit make new clusters, it started with 101
I'm not too familiar with HLOD I'm afraid. Only messed with it superficially. Maybe someone in #graphics or #level-design knows more
πΏ
Just saying.
Don't worry. If we actually let them become a monopoly, I give it two years, tops, before they're chopped up like the christmas pig.
In long run i think people would simply seek better ISPs that don't do that, but some may not have huge selection. Thank god in europe there complitly different culture on customer content access
So i having exact same issue, if anyone have better solution for this i would be thankful if you post there :) I starting to think of reporting this as a bug https://t.co/4nRBvx0nqh #UE4 #gamedev #gamedevelopment
i was actully supprice people been hyping Google Fiber as some kind of revolution at first
i have 100Mbit fiber for long time way before this :p
I live in Australia, im lucky to get 25D/5U π¦
100Mbit because 1Gbit ethernet was still new when this network was build
Australia has complitly diffrent problem and this is peering to the rest of the world
i dont know how isutation on that is now
Yeah, the "free market" thing of just "choose a competitor" doesn't work with ISPs.
Yeah our government is full of incompetent corrupt morons. But thats probably the same problem π
I'm lucky enough to even have a choice, and I've chosen an ISP that gives better service and half the price compared to Comcast.
And also doesn't try to send a collections agency after mewhen they fail to pay me.
I had to fight tooth and nail after leaving Comcast, because they couldn't keep it straight that they owed me a reimbursement, I did not owe them. I failled to pay them what they owed me, so they tried to get a collection agency to harass me to pay...
Its almost like they make that mistake on purpose to catch people out.
Ive never been at the end of an type of situation like that but ive heard many horror stories.
shit, uh
i accidentally messed up my SK_Mannequin Physics thingy.
is there any way to regenerate it or get the stock one?
ought to be able to delete it or just create a new one by right clicking the skeleton and creating it from there.
right clicking and creating it did the trick.
Pretty good internet where I'm at, but it'd suck if I ever decide I didn't like this place. Know how most ISPs cap you well below their supposed speeds? Current ISP seems to have trouble keeping my connection capped at speed.
its funny watching comcast try to retain a foothold here, will say that.
note that speeds they give you is just cappacity from you to the gateway, they never gonna give you guarranty that connection will run on that speed as there many factors that they don't have control over. When browsing you only passing network of your ISP and this passing area is the only space they can control.
Quick question: how can I move a ragdoll without teleporting it?
But I've never even approached the adv. speed of my old ISP
so at best that's false advertising of what the connection is capable of.
Meanwhile, I regularly blow past my ISP's advertised* speed by a margin of up to 30%.
Its not oh I don't get the speed its I have never ever been in the same range as the speed
Yeah not having to deal with oldISP anymore
So I peak over adv. speeds now
Heck, if anything there's more load on my connection now.
this is not advertised speed ;p it advertised capacity :p
'murica
As i mentioend Australia, due to that peering problem all ISP on contitnent will have issue accessing content outside australia, and all ISP in the world have problem accessing server in Australia. If ISP connections are bad it means there peering is bad or there network sux
Peering?
yes :p Internet is network of networks, networks that one network is connected to is called peer
Shouldn't have to matter to me as a consumer. They're clearly milking and exploiting their consumerbase, can't invest a dime in their infastructure?
If you wanted me to just drop it, you went about it the wrong way.
@wild kestrel Australians consumers are still on Copper lines, its got nothing to do with our connection to the rest of the world.
Charter Communications will never have my business again if I can help it.
It has.... i gettign better connection to Japan then Australia
i tried to watched australian MasterChef once.... and it was a struggle:p
https://sourceforge.net/projects/openvisualtrace/ fun tool if you want to know what i mean
you can also just use tracert in comand line
Oh and if you use DSL then the telephone line can sux
hmmm...someone broke the main toolbar on unrealengine.com ?
it picks a random language for me
depending how i get there
clear browser cache?
yeah thats english for me
ok...it's not for me in 3 different browsers...
this particular link make toolbar Chinese...
Dynamic shadow caching only works if there are no materials using world position offset.... Is that as bad as it sounds?
@floral heart why? most games do not use vertex offset shaders
WPO is pretty useful. Stranger, shadowmap caching works with (or rather, ignores) pixel depth offset and tessellation, but not world position offset. It wouldn't seem as strange if the shadow updated whenever there was a WPO material in range, but it's written in the docs as all caching being disabled if a material exists anywhere in the level.
hey guys, in a project, how many master materials do you usually have ?
I mean, what's the point of having multiple masters materials if you can have parameters for everything?
one master material for everything would be a clusterf.. of static switch parameters, its better for your workflow to divide masters per kind of surface and blending modes, along with small materials.
or u might use alot of MF and blending like me, so i dont use MM that much
yea, personal workflow is also a factor.
layer blending i mean**
also having one master material and updating it would result in hours of shader compilations later down the road
I see
*further
Luos question for you, i was diving around the ark's crappy Developer kit and i noticed there Materials have chains of like 5 master materials like what..?
oh Luos, I asked a guy about realtime VFX and he recommended me your youtube channel :p good stuff
@pallid compass whut
Im not joking
@smoky pilot cheers π
One moment il find it.
Let's say you have a complicated material function.
If the input to that function is a parameter, it has to calculate the entire function.
If the input to that function is a constant, it will 'unroll' that constant when compiling the shader, probably removing a significant, redundant portion of it.
afaik thats only with static switches
also, brb
You can use static switches so that you can choose between several constants and retain the performance benefit, rather than using a parameter.
I take note
also guys, after seeing the beginner tuts on the youtube unreal channel, where should I go next?
@floral heart any documentation on that?