#ue4-general

1 messages Β· Page 143 of 1

plush yew
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so if its spawned on server but never SetOwner() to a player, it will run on the server

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makes sense tbh

frank escarp
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Yup

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ownership hierarchy is annoying as fucking shit some times

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like for things like Weapons

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wich need to have their Pawn as owner

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but what if the weapon can drop

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or if you can steal a weapon from other player

cursive dirge
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@silver magnet pretty much what vblanco said, latter approach is less error prone but it's tad perf heavy

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but, since you only capture part of the screen, it's not too bad

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(you'd make the target render target texture at the shape of the character, instead of full screen or perfect square)

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but you definitely don't need separate scene

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just make isolated space under the map with it's own lighting

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think of cube shape where no light enters outside

frank escarp
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@cursive dirge cant you do a render target that can only see an specific object?

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that would solve it

cursive dirge
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you can

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but you don't want any light from level to enter that

frank escarp
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maybe you want to

cursive dirge
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unless you only have directional light I guess

frank escarp
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to have similar light as outside

cursive dirge
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you could reuse it

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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

royal jolt
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how do i make a light invisible until the player steps within a certain radius of it?

grim ore
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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

royal jolt
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perfect thank u!

mystic fjord
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hey guys i am having trouble importing my 3d model from maya to ue4

weary hull
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very small and facing the wrong way?

light thunder
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so, after updating to 4.18, I can't save anything

dreamy quartz
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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?

silver magnet
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@frank escarp

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Are there any demo projects or tutorials for me to understand a little better?
(I'm a little dumb, lol)

glossy flame
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@dreamy quartz the changes don't take effect even after an engine restart (but no .dll delete)?

weary hull
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for bullets do i want actor or component actor?

dreamy quartz
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@glossy flame after I restarted Editor it said dll is outdated and rebuild it whole, so that workaround works too

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seems the "Compile" button is bugged

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and doesn't build everything that changed

glossy flame
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It's hot reload, it doesn't always work :/

dreamy quartz
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or doesn't link

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oh

digital anchor
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ah shit i think many people got problems building 4.18 but i didnt find the answer

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building from release

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deleted the folders, generated again

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2>Building UnrealHeaderTool...
2>EXEC : error : System.NullReferenceException: ```
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i guess its probably better to ask somewhere else c:

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ok nvm ill stay in 4.16

silver magnet
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@cursive dirge Thank you

ancient trench
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mm, anyone encountered the editor dropping in FPS massively when focussing anything else but the preview/game window?

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setting "use less cpu when in background" doesn't work

fierce tulip
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thats rather normal

mystic fjord
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Never mind i fixed my problem

tall pendant
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lol

livid haven
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Then I don't think the <@&213101288538374145> would look kindly on the attempt to sell your game accounts on this Discord server. -_-

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"lawl ecks dee" doesn't make that any better.

teal tulip
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Yeah this is worst than lounge

ashen brook
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that is correct

ancient trench
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dunno, I can't remember the editor dropping fps that hard when not focussing preview, everything bogs down when opening bp editor etc

lucid jetty
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@ancient trench uninstall Geforce Experience if you have it.

ancient trench
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but but it has social login, I can fb/tweet whenever I have a new driver!

lucid jetty
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No. Having Geforce Experience is a sin.

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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.

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Not to mention fps drops in videos.

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Kill it. Kill it with fire.

ancient trench
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myea, it kinda starts showing its overlay when not needed

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but shadowplay is kinda nice to record stuff

lucid jetty
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No it is not.

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Destroy them all

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Roar.

steep flicker
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Had the same problem with ue and GeForce experience. Vanished when I switched off that horrible overlay

fierce tulip
frank escarp
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@fierce tulip masking intensifies

fierce tulip
plush yew
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Boonk gang naw sayin

livid monolith
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can someone help me find good unreal fps tutorial using blueprints? the one's I've found are not finished or not good. thanks

arctic drum
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Yo, how do I move files from a folder in UE4?

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oh nvm, dumb question lol

fluid stag
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actually

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changing file structure in UE is one of the most annoying things to do

arctic drum
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really?

ember dove
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Who here has played Dead by Daylight?

fluid stag
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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

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it's probably one of the most unpolished things about the engine lol

arctic drum
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lol

fluid stag
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and if there are LOTs of files in a folder you want to move or restructure, prepare for references to just get plain broken

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πŸ˜„

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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

arctic drum
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wow thats

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hell

fluid stag
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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

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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

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and it should be gone

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\ πŸ˜„ /

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so was a good question lol

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it's not always that annoying, but many times it is and I don't think anyone knows why

arctic drum
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i just hope i never come across that kind of issue, lol

livid haven
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@fluid stag If you're having issues with redirectors, methinks you don't fully understand redirectors.

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Redirectors work just fine.

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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.

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Fixing redirectors is the part that'll open every asset that references the redirector and try to elide the redirector.

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There are even ini-based redirectors necessary in order to deal with native side changes that are exposed to assets.

fluid stag
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unless you want to delete the folder the redirector is contained in

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then you're fucked

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Β―_(ツ)_/Β―

livid haven
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Of course you can't delete the folder the redirector is in.

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The redirector is in it. What are you expecting?

fluid stag
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So yeah fixing up redirectors and removing them is kinda normal

livid haven
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Yes. In a team environment you would do it in small parts or try to do it automatically over something like a weekend.

fluid stag
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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

livid haven
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That doesn't work unless you fixup all redirectors in that staging project.

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If you do, then yeah, not a bad way to tidy it up in a staging environment.

fluid stag
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Yeah deleted their example maps etc

arctic drum
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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.

sinful umbra
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panner

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time

arctic drum
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panner eh

fluid stag
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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
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got it, i'll give it a look.

craggy nymph
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@arctic drum the noise Position input requires a float3. The panner node output is a float2. You need to append a scalar (like 0).

arctic drum
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I got it working, but thanks for the help man!

plush yew
plush yew
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The final piece of my new pc is coming in the mail next week

light thunder
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It's possible to generate a single HLOD actor correct? right from the HLOD outliner?

unborn wadi
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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.

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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.

light thunder
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@unborn wadi Are you doing full cpp or using blueprint to do this?

unborn wadi
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I am up for anything

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My C++ is good enough to warrant giving that a shot.

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I just have no idea where to start with unreals workflow, even after like 2 years of tinkering.

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D:

light thunder
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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

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something along those lines

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Just start in blueprint and see if you get a single additional hex tile to spawn on begin play

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this it's just a matter of the (I really only use blueprint unfortunately) of getting the right "syntax"

unborn wadi
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In blueprint, looking for the spawn node I need..

weary basalt
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You should start by asking yourself what type of container you want to use to represent your Tile.

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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.

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It its not performing anything special maybe it only needs an simple visual respresentation

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Use an Instanced Static Mesh

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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

unborn wadi
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Yeah, exactly where I am.

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I want my tiles themselves to be actors which know their type, and location in the grid.

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The grid should be a container for the tiles, and have the ability to build itself.

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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.

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That's in a nutshell the exact solution I am trying to work towards, am I missing something devil?

weary basalt
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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.

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Sounds fine for an start.

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Your spawning logic could be seperated into an completely different Actor/Object which could only focus on creating the grid.

worn granite
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Curious: You've got 2 years working around UE4 but don't have a general idea of where to start?

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Guess that goes to show how much there is to UE4

unborn wadi
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I only ever did copy-paste-scale level design

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Never tried implementing logic / systems / etc

worn granite
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Ah, yeah, alright.

unborn wadi
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Most of what I do know is transfer knowldge from mapping for UT

light thunder
unborn wadi
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Game dev wise, I mostly have worked on 2d stuff, using C++ SDL, libtcod, and other libraries..

weary basalt
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Closing steam wont crash UE4.... at least i wouldnt think it would πŸ˜ƒ

worn granite
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@unborn wadi So just a word of warning if this is your first time scripting BP

unborn wadi
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Yeah.

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I felt like looping over an array and spawning some meshs at some cords shouldn't feel this duanting.

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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.

weary basalt
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That is what you need to do

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There would be plenty of tutorials on Youtube that cover this exact topic.

unborn wadi
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I have been looking...

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Just must be missing the ones I need.

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Tons of stuff on building a FPS tho, or turning lights on.

worn granite
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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).

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Shouldn't be a huge surprise if you're otherwise experienced.

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Oh and pay really extra close attention to your reference graph (in your head).

light thunder
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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?

unborn wadi
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Thanks for the advice guys.

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I am gonna close down all the chats, and see if I can get something done.

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I have something to go on at least now, thanks.

worn granite
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Good luck! Don't be scared to come back if needed.

unborn wadi
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Last question.

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Transforms.

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That's what I am using to dictate placement, and movement, of my meshes.

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As they are spawned right?

worn granite
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Yeah. Loc, Rot, Scale

unborn wadi
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So not vectors.

weary basalt
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An transform contains Location, Rotation and Scale information. Location is probably the only one you should worry about for now.

worn granite
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Right.

unborn wadi
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Got it.

worn granite
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You can just manipulate loc tho

weary basalt
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^

worn granite
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gotta spawn w/ a transform though

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no real way around it

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even if you don't mess with it

plush yew
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Just split the pin and then you won't need to use a Make Transform

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And you can plug directly into Location

worn granite
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@unborn wadi ^

weary basalt
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Good luck @unborn wadi πŸ˜ƒ

worn granite
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That's so obvious :D

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Gonna go get some sleep I think

weary basalt
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Maybe to an BP loving veteran like yourself πŸ˜›

worn granite
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Hey now.

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When have you ever known me to love BP

weary basalt
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Exactly! πŸ˜ƒ

worn granite
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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

weary basalt
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I used to get caught out just adding an Make transform. Would wonder why my actor wasnt appearing.... 0 scale πŸ˜ƒ so annoying.

tough flint
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spreading this around

worn granite
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Oh while I'm still here

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You remember that super senior developer dude Devils?

weary basalt
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Yeah

worn granite
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Yeah he became a 3d artist all the sudden soI reported one of his posts for a forum mod to look into

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banned lol

weary basalt
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lol

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Got what was coming

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Good to know

worn granite
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Had 4+ years in everything

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4+ years experience of getting banned

weary basalt
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Probably an scammer to, claims hes done the work, asks for payment then disappears.

worn granite
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That's exactly what I thought

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Its just super obvious when he's spamming GS videos

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Nah he started linking decent art. Probably why he became a 3d artist

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lot easier to find good quality relevant content that way

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I guess

weary basalt
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How could you garuntee that any of what he links you is genuine after that anyways.

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Better gone now which is good.

plush yew
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lol

tulip vault
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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

unborn wadi
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Did it bois.

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We got action.

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Now to plug in all that dubious hexagon math.... D:

weary basalt
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@tulip vault The CharacterMovementComponent should have settings to control that sort of stuff.

tulip vault
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alright, will try to find that

stuck chasm
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Can anyone tell me why simulatings physics do not worl?

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*work

golden bramble
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Ugh, just finished orangising all the stuff I'd placed into folders in a level I was halfway through making. Lesson learned.

tulip vault
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This is one of 3 or so cities planned in my project and it's gonna be a pain in the arse

teal tulip
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@ember dove I have played

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@worn granite what guy you mean ? is there some link ?

cursive dirge
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we can't read your mind you know πŸ˜ƒ

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with that info, only thing one can suggest to check is that your mesh has collison setup, as that's mandatory for physics simulation

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(that it has some collider(s))

short onyx
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I need like 450 unit snap

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or something close

paper kernel
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50

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see accurate location from details panel

frank escarp
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@tulip vault have you seen the last houdini ue4 stream?

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they have a Beta for open street map support

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they show a full city generation based on a reall city,everything in like a couple meshes, in unreal

paper kernel
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great, I got memory leak somewhere

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vector is getting projected to plane while debug says all 6 normals are 0,0,0

frank escarp
keen birch
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Can't really find anything about it

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I presume it's meant to be used with the Sobol stuff, but uh

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Not a lot of clear information :/

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THere's literally nothing

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To twitter we go

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(If I can't figure it out, that is)

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(In ref to both sobol and the importance textures)

devout gulch
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using visual studio code with unreal

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is much nicer than regular VS

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like the fuck

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I never thought I will say something like that about electron based application

civic osprey
smoky pilot
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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

next jetty
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@smoky pilot yes, the Epic Games launcher can only download one thing at a time

tiny pier
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I accidently installed the Squad SDK on the wrong HDD. Any way to move it without a complete reinstall?

smoky pilot
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@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

next jetty
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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

whole quarry
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<insert random question>

warm mountain
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Quick question of optimization, whats the best way to approach tracking an npc in a really large map?

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Say you want this npc to be doing things such as patrols, camping

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while being 2km away from the player

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so its doing its regular survival habits even though you can't see whats going on there

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Can we just leave the visibility of all of that off but continue the actions?

whole quarry
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Why do you want to spend resources on a npc like that, that the player wont even see?

warm mountain
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i don't really know how to explain but lets say you have 3 allies

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and they are really far apart

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from the player at that point

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you have to interact with them from time to time

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even when you are not able to see them

whole quarry
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But, what kind of things will they do?

warm mountain
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I just want to make it that when they player goes over

whole quarry
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Just walk between point A and B constantly (patrol)?

warm mountain
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these npc's aren't accidentally killed

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or don't load up etc

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they do different things

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from farming, patrolling

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and so on

whole quarry
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But nothing that changes the environment?

warm mountain
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nope

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no destructable environment

whole quarry
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Then I go back to the first question, why do you want them to be there even though the player wont see it?

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Why not spawn them when the player enters the NPC's 'zone' ?

warm mountain
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thats prob a better idea

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but the patrol ones can move around quite a lot

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some are like the trading caravens in fallout 3

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in that sense if they aren't spawned

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its kinda hard to keep track on where they are I think

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actually

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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

whole quarry
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With some math and using gametime, yes

warm mountain
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that might be better

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alrighty I'll keep to that for now

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I'm probably thinking too much

vale osprey
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@warm mountain not sure why you think that caravans in Fallout 3/4 are not spawned.

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they just try to do something sensible if player is around

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you can build a logic where someone patrols some root, as he walk with a speed of 5km/h

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it takes hi some amount of time X to get to some point of the patrol route

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so ones a minute you could update a trigger box, which is placed roughly where that npc should be

frank escarp
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that is kinda how bethesda did npcs, and Gothic too

vale osprey
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and if player triggers it - spawn npc

frank escarp
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they just use a simplified system

warm mountain
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oh that makes sense

frank escarp
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they dont really do anything unless player is near, but they do have some logic

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its just that the logic is very high level

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no animations or logic, just a path or similar

warm mountain
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gotcha i'll take note

frank escarp
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for example in gothic 2, all npcs have a daily routine

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they just have a preset "patrol" they do

warm mountain
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is it possible that

frank escarp
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when they arent on view, they dont really pathfind fine grained, they just follow the very high level path

warm mountain
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an npc can die even without you being around it?

frank escarp
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no

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pretty sure of it

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same in bethesda games

warm mountain
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they probably died around me when I wasn't looking then πŸ˜›

frank escarp
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when you are close, they have their full AI and similar

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you can imagine 3 levels

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far, medium, close

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on far, they just follow the high level path

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on medium, they have their AI but dont really check collisions or animations or anything

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and on close they are as you see them

vale osprey
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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.

frank escarp
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even dwarf fortress has high level stuff

warm mountain
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well its not a core mechanic

vale osprey
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yeap

frank escarp
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when it simulates years, for example in the worldgen

warm mountain
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but you can track to a maximum of 3 people

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for the game I'm working on

frank escarp
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you can go with a full DF like logic

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and if the players are far, its just simulated but without physics or proper pathfinding

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if player is hungry, go to local bar and eat

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then go to home to sleep

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etc

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you can calculate the distance from current place to bar, and calculate it will take him 5 minutes

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5 minutes later, you perform another logic check

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and it decides to go home

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wich is 10 minutes

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if the player happens to get close, you get the time of that, lets say 5 mins, halfway through going to the home

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perform the pathfinding

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and spawn the NPC on the middle of the path

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and then he continues walking towards his home

warm mountain
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ah i get it

frank escarp
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its probably how gothic and bethesda do it

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of course you "can" pathfinding, but that will cost you

warm mountain
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i divided the map into 5 zones

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so I could greoup all the npcs in each zone

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and hav it when a player is a certain distance from it

frank escarp
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that would definitely work

warm mountain
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to start activating certain functions etc

frank escarp
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you simulate the npcs of all the world constantly, but only in a very high level like this

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and the npcs on the zone you are in actually perform the pathfinding and walking around, but no physics of external events

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and when you are close enough they just pop up animation and walking sounds and similar

warm mountain
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gotcha

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thx again man!

frank escarp
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important detail

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do not have them Tick

warm mountain
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Why so?

frank escarp
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becouse then every npc will do logic on every frame

warm mountain
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Oh dang

frank escarp
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for the high level part, that just has timing logic, you can have a "HighLevelNPCManager" class

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this class has a queue of "NPC DATA"

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wich is just a struct with the npc name, type, and maybe some stats

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this class does tick

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but maybe once a second or so if you prefer

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it has a queue of ordered NPCs by time

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you essentially step it. And then reinsert the npc into it at the corrent time

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imagine this, Current_Time is 50

warm mountain
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gotcha

frank escarp
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the queue contains Bob (next_think = 55) and Pepe(next_think = 60)

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each second, you step it, and once CurrentTime >= Queue[0].next_think

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then you perform the logic

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and reinsert it for the next think

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so now queue contains Pepe(next_think = 60), and Bob(next_think = 70)

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this kind of thing would scale well probably into the thousands of NPCs

warm mountain
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makes sense

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yea theres quite a lot of npcs haha

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particularly zombies

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although the zombies don't move as much as the soldiers

frank escarp
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zombies dont need to patrol/do logic

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they just spawn out of thin air

warm mountain
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soldiers are only 100

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yea

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theres around 100 soldiers and about 200 more civilians

#

the rest are just zombies

frank escarp
#

civilians/soldiers could use this logic

warm mountain
#

some are fixed in hiding places

frank escarp
#

also, remember each NPC needs to have a "interaction radius"

#

or similar

warm mountain
#

eeyups

frank escarp
#

so when player gets close, the NPC struct gets spawned as an actual world actor

warm mountain
#

AI has been one of my weaker parts

#

haha

frank escarp
#

this is definitely annoying as fuck to implement

warm mountain
#

but this does help to make it clearer

frank escarp
#

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

warm mountain
#

when I was in school I got real lucky

frank escarp
#

where you can follow a npc to see what he does and things like that

warm mountain
#

I actually totally screwed the AI up

#

but I managed to make the path so simple that it looked like intended

frank escarp
#

lol

#

ive had mayor issues with pathfinding in DWVR

warm mountain
#

the teacher asked me why the soldiers weren't disembarking from the airship

frank escarp
#

and i mean actual mayor issues

#

due to the jumping around

warm mountain
#

and I smoked her and told her

#

oh its the difficulty setting

#

they freeze on Easy

frank escarp
#

classic

warm mountain
#

i'm so glad she didn't ask me to switch to hard LOL

frank escarp
#

another great trick is to add RNG to their actions

#

dont select Flee or Attack depending on distance/health

#

but calculate a ratio

warm mountain
#

oh yea hah

frank escarp
#

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

warm mountain
#

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

frank escarp
#

this rng stuff is for "humanlike" enemies

#

you dont want it for arcade enemies

warm mountain
#

50% chance for a startled expression 30% to jump away from you 20% to shoot you in panic

frank escarp
#

you want arcade enemies to be completely predictable

#

yeah thats good

warm mountain
#

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

frank escarp
#

make sure to shift the RNG depending on values, it looks better

warm mountain
#

eeyups

#

on hard they do the latter more often

frank escarp
#

better

#

this takes a lot of inspiration from text rpgs and things like that

#

wich have a combat that is basically 100% rng rolls

warm mountain
#

I want it to be more stealth centered

#

if a player keeps killing they can also unlock more unfavourable problems

frank escarp
#

for stealth, you need to have an "alertness" value

warm mountain
#

eeyups

frank escarp
#

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

warm mountain
#

there are 2 alertness meters in the game

light thunder
#

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

warm mountain
#

1 for zombies and 1 for humans

#

as they are tied to different mechanics

frank escarp
#

ok

#

keep in mind faking it is the most important part

warm mountain
#

being detected by zombies triggers different consequences and reactions than humans

frank escarp
#

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

warm mountain
#

haha

frank escarp
#

level 1 they were fishy, level 2 they got weapon and went to investigate

#

level 3 is full alert

warm mountain
#

if a player is caught in my game but eventually gets away

frank escarp
#

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

warm mountain
#

there is a hidden alertness level where the soldiers are still actually looking for the player

#

they might 'give up' the search

frank escarp
#

i would love to do this stuff, just cant do level design well enoguh

warm mountain
#

but they are giving a minute for the player to show themselves

#

but thats only for soldiers

#

zombies are a different matter

frank escarp
#

no, dont try to fool the player

#

this is horrible design, players hate it

warm mountain
#

it will show though

#

the star will still be there

frank escarp
#

if a soldier goes "Must have been the wind", then he needs to have low alert

warm mountain
#

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

frank escarp
#

do not have a binary state, if players are in full view just grow the alert value fast

warm mountain
#

alrighty

light thunder
#

guys I have a HUGE problem.....can someone help me get back into my project, it crashes everytime I try to load it

frank escarp
#

look at crash log

light thunder
#

there AREN'T any

#

Is there another location for crash logs other than saved?

#

Can someone please help me figure this out? where else should I look?

edgy dune
#

Try moving your most recently changed assets out of the project and see if you can boot up the project. Take a backup first.

light thunder
#

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

tulip vault
#

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

tulip vault
#

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

frank escarp
#

that is completely absurd. Try to preprocess the file a bit

#

write a python script that does it

tulip vault
#

problem is, i hardly have any idea what i'm doing in blender

frank escarp
#

rip

tulip vault
#

i know the absolute basics, but past that

frank escarp
#

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

tulip vault
#

Basically a flat plane

frank escarp
#

why not bake it into a texture then?

tulip vault
#

Like i said, I don't hardly know the first thing to asset creation

light thunder
pallid compass
#

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

frank escarp
#

@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

pallid compass
#

Gotcha, i remember someone saying it all gets instanced or something?

#

So what if the same atlas material is on say 5 objects

frank escarp
#

instancing is a different thing

#

nope

pallid compass
#

so its still +1 drawcall to everything its on

frank escarp
#

just think of mesh decals like any other material on a random mesh

#

so yes, +1 drawcall due to +1 material

pallid compass
#

ah right gotcha

frank escarp
#

per object

pallid compass
#

i better be careful then

#

oh btw u know what LODing

frank escarp
#

of course, if you then use instancing, then its allways "nummaterials", instead of "num objects * num materials"

pallid compass
#

at certian LOD's can u just turn a material off? so its -1 drawcall

frank escarp
#

yup

pallid compass
#

ooo thats handy af

frank escarp
#

and decals should be removed on the second LOD

pallid compass
#

yeah good idea

frank escarp
#

you only use decals for small details after all

pallid compass
#

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)

frank escarp
#

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

pallid compass
#

I know that sounds abit weird, but im thinking of away to turn the other materials off and fill the whole object with one

frank escarp
#

but im not sure

pallid compass
#

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

frank escarp
#

AO are there to merge into the SSAO

#

thats the point of them being separated

pallid compass
#

ahh, i might have my SSAO off not sure

#

My knowledge of post processing is crap tbh

frank escarp
#

should still appear in the material

pallid compass
#

actually i noticed while being nosey af in the ark dev kit, they have SSAO slots on there materials

#

something iv never seen before

upper heart
#

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

pallid compass
#

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

smoky pilot
#

hey, is there a way to build the lighting everytime I put an asset in my scene or smthg ? ( total newbie of UE here )

plush yew
#

Hello, I'm new here. My name is Mae. :3

pallid compass
#

You dont want to do that, its gonna slow u down Masu

#

Just rebuild every now and again

plush yew
#

Nice to meet you, trying to figure out how to use unreal. I'm a university student

pallid compass
#

the more there is, the longer it takes

smoky pilot
#

okay Halcyon thanks ^^

pallid compass
#

no worries

plush yew
#

tutorials?

#

my english is bad, sorry!!!!

pallid compass
#

Unreal wiki & unreal youtube channel

plush yew
#

tyvm halcyon

smoky pilot
#

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 )

keen birch
#

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

smoky pilot
#

oh nvm, thanks, I did not see the Density paramter/mesh, only the brush parameter

pallid compass
#

i once istyped in my code and spawned 10k AI's, it was not the best thing ever

keen birch
#

Yeah, I know that sort of feeling πŸ˜›

gloomy sandal
worn granite
gloomy sandal
#

Oh

worn granite
#

That hook is weak, also

#

gimme more than that

gloomy sandal
#

Weak?

worn granite
#

yeah

gloomy sandal
#

What you mean

worn granite
#

I've no reason to click that link

gloomy sandal
#

To join my community

worn granite
#

Why

gloomy sandal
#

and help developing a game

worn granite
#

Why specifically your community, and why specifically your game?

#

I can make my own community, and my own game.

gloomy sandal
#

Because it will be unique, and fun!

#

We provide fast support, and can get you in contact with youtubers

worn granite
#

For clarity's sake I'm not "attacking" but you're really not standing out at all like this.

restive eagle
#

reminds of spam mails you get

worn granite
#

^

gloomy sandal
#

Haha

keen birch
#

Basically, the point is, give people a reason to give a damn

#

Because most people really just don't πŸ˜›

restive eagle
#

maybe he really helps people, but just hey join this wouldnt get any attention

worn granite
#

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
#

@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

pallid compass
#

"Because it will be unique, and fun!" does not really sell very well, you gotta have something good to start

plush yew
#

afterwards, learn the player controller, and player state

smoky pilot
#

while creating a landscape material, how do I match Base Color and Normals of a texture ? same name in "Parameter Name" is enough ?

pallid compass
#

u should look at basics of landscape materials

#

ur kinda there but not quite

smoky pilot
#

allright :p

pallid compass
#

i cant find my old landscape material god dam

smoky pilot
#

I looked at the one in the Engine Content folder, but there is only Base color

pallid compass
#

oh i found it

ember dove
#

@teal tulip So, you know their amazing perk system? Do you know any way to replicate that?

pallid compass
#

oh crap it is not a simple one D:

smoky pilot
#

haha no worries, reading the doc right now

pallid compass
#

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

smoky pilot
#

awesome, thanks!

pallid compass
#

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

smoky pilot
#

haha I was about to ask you about that tiling effect πŸ˜„ nice

pallid compass
#

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

teal tulip
#

@ember dove no idea tbh

ember dove
#

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.

pallid compass
#

@smoky pilot make sure u got starter content

#

theres the material and extra textures i used

smoky pilot
#

link isnt working

pallid compass
rocky iron
#

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?

smoky pilot
#

thanks a lot Halcyon

pallid compass
#

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

smoky pilot
#

big thank you Halcyon, gonna take my time to look at this : )

pallid compass
#

no worries, i know its a pain to find some stuff

smoky pilot
#

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

fair violet
#

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

smoky pilot
#

I take note, don't know what is a material function yet but will look at this, thanks

fair violet
#

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

smoky pilot
#

I see, usefull indeed

pallid compass
#

Thats a good idea to MF it, i didnt think of that

silk lynx
#

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.

thorny iron
#

hey guys my CPU is running at 85 degrees while compiling all my shaders

#

that sounds like the upper limit no?

opal ocean
#

πŸ˜„ seriously tho, 85 is hot, but not critical AFAIK. my CPU has hit 90

sage grail
#

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?

pallid talon
#

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?

idle sail
#

Sorry weird question how do you turn of rotation snapping inside of unreal 3?

fair violet
#

@pallid talon not possible as far as I’m 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.

light thunder
#

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

pallid talon
#

@fair violet Ok thanks. It's unfortunate that is not an option.

upper heart
paper kernel
#

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

minor wigeon
#

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

fair violet
#

@minor wigeon RNG as in random spread / recoil?

minor wigeon
#

as in Random Damage mechanic

#

RNG critical hits and stuff

#

instead of Headshot hit boxes

light thunder
#

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?

fair violet
#

@minor wigeon well it’s 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. That’d give you a 1 in 3 chance of a critical hit

light thunder
#

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

plush yew
#

LMAO

pallid compass
#

jfc omg

#

10/10

light thunder
tropic oracle
#

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

mint raptor
#

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

pallid compass
#

first step is to do some profiling

mint raptor
#

sometimes on start its at 30 or FPS

pallid compass
#

and find out the issue

mint raptor
#

how so?

pallid compass
#

start with wiki

#

and find the live training video

#

after u have scanned over the wiki

#

to get an idea

mint raptor
#

no way to do it in editor?

pallid compass
#

it is in the editor

mint raptor
#

doesn't really say how to record in editor

pallid compass
#

u should watch the live training video

#

u cant pick profiling up in like 5 mins

#

hmmm only in the editor nvm

light thunder
#

@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

plush yew
#

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

grim ore
plush yew
#

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

grim ore
#

importing a bitmap font doesnt work?

#

I just imported a pixel bitmap font and it worked without issue in UMG

plush yew
#

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?

floral heart
#

The funny thing is, UE4 just converts it into a bitmap font.

plush yew
#

...

#

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

light thunder
#

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?

mint raptor
#

Turns out it was Shadow Play

#

Causing my performance issues

light thunder
#

@blissful reef any ideas? HLod's are awesome but I couldn't find any documentation on this

plush yew
#

ahh thanks @grim ore tonights pasta is going to be fantastic. Glad to have a discord like this to help me with these problems πŸ˜ƒ

worn granite
#

idk unless he does like random pings

fallow heath
#

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.

light thunder
#

@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

worn granite
#

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.

livid haven
#

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.

plush yew
#

Holy shit this mans has 12 mil???

#

what the fuck?

#

from, WHAT?

livid haven
#

No need to make a big deal about it.

plush yew
#

bruh

#

we talking about the same USD?

worn granite
#

Doesn't mean you gotta flip out over it.

livid haven
#

Don't care, doesn't matter. What's the point in being all agape over it?

worn granite
#

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

plush yew
#

?? I Just have never met.. anyone who has a million dollars

livid haven
#

You still haven't. This is the internet.

worn granite
#

They exist. Some of them even amass that from games

plush yew
#

why would he be in a discord?

livid haven
#

Why wouldn't he be?

#

And what does it matter?

plush yew
#

idk he could pay like 10 people to do it for him?

worn granite
#

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.

livid haven
#

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.

plush yew
#

you guys really dont think its that amazing that a dude has that much money

#

damn I feel poor LOL

light thunder
#

You guys apparantely have never heard of the Nigerian prince scam

worn granite
#

No. But I do think its amazing that he might have that (either now or later) and not have custom support.

light thunder
#

I tried to make a joke you need to lighten up lol

plush yew
#

Ohh

#

shit

#

ok im sorry

worn granite
#

Well, shit.

plush yew
#

you guys playin with me then 😦

light thunder
#

get get some thanksgiving wine or something

livid haven
#

I really didn't understand how the comment about 12 mil related to literally anything else you said.

plush yew
#

i'll just go to bed then :/ idk what the fuck is going on

livid haven
#

So... it sounded like you were saying you were bugging Nick because you were desperate and a lot of money was on the line.

worn granite
#

@plush yew if he were claiming it, I'd still react the same

#

Cause that was my reaction thinking he was serious

plush yew
#

wow cool guy πŸ˜ƒ

restive eagle
#

maybe he's just a spoiled brat with rich parents, nothing surprising, i mean if the 12mil were true

light thunder
#

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

restive eagle
#

you need to be successfull once

worn granite
#

I've heard of that scam, but also seen plenty of people trot out a ficticious bank balance as well.

light thunder
#

And nope, I'm a 35 year old firefighter with a bank balance of ,...well let me ask the wife

plush yew
#

my mom is on the last chapter of the website she is required to take for her bancrupcy situation πŸ˜ƒ

restive eagle
#

ye i just wanted to agree with the fact that its not that surprising

livid haven
#

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.

worn granite
#

If I had that much, I wouldn't go around mentioning it lmao

light thunder
#

If I had 12 million you would never know about it

worn granite
#

Dunno why I didn't apply any amount of thinking to your statement

restive eagle
#

cause slappy got excited

plush yew
#

" I MaKe 6 DiGiTs UsD,..." :/

livid haven
#

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.

plush yew
#

lol,

#

we all have LOTS OF MONEYS

#

that is all that is important πŸ˜ƒ happy thanksgiving!

livid haven
#

I'm 27 and I've been working in the game industry for 7 years. 🀷 It's not that weird.

plush yew
#

maybe one day we can all hanng out together on our yachts

livid haven
#

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.

plush yew
#

I fackin Love dankin donnats!

livid haven
#

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.

plush yew
#

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?"

restive eagle
#

how old are you?

plush yew
#

18?

restive eagle
#

ok, makes sense

plush yew
#

why?>

restive eagle
#

cause you still live with your parents

#

and dont know how real world works

plush yew
#

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

livid haven
#

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.

celest creek
#

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.

livid haven
#

Scaling using the render transform? Scaling using the scale box?

celest creek
restive eagle
#

rumble you should go ask poor people

celest creek
#

Just zooming out in the UMG editor actually

restive eagle
#

this is 3 dot club

celest creek
#

But also, in game

restive eagle
#

also joking, try #umg

celest creek
#

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 πŸ˜ƒ Just a lot quicker answers in here I've noticed. Sorry if considered off topic.

restive eagle
#

kek

#

im surprised that you took time to write this

worn granite
#

LOL GET PM'D

plush yew
#

go fuck yourself, tell me I have dont know how money works.

restive eagle
#

nice attitude πŸ˜ƒ

worn granite
#

oh no somebody made an assumption about me REEEEEEEEEE

celest creek
#

@livid haven My images are wrapped with the scale box, does that matter?

plush yew
#

fuckin neckbearded nerd shove it

celest creek
#

oh dear

light thunder
#

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/

restive eagle
#

unable to have a civilized conversation? thats a bit sad

worn granite
#

Shove what? My wealth in your face? Welp. Ok then.

celest creek
#

So..... noone with the UMG scaling thingy?

restive eagle
#

when your biggest argument is swearing...

plush yew
#

ALL I WAS SAYING is I thought it would be pretty cool to meet someone who had that much money,

light thunder
#

@celest creek what do you mean ? does the image not look right?

worn granite
plush yew
#

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??

celest creek
restive eagle
#

πŸ˜„

celest creek
#

That's meant to say 'LORO' and looks fine at higher scale

light thunder
#

@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?

celest creek
#

yeah, it's actually all over the place, so not sure how anchors would change things

plush yew
#

sorry Im offtopic in this chat, I just get set off by people like him.

celest creek
#

it happens if I just zoom out, middle scroll button, as well

worn granite
celest creek
#

..in the editor I mean

plush yew
#

Lol

restive eagle
#

its ok, anger issues are a serious problem. you will get over that

plush yew
#

please man

#

i'm done dont keep goin

restive eagle
#

why not, its a bit amusing

worn granite
#

🍿

plush yew
#

my man, why so you try to get a reaction from people?

celest creek
#

Moved to #umg if anyone has an idea. Thanks!

zealous cloak
#

does anyone having a shooting gallery for a VR first person setup. Just wanna test sth out quickley

uneven zinc
light thunder
#

What is the proper way to delete HLOD's (they didn't built correctly so I want to try again)

white magnet
#

Delete them from the HLOD Outliner I think

light thunder
#

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 ?

plush yew
#

Anyone here use the VXGI functionality?

light thunder
#

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

white magnet
#

I'm not too familiar with HLOD I'm afraid. Only messed with it superficially. Maybe someone in #graphics or #level-design knows more

unborn wadi
#

🍿

celest creek
#

Just saying.

floral heart
#

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.

wild kestrel
#

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

plush yew
#

In most parts of the US we only have one ISP

#

maybe two if we're lucky

wild kestrel
#

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

weary basalt
#

I live in Australia, im lucky to get 25D/5U 😦

wild kestrel
#

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

livid haven
#

Yeah, the "free market" thing of just "choose a competitor" doesn't work with ISPs.

weary basalt
#

Yeah our government is full of incompetent corrupt morons. But thats probably the same problem πŸ˜›

livid haven
#

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...

weary basalt
#

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.

arctic drum
#

shit, uh

#

i accidentally messed up my SK_Mannequin Physics thingy.

#

is there any way to regenerate it or get the stock one?

worn granite
#

ought to be able to delete it or just create a new one by right clicking the skeleton and creating it from there.

arctic drum
#

right clicking and creating it did the trick.

worn granite
#

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.

wild kestrel
#

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.

worn granite
#

lol

#

no

#

I mean you're not wrong

arctic drum
#

Quick question: how can I move a ragdoll without teleporting it?

worn granite
#

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.

livid haven
#

Meanwhile, I regularly blow past my ISP's advertised* speed by a margin of up to 30%.

worn granite
#

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.

wild kestrel
#

this is not advertised speed ;p it advertised capacity :p

worn granite
#

'murica

wild kestrel
#

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

floral heart
#

Peering?

wild kestrel
#

yes :p Internet is network of networks, networks that one network is connected to is called peer

worn granite
#

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.

weary basalt
#

@wild kestrel Australians consumers are still on Copper lines, its got nothing to do with our connection to the rest of the world.

worn granite
#

Charter Communications will never have my business again if I can help it.

wild kestrel
#

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

next badger
#

it picks a random language for me

#

depending how i get there

sinful umbra
#

clear browser cache?

sinful umbra
#

yeah thats english for me

next badger
#

ok...it's not for me in 3 different browsers...

#

this particular link make toolbar Chinese...

floral heart
#

Dynamic shadow caching only works if there are no materials using world position offset.... Is that as bad as it sounds?

next badger
#

@floral heart why? most games do not use vertex offset shaders

floral heart
#

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.

smoky pilot
#

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?

fierce tulip
#

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.

pallid compass
#

or u might use alot of MF and blending like me, so i dont use MM that much

fierce tulip
#

yea, personal workflow is also a factor.

pallid compass
#

layer blending i mean**

fierce tulip
#

also having one master material and updating it would result in hours of shader compilations later down the road

smoky pilot
#

I see

fierce tulip
#

*further

pallid compass
#

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..?

smoky pilot
#

oh Luos, I asked a guy about realtime VFX and he recommended me your youtube channel :p good stuff

fierce tulip
#

@pallid compass whut

pallid compass
#

Im not joking

fierce tulip
#

@smoky pilot cheers πŸ˜ƒ

pallid compass
#

One moment il find it.

floral heart
#

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.

fierce tulip
#

afaik thats only with static switches

pallid compass
fierce tulip
#

also, brb

pallid compass
#

5 material chain

#

no worries

floral heart
#

You can use static switches so that you can choose between several constants and retain the performance benefit, rather than using a parameter.

smoky pilot
#

I take note

#

also guys, after seeing the beginner tuts on the youtube unreal channel, where should I go next?

fierce tulip
#

@floral heart any documentation on that?