#ue4-general

1 messages · Page 145 of 1

grim ore
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@vale halo yep that is normal with a lot of stuff, just make it bigger on the import lol

vale osprey
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If mesh is small like few by few cm you get this warning

grim ore
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hah

vale halo
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Yep, I already scaled it up in blender

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It's imported as a thousand models, but it apperas to have worked

fierce tulip
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blender needs x100 afaik

grim ore
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combine lunar lander with choplifter on a spherical planet

fierce tulip
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wait no, thats unity

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O_O derpbrain

grim ore
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lol take that model, put it in side view, print screen and paste it in paint. cut out your 2d image and win!

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use gpu particles to hide the low quality 2d artwork 😛

vale osprey
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We through making small asteroids that you could drill holes in and fly around. Never got to that part 😄

fierce tulip
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and use more gpu particles to hide the poor gpu particles :p

vale osprey
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Like fly inside of it

grim ore
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I remember some weird game like that where you had to navigate the lander in an enclosed area and that was a super bitch to play

fierce tulip
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talking about that old arcade game Mathew?

vale osprey
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There was an “extended” version of Lander, kind of like a puzzle levels

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Different gravity, different payload and levels

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Could be that one

grim ore
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oh I have no idea it was over 30 years ago 😦

fierce tulip
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then it prolly is hehe

grim ore
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I just remember hitting shit on the top of the screen in caves and knowing I could never go to the moon lol

vale osprey
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😄

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There is one recent 2d game with lander@mechanics

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But you control it with a mouse

vale halo
vale osprey
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Like very easy coordination of flyght

grim ore
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4fps is playable if it's a sim

vale osprey
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Lol, how many polys?

vale halo
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Ammm...a lot

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~101k, I should probably bring that down to 30k....max, probably less

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(but keep in mind this is on intel HD ^^)

grim ore
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100k tris according to blender lol

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so kenney has some 2d and 3d space assets... I am thnking make a simple lunar lander game in 2d and 3d in both unity and ue4 for a video series

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would be a hell of fun thing I think

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welp now I have something to do this weekend lol 😃

fierce tulip
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<_<

grim ore
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weird

vale osprey
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I think it’s replica of old one

vale halo
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That game's supprisingly addictive 😛

plush yew
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Should grass meshes be skeletal or static?

fierce tulip
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static

plush yew
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Alright, thanks.

hexed lance
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when dragging in items is there anyway I can make it so that they automatically act as though I pressed the "end" key?

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because dragging them up and pressing end is tedious when using lots of objects

minor wigeon
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hour in to my project and ive already got them in a moving around alex

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Fixing the Mixamo animations took most of my time >.<

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my plan is to do a little bit every day now ^- ^

white magnet
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@hexed lance You can adjust the origin point so they're at the bottom of the actor.

hexed lance
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how?

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@white magnet

livid haven
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Awww man, I missed an conversation about academia in games (or games in academia?) and one on Star Citizen? Sleeping is lame.

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My biggest frustration is that my lowest mark at university was entirely out of my control - the entire team got the same grade individually no matter what. Some of the artists didn't act on the feedback they were given, so the entire team's grade was pulled down. That felt like total bullshit. Yes, it reinforces the idea that the game sinks or swims as a whole, but that doesn't properly correspond to my personal performance and expressing that I understand the material - which is what grades are supposed to do.

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As for SC, I think they've definitely broken new ground on some art pipeline/workflows, which they make somewhat transparent to everyone, so game devs other than them and outside of CryEngine/LumberYard can learn from it.

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Its their game design philosophies that, unfortunately, run pretty gods damned counter to everything else ever.

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The pervading "psuedo-realism" for immersion makes actually playing really, really, really uncomfortable. Like, UI/UX is awful because of the insistence that things happen like they would in reality. Every time I lose control of my character to play a canned animation that lasts several seconds, usually starting with an instantaneous teleport to the necessary location/orientation, my stomach does barrel rolls.

white magnet
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@hexed lance If it's a blueprint, it'll be the root component. If it's a static mesh, it'll be wherever the "center" of the mesh is. I'm not a modeler so I'm not sure the best way to fix it. But it's something you can fix in a modeling program. You can also adjust the pivot in the UE4 level editor but I can't remember the short cuts to do that. Look up the Editor Preferences > Keyboard Bindings

long comet
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any strategy to do a Translation container for all game text?

livid haven
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Yeah - use the ones I spent 2 years making that ship with the engine. 😛

plush yew
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My final piece is coming in the mail next week for my pc. I can't wait to run unreal 😃

ashen brook
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Yooo

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The Substance Designer contest ends in about 7 hours

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just fyi

minor wigeon
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Im trying to set this up so if you are using WASD movement the mouse Camera controls turns on... then when you arnt moving it stops

i have it working so when you are still and middle click, the camera rotates... but cant figure out how to enable and disable with the WASD.
thoughts?

long comet
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@livid haven thanks but , my question is how can i do it for the best way , cause i know how to do but , if you have text here and there you ,have a lot of times the same text for example "Accept text " or "Cancel" , so i think that there should be a class container where store all text and displays goes to this container class and use the same text that others displays

livid haven
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That's what loctext does. If you have two different strings with the same namespace and key, it's a loc error.

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There's also the string table system.

long comet
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Im using blueprint , so i have to check each string that have the same text and be sure that all use the same key?

livid haven
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The localization pipeline will yell at you about conflicts if you do screw up.

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It's a resolvable issue.

worn granite
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I'd actually go to the string table method if you gotta clean up

dense patio
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So, i dont know who has pull over at Unreal, but .... this part of your site has been "hacked" for the better part of a day now

worn granite
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rather than go make sure all the namespaces and keys are correct

dense patio
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not sure I would call it hacked, just dont know another term for it

long comet
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Thanks mates

livid haven
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@dense patio Ah, it's a wiki page so, yeah. It's been defaced.

dense patio
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defaces, kk... well whatever admin staff wants to fix that, its been that way

livid haven
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I think you'd have to log in and report the page.

dense patio
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i did

livid haven
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Or manually fix it to the previous revision.

dense patio
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well the reporting part

livid haven
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I could try kicking it to some Slack channel, but I doubt it'd do more good than reporting it through the appropriate channels to whatever wiki admin/mod is available.

minor wigeon
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any hints <.<

dense patio
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nod no prob

worn granite
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@minor wigeon flipflop connected to both press and released.

minor wigeon
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tried that... didnt work

worn granite
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you press, and it enables camera. When you release it disables it

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Not sure if that's what you actually want

minor wigeon
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works for the Mouse press... not for the WASD

worn granite
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check value of the input

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Guessing it gets stuck "on"?

minor wigeon
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yes

worn granite
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Input axis events fire every frame

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you have to check the input is nonzero if you wanna do that

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Anyway if you want the flip flop behavior where releasing it disables it, you don't actually need the flip flop at all. Just connect pressed to the true one and released to the false one.

minor wigeon
worn granite
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That uh.

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Yeah that's not gonna work.

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sec

minor wigeon
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i tried adding in a second disable Set Rotate Camera to the False... but the tick was just disabling my Middle click every time i tried using it

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this sort of fixed the issue <.<
god knows how

worn granite
uneven fractal
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Is there a way to capture all the individual unreal 4 windows when streaming the editor?

worn granite
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note that I usually don't mix my wiring from events like this.

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@minor wigeon

minor wigeon
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i managed to get it working @worn granite <.< i have a habbit of fudging things 😐

worn granite
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That makes for brittle games

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But if you want, that's your call

minor wigeon
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im only prototyping

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i dont see this project going anywhere

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mostly a bit of practice and something to go on my portfolio... and show of my character work

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  • it works (currently) and its only using 1 Boolean
worn granite
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Less vars is not always better, but I'm not going to try to get you to do it "my way". Working is good if you're just trying to play around with mechanics.

minor wigeon
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im just seeing what i can do over a year or so <.< been working on it so far about 4 hours total now...
if it gets to the point where its a Viable project... i will likely kickstart the project and pull in a Person who Knows how to C++ code and have them overhaul all the mechanics anyway <.<

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im a character artist XD Blueprints are the closest i will ever get to coding

minor wigeon
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ok... had a bug <.< so used your method @worn granite 😐 tyvm

worn granite
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Yeah? Glad its working!

minor wigeon
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it was just an annoying bug being caused when i hit middle button when moving inverted everything >. <

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next on my list is, click movement

worn granite
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jw, what kinda game are you doin?

minor wigeon
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RPG

worn granite
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iso view?

minor wigeon
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yeah

worn granite
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Neat

minor wigeon
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but i plan on mixing Action adventure controls

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the idea is to allow players to choose between click move, and WASD move.
WASD will allow for better dodging... whilst click move will mean quicker ability casting

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but you will be able to switch on the fly (hopefully)

stuck chasm
plush yew
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woah. Round table default material actually fits pretty cool mannequin

frosty copper
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Interadasting 🤔

weak thunder
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Why is Albedo pink when viewed in UE4 but when I try to find tutorials to make Albedo none of them are?

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Its very confusing...

frosty bloom
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In an ActionRPG game, what kind of statistics would be nice to be able to check? For example, "Deaths: ", "Kills: ", "Total time played: ", Longest time spent alive: " and stuff along those lines?
Asking because I can't come up with anything special and I have no idea what keyword to use for a search engine..

minor wigeon
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Hit accuracy (when firing in the direction of a target, how many hit (eg: 10/18))

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to set that up you could say (is player looking in the direction of enemies? Yes so how many bullets hit and how many where fired?)

frosty bloom
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Yeah it would be a good stat to have around. The game is more fantasy/medieval themed though

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Makes it a little harder for me lol

junior echo
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Hey, do the DitherAA methods work if you're using MSAA or do they require TAA?

stuck chasm
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Can someone help me with this

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collisions

junior echo
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@stuck chasm What's the problem?

stuck chasm
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collisions

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i am hovering in the maze i made in blender

junior echo
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ah so the maze is a single mesh?

stuck chasm
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yes

junior echo
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it will have gotten auto-collisions on import, for such an accurate shape, you either need to open the mesh and go collision -> remove collision, then change collision complexity to "use complex as simple" or, the better solution, make custom collisions in blender and bring them into unreal,

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off the top of my head, in blender place boxes on all the collisions and call them UCX_MeshName_##

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though the nicer solution may be to bring boxes or use unreals boxes and make the maze inside unreal, this would be the easiest to change later too

stuck chasm
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can i send you the blend file?

junior echo
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I dont use blender im afraid, but if you want to go along the custom collisions in blender route, see this link, and scroll down to collisions

stuck chasm
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ok thanks

junior echo
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if you just wanna get it working quickly though, removing the collisions and enabling per-poly is super quick and will work, its just a slightly more expensive method in terms of performance

stuck chasm
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i will report back when (hope fully fixed)

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alright

junior echo
stuck chasm
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oh ok thanks

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ok i did it hopefully it works

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should i apply just that setting?

junior echo
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Yes that should be all you need

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It will now ignore the standard collisions and instead collide into polygons

stuck chasm
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ok

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It works thanks so much

junior echo
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no problem, glad it works

stuck chasm
junior echo
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nice, and nice character

fierce tulip
paper kernel
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mmm

fleet wraith
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How do I get a character to move and rotate with the left stick only? I've tried copying the 3rd person template as that's exactly what i want, but my character wont rotate to face the direction he's moving. He always faces forward

stuck chasm
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@junior echo Are you still on?

whole sonnet
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Hey all

hot ledge
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how can i get a socket location and rotation through main character bueprint

stuck chasm
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@Festus type get actor socket location

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And plug in main character

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Btw get main character ref

whole sonnet
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@hot ledge What is the socket for? I have a socket in my 'character controller' that is used to get the location of the socket on the muzzle of my weapon and fire from there to center of my screen. I use the weapon as reference to the socket location, i can give screenshot to show it if you like.

hot ledge
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yeah sure i want when the game to start to spawn a gun in character hands (weapon_right socket) i have added a preview asset to move around the socket to look nice and in my characters blueprint they ask me for spawn transform and i did get socket transform and used FPS hands as target and used the socket i want and it works in game but the gun isnt positioned correctly as in the skeleton when i set the preview asset

stuck chasm
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Get actor socket location

hot ledge
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I searched and can’t find it

whole sonnet
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@hot ledge May be good to try what Derock said, but here is a snippet of how i am getting my socket location, this is for components such as my 'Mining Laser' mesh that you see, so i hooked that up to the location and then have to type in socket name which is 'Laser'. The camera is dragged in and attached to the get world location and get world rotation nodes, so that my line trace shoots from my socket inputted towards my camera. Not sure if this will help but maybe give you an idea, i am sick today so sorry i cant help much. Right now my character only has a 1st person weapon not a 3rd person weapon set up, so havent got that code to show

light thunder
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Can someone advised why white materials have turned orange (or blue) those are the materials here below, could this be a lighting build issue?

minor wigeon
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I have a weird bug where if i use my middle click Camera rotate then use WASD the camera wont rotate... but it works if i Alt Tab in and out <.<

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the print string says the Boolean is being changed correctly <.< but the Camera just isnt saying "hey i can move again"

lucid jetty
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Hello friends.

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A small question. Memory usage increases in time whenever I use Unreal 4.

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It starts 2.4k but after around 10 hours it can go up to 6.5k.

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Is there a way to empty stuff out? Note that I only work in Paper2D and blueprints.

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Thanks in advance!

thorn cradle
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i love UE4, but it doesn't love me back

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after closing the behemoth

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probably corrupted my map or something 😛

pallid compass
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its so god dam cold in the uk that it actually hurts to touch my laptop when i got it out

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its metal body was freezing

lucid jetty
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I suggest warming it up time to time

pallid compass
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i stuck some stuff on in 4k but its taking ages to warm because sli disabled

lucid jetty
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@thorn cradle I am thinking about IOBIT Smart Ram to empty out the ram UE4 is not using.

thorn cradle
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UE4 sometimes does this, it's like a memory leak. cause the editor just freezes or is really **really ** slow

minor wigeon
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or you have multiple versions open <.<

thorn cradle
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well i did have 2 editors running, but i closed one and it's still at 95%

lucid jetty
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I am not sure if the answer is really that simple. Unreal really increases ram usage sneakily with time.

pallid compass
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Iv never noticed any issues and iv had editors open for 3 days +

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all the time

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i bearly close mine

ebon saffron
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Game developers are turning to outside vendors for backend services, but there is always a danger they could get locked into one with bad results. So Heroic Labs is announcing the formal launch of its Nakama 1.0 open-source real-time game servers to help with this.

kindred viper
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nice find.

pallid compass
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best compression settings to get the most quality our of masks?

minor wigeon
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this bugg is really confusing me now <.<

pallid compass
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u tried asking in bp?

rotund jacinth
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Does anyone know if it is possible to set the movement speed in the static mesh editor slower than the scroll wheel allows? I have a lot of small parts I have to carefully place sockets on and the slowest movement speed is still too fast. Also, does anyone know how to set static mesh editor defaults project wide? I want to change the exposure settings default settings

heady quartz
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I'd like to ask how many polygons are "good" for a 2017 game

short onyx
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Send the most beautiful blueprint you have or you have see 😃

pallid compass
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Depends on target hardware

frank escarp
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@heady quartz 2 million polygons a frame

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if VR, 1 million polygons

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if mobile, around half a million

pallid compass
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vblanco u got any tips for increasing mask quality in the engine?

heady quartz
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Damn and i though 100k..

frank escarp
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@pallid compass distance field mask

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same thing the text does

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but RIP hard corners

pallid compass
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sorry i mean, for like texture mask's

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grime and scratch sorta thing

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just wondering if there is anything i can do to sharpen or boost the quality

frank escarp
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tile it more

pallid compass
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Cant tile the mask

frank escarp
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to have more texels (but more repetition)

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then there is nothing you can do

pallid compass
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rip my mask

frank escarp
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first of all, those scratches can just be a separate tiled texture

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second, if those edges are just the edges, you can use vertex colors

pallid compass
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im staying away from that, tiles way too much

frank escarp
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have the mask "baked" as vertex colors

pallid compass
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its curvator wear

frank escarp
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that "could" work

pallid compass
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the scratches soft and hard are only in places that can be caught on the object

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as random as it looks, its not

frank escarp
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nothing you can do, really

pallid compass
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rip me

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it looks pretty nice anyway

frank escarp
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man thats a 4k texture

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still not high res enough?

pallid compass
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GOTTA GIT THAT INSANE RES

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wait i frogot

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i didnt even do the UV's good

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it was a rush test lmao

frank escarp
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try to keep edges axis aligned

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all you can

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becouse axis aligned edges do not do stair case

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and look far higher res

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btw, can you show a bigger picture of the whatever thing that is?

pallid compass
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its just base shell of a ship

frank escarp
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very nice model

pallid compass
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thanks its a concept, of a concept of a concept :')#

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Someone made there own concept that was inspired by SC, then i bought there concept to use as concept art

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lmao

tardy ocean
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why i can't change display? it's block to 'perspective' and i want other display, how can i do it?

plush yew
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I want the mesh on the surface, not partly in the ground.

silent frost
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Guys and Gals - If I want to import a couple trees from the Kite Demo Content, but not everything, how do I go about that?

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By 'Trees' that would include the mesh, materials, textures etc. They are all in one folder. Simply copy and paste from one folder to the next?

plush yew
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Couldn't you migrate it?

silent frost
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How do I go about migrating it?

pallid compass
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ima guess its ur pivot meenit

plush yew
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Right clicking on it

silent frost
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Sorry....newb 101

plush yew
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It's alright

storm snow
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@plush yew are you using paint tool? you can change the height of the meshes youre painting from the paint tool

silent frost
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Right click where?

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In Content Browser?

plush yew
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No, the grass is part of the material @storm snow

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@silent frost Yes

silent frost
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OK, let me check

storm snow
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@plush yew you can change it from there also

plush yew
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How so?

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I made the grass part of the material in the blueprints

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Wait there, lemme open the project up/

silent frost
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OK, sorry - can't see migrate

plush yew
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So you want to migrate a folder from one project to another?

silent frost
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Yes

plush yew
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Alright so,

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Right click on the foler

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*folder

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It should say migrate

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Click that

storm snow
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hmm oh you have it straight from there, making foliage type you can change it.. but im not sure if that works with that sample grass

plush yew
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Would it be somewhere here?

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brb

storm snow
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hmm theres no options for that

silent frost
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OK, I think it worked 😃

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Thanks @plush yew

storm snow
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probably you have to use nodes inside material for setting new height

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no clue what those could be

plush yew
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back

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@silent frost np

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hmmm

storm snow
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would make sense if there was just a setting for that

plush yew
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Did I use an untraditional way of making grass?

storm snow
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because it is already on foliage type

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well theres different ways and that is good way for making dynamic material

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if you want make roads etc which doesnt have grass

plush yew
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Yeah,

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Another question, how would I add rock to the terrain but make it paintable

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What I did was add the rock to the foliagetype

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But now its part of the terrain and it can't be painted, it's just placed around the terrain like that grass

storm snow
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i dont think thats possible without any plugins

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for mixing paint tool/grass tool

plush yew
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Ah, ok.

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Thanks!

plush yew
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Ooh thanks!

storm snow
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heres a material i played with some time ago

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you might be interested

plush yew
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Alright!

storm snow
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its dynamic so you can paint roads and sand and stuff

plush yew
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That'd be very helpful.

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Especially for what I'm trying to make.

storm snow
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though that still doesnt fix the grass height, weird that there is no option in grass type it should be added

ornate forge
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my project moved from 4.17.2 to 4.18.1 and switched from VS2015 to VS2017 by default as well

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now Unreal can't find Visual Studio when I'm trying to recompile

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LogVSAccessor: Warning: Couldn't access Visual Studio

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does anyone know how to fix this?

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looks like Unreal fails to include some headers for unknown reason

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I never had such problems before the switch to 4.18

narrow ingot
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hey guys, has anyone been able to get the projectile and world / terrain interaction working correctly

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ive gone through multiple old posts for over 3 years ago

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and still running into where the projectile only wants to explode on dynamic objects and no the world

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not*

plush yew
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Ahh when is the last of us 2 set to release?

ornate forge
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@narrow ingot maybe you could track the velocity vector's length of the projectile in the tick function, and when it becomes 0 you explode the projectile? I had this idea when I encountered this problem myself but never tested it

narrow ingot
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could try that out! just seems silly that this is sitll a probelm 😦

pine parcel
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Hi folks. Having a beginner issue that I can't seem to sort out (short of maybe doing a reinstall). When I create a new empty c++ project, I have an issue saying that the default template can't find a texture (which I had modified yesterday thinking it was just within the project at the time) ... is there anyway I can restore the stuff in the default template?

whole sonnet
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Making a game in Unreal is addictive

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😛

opal ocean
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so is cocaine!

whole sonnet
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Helluva' drug

opal ocean
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which one is more destructive to ones personal life?

whole sonnet
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The coke for sure!

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😄

opal ocean
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all my free time is being spent on my new games from the steam sale...

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but I started developing a new idea :/ again...

whole sonnet
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I know that feeling 😃 The past week though ive mainly been developing my game and not playing so much, but it makes it all the more sweeter when i do sit down and play. I usually play more than i have this week, just enjoyed seeing changes and results bit by bit with the development so it keeps me going i guess

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brb 5-10

buoyant pine
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Hey everyone, got a question for you devs
Right now, my university workload is getting light so I can work on my projects
I want to create some prototypes of a few ideas I have been having, but most of them are 2D
The language that I want to use for this prototypes is C++, but I don't know if Unreal is really that optimized for 2D games

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Opinions?

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I don't even know if you guys can recommend other engines here, so yeah, sorry

opal ocean
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I've heard a few times that UE4 isnt the best for 2D games

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and ppl have suggested Unity

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but if you're just doing prototypes, UE4 does have the bonus of being able to quickly throw something together with blueprints

weary basalt
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@buoyant pine If you want 2D, go with Unity, UE4 basically just tacked on 2D support.

buoyant pine
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*using c++

silver crown
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You may want to have a look at Godot

buoyant pine
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Godot can't build to PS4/Xbox /recent consoles

silver crown
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If I am not mistaken it can

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They just can't advertised it for licensing reason

light thunder
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Can someone advise why this text isn't changing color even though I can change the text itself??? doesn't make sense

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I can watch the text update in the game but it doesn't change color

#

this is the dumbest error I've yet to encounter....i've tried opacity because it's a 3D widget, it does nothing

#

I can't do anything but change the text itself, fuck I'll just do a period and hope no one notices

plush yew
#

Is udemy a legit place to get educational material?

#

Not sure if this is the right channel to ask

weak thunder
#

Does anyone here know where I am suppose to ask for landscape and materials advice? I have a huge terrain and landscape materials set up but I want the materials to be applied based on existing height.

#

It is so much work trying to do everything by hand... are there no procedural generated options?

weary basalt
tepid steeple
#

Hi folks. I'm trying to do a line trace against the actual geometry of a skeltal mesh, not it's physics asset. Does anyone know how to do this? Pulling my hair out...

south ridge
#

@merry violetzzzzzzaaaaaaa#7556 Why do you want to do that?

tepid steeple
#

@south ridge I'm make a boat bob up and down on my water plane

#

I'm animating the vertices using morph targets on a skeletal mesh

#

And I'm line tracing down the -Z axis to find where the surface is

#

But I can't get the line trace to see the mesh

#

I was originally using GPU tesselation and world displacement, but you can't trace against that either :/

#

Any advice greatly appreciated!

#

*I'm trying to make

#

I might try this guy's approach

plush yew
#

glad I started to learn ue4 basics, the more im learning the more it gets interesting. I feel this will become addicting Lol

frosty copper
#

@light thunder Try creating a node directly from the target/text node; usually fixed those type of issues for me.

autumn sandal
#

I have an idea

#

its a really good idea

#

its like.....

#

totally better than doom

frosty copper
#

a really really really really really really good idea?

#

😏

autumn sandal
#

yeah

#

like

#

super good idea

frosty copper
#

xP

#

Eugh. 😐 Tutorials that don't explain everything drive me up the fucking wall. >:|

autumn sandal
#

no

frosty copper
#

dude.... type it all in one line, plz. DX

#

or just staph, that works too. :>

#

else you may get the ebil oompaloompas raging because "offtopic". :I

weary basalt
#

Yeah seriously man, type it all out first 😐 lol

autumn sandal
#

yeah

#

right

#

it's my right

#

and spell out my thougts

frosty copper
#

Dewd. DX

autumn sandal
#

on discord

#

dude

#

dz

frosty copper
#

Don't be that guy, please. :I

weary basalt
#

Take the conversation to #lounge if you wish to continue please.

frosty copper
#

Isn't the bot able to delete messages? 😮

weary basalt
#

Not sure you would have to ask @maiden swift as he wrote the bot.

#

😃

frosty copper
#

Would probably be a good idea to include if not. xD even if you do end up using the functionality once every blue moon. :p

coarse mulch
sinful umbra
vale halo
#

@sinful umbra Do you have visual studio installed? If so, which version? Additionally, are you using a source build, or a binary build. If it's the latter, which version of UE4?

sinful umbra
#

yeah i have VS 2017. Source build

vale halo
#

Hm

#

You had this issue before? Or haven't you been able to compile (any c++) projects?

#

If it's the latter, please check that you have installed the c++ components too (they're not installed by default)

sinful umbra
#

i can compile projects fine

#

i just can't package projects

vale halo
#

Oh, got it. Strange issue 🤔. Never had it myself, so maybe someone else'll know 🤔

wanton zinc
#

Why does the vehicle in the vehicle example drive left in circles on it's own?

#

in a new project

#

it seems to be ignoring any of my input

junior echo
#

@sinful umbra Iv had this, I was missing some parts for VS, if you want to compile win32 you need the 2015 c++ option, you also generally need win8.1 sdk, c++, c#, net framework 4.5,

sinful umbra
#

yeah all of that is installed

#

im just gonna reinstall vs2017

plush yew
#

Hey did anyone know that IntelliSense can help you fill UPROPERTY(), UFUNCTION(), and related macros using internal namespaces?

#

UF:: for UFUNCTIONs, UP:: for UPROPERTYs, and so on

faint cedar
#

Is there any way to prevent SteamVR and the Oculus Launcher to start up every time I run UE4?

#

Found it

light thunder
#

I just built like 840 HLOD's....however I still see that Unreal is using like 12 gb of RAM....is that because they are currently unsaved? How long should it take before Unreal sorts that memory out? Last time I tried this it never freed that memory up and Unreal just kept hogging that memory and it broke my project, forcing me to load a backup

frank escarp
#

@light thunder HLODs hog memory

#

to start with, you need to store multiple lightmap textures instead of one

light thunder
#

i mean after the fact

#

they've already generated the meshes, that happened last night

frank escarp
#

they also create a lot of new unique textures

#

and new unique meshes

#

in my experience they hogged memory in a completely absurd way

#

they are best when used with moderations

light thunder
#

Can you tell me what happens to the textures/meshes when you generate NEW ones, what happens to the PREVIOUS/OLD ones?

frank escarp
#

do not allow a blanket "do all the map", but make sure to do them yourself

#

i think they get deleted

#

to get the best quality with hlods, try to setup them yourself

#

for example avoid chunks with only 2 meshes, or try to create the groups yourself in a more logical way

#

to get higher quality

light thunder
#

So, I generated HLOD's and saved....then I closed Unreal... however I still see it running in the task manager (though there is no window) ....what is happening now exactly, It doesn't seem to be stepping DOWN the memory

#

apparantely even when you close Unreal it still writes the HLOD's to disk...I figured when I hit save and it saved all the assets it did that

pallid compass
#

How does texture memory acumilation work for materials?

#

Is it as simple case of every texture + every texture used = total memory cost

keen birch
#

Does anyone here know if HISMC still cost performance if they don't contain any instances?

short onyx
#

Hello guys, i have my Player Controller that make my engine freez and take all my RAM and a lot of my CPU. (screen bellow)
I have just change some CharacterMovement parameter like aircontrol and other. Befor i change this, it was working perfectly (i have not touch the blueprint and anything, only the CharacterMovement). Can someone help? The engine is still freez after 15min and i can't use my PC correctly. Thanks.
Update : After 18min, unfreez, saved and usable. But if i try to change something on the character blueprint and compile, re freez for 20min and can't use my PC ._. Someone know why? I can screenshoot if needed
btw i'm in 4.16

whole sonnet
#

Hi all.. I am curious what you think is a fair price to contract a 3D modeler to make a good quality gun for an indie game? What is considered too cheap and what is considered too much? I know alot of this varies alot, but its nice to have a feel for it. I wouldn't want the models to be shared or sold elsewhere, only licensed for my game. I don't need a modeler right now but I am just interested in potential prices if i didn't make everything my self like I am right now.

fierce tulip
#

depending on talent, speed, location anywhere between 40 and 80/hour

pallid compass
#

@fierce tulip How does texture memory acumilation work for materials?
Is it as simple case of every texture + every texture used = total memory cost, cant find much info on it

fierce tulip
#

no exact clue, since material itself also costs some memory

#

size map kinda shows some info on it

#

but not sure if thats just stored memory or loaded-into-gpu memory

#

though might be the same unless mipmapped?

pallid compass
#

hmm not sure trying to figure out single gpu material costs, but cant really find any information on it

#

i can get memory info out of the texture files, but nothing when textures are in materials

fierce tulip
#

rightclick on a material > sizemap

#

thats all i have for ya :/

pallid compass
#

wtf i didnt even know that was a thing

#

tyry!

#

ty god this is come down drastically once i turn that 4k off

#

dam they really need a mipmap option for these windows, that be 10/10

#

seeing costs at dif mips

fierce tulip
#

yea def.

mint raptor
#

Anyone know of a good place to get 3D assets? Or are the top Google results the best aka unreal marketplace, turbosquid?

pallid compass
#

Turbosquid is pretty expensive

#

Theres some others

quasi lake
#

What‘s the difference between getRotationXvector() and getForwardVector()?

pallid compass
#

Forward vectot is the way your facing in 3d space

#

Working on the floor like an animal

#

How i miss my desk rn

fierce tulip
#

I would go insane without my desk hehe

pallid compass
#

My back is killling me

#

But driving home tonight thank god

#

Desk i need u

light thunder
#

Can someone advise the simplest way to do this? I have motion controller with teleport that keeps collidiing with trigger volumes in my world....i need the trigger volumes to obviously react to the player pawn but isn't the motion controller part of the pawn? Is there a way to fix this without doing some crazy custom collision channel?

minor wigeon
#

i literally just put in a new desk <.<
got a Cheap Top with a Single leg and wall mounted :3

pallid compass
#

Check if the comp for the overlap is the motion controller if true do nothing

fierce tulip
#

@light thunder not once over the past year have I seen you give someone else advice, not interact with anybody from the chat just for the sake of interacting, which is fine ofcourse, but looking at almost all the questions you are asking, you also never use google or the answerhub.

whole sonnet
#

@minor wigeon Nice Catie, always good to get a new desk, got one recently myself 😛

light thunder
#

You can see I'm hitting the invisible wall right there , that's where a trigger volume is located, the ground is much lower and that's what the teleport should hit

fierce tulip
#

we are not your personal google

#

(and this isnt the only group you do that in)

pallid compass
#

Dam son the burn

paper kernel
#

huh, you can actually make a cone trace by overlapping spheretraces 🤔

frank escarp
#

@fierce tulip we need a macro bot for that

#

like !askgoogle

pallid compass
#

lmfao

#

yes ^

opal ocean
#

a "let me google that for you" -> lmgtfy

fierce tulip
#

not saying we should just ignore blake, and nothing wrong with asking questions. just pointing out something that was bothering me. I have nothing against Blake as a dev or a person. just pointing that out

plush yew
#

@fierce tulip hey luos when is your stylized effects releasing

fierce tulip
#

januari probably

worn granite
#

@fierce tulip He's interacted with lounge once I think but it was after I pointed out he was tagging Nick Darnell

light thunder
pallid compass
#

sometimes i really hate maya's layout system, i know its keeping it all uniform scaled but i hate it when it looks like there is tons of space left over

opal ocean
#

is having a perfect UV layout important with something like substance painter?

pallid compass
#

its more to do with me

plush yew
#

@opal ocean always have a perfect layout

pallid compass
#

squeezing the living day lights out of every bit of quality i can get

plush yew
pallid compass
#

big save all button

#

bottom left

plush yew
#

...............

opal ocean
#

if I were to just do a auto-unwrap, and then paint entirely in substance, it'll automatically rotate the pixels (?lol?) to match the mesh right?

#

just curious, cant afford substance 😦

plush yew
#

no you need to do a good UV map and then unwrap

pallid compass
#

wat

#

uwraping is the uv mapping

plush yew
#

no you set the UV map and then unwrap

#

well i use 3d coat

#

and thats how you do it

light thunder
#

It will be some time before I consider myself proficient but one day I'd like to make a "Here's how to find shit out for Unreal" other than a general recommendation to google or check UE forums/answerhub....my biggest problem is understanding what phrase to actually google. It's the classic problem-solving problem, if you can articulate your problem well enough, you have half-solved it.

opal ocean
#

whats the saying, half of all IT work is knowing how to google properly. Its something I suck at too

plush yew
#

@light thunder its ok asking people but like @fierce tulip said we arent your personal google so if you keep asking and then dissapearing then nobody will give you advice, butyou wont learn unless you put the effort of researchng your problem for a fix instead of going hey i cba to open google how do i fix this

paper kernel
#

I'm pretty sure you can find information about collision volumes

#

without issues

light thunder
#

@plush yew Yeah I understand.....I think I should do a better job of posting "hey, here's what I've tried to do and here's what I've searched"...believe me, I ALWAYS search google/UEhub/forum, but I think it might show that I have respect for your time if you saw some of that behind the scenes haystack searching

plush yew
#

also looking at it, you never even considered posting in the help section known as #blueprint

pallid compass
#

u know we have a rule in my little shitty studio " if u cant figure it out in 15 mins on your own, then ask someone"

minor wigeon
#

what would be the easiest way for me to get a Boolean to talk to another blueprint?

pallid compass
#

not before

#

casting.

light thunder
#

I almost did, but then I almost went to VR because anyone working on VR has likely encountered the problem but then it is a blueprint issue, so I guess I tried "general' as a catchall

plush yew
#

thing is when it comes to collision volumes, you would never have to ask on her cause you can google the right thing and bam its there

light thunder
#

@pallid compass I've got like 2 hours trying to fix this

plush yew
#

@minor wigeon google it

minor wigeon
#

i have 😐

pallid compass
#

@minor wigeon Casting from one bp to another.

light thunder
#

I got this guys

plush yew
#

@light thunder took me 3 days to fix my turn based system and then i asked someone and he pointed out a reset state

light thunder
#

@minor wigeon that's what you want to watch if you haven't

minor wigeon
#

thats 2 hours T- T

pallid compass
plush yew
pallid compass
#

its not off topic, no need.

plush yew
#

it really is

minor wigeon
#

its a small question 😐

paper kernel
#

problem #1: "this tutorial is so long"

pallid compass
#

we are not diving in to a huge bp thing

#

and if u know, general chat is for everything ue4 related

plush yew
#

its questions about blueprint programming that belongs in #blueprint am i right @fierce tulip

pallid compass
#

then by ur logic i should of been banned along time ago

plush yew
#

you woulnt get banned

pallid compass
#

people always ask small questions in here

plush yew
#

its very rare to get banned on here

pallid compass
#

well iv been in here a year and a half+ so i think if it was not okay id be in trouble by now.

plush yew
#

congrats on that, its still off topic

pallid compass
#

how can it be off topic

#

its general ue4 chat.

plush yew
#

#ue4-general - General discussion about Unreal Engine that doesnt fit in other channels <------

pallid compass
#

I think you might need to losen your belt up a little bit then

minor wigeon
#

your actually pushing this in to off topic <.

light thunder
#

@minor wigeon https://www.youtube.com/watch?v=0LG4hiisflg is another good video, understand blueprint is like, the core of what makes Unreal accessible to non-traditional developers. If you spend a few hours now you can save a TON of time later.....it's not 2 or 3 hours for those videoes, it's like 20-30 hours of your life you are SAVING

plush yew
#

not the fact of loosening my belt its more the fact the more people post about off topics the more people are gonna use the wrong channel and then it becomes a pain

minor wigeon
#

its a small question -.- your making it a big deal 😐

pallid compass
#

Well if u have an issue with us talking about bp stuff for 5 seconds, u better go take it up with a moderator, end of conversation.

#

@minor wigeon but yeah try that small cast example.

plush yew
#

i simply said take it to #blueprint before you go post links and pictures all over the place and sure, @upper heart am i in the wrong for asking that

light thunder
#

Here's a question - does a discussion on HLOD belong in Graphics, since it's technically asset creation, or level design, since it affects how you build your level, and maybe even VR since it's one of the biggest things to do for performance?

plush yew
#

either or seeing it comes under both catagories

pallid compass
#

u can ask in HLOD in here if u want

light thunder
#

I'm looking for more information but beyond Epic's livestream there isn't much...there's like 10 or 20 unasnwered questions in the forums and plenty of, "I don't know HLOD's that well"

plush yew
#

google it, i just did and got about 9 pages

light thunder
#

show me how you are googling this "delete HLODs unreal"

#

because I get stuff for LOD's from like 2014

pallid compass
#

im not sure blake im yet to dive hard in to HLOD work

light thunder
#

it's sorcery i swear but it's just as mysterious

plush yew
#

@regal mulch mind settling somethin for me

regal mulch
#

@plush yew Which is?

plush yew
#

they was asking a bunch of blueprint problems, with screenshots videos etc and also same with caitlyns question, am i wrong for telling them to take it to the #blueprint channel

#

@regal mulch

worn granite
#

When you're putting more effort into curating the channel than the moderation team, consider if your efforts would be better spent elsewhere.

#

Like I dunno, your turn based 'AI'

regal mulch
light thunder
#

You aren't "wrong" IMO but there was like a 15 message back and forth about a concept meant to keep the general chat free

regal mulch
#

If they don't move you can always text a mod

plush yew
#

lol you mean the AI thats finished and you got something to say about my game then im all ears

worn granite
#

you don't want it

plush yew
#

lol bring it, see feedback doesnt bother me

#

cause i dont see you posting anything youve done anywhere

worn granite
#

cause I don't normally have to ask 5 channels about my work

plush yew
#

lol 5 channels? you mean here and game dev league

worn granite
#

idk you're wanting me to "pony up" but I haven't even leveled any serious critique at your game

#

I'd hate to see the level of "oh yeah do it better" if I actually did

plush yew
#

no but you seem to keyboard warrior anything i say lol

worn granite
#

you're free to explore our post history, you'll find that isn't true

pallid compass
#

tldr i answered a blueprint question in around 7 seconds and that was an issue that it wasent in the bp channel

#

no offence greggy, but u will find unreal slackers is rather chilled, im not trying to start a big debate about this, but the bp thing didnt cause any issues, we didnt interupt anyone elses chat and you need to take things with a pinch of salt, by my guess is you havent been here long as first time iv seen you and you didnt know where the save button was before, so no hard feelings but relax a little.

plush yew
#

ive been in unreal slackers for a while bud and try getting the sarcasm as it was a burn towards blake over the google issue

light thunder
plush yew
#

lol XD

pallid compass
#

gotcha well, didnt seam like it as u felt the need to go on and even tag a mod so you know.

plush yew
#

lol what because i send people to the right channel

#

as they quoted even ask a mod

pallid compass
#

I believe he said you can be redirected#

plush yew
#

yeah i redirected

#

and someone said that is was on topic

pallid compass
#

When there was no need.

plush yew
#

whenit wasnt

pallid compass
#

well you need to losen up in here, 7 seconds of bp isent going to set the discord or fire or start a revolution of off topic channels.

regal mulch
#

It's a bit situational

plush yew
#

end of the day multiple people aka blake and caitlyn was asking questions about blueprints and i simply said can you take it to #blueprint

regal mulch
#

You can redirect people to channels if they exist for the topic they ask about.
That's generally okay and the redirected person should also move to that channel.
But if no one is actually annoyed by it and the answer is short, I wouldn't mind if it's answered here quickly

plush yew
#

never said i was annoyed i just redirected them

keen parcel
#

i'd prefer one off topic question versus this flood of bitchin 😉

pallid compass
#

There was once question asked and that was it, and answered in about 5 seconds, so no need to redirect i dont see how you cant understand that.

plush yew
#

and luos got irritated with blake over the fact he just appears in general to ask questions

pallid compass
#

Thats got nothing to do with this.

plush yew
#

thats where it all started lol

#

try reading the whole thing

light thunder
#

So what you are saying is, this is all my fault, everyone in this chat is dumber for hearing it, you award me no points and may God have mercy on my soul?

pallid compass
#

Actually im just gonna say im done, and let you have your victory as this is obviously not going to end and is a little childish imo

worn granite
#

💯

regal mulch
#

Well, let me just say redirection is fine

#

And now get back to discussing UE4 stuff

pallid compass
#

@fierce tulip when u going to make a nice shield material i can buy off you cus im a bum when it comes to VFX

plush yew
#

@light thunder no wasnt saying that i was saying about when the questions was asked dont worry haha

fierce tulip
#

me and blake talked it out in dm, so lets keep it at that allright

plush yew
#

also @fierce tulip whilst your here

pallid compass
#

jfc man

#

Let it go.

plush yew
#

can you check the dm

#

fuck off hal lol

pallid compass
#

nvm jesus

#

through that was gonna be u bringing bp up again

#

apologise's

fierce tulip
#

@pallid compass shields are on my list, but not for a long time

pallid compass
#

-slips you 5$-

#

u where saying

plush yew
#

@pallid compass theres a nice video on youtube for the shield

pallid compass
#

I doubt its anywhere near the quality i require, but feel free to link

plush yew
#

is that 1

pallid compass
#

nope sorry, no where near what i need

plush yew
#

this one?

#

theres loads of them

pallid compass
#

@fierce tulip im waiting for kern to send me his shield shader, i remind him every friday but hes so busy lmao

#

Still no where near close

plush yew
#

any examples?

#

tbh i want 1 of luos's stylized effects so im gonna have to buy the whole set -_-

pallid compass
#

I need dispersion shields based on hit location.

plush yew
#

ooooh yeah i get what you mean now, thats quite a complex shader by the looks ofit

pallid compass
#

mask's, uv hit location, some fanncy math etc

#

not too bad

#

im just busy af as it is

#

oh boi @fierce tulip did i show you my new base layer ship shader?

fierce tulip
#

i did not I think, and I need to be afk for a while. dm me an image or so 😃

pallid compass
#

Alright will do!

plush yew
#

i know how ya feel, i gotta tweak my global shader

pallid compass
#

Base underline shader, only 1 material.

#

can also get about 40% more resolution out of objects.

plush yew
#

thats nice

pallid compass
#

it was just a quick test.

#

scratches and wear are not tiled at all, its all unqiue

#

and the layer under it is tiling textures, so inf resolution and no blur the closer you get.

#

all in 1 material with only 150 instruction count

#

10/10

plush yew
#

thats not to bad

#

that shader on mine, the cel shader does 31 instructions

pallid compass
#

well our limit is around 300 per material

plush yew
#

you got quite a bit to spare then

#

any other ideas after that 1?

pallid compass
#

im fixing this up at the moment, will see about a 40% detail increase

#

Still all 1 material and no repeating scratches or anything

#

then i gotta mesh decal it

#

and actually get thick machine paint and stuff in

#

was just testing with base metal first.

#

and there is also no grime mask on atm

#

so far we managed to pull 4k detailing from 2k maps

#

i think i can get 6k detail coverage from 2k maps at the most

short onyx
#

I re post it :
Hello guys, i have my Player Controller that make my engine freez and take all my RAM and a lot of my CPU.
I have just change some CharacterMovement parameter like aircontrol and other. Befor i change this, it was working perfectly (i have not touch the blueprint and anything, only the CharacterMovement). Can someone help? After 18min, unfreezed, saved and usable. But if i try to change something on the character blueprint and compile, re freez for 20min and can't use my PC ._. Same if i right clic on the BP. Someone know why? I can screenshoot if needed.
btw i'm in 4.16

pallid compass
#

i find it hard to believe your player controller is doing that

#

Try deleting it

short onyx
#

I delet it and re creat it

#

same

plush yew
#

yeah a player controller wouldnt do that

pallid compass
#

does it happen with no player controller?

short onyx
#

No loop, no strange thing

#

normal and simple bp

#

Only on my player controller

plush yew
#

when you delete the controller

#

does it still happen

short onyx
#

Why? It's freez when i try to modify it

#

And i already recreat it and check everything in the BP

plush yew
#

@short onyx when you delete the player controller

#

does it still crash after that

short onyx
#

No, cause it's only freez when i try to compile the controller

worn granite
#

this is unsurprising to me, but you guys are right that the problem isn't the controller.

#

welcome to ue4 boys

plush yew
#

you mean surprising?

worn granite
#

no

plush yew
#

oh ok thought you was being a dick then XD

pallid compass
#

u got custom c++ controller?

short onyx
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No

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Blueprint

pallid compass
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try in new project

short onyx
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🤔

plush yew
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wait

short onyx
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I gonna try

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?

plush yew
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@short onyx did you update your ue4 from 4.15 to 4.16 with this project

short onyx
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Nop

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Start in 4.16

plush yew
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ok

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try updating to 4.17 or 18 that should help

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if not you may have to make a new project

pallid compass
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stay on 4.16.3 i can clarify its very stable

short onyx
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I don't know if it's safe for my game :/ And it's complicate no?

pallid compass
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been working in it and customising my engine in it for awhile

plush yew
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really?

pallid compass
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4.16.3 is the most stable ver as far as i know rn

plush yew
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i never got on with it, my favourite was 17 but im on 18 for the new physics

short onyx
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Need screenshoot from my BP?

pallid compass
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17 was fuck feast of bugs

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yes

plush yew
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yeah

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really? never had an issue with it

short onyx
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k

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i open the project

plush yew
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ok

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@short onyx where are you from?

short onyx
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France

plush yew
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ahh , dont speak french, if you was finnish or german id be able to help alot better with speaking

short onyx
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Really simple

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but when i try to compile, freez

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PS : it's start when i have touch the CharacterMovement settings

plush yew
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yeah thats definatly not the player controlle doing it

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try recreating this in a new project

short onyx
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I'll try

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But next day x)

plush yew
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hey uh

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anyone got this issue with....

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the " movies" in unreal

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just skipping?

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like the startup video that players

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its just skipping it

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even though i have "Can skip if level loaded" set to false

fierce tulip
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i just made that file, no external bleeps whatsoever

prisma dagger
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what is the best real world height map generator with really high resolution so I can import it in ue4 ? I'v tried terrain.party and nasa usgs but both are not accurate as I wish

sacred bay
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Would a solar system with real metrics fit in Ue4 ?

white magnet
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Technically yes, it's a flexible engine so you can make almost anything

sacred bay
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Maybe, i won't get enough precision for Real units, but maybe a 100 or 1000 down scale can fit on, i'm looking to change the grid scale, right now

frank escarp
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technically no

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unreal engine coordinates are stored in Float

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this means the maximum values are around 10 km to each dimension

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from the center

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20,km in fact

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if you go past that, you start running out of floating point precision

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and stuff will jitter, light and physics break, etc

light thunder
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I'm going to win for the most adorable booth in this trade conference

sacred bay
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@frank escarp That's exacly what im getting, there is no way to twwek, and transform cm to meter ? or km ?

frank escarp
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it doesnt matter

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you still lose the precision

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yes, you can use one unit per kilometer

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but then at a couple "kilometers", you lose centimeter precision

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so no you cant

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there are ways of doing it btw

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essentially you move the world

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not the player

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you would use doubles for the location of the planets and similar, doubles have many more digits of precision

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but its still hard

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if you truly want planetary scale, you gotta do your own engine

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no commercial engine supports it

sacred bay
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Oh, ok nice precissions.
I wan to do a space game, with a lot of space stations, asteroids, etc. i wanted something quite realistic.

I think i can tweak something with stream levels, i do levels of 5 - 10 km, scale, and change level when u go out the border, with sorts of quantum drive, or somethink like thtat

frank escarp
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thats what most people do

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that does in fact work fine

pallid compass
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isent there an offser system vblanco

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to fix it?

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offset

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i forget the name of it

sacred bay
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I will test a prototype, i get you in touch ^^

frank escarp
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yes

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there is world offset

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that can help you, but it is kind of buggy, and might give a bit of trouble

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you usually do not need such ultrahuge maps

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i mean skyrim is like 4x4 km

pallid compass
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from what i heard from someone & from live stream

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u really really need to know what your doing with it

frank escarp
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unreal allows 40x40 km before the "end of the world" where physics go to shit

pallid compass
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dam 40x40 thats way more than enough lmao

frank escarp
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or was it 20 by 20?

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anyway thats a fuck ton

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the thing is that that is the actual hardcoded limit

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usually you dont want to go past 10 km becouse stuff might start to jitter

sacred bay
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Grids works with 20km * 20 km

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I think, inside grid is "safe"

vale osprey
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It’s just a bit over 20x20

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Like 22 or less

sacred bay
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nice tx

unborn pasture
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hi

plush yew
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Yo

floral heart
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Is there an easy place to see that in code?

plush yew
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Yo?

floral heart
south ridge
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So world size isn't a set thing

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You can really do 100x100 km. With conditions

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The physics don't even explode

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If you want everything to work fine, your world size should be limited to 2x2 km

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It depends on the game and how you use things, but 2x2 km provides you with precision with every case for all things

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In our game, world origin rebasing triggers every 1-2 km, otherwise there are minor graphical annoyances that pop up already at 2 km distance

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Oh uh

floral heart
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I think graphics is 16 bit. But I was looking up actor positions, which are 32 bit.

south ridge
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I patched out the hardcoded limit

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@floral heart The transformations are all done in 32-bits for rendering

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Only UV maps and some other mesh data is stored in 16 bit format

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With minor adjustments to the engine, I expect we'll be able to run 100x100 km without origin rebasing (on server)

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The adjustment involves running more physics scenes, so kind of a physics origin rebasing situation, without actually having more precision in actor coordinates themselves

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But on the clients, the world would be rebased so all rendering is done in 2x2 km range

floral heart
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I tried to make a walkable-surface shader that used the normal, but it's accuracy was limited to about half a degree. That might have been the normal buffer have only 8 bits per direction?

south ridge
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Hope that works as an illustration that world size is a 'blurry' range

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@floral heart It depends, were you using vertex normals or reading pixel normals from the buffers

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For pixel normals from the buffers you need to enable 16-bit mode (default is indeed 8-bit per axis)

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The per-pixel vertex normals should be 32-bit (or at least 16-bit?)

plush yew
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Anybody here familiar with vector math?

south ridge
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What about it?

cursive dirge
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his issue isn't vector math

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but how to build a character controller in the way he wants

plush yew
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yes and no

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the problem I'm having is caused by a quirky way I'm handling acceleration

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which involves vectors

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Basically I've reintroduced the Doom wallstrafing bug

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and I'm trying to figure out what causes it and how to deal with it

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but my experience with vectors is miniscule

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im gonna elaborate in just a second, I got myself into an overwatch match

cursive dirge
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you have issue with movement, not necessary math error (so more like logic error in this case)

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if you have math issue, just say what you want to solve and what you've done so far to solve it?

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I'm only saying this as if you seek for math help on your issue, you might not get responses you want

plush yew
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my problem is ultimately rooted in the way I'm calculating acceleration and limiting it

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I mean if it's not vector math I don't know what is tbh

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Anyhow, here's the problem and the illustrations

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this method of calculating acceleration was taken directly from Source movement code

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unfortunately, reintroducing it in UE4 caused two things to go wrong:

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  1. Changing direction rapidly midair breaks velocity limit
fluid stag
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rad

plush yew
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  1. Running into walls breaks velocity limit
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  1. straferunning also was reimplemented
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basically two Doom bugs

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and the first one I have no idea what's up with that

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the only bug I really want from this is strafejumping, which causes acceleration. It's what makes bhopping possible

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But these three others, I've got no idea what to make of them or how to fix them.

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I just really need a fresh pair of eyes on this

fluid stag
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by source do you mean ue4 source or source engine

plush yew
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Source engine

cursive dirge
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you can't just post random code and expect people to figure out what's going on

plush yew
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It's commented, and it's three simple operations

cursive dirge
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tell what you are doing and why, if you have a doc that tells how to implement that, link it

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also, that wire mess is really painful to follow 😃

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there isn't that many nodes there, should be easy to tidy it up

plush yew
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i mean you don't need to follow it

south ridge
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I would help, but I'm remotedesktopping on a poor wifi right now

plush yew
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I wrote exactly what's happening

fluid stag
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IIRC source engine had some wierd physics artifacts when a player would bounce off a wall or phys object

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maybe that has something to do with the piece you are missing

plush yew
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here's a code version if it makes it easier:

{
    float projVel = Vector3.Dot(prevVelocity, accelDir); // Vector projection of Current velocity onto accelDir.
    float accelVel = accelerate * Time.fixedDeltaTime; // Accelerated velocity in direction of movment

    // If necessary, truncate the accelerated velocity so the vector projection does not exceed max_velocity
    if(projVel + accelVel > max_velocity)
        accelVel = max_velocity - projVel;

    return prevVelocity + accelDir * accelVel;
}```
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@fluid stag That's what I'm trying to figure out. I've been looking over the way Source does it, and I read an article discussing bhopping, but replicating exactly the function used in Source causes these three bugs

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I can't quite figure out what I'm missing, it must be handled somewhere else. That's why I'm throwing this out here, maybe someone will know what's happening

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this acceleration method was used since the original Quake, so surely someone knows something

floral heart
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The wallrunning thing is because of collision, which is not handled by that function.

fluid stag
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Wish I could help, you might be stuck digging further into the code to see if you can find where other parts are handled ( probably the physx engine they use)

cursive dirge
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@floral heart well, we don't know that, he hasn't told were he put that acceleration

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the point is, we don't know half of the puzzle atm

plush yew
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The acceleration is applied directly to velocity

cursive dirge
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anyway, I suggest doing debug draws for the different vectors if you suspect the issue to be there

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just draw debug lines with lengts

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use the arrow component

plush yew
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I have, it tells me nothing

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its not like they go haywire

cursive dirge
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then log everything

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examine where it goes wrong

floral heart
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When you say "changing direction rapidly breaks velocity limit" what do you mean? Because that's pretty close to how I'd describe straferunning.

plush yew
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I posted a video, if you're interested. Basically when you jump and start mashing movement keys, you can see the speed going beyond 500

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@cursive dirge I've been staring at these values for a two days now, I just kinda lack the frame of reference to know exactly what is wrong. I'm reading up on it and asking questions but you know, there's not exactly a whole lot out there

cursive dirge
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I've seen the video

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I couldn't tell what's going on

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we still don't know what you feed that acceleration into

plush yew
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What do you mean?

cursive dirge
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like, are you using character movement controller, are you adding a force to a rigidbody, are you calculating movement fully on your own...

plush yew
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I'm slapping this on top of Unreal's character movement. I've disabled vanilla acceleration because it felt like garbage and instead added this.

cursive dirge
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ah, if it's CMC, it could be anything

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as it's meant to handle all kinds of edge cases

floral heart
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The code you posted multiplies the acceleration by the delta time, which you don't do in the blueprint. Do you do that somewhere else?

cursive dirge
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well the original code was meant to drive the movement

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I don't think he directly moves the char by the result

plush yew
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Dementiurge, adding delta time to the calculation basically cut it down to nothing

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Sooooooo

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😇 i just didn't put it anywhere and it kinda works fine except for these two things

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three things

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I'm assuming this is because the original calculation was performed per-frame

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what I have is per-tick

south ridge
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Per tick and per frame is the same thing (with some exceptions)

floral heart
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1 and 3 are the same issue to me, because that's exactly how Quake's straferunning works. Yours is just much stronger, as it's ordinarily a subtle effect that takes some skill to achieve results with.
2 is less certain, CMC is unhappy for some unestablished reason.

plush yew
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@floral heart Thanks. I guess I'll just keep grafting snippets of Source onto my pawn until it works

fluid stag
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it always starts well and by the end is 10 coffees per hour

plush yew
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yoyo, can anyone help me with a driver problem i'm having I cant seem to fix it :/

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I recently had my sli bridge break and right now just have the two drivers working independently

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but, both drivers are displaying an error 42. I cant run programs because it says my drivers might be out of date. I have updated them to the newest nvidia update. I dont know how to proceed..

autumn haven
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Anyone here know where i need to go to change my UE4 forums signature? I've looked all over but can't find it. Thanks in advance!

plush yew
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NVM on my question a guy helped me fix it 😃

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I can now run unreal engine finally 😃

verbal blaze
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anyone able to help with replication? trying to figure out how to make my replicated weapon not show up for the owning player

unborn matrix
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do we get cyber monday sales?

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I bet we do

winter gale
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@verbal blaze Try MyReplicatedWeapon->WeaponMesh->bOwnerNoSee = true; This will hide that mesh from the owning player.

grim ore
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I got an email about them a bit ago @unborn matrix

verbal blaze
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I was doing it through blueprints, but I found some interesting behavior. It wouldn't work if I set ownerNoSee to true, but if I enabled it by default and flipped it off in the other scenario, it worked

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¯_(ツ)_/¯

unborn matrix
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@grim ore oh shit

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google my dude

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Cyber Monday UE4

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and look

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there it is

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oh look theres a tab in the ue4 launcher

warm mountain
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Hey guys when you pack your textures into your rgb channel

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do you pack your diffuse in it too?

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I still don't quite get it from the videos

south ridge
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Diffuse? You mean albedo?

warm mountain
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so they do up all the individual maps and than connect it into a single file

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yup

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the color map thingy

south ridge
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Currently I'm lazy so I've got three textures (RGB albedo, RGB physmap, RGB normal)

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Physmap = heightmap, roughness, metallicity, other things

warm mountain
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fair enough

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is it possible to pack the albedo though?

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I don't see it done often

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at least the videos I see

south ridge
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You can use A of albedo to store something

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Probably roughness

warm mountain
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I see

south ridge
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If I wanted to optimize 3 maps into two, I would pack roughness into A of albedo, and heightmap/context specific into A of normal

warm mountain
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I notice most people do phys map and the albedo and the AO they put it in the Albedo alpha if they have emissive or something

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gotcha

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any idea what a fuzz map is Fox?

south ridge
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It's for FuzzyShading node

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If you want fuzzyness in one place and not the other

warm mountain
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i see

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nifty and thx!

sage inlet
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🤔 hi, if i wanted to have a database of weapons in UE4, would it be best if it was a csv file?

livid haven
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Why should it be a formal table?

sage inlet
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oh, i wrote in weapons as an example but

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i'm trying out making an RPG in UE4, and was wondering how i would keep "data"

livid haven
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Just don't mistake "having a set of data" for "this should be in a table"

sage inlet
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oh, then how would I best approach it?

livid haven
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Data Tables should be used pretty much exclusively for things where you really do want a designer to be working in something like Excel, dealing with stats and numbers and such, and importing them as such.

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Best approach for anything is highly contextual. Really need more details to tell you why you would want to do something one way or another.

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A data table might be fine if you've got something as simple as an Excel table of weapon names, weight, damage, attack speed, and that's it - absolutely zero custom stuff for any one weapon.

sage inlet
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hmm

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it would theoretically be possible to reference the data from the table

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then apply modifiers to it for "dynamic" weapons for example?

livid haven
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If weapons can have different types of data though, then that'd be a very awkward approach.

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So, for example, in Fortnite.

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We basically have an "item definition" class that's Blueprintable.

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And we just make blueprints that subclass "item definition" (or a subclass of it), and set the values and asset references as necessary.

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Of course, some of the data in these item definitions are in fact references to data tables describing, say, how much damage the weapon does at each level. Or some such.

sage inlet
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in that case, it would result in each weapon entry having its own blueprint object?

livid haven
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Each weapon type would have its own blueprint asset and class, yes.

sage inlet
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oh, i think i sort of understand what i'd need to do

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thank you very much!

livid haven
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Data tables are, particularly, tables. Of the sort you make in Excel. It's an awkward workflow to edit data tables in the engine - you really should be importing data in to them from Excel/CSV/etc.