#ue4-general

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regal mulch
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And then check miniz

autumn quarry
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my character is holding a point light with RayTraced DistanceField Shadows

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obvioulsy it doesn't work on SK

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but is there a way to cast a normal direct shadow on top of that?

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there is option for Directional Light anything beyond the set value for Cascaded Shadow Map Distance will be shadowed using Distance Fields

cloud cobalt
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@regal mulch Do you really need zip, or is another compression method okay ?

autumn quarry
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I'm thinking either this or project a flat "fake shadow" mesh on the ground, which is a not so rare technique for mobile games I think

regal mulch
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Na, I want one node for all platforms

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So it should be zip for all of them

cloud cobalt
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I mean, do you want user-generated files to be used ? If not, I generally go for zlib for easy portable compression

regal mulch
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I just want to make a plugin that can unzip files that are specified

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It's not for me either

cloud cobalt
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Okay then.

regal mulch
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And that on all 3 platforms (Win, iOS, Android)

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:x

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Thanks though

shell jetty
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there is the way to do it

tawdry quail
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do you think hierarchical instanced static meshes will cause any problem with a stupid high amount of instances (200k+)?
Should I split them? Should I use regular instanced static mesh? Should I adopt a custom solution? I am creating a block building system where every block is an instance of a mesh!

wary wave
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you'll run into performance issues before long

regal mulch
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You don't want to do it that way

tawdry quail
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Yikes!

regal mulch
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You'll want to use one single mesh you build runtime

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It's basically minecraft logic

tawdry quail
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that's what I feared

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I'll have to go procedural mesh

regal mulch
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Yeah, however iirc that doesn't build collision with it

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But I#m not sure right now

wary wave
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proc mesh can have collision

regal mulch
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Hm, I'm half sure @fiery harbor did a combination of ProcMesh, InstancedMeshes and Actors

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In that first iteration of BP only Minecraft he made

tawdry quail
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that's good to know

frank escarp
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yeh he is the guy to ask about voxel tech

tawdry quail
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thing is, every cube will need to have it's own "identity"

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I will ask him!

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thanks a bunch as always

wary wave
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cubes don't have identity

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they have a position and a type

tawdry quail
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I wish I was more active in this community, I don't know how you guys do it

wary wave
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position would be defined by a single integer

tawdry quail
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uuh

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that's interesting

wary wave
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type could be a byte or int, depending on how may types you have

tawdry quail
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one integer for a whole transform

wary wave
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it's a cube, it has no rotation

tawdry quail
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yep

wary wave
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every cube in your shown meshes has the same rotation

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ergo, your cubes do not need a rotation

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they also conform to a grid, ergo they do not need a position

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so you don't need a transform at all

tawdry quail
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how many digits can an integer have?

wary wave
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since they're also all the same size

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you only need an index

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each item has a list of possible cubes

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an array of bytes as an example

regal mulch
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Well the proper way is to have a 3D Array, or 1D with xyz slots

wary wave
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you have a function that converts that index into a position relative to the object origin

regal mulch
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That array has an integer/byte in it

wary wave
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the proper way is to have an octree

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but since we're talking BP, I assume, a 1d array will suffice

regal mulch
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If you loop over it, you create a block of that type on position xwidget, ydepth, z*height

tawdry quail
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I can do c++

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took me a while to learn it but it paid off

regal mulch
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C++ only has native multidimensional arrays

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TArray is still 1D

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Also better to just use 1D Arrays and convert from 1D to 3D index and back

wary wave
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yeah, ergo you'd have to write your own UProperty interfaces, so 1D array is preferable

tawdry quail
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tho I would avoid c++ for as long as I can

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due to compile time and project having code (vs blueprint only)

regal mulch
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Well, what you could do to get the idea is watch a Unity Minecraft Tutorial.
Sounds stupid but I know there should be one that covers the exact idea of using the proc mesh

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It should also explain how the UVs etc are meant to work

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You can probably easily use that knowledge for ue4

tawdry quail
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I think I can divide the world grid into many subgrid and every subgrid is handled by one instanced mesh (50x50 aka up to 2500 instances, something like that), for now it should suffice

regal mulch
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That's what chunks are for

wary wave
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marching cubes algorithm is what you want to look into

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that's a simple example

celest creek
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Heya - I'm trying to use Alembics in sequencer (to drive anim out of Maya), and it's a bit useless for that at this point. I'm instead using the 'skeletal' option when importing my .abc that will convert it to morphs. Now my question is - do I need to do this for each animation or is there a way I can get all my morph animations applied to the same skeletal setup somehow?

tawdry quail
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I will also look at those things

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I did a test tho

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over 4k cubes are well supported by an instanced mesh

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I know you do not like halfway solution

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no one does

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but if it takes 20 minutes to cluster a transform into an integer (xxxxyyyyzzzz) and setting up a instanced mesh grid split system I would go for that rn. World is not going to be that big

frank escarp
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marching cubes is for smooth voxels

tawdry quail
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I will save marching cube research, asking the guy you mentioned and looking up tutorials for minecraft in my tech debt document

frank escarp
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read this

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for "just voxels" meshing

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for the fanciest algorythm

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Dual Contouring

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this one allows both smooth and flat voxels

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at the same time

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it is SUPER fancy

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and not really that complicated to build

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but that is actually "hermite" data, more than pure voxels

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that is the algorithm this guys use

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except they have a GPU accelerated im plementation wich is hella fast

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its flashy to an incredible level

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this is all voxels

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well not really voxels, but their fanacy shit that is similar to voxels

regal mulch
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@cloud cobalt Is zlib already part of UE4?

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Will check out miniz, as it's zlib after all

cloud cobalt
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Dunno, it's just pretty easy to integrate generally

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I doubt it's not somewhere in the engine - since it's a PNG dependency, and used extensively in many other third-party software

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Pretty commonly used in networking too

tawdry quail
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nice stuff vblanco

velvet ravine
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Hello everyone, Just wondering is UE4 engine is compatable with hyper duo?

hard quarry
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Hello Unreal Friends,
i got a short question.
I plan to create a game which should be playable in both single and multiplayer.
The programming behind this is different, because in multiplayer you have to consider some things you might not need in singleplayer like events and so on.
So how to approach this, is the singleplayer just a "local" multiplayer environment?(bearbeitet)
If so, I could avoid programming the game once in singleplayer and once for multiplayer purposes

paper kernel
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@hard quarry yes, Singleplayer is considered as listen server, that just isn't accepting new connections

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it runs same code as mp host would

hard quarry
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@paper kernel thank you a lot!

final owl
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hey im not unreal friend

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im a real friend!

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๐Ÿ˜‰

cloud cobalt
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@hard quarry Multiplayer will basically require that you write multiple versions of the same feature anyway. For example, if your character changes color when you press a key, you'll want code to change color when you press the key, a server method that tells the server the new color, and a client-side replication event that gets triggered by the server to change the color on other clients

velvet ravine
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yay i have a friend

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lol

final owl
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lol

velvet ravine
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add me on facebook ๐Ÿ˜‰

cloud cobalt
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@hard quarry In that example, the SP version will only require the first part, but MP will need every variant

hard quarry
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@cloud cobalt Isn't it enough for the server if it is a dedicated one, that he only knows about the MP part?

cloud cobalt
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@hard quarry If you have a dedicated server, you have basically three different situations to handle for your code

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Run on server, run on client for the player, run on client for another player

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For a player character, I mean.

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Changing your character's color will need code in all three cases

hard quarry
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ok, thanks for that information

cloud cobalt
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At the very least, you'll need a server version and a client version, but you really want to separate "owning" client and "replicated" client - you don't want to wait for the server to call you back to change your player color

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You want to change it locally, tell the server, and have the server tell other players

hard quarry
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I want to ship two "versions" a client one (local "singleplayer") and a dedicated server "version"

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I dont want the player to be able to create own servers

cloud cobalt
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That's pretty irrelevant to how the code is going to be.

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"Dedicated server" in UE4 is just one option, really

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You're going to have the same code

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UE4 doesn't separate server code from client code because most of the code is exactly the same. You'll write a single program, with tests in some methods to check if you're a server or a client.

hard quarry
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yes right, so in my case i dont have to handle different environments, cause it will allways be the following:
SINGLEPLAYER: Client -> Local Server
MULTIPLAYER: Client -> Remote Server

So there should not seperatae "event handling" be needed

cloud cobalt
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There isn't a concept of local server in UE4

hard quarry
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so the Local Server is just a NonDedicated Server?

wary wave
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you write code that executes on servers, and code that executes on clients

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in singleplayer, it executes both, generally speaking

cloud cobalt
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There is no local server. There is a dedicated server, listen server, or client, and your game does one of these and only one

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You're not going to have a separated "server" logic

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You're going to have "if server" in every network-related code

hard quarry
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ok, thanks for you information

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I will have a deeper look into this topic in a few days

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One last question:

cloud cobalt
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Look at this

light thunder
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Does Unreal have an SDK for Watson Speech engine yet?

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Read something that as of Feb 2017 they hadn't

hard quarry
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One question regarding the project version:
I want to get the current project version inside blueprint.
As there is no such thing implemented in the engine, I found an article about it:
https://answers.unrealengine.com/questions/145683/how-get-project-version.html
In this article someone writes a blueprint function which returns the project version.

I tested this and it works perfect when I test the game inside the editor "simulate".
But when I make a package and ship it the project version blueprint does not work.

cloud cobalt
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You can do it yourself pretty easily

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We use a Python script to get the current Git tag when building - you can do something like that

hard quarry
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But I want the project version inside the game, I wrote a patcher, which has to know whats the current version of the game ๐Ÿ˜‰

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Or would you recommend to store a "global" blueprint variable somewhere with the project version in it?

cloud cobalt
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Well, what I recommend is not to have the patching inside the game itself, really - and to have your actual version control driving the version

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For example Git tells you the last tag + the number of commits since that tag (hopefully zero for releases), that's a pretty great identifier that maps to something unique and 100% reproducible

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It's also pretty failure-proof

devout gulch
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technically

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you can have server only logic

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in seprate module

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which will only be linked if your target is set to server

cloud cobalt
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Pretty hard to do if you're doing a singleplayer + MP game, though ๐Ÿ˜ƒ

devout gulch
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but doing gameplay logic this way is hard and default gameplay framework wasn't even designed with it in mind

cloud cobalt
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IMHO, if you're going for really distinctive server + client, UE4 is just not the right tool

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Might as well grab another engine that does less stuff, and plug a server backend from a cloud provider in

devout gulch
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I'm not sure if this level of speration viably achievable

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sepration*

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due to all prediction that must be present to keep gameplay smooth

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you would end in shit load of copy-pasted code between server and client anyway

cloud cobalt
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If you're doing a 2D MMO with server-only logic, it's definitely possible

devout gulch
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though it's worth to keep in mind,for things like authetication, databases

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which should run only from servers

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and between servers

frank escarp
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2d mmo

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unreal

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duuuuuuuuuuude

cloud cobalt
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Yeah, that's basically what i'm saying

frank escarp
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for 2d mmo you should run your own engine

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over SFML or whatever

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maybe godot/unity

cloud cobalt
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You probably don't want UE4 for that ๐Ÿ˜ƒ

frank escarp
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more godot than unity in fact

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(it supports an easy way of adding C++ code)

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but "own engine" would surely be best

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so you can do actual open world

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page in/out zones, and all that stuff

hard quarry
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So you would not let the client trigger something like a REST request himself?
You would rather trigger an event from the client to the server, and the server does the request and handles the return?

frank escarp
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server migration, etc

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you dont use REST request

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for ANYTHING gameplay related

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you use direct sockets

cloud cobalt
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@hard quarry you don't want your client talking directly to a shared database

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Ever

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Biggest nope possible

frank escarp
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good way of getting the database DDOSd

devout gulch
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or stolen or wiped or modified

hard quarry
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So, the client should not even do a REST request to a webserver in your opinion,

devout gulch
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it's easier to say what client should be able to do

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to send request to create match and to send long and password

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login*

hard quarry
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for example, the user wants to load his saved inventory,
the client should not make a REST request to a webserver,
but the client should trigger an event to the server, the server makes the REST call and returns the inventory to the client?

cloud cobalt
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@hard quarry Your client can always be hacked locally on a PC, so basically everything needs to be tightly controlled. Everything important should always happen on the server

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Your last message is correct

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In particular, you don't want your client to tell other players his inventory. Not if you care about cheaters.

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You want the server to tell everyone, "here's your inventory, and this guy's".

hard quarry
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Ok thanks

cloud cobalt
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@hard quarry Not to be that guy, but if you're new to game development, you've picked the most difficult & expensive type of game

frank escarp
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MMOs are no joke, even if you are on the right way by deciding to make a 2d thing

hard quarry
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I already heard that ๐Ÿ˜‰
I am just playing arround with the engine at the moment

frank escarp
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why dont you start with a coop rpg prototype?

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same thing, but with 10 players max

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using just the normal unreal engine mutliplayer stuff

hard quarry
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but isnt the code the same?
guess it doesnt matter if 5 or 50 people play?

cloud cobalt
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@hard quarry I've actually done it once - The dedicated server + clients + shared database . It's doable, but you'll need to do plenty of work, and your first game is unlikely to be any good because you're learning, so it might as well be a simple game that doesn't have too many moving parts

plush yew
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why cant i stop laughing

cloud cobalt
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Doing a game that you play with friends cooperatively is immensely easier : you don't need a dedicated server, cheating isn't an issue, and you don't need a shared database or a master server

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Still need multiplayer logic, which is hard - but at least it's only UE4, you can always test in editor, there are many resources, etc

hard quarry
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Oh, now I know what you mean

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the only thing I am worried at the moment is how to patch your game if you dont want to use steam

cloud cobalt
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I can give you my updater software for that, and many others have done something like it

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Unless you really love writing updater software

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I think we have like three open-source UE4 launchers on the forums ๐Ÿ˜ƒ

hard quarry
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At the moment I am trying to build a patcher inside the engine, i would love if this works.
So I wont have to worry about two software parts patcher + game.
Also it would allways be possible to update the patcher itself

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I allready saw some launcher build, but all of them were outside the engine

cloud cobalt
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Which is much easier and safer

hard quarry
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but how do you update the launcher itself?

cloud cobalt
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You don't because it's rock solid and doesn't need updates

hard quarry
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for example, if you want to change the launchers design

frank escarp
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@hard quarry you dont use patchers

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you rely on steam

cloud cobalt
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You can have the launcher download a background from a server before checking updates @hard quarry

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My launcher used to download a "home page" - text only, but it could have been images too

regal mulch
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Hm, still kinda hitting a wall in unzipping files for all 3 platforms

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<.<

cloud cobalt
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But really, you don't care about your launcher, you care about your game ! Or you should, really

plush yew
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So on my kickstarter I made I got some email from some dude on linkedin

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about potential investment

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O_o

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anyone had something like this before? Or am I being sold something

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Lol

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My first question is: "What are you trying to sell me"

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Lel

frank escarp
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in kickstarter, might be. But there are tons and tons and tons of scammers

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careful

plush yew
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yea

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but it was juist weird

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they contacted via linkedin

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Loll

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So it seems a bit more legit

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but idk

hard quarry
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If I use a patcher outside the engine, so a seperate software piece, how does the engine handle multiple patches at once?
For example, Since the last time the user started the game there were 3 patches.
The engine only patches the file with a _p.pak, but what if you want to install 3 patches?

karmic igloo
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From a customer perspective, I don't like patchers on my games on steam because then I have to put in game play hours to update the game. That was a super irritating thing about ESO.

hard quarry
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But there are a ton of players who dont have steam, or hate it

vale osprey
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then patch it in two different ways

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imho it's not a big deal when you are in a situation where how to patch your game is a high priority task

hard quarry
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Ok, so than I just have to figure out how to install multiple patches at once

frank escarp
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worry about it when your game is to be relleased

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for prototypes/tests/etc dont care

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steam patching is automatic and easy, use that

light thunder
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It looks pretty cut and dry though

cloud cobalt
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@hard quarry If you worry about people not using Steam, you're going about this the wrong way

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Steam will have orders of magnitude more users than gamers who don't have Steam, and you have way less stuff to worry about

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On how to patch your game - just have your patcher recreate your latest build's copy.

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You don't want to create patches, you want to create a new game tree, and mirror that efficiently to clients

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Steam achieves that by doing a binary diff between the local version and the remote

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(Worth saying that Steam on top of a uncompressed UE4 yields better compression than using the UE4 compression)

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A simpler version is to have your game keep individual uassets, rather than creating a .pak, and check each file for its md5 signature. That's what my updater did

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A yet simpler version is to use the UE4 patching system, but... well... it sucks

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@light thunder Not sure many people are working on such a plugin, really

plush yew
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@frank escarp Is it normal for a studio to constantly update to newer versions of unreal

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or is it more standard to pick a version and stick to that one until release

frank escarp
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it is

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but depends on the project

plush yew
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which one is?

frank escarp
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and even more, depends on how much they need the new features and edit the engine

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updating the project in ue4 tends to be mostly painless except for a few things

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a regression in performance or blueprints going haiwire

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normally C++ code is trivially updated

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if you have an engine branch and touch stuff in the engine, then its much harder

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as you need to port your engine changes

plush yew
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i noticed both ARK survival and conan exiles

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are both running on old versions

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ark = 4.8 i believe

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and conan = 4.16?

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i think

frank escarp
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they arent really on that version, they merge stuff from newer

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and customize stuff

plush yew
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hmmm

cloud cobalt
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For what it's worth, we keep updating, although with close to a full version of lag

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We're going to ship 4.18 soon

plush yew
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yea

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in my opinion it doesnt seem smart

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considering how much stuff seems to break

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from version to version

cloud cobalt
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Depends on your goal. If you want good Linux support, for example, you'll just need to update

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If you want a new feature that will help you make the game better, it's also a good idea

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But sure, stuff will break too.

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Part of why we can update all the time is, we use only one engine plugin, that we have the means to update if needs be

karmic igloo
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One thing I didn't like about Unity was that when you updated your engine, it would invalidate all your code, so you would have to update all the functions to the new version of the engine.

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Unreal doesn't do that.

frank escarp
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in VR, you need to upgrade

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constantly

cloud cobalt
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It kind of does, although usually it also gives you the new version

frank escarp
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becouse you need the latest SDK updates, and stuffs

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on console gaming is similar

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you need the latest SDKs or your game cant be published, so you cant keep too many versions of llag

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DWVR is still on 4.16

cloud cobalt
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UE4 actually forced people to review their entire lighting setup once - the dreaded 4.8 upgrade of the tonemapper of death, for those who remember.

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Also yeah, consoles.

frank escarp
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i never needed to go to 4.17 becouse i didnt need anything from that version

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nor 4.18

cloud cobalt
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Or was it 4.15 ? That version, anyway.

frank escarp
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but the original version of Deathwave was 4.6

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its been updated, renamed, recoded, and everything since the 4.6 into the 4.16 version XD

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it never was a problem to update

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i just copied the project, updated it, fixed a couple compile errors, and tried ti see if its broken or not

cloud cobalt
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Helium Rain went from 4.2 to 4.18, where is your god now

frank escarp
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damn

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trying to update in unity is absolute hell

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everything breaks everywhere

wary wave
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UE4 is usually pretty good about not breaking your projects, and often includes legacy support for features for several versions

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though sometimes you really do have to just break things to move forwards

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can't make an omelette without cracking some eggs, and all that

cloud cobalt
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Over 4 years in development I think we had these issues :

  • 4.8 breaking LOD data
  • tonemapper update breaking everything emissive
  • sound update last year with totally different, async API
  • bShowMouseCursor, please don't talk about it
  • on 4.18, we removed APEX due to it being a broken piece of shit on Linux
  • 4.18 also broke AMD on Linux, because fuck me I guess
plush yew
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4 years, not done yet?

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are u making an mmorpg

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u need a producer man

cloud cobalt
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Well, it's a realistic, empire-building space sim with a simulated economy that we do as a team of two when we're not working on our regular job

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So it's hardly surprising that it takes time. We're in Early Access now, it will be finished in a few months

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Next game I do will be called, "Don't do feature creep"

wary wave
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haha

cloud cobalt
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Really, the work-in-progress game design doc has something like that in it

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If anything I'm really proud of the project. It's not going to be a commercial success or buy me a house, but it's been tremendously fun to do, and a great learning experience

plush yew
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loll

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i think its very important to have a set deadline

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like my game has been going for 9 months

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im going to publish it, finished or not

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in april

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Obviously still gonna work on it

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but i need to keep my own deadlines

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going on for four years man

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thats really BAD

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I'm not trying to be a dick about it.

cursive dirge
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did I miss UE4 corrupting your work -discussion? ๐Ÿ˜„

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altho, better not get me started on different ways to corrupt blueprints

frank escarp
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use source control

cursive dirge
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but in nutshell, it became so bad that I put even direct asset references in my c++ files nowadays

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it's not source control issue

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it's issue on BP's that can't be fixed with source control, they just corrupt when you do certain changes to parent c++ class

cloud cobalt
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@plush yew 9 months is a great target, I think. But I work alone or as a very small team, and 9 months is just not enough to create the kind of living world I want to see. I'd love to get my next game on Steam in a year, with probably another year adding stuff to it

frank escarp
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im going to use json files for TONS of stuff

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just to avoid blueprints for generic enemy creation

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blueprints will just have the template enemies

cursive dirge
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and when it happens, you have chased some ghost bug for hours

frank escarp
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stats will be in json

cursive dirge
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and then you just realize you get rid of the oddities by recreating the BP from scratch

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this has happened to me, way too many times

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got sick of it

frank escarp
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we really need text based blueprints

cursive dirge
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yeah

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now if something breaks, we can't debug or manually fix it

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can just copy / paste nodes from blueprint to another (or to clipboard) while trying to salvage these things

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main thing to avoid at all cost with UE4 is making your own parent c++ class which you inherit in blueprint for easier setup

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at least if you need to refactor that parent c++ class often

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it's silly as that's what would make it powerful

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oh, crap I did get started on this after all

cloud cobalt
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I didn't have many issues with that setup myself

#

All of our ships are C++ classes with C++ components, and then the ship themselves are assembled in BP

#

They don't have any logic but they have a fuckton of C++ inheritance

#

Obviously refactoring needs to be somewhat careful, especially renaming, but overall it's the least of our issues

frank escarp
#

i do similar things

#

blueprints are allways the "final" classes

cloud cobalt
#

What I personally hated was putting data in BP, and then needing to diff that

#

Fuck binary data

#

One of my "don'ts" in UE4 now

#

At least I should have used a form of data that I can reimport from version-friendly stuff (CVS import)

cursive dirge
#

I've had all kinds of issues with that kind of setup

#

in one case, my constraints broke for only parts of the class

#

all settings were identical, things just misbehave

#

then recreated the thing with same values and it worked again

#

I actually got fed up with this early on, so I started copying my BP instance changes into c++ part early on, like components relational transforms etc, so I didn't have to reposition them when I recreated the blueprint again

#

and in the end, I just realized I'm better off not using that crap at all as it kept breaking

#

once putting the direct refs into c++ files, I've not had any of the old issues again

#

I still need to create the bluprint for component tweaking in the editor but it's a throwaway thing

#

no more half day long bug hunts for bugs that never were in my own code

frank escarp
#

somehow 4.18 is even worse at that

#

its resetting my enemy variables (attack/firerate/etc) literallly every time it hot reloads

cursive dirge
#

hotreload has always been sketchy

#

never used it trouble free for anything but changing internal functions implemenations

#

anything else and funky things might happen in the editor

#

common case is when you change wrong thing in the header is to witness totally blank properties on your blueprint

#

I don't really mind that side tho

#

tweaking function logic is what I mostly need it for anyway

#

editor launches quick enough for bigger changes

#

or, launched before this new build setup which is sometimes now running 30 seconds of "git status" commands in chain - for reasons

#

but that's more like custom engine issue than what most will experience

fringe olive
grim sinew
#

I'm glad you're not one of those developers that doesn't want to release games.

worthy steppe
#

In the unreal designer do you guys know how to change the selection type , I lost the drag and drop selection?

#

I can only indivisually select.

iron belfry
#

does anyone know when will version 4.19 be online?

cloud cobalt
#

Still a while away

#

The preview, anyway

grim sinew
#

You can grab it on github right now if you're desperate enough, but if you want to use it for anything important you're better off waiting.

cursive dirge
#

what interesting there is in 4.19?

#

I mean, on things people can experiement right away

#

I'm aware of the netcode tweaks from fortnite

iron belfry
#

@cursive dirge Significant Changes Coming To VR Resolution Settings

#

i suppose i can wait

cursive dirge
#

that I know

#

just curious what all is coming

#

atm I'm not aware of anything I'd want to try myself

safe rose
#

"significant"

#

is very subjective

frank escarp
#

thats the vr pixel density stuff

#

wich btw its great

safe rose
#

It is definitely something that's nice to have

#

And should have been in place already

frank escarp
#

no need to second guess screen resolution fucking constantly

#

it was a huge pain for me due to different headsets

safe rose
#

Aye, which was my point

cursive dirge
#

i'm guessing Vive Pro is reason for that change

safe rose
#

Maybe. Doubt it

cursive dirge
#

I'm aware of all those mixed reality headsets out there

safe rose
#

Pimax probably started it

cursive dirge
#

but they + pimax aren't going to be mainstream for games

#

vive and rift are

safe rose
#

Once Pimax got big then Valve/HTC were like...oh snap...we need to do something for resolution too or we'll look stupid

cursive dirge
#

pimax got big?

safe rose
#

Pimax is huge man

cursive dirge
#

I thought they still run kickstarters for every product

safe rose
#

It will legitamately be a direct competitor to Rift/Vive

cursive dirge
#

also, their "8K" (which is half 8K) prototype has issues that make you wonder if it'll ever be usable product

frank escarp
#

pretty sure the reason is actually Oculus vs GearVR vs PSVR

#

they just saw it was a huge pain to keep in mind, so they did it as part of their "standarization"

cursive dirge
#

whole pimax product line is a mess

#

they have too many products with similar feats

#

this happened with Nokia too, people didn't know what to buy

humble sun
#

pimax is going to have to do some serious marketing to be a competitor

cursive dirge
#

they have to get their priorities right if they ever want to be taken seriously

humble sun
#

indeed

#

i barely register them

cursive dirge
#

just launch one solid product at once

#

not 4 or 6 or how many they did last time

hard quarry
#

One question regarding the project version:
I want to get the current project version inside blueprint.
As there is no such thing implemented in the engine, I found an article about it:
https://answers.unrealengine.com/questions/145683/how-get-project-version.html
In this article someone writes a blueprint function which returns the project version.

I tested this and it works perfect when I test the game inside the editor "simulate".
But when I make a package and ship it the project version blueprint does not work.

rocky portal
#

is there any way to stop Editor from opening VS every time I add a class?

#

to make it worse...it opens VS like 5min later

iron belfry
#

well, i already suffer lag in some games with my htc vive and a gtx970. i believe only people with 2 nvidia titan x will be able to support the pimax its just WAAAAYY too much

restive eagle
rocky portal
#

yeah that seemed to do the trick

#

such an annoying bug

plush yew
#

I'm willing to pay someone

#

$200

rocky portal
#

now if only they would allow for quick deletion of C++ classes through the editor

plush yew
#

To implement proper pizza

#

into my game

rocky portal
plush yew
#

u didnt even read

#

what i wrote

rocky portal
#

you need a pizza delivery system in your game?

restive eagle
#

i thought of pizza baking

plush yew
#

no

rocky portal
#

so gamers never have to leave their chair

#

that's a billion dollar idea

#

i think some MMO did that a long time ago and was forced to remove it

plush yew
#

I do want to know though

#

how to implement proper clothing setup in unreal

#

like, ive seen people doing it with master pose component

#

but im not sure what that means

#

and us eit on my model

restive eagle
#

doubt

obsidian nimbus
#

you need to refit em

#

you can paint cloth physics in engine now since 4.18

#

im not sure how one wears a pizza tho

plush yew
#

lol

rocky portal
#

eoinobroin you sort those component issues out yet?

fair violet
#

@0lento#8809 you had C++ to BP child issues even when not hot reloading and compiling with the editor closed? If the editor is open and I make header changes or even worse, create components in the constructor, it resets every exposed property, and in the case of the component creation, can permanently screw up component settings unless the BP is recreated like you said. Haven't had the issues since I started to compile with the editor closed.

#

@rocky portal yep working like a charm now! Thanks for your help

#

Finally get the difference between the timings of the various initial functions and how component vars act differently to regular properties

rocky portal
#

if you see "HOT RELOADED" in a property, don't change anything. Close editor and re-open

fair violet
#

I'm only ever gonna hot reload from now on when in the cpp changing a function implementation, any other time it seems to mess something up

#

Was this always the case, or is that the intended use of the hot reload system?

rocky portal
#

doesn't permanently mess anything up

#

mostly the issue seems to be with Structs and Enums

#

if I change a header that has Struct properties, they seem to always mess up

#

or mess up mostly on the UI

fair violet
#

Well it resets all BP defaults, and if you are creating component instances in the constructor, it does seem to permanently mess up the BP unless you recreate it from scratch

rocky portal
#

you get "missing property" errors, it's because of hot reload

#

I haven't had any BP defaults reset

fair violet
#

Happens 100% of the time I make a header change with that bp open in the editor and hot reload

#

4.18.2

rocky portal
#

weird

#

that's not good at all

fair violet
#

At least it's consistent when you don't use hot reload

#

Very frustrating otherwise

#

Especially if you have to go and set defaults again for many child BPs

rocky portal
#

yeah so like I have FStruct ItemType

#

Backpack, Whatever1, Whatever2

#

and this has never been affected by hot reload

#

I want to figure out exactly what this issue is

#

because that could lose you many hours

fair violet
#

Yeah imagine you had 100 items based on one C++ parent

#

All the defaults set up

#

Then that happens

rocky portal
#

i think at this point most of my defaults are being set from DataTables/DataAssets

fair violet
#

That's probably a clever idea

#

If it's in text, it's safe!

rocky portal
#

though my InventoryItem still has FItemInfo with defaults

#

it's never changed on individual BP assets

#

but now it copies from a "database"

cursive dirge
#

@fair violet yeah, it depends on what kind of changes you do tho

#

so to answer the question, I've had things go bonkers even without hotreload if implementation has changed

#

I've done the cautious "let's not try to break them" approach for 2 years until I finally got fed up with it

fair violet
#

Damn that sucks

#

Have you found any consistent causes?

cursive dirge
#

I'm sure it doesn't affect everyone same way tho

rocky portal
#

i get most of the Hot reload errors in UMG for whatever reason

cursive dirge
#

not really, unless we talk about hotreload

rocky portal
#

maybe because lots of struct properties used there

cursive dirge
#

there are some things that are definite no-no on hotreload, like ctor component changes

#

altho things may have changed along the years

#

@fair violet I have a tendency to heavily refactor my c++ classes tho, it's an old habit of mine and I plan not to change it

#

I rather change the class to be tidy than keep bloating initial design

#

it's those changing things that confuse blueprints I think

fair violet
#

@cursive dirge Gotcha! Are you doing much in the actual BP itself other than changing defaults?

rocky portal
#

ah 0lento..i do almost everything in ActorComponents

#

but again, I haven't had any issues outside of UMG with hot reload

#

definitely no property values changing

#

it has the benefit of keeping code more compact, tiny, and manageable

#

very little code goes into each component

#

barely any (if any) goes into the Actors themselves

#

so could be design decisions that affect this

cursive dirge
#

@fair violet nothing but setting the component values and positions, like assign meshes, sound assets etc

#

but now I just set them all directly in c++

#

sure, it's bit messy

fair violet
#

@cursive dirge you set mesh and sound assets directly as in referencing the path of the assets?

rocky portal
#

Has anyone ever thought about a p2p MP setup where every client acts like client and server

#

and things are authenticated via "votes"

fair violet
#

Would it not waste a lot of bandwith going around checking with each client before something can be approved? Would always be slowed by the most laggy client

#

So all actions would feel sluggish

rocky portal
#

doesn'tneed response from every other client

#

if you have players like

#

20ms, 30ms, 100ms, 150ms

#

the 20 and 30 would receive first and if they agreed you would allow it

#

things would still be done same way as standard approach though

fair violet
#

It may be difficult to sync up an overall agreement between different clients of varying latency without increasing validation tolerance

#

Could work though!

rocky portal
#

yeah just had this thought thinking about traditional listener server type casual games

#

things come up like "what if someone hacks and ruins everyone elses game"

#

well they could only "hack" most things by vote then

fair violet
#

Yeah for sure

rocky portal
#

or when things happen like for example

#

I shoot a rocket on client.... server shoots a rocket

#

I see my rocket direct hit some guy

#

but on server, the guy had moved just at the right time and only took 4 damage

#

by vote...this outcome would be different

#

because one "vote" might be that it did 50 damage while another says 8 and a third says 100 damage direct hit

#

and your client says "100 damage direct hit"

#

perhaps you average those out so it's a little more "fair"

fair violet
#

It does seem as though consumers overall are less and less accepting of p2p in general though, which means dedicated servers will start to be expected in any fair competitive game

#

Also with your system:

#

What is stopping the main host from saying that the other clients agreed with him? I donโ€™t think itโ€™s possible to have multiple hosts at once

rocky portal
#

yeah it's not great

#

yeah that's technically an option on any action that isn't 100% server authenticated

#

like Overwatch/Quake would deal the actual damage on the Server

#

which is why you see 4 damage direct hits as client on Quake

#

but it can't be cheated then...but if server was a listen server it definitely could be

#

most modern games also seem to be going away from strict cheat prevention to community managed approaches via reports

#

and using a canned system like VAC/PB

fair violet
#

As in Overwatch / Quake show client confirmed hits even before server validation?

#

And yeah you basically canโ€™t win against hackers but dedicated servers + good community approach is a good step of the way there

rocky portal
#

They allow rocket to shoot instantly on client and explode as client would expect

#

but Server registers the hit based on its vision of the game

#

so Client might see "4 damage" from a direct hit...happens a ton on Quake Champions or used to

fair violet
#

Ah yeah! I think UT does something similar but syncs the client simulation up as the server version gets updated

#

Another way of doing that is to have an animation playing before shooting on the client to hide the latency

#

So it appears to happen instantly but they are viewing the server projectile

rocky portal
#

well then the server pops out delayed

#

err

#

rocket

#

and they have some favor the shooter mechanic for hitscan

fair violet
#

Yeah but you hide the delay by playing an anim on the client

#

Like arm extending for grenade

rocky portal
#

which basically means that if you showed hits on your client we will honor the damage

fair violet
#

Or charging up launcher etc

rocky portal
#

even if you died already

fair violet
#

Favor the shooter works well in most cases if done right I think

rocky portal
#

otherwise...one guy peeks out at you

fair violet
#

With a ping lock

rocky portal
#

he's already killed you

#

you shoot him 5x and deal - damage because server says you're dead

fair violet
#

Ping lock and maximum tolerance will fix those issues

#

So donโ€™t let players with more than 200ms ping have their clientside shots count

rocky portal
#

so you get say average ping of the players in game

fair violet
#

And then also validate those shots on server within a tolerance

rocky portal
#

and anyone below that experiences favor the shooter

#

and anyone above it doesn't?

#

maybe throw out the 200ms pinging outliers entirely

fair violet
#

Anything above an unreasonable ping

#

Because anything less than 200ms will be fine

#

So some players donโ€™t need to be singled out

#

Unless they have really bad ping

rocky portal
#

yeah i wonder how that system is coded

#

just that the server still receives some actions from a client that has already died

fair violet
#

Usually the client that shot first on the server wins

#

Even if he didnโ€™t in reality

rocky portal
#

and for like 60ms after they still accept the damage events

fair violet
#

In COD for example, as soon as a player is killed, no more of his shots count

#

To avoid trading

#

No one likes trading

rocky portal
#

COD and BF3

#

give players the feeling that they were instakilled

#

or prefired constantly

#

because someone peeked them and shot them 5x before they showed up on that players screen

fair violet
#

With the ping lock and reasonable tolerance validations, most of the bullshit feeling would go away I think

#

There will always be fishy moments

#

And itโ€™s never truly fair

#

But yeah better than being destroyed by a really laggy player that you never even saw

#

Still favor the shooter though

#

And avoid frauds

#

Trades*

rocky portal
#

yeah even with good prediction

#

like if server is trying to predict where someone will be in 30ms

#

if they change directions

#

you get some bleed over i would think where server thinks they are further than they are

fair violet
#

Yeah I want to learn how to implement proper lag compensation so like saving timestamps and having the server properly rewind and retrace the shots

rocky portal
#

brb

cinder iron
#

battlefield one has both

#

server side and client side

#
  • verification
#

it depends on the player ping

#

๐Ÿ‘€

azure shore
#

oh man making a gun is gonna be hella hard af

fair violet
#

Yeah battlefield 1 does that 200ms ping lock

#

Which is fair

#

Players above 200ms have their shots fully simulated on server so they have to lead

#

With proper lag compensation AND these ping limits + verification AND dedicated servers- that's probably the best case scenario for a responsive shooter

nimble jolt
#

so stupid question; is there a channel for writing?

keen birch
#

@nimble jolt Nope, not really a UE4 thing, and not a common thing to be discussing, either, in my experience

nimble jolt
#

makes sense, I'm working on a first project to learn the engine, where does one usually begin?

keen birch
#

Youtube? Kinda vague, depends what you want to learn ๐Ÿ˜›

main pewter
#

can anyone give me a hand packaging for steam shipping in 4.18?

#

one problem and one question. question first: i've extracted the steamsdk 141 in the folders mentioned in the documentation, do I need to rebuild the onlinePluginSteam and if so - how?
the problem (using sdk 139) - starting the game after development build - steam works fine, in shipping - nothing, no steam overlay, no online system ....

nimble jolt
#

I mean at what part do you start in when developing?

fossil ore
#

Can someone help me?

#

UE4 insta crashes

wheat pendant
cursive dirge
#

@fair violet yes, you get the ref string by right clicking the asset, it's an option somewhere there

fair violet
#

Ah yeah, I find that method a bit too specific especially if changing assets

#

Definitely protects againsts BP messing up though!

azure shore
#

OH BOY

#

I MADE A COOL WEAPON SWITCH!!!

#

mate the excitement I got just then from getting that working...

fierce tulip
#

@azure shore caps bro, please.

azure shore
#

๐Ÿ˜

#

how come

#

sorry I got well excited but how come theres a thing about no caps on discord

livid haven
#

That's not a Discord thing

#

Or even a this-server thing

#

Caps is generally read as shouting or yelling. People generally find it grating to have their internal voice read messages as shouting and yelling.

cinder iron
#

yepyep

fierce tulip
#

its ok sometimes, especially in lounge. but we tend to try and keep it civil. note: Try

#

:p

azure shore
#

oh ok

#

oops

safe rose
#

that gif is broke btw

azure shore
#

yeh

fierce tulip
#

i know

safe rose
#

had to open it up

#

Discord is getting lame

#

but this doesn't belong in this channel anyway

fierce tulip
regal mulch
#

You would need to dismiss them i guess

obsidian nimbus
#

put a sticker over it

fierce tulip
#

every time ๐Ÿ˜ฆ

weary basalt
#

Yeah they annoy me to

#

The old system was way better

fierce tulip
#

@wicked tiger i'll send you a load of "stroopwafels" if that message thing could be gone.

keen birch
#

^They're good

#

@fierce tulip Define "a load"?

fierce tulip
#

few packs

keen birch
#

Define "few"?

#

;3

fierce tulip
#

5?

keen birch
#

Sounds decent enough

#

I'd have taken three depending on how annoying it is to get rid of that thing

#

(Or how annoying it is to get someone to get rid of that thing :P)

wicked tiger
#

@fierce tulip Do want stroopwafels.

#

What did it do before?

fierce tulip
#

it was non-existant, and since any reply adds to it i need to go trough tedious menus to delete it.

#

my ocd senses keep tingling

#

hehe

plush yew
#

@wild kestrel i found an answerhub thread u wrote on in 2016

#

do u know how to GetWorld() from a Module interface?

#

StartupModule()

#

i need to get world, game instance, or player controller

#

so that i can spawn a UMG widget in C++

#

but maybe this is not possible

#

lol

fierce tulip
#

a hide option would be great.

keen birch
#

Or mark as read easily accessible?

#

A-la facebook notifications

wicked tiger
#

Can you turn it off in Settings/Notifications?

fierce tulip
#

i wish

#

well, i already get emails about each thread anyways, so its a bit double up

magic merlin
#

Hello guys, I have a question about performance, and decals. Which channel is proper for me to ask my question ๐Ÿ˜… ?

obsidian nimbus
#

graphics prolly

sinful umbra
#

Anyone know if 2FA will be availble to all Epic Games accounts?

magic merlin
#

Thanks! I'll ask my question there!

keen birch
#

@Mack#6354 Yes, it will be

restive eagle
#

@fierce tulip add that part to the adblock, it should hide then

grim ore
#

by any random chance anyone here try/use the a new ryzen 2500u laptop and UE4?

fierce tulip
#

ooh smart @restive eagle

restive eagle
#

i have an extension that modifies css of any web, so that would be an option too :>

#

but adding to adblock is probably easier, same outcome

fierce tulip
#

just did, works fine for now ๐Ÿ˜ƒ

restive eagle
#

kewl

celest creek
#

Just trying to do my first proper Maya char anim -> UE here. What's the limitations on the rig? Struggling to find good info here... any number of meshes? A single joint hierarchy with a single root joint? Max joint influences on vertices.... 3?

hoary brook
#

Anybody know how to stop shadows from cutting off as you move away?

wanton mauve
#

Sorry to repeat this from earlier but I'm still struggling: Hi, can anyone help me... I'm total noob at Unreal (although not programming). I've bought some assets and built up a scene and I am trying to render it in anaglyph 3D. I found this tutorial ( https://forums.unrealengine.com/community/work-in-progress/10222-stereoscopic-red-blue-glasses?17621-Stereoscopic-Red-Blue-Glasses= ) which seems to do the trick but whilst I can see what it is doing, it skips over the explanations way too much and I'm totally lost.

grim ore
#

so theres 3 possible solutions in that thread, what seems to be the problem?

wanton mauve
#

Probably my lack of understanding! ๐Ÿ˜ƒ I downloaded that example and when I ran it there was no anaglyphic effect, so I'm not sure what is going on there...

#

@grim ore does it work for you?

grim ore
#

okdoke so the issue is since this version was released they changed some post processing stuffs

#

basicallyt there is a material on the camera in the post process settings, the MAT_Stereoscopic

wanton mauve
#

Ah. I know what that means, but wouldn't have a clue how to fix it

grim ore
#

and if you open it you get an error about the scene stuff being changed

wanton mauve
#

I did IIRC

grim ore
#

theres 4 of them, if you make the change then resave and compile it fixes it

#

should be the 4 scene texture lookup nodes that go from scene color to postprocessinput0 in their details

wanton mauve
#

OK I'm really struggling to find where to change all this.

grim ore
#

go to Content -> Stereoscopic

wanton mauve
#

Yep

grim ore
#

you should have 2 items, one of them is MAT_Stereoscopic

#

open it up

#

should should get an error at the bottom and 4 nodes should have error text on them, the red ones in the middle

#

select the node, your details panel is probably open on the bottom left, and changed the scene texture ID to PostProcessInput0

#

repeat for all 4, save and apply. then go back and it should work

wanton mauve
grim ore
#

yeah your entire graph is missing lol

#

try Window -> graph from the menu

wanton mauve
#

OK I see the error nodes now - I'll attempt what you said ๐Ÿ˜ƒ

grim ore
#

the god forsaken camera doesnt focus on the ball but the effect still works. just annoying is all lol

wanton mauve
#

I actually only need a static camera

grim ore
#

oh yeah it has nothing to do with the effect it's just annoying me heh

wanton mauve
#

So how would I migrate this camera into another project then? I've done it with some assets already

grim ore
#

its the material not the camera that matters

#

find the PhysicsBallBP, open it up, go to the Camera, go to the Rendering Features in the details tab and notice it has a post process material

#

you would basically do that on any camera to have it do that

#

the material is the base that does all the shader stuff, the material instance (MI_Stereoscopic) is an interface to that material that lets you adjust the settings easily (open it and you can see that).

#

so if you migrate both of them out and use the material instance for your camera you should get your effect and be able to adjust it easily

wanton mauve
#

OK, migrated... I shall try to apply it now

grim ore
#

and holy crap some of those settings make it look weird lol

wanton mauve
#

lol

grim ore
#

I mean if I had glasses on sure but without them...

wanton mauve
#

OK I can't see how to attach the texture to my camera. Sorry I feel so helpless here! XD

grim ore
#

in your camera you have a details panel

wanton mauve
#

Yes

grim ore
#

easiest might be to just type post in the top search bar

#

you want the Rendering Features -> Post Process Materials section

#

then add an item to the array, choose an asset reference, then select your material/material instance

wanton mauve
#

Hmm, I think I'm looking in the wrong place here...

grim ore
#

are you in a blueprint or a camera in the scene?

wanton mauve
#

It's a blueprint I guess

grim ore
#

yea there is no camera

wanton mauve
#

It has contols graphed if I edit blueprint

grim ore
#

you need to add a camera to that blueprint or add one to the scene and set it to be default

#

is that a character?

wanton mauve
#

Yes I think so, Parent class "Character"

grim ore
#

yeah those are special hmm

#

maybe its easiest to just add it to the level, let me see if that works lol

#

yep it does but by god it effects the editor at design time lol

#

sooooooo lol ๐Ÿ˜ƒ

#

I really don't know how your setup is. UE4 pretty much creates a camera by default if you don't have one or your pawn doesn't have one.

#

so you need to set up your default pawn/character to have one then set it on that or you can add a post process volume and tell it to effect everything all the time not just when the camera is active

wanton mauve
#

man I wish this NVidia stereoscopic thing just worked! XD

grim ore
#

I can quickly walk you thru the volume one so you can atleast see it working

#

in the Modes panel on the left where you can add stuff, like boxes and stuff there is a volumes tab. Drag a Post Process Volume into the world anywhere

#

in there you can find your material option like we talked about on the camera

#

for this to work all the time you just find the option for Infinite Extent (Unbound) or just Unbound and check it and that tells it to always be on

#

and then it should always be on lol

#

and hell if that works you can always just turn it on when the game starts and keep it off by default so it doesnt screw with you in the editor

wanton mauve
#

I'm just copying my project to try it

#

OK yeah I can see that now fine

#

I'll try deleting this character and making a new camera

grim ore
#

if that is the character that is being spawned in by default you can always just add a camera component to it

wanton mauve
#

Ah it has one. Right... trying this now

#

Having done this - I'm not seeing any effect on the output of the camera (either in the pin preview or when running as a standalone)

safe rose
grim ore
#

@wanton mauve the default settings are super low so maybe that is it? swap it to the material instance and change them

wanton mauve
#

I dread to think Victor!

grim ore
#

this is assuming that that spectator and that camera is the active one as well

wanton mauve
#

I think I have it working now - I should probably sleep and crack on fresh in the am! Thank you so much for your help, I truly appreciate it ๐Ÿ˜ƒ

grim ore
#

yep yep hope it works ๐Ÿ˜ƒ

wanton mauve
#

Many thanks. Night ๐Ÿ˜ƒ

light thunder
#

Not sure where to put this - anyone have recommendations for a basic installer? typical wizard setup, very simple, just need to have my users point to a folder that they later can access

shut jay
#

hey there

#

i've been learning a lot of ue4 stuff and I really want to make a simple game, but have no ideas whatsoever, any recommendations on what I can do to get my mind thinkin about stuff?

grim ore
#

why not make a simple game then?

#

make a ball roll from a start to a finish

#

or clicking on targets as fast as possible when they pop up randomly on the screen

random forum
#

So I installed Visual Studio 2017 but Unreal Engine keeps asking for VS 2015???? Anyone ever experienced this problem?

random forum
#

Tried that. Didn't work.

#

Fixed it by uninstalling VS 2017 completely. Then reinstalling to Program Files instead of Program Files (x86)

#

Not sure if the directory change was necessary but hey... it's working ๐Ÿ˜‰

shut jay
#

@grim ore well no I've been doing small things like that but I actually want to make something that people can play now

#

just struggling with finding an ok idea

#

thinking ^

#

woopsies did not mean to send you a friend request, recognized your name from somewhere, just checkin for mutual servers

fallen tundra
#

hey guys, do you know a way to keep morph targets from snapping into a facial morph?

#

I made this game where a third party app controls the morph targets via data levels, but the facial morphs snap into it instead of smoothly morphing

#

I want it to be smooth as if it was an animation

mental shale
#

for you guys that make/animate 3d stuff for ue4; do you use maya or 3ds max?

fallen tundra
#

I personally use maya

#

it all depends on your preference

mental shale
#

I dont know the difference

#

theyre both made by autodesk

#

and it looks like they have the same features

lavish garden
#

look at the prices

mental shale
#

eh

#

price isnt a real concern

lavish garden
#

that and the number of built in features

fallen tundra
#

they both got similar features, but maya is tailored more for the animator in mind

#

like keyframes and curves

mental shale
#

ah okay

fallen tundra
#

3ds max is used alot for it's rendering capabilities

#

like 3d modelling art and architecture work

#

I love using maya because it's comfortable for me to export blendspaces and animations into ue4

mental shale
#

3ds handles modeling better?

fallen tundra
#

no, rendering out 3d models

#

lots of modellers use it for their realistic portraits

#

both maya and 3ds max handle out modelling fantastic

random forum
#

Mother of God. I upgraded my project to the latest engine and now everytime I cook it fails...

fallen tundra
#

what's the rror you're getting?

#

error*

#

I've had a similar issue

random forum
#

A whole page of LogInit: Display: LogLinker: Warning: Can't find file for asset

#

LogInit: Display: LogUObjectGlobals: Warning: Failed to load

#

UATHelper: Packaging (Windows (64-bit)): ERROR: Cook failed.

#

PackagingResults: Error: Unknown Cook Failure

fallen tundra
#

I fix that by creating a new project anf reimporting all my assets

random forum
#

Gotcha.

#

Will try.

fallen tundra
#

Good luck!

random forum
#

Seriously...

#

Any quick way to export and import everything? I have soooo many assets...

fallen tundra
#

yikes, I'm not so sure

#

I just copy everything to my new project's content folder

random forum
#

ahhhh view Windows gotcha

fallen tundra
#

then generate project files

#

it works every time for me

random forum
#

What do you mean by "generate project files" ?

safe rose
#

Man... Write Achievement Progress is still bugged in 4.18

random forum
#

How so?

safe rose
#

other than they don't work?

#

Well on Steam anyway

random forum
#

(lol I've never used them)

safe rose
#

They probably work on mobile

random forum
#

That sucks.

safe rose
#

Typical Epic protocol ยฏ_(ใƒ„)_/ยฏ

#

Since they don't have a game on Steam

#

they don't bother

random forum
#

They're making enough money from the 5% royalty fee (PUBG alone...) they need to spend a liiiiiiittle more time fixing some engines bugs they have....

hoary brook
honest vale
#
  1. your lighting is unbuilt
#
  1. the shadow distance setting is in the directional light properties
#

set the distance to something and cascade count to higher than 0

#

oh that was a mobile link

#

anyway, the light settings still apply

latent terrace
#

hey guys, probably a basic question but I've accidentally closed the animation window where I could set keys and stuff, how do I open that stuff? ๐Ÿ˜ฆ

fierce tulip
#

windows menu at the top

latent terrace
#

โค

thorn topaz
upper heart
#

yes, my comments are on the thread tho

#

what version are you on?

#

@thorn topaz

shut jay
#

does Epic work with the PUBG devs for anything?

thorn topaz
#

@upper heart how to tell in editor?

#

nevermind, 4.16

upper heart
#

hover over upper right hand project name

#

yeah my 4.16 randomly exploded with those errors. Upgrading to 4.18 completely resolved all of them and I haven't seen one since

#

(i.e. my answer on the answerhub)

thorn topaz
#

Did you happen to try 4.17? it'll be quite a while until we upgrade to 4.18

upper heart
#

no I skipped 4.17

#

I tried a lot of different things to fix the issue in 4.16 but couldn't.

thorn topaz
#

ok thanks for the help ๐Ÿ˜ƒ

upper heart
#

sure np

ashen brook
#

ffs

#

I "love" how UE first loads the entire selection of assets when you right click them, before showing you the rightclick menu

#

rightclick -> wait 10 minutes -> forget what you were doing

upper heart
#

lol there's a loading bar tho ๐Ÿ˜›

#

10 minutes, wow that must be a lot of assets

cloud cobalt
#

Or just one of the Kite assets

fierce tulip
#

if you dont f2 when renaming a level and just rightclick on it, it can take ages as well

surreal viper
#

anyone tried doing animation blueprint in c++?

wary wave
#

years ago

#

my advice is "don't"

surreal viper
#

I think i managed to hack my way through the BP one, but it's really terrible

#

problem is that I want to have a unified logic but we have different skeletons

#

I think I can create a general one using UAnimSequenceObject* -s, and I just duplicate and retarget that for each skeleton

too bad that I'll have to do that again all time I change it

#

still easier than building up the stupid almost same anim bp for all ๐Ÿ˜ข

#

searching for a way to do animations in C++ is also lead to the same "don't" answer

opal ocean
hollow crescent
#

Hi, I'm getting build errors when trying to build the mobile third person shooter example:
https://pastebin.com/av79Fj3M
*Lines 5-8 say that my build tools are inconsistent. I've tried looking in codeworksforandroid manager, but I don't see anything wrong.
*Lines 11-15 say that I've not accepted a license agreement, but I've accepted every one that I could find in UE4 and codeworksforandroid

#

I hope this isn't the wrong place to ask....

silver crown
#

No

hollow crescent
#

that portion won't install

#

i've tried ignoring

silver crown
#

IIRC you need to unselect

hollow crescent
#

I did, it's the only way that I could complete the install process

silver crown
#

Then it's good ๐Ÿ˜‰

hollow crescent
#

Yeah, seems the problem may been the license agreement I haven't accepted, but don't see where I do accept it

hollow crescent
#

I'm actually following that getting started tutorial you've linked

#

linked from*

silver crown
#

Got this issue before

#

IIRC disablingย "Enable Gradle instead of Ant" in the Project Settings solved it

hollow crescent
#

I've contemplated doing that, but didn't try it! lemme give that a shot

plush yew
#

How do I turn off spheres having a bright spot when i look at them with a light source?

hollow crescent
#

@silver crown โค โค โค โค โค โค โค โค โค โค โค โค โค โค โค it worked!

#

Thank you so much!

silver crown
#

๐Ÿ˜ƒ

plush yew
hollow crescent
#

Can't wait to try this out. runs off happily (good luck solving your problem, @plush yew )

plush yew
#

Thanks, I'm gonna need it haha

silver crown
#

Maybe specular?

plush yew
#

How do I remove specular?

silver crown
#

In your material

plush yew
#

Where in it?

silver crown
#

There's a specular output

#

Try setting it to 0

plush yew
#

@silver crown In the blueprint connectors thing?

#

Can I scale the font of the edtor, it's too small for me ๐Ÿ˜ฆ

silver crown
#

In the material editor

#

Connect a constant to specular

plush yew
#

Thanks!

#

Works thanks!

#

How do I make objects cast shadows on themselves?

#

A really dark shadow*

plush yew
vapid spoke
#

@plush yew Where are you find that material of the earth ?

plush yew
vapid spoke
#

thanks

rocky portal
#

@plush yew too bad the earth is flat

plush yew
#

Haha

rocky portal
#

lmao

plush yew
#

So anyone know how?

cursive dirge
#

@plush yew it does that by default

#

your's look unlit

#

it'll get shadows like that

plush yew
#

Ah the object is 637.1 units large if that matters

cursive dirge
#

also, night earth isn't all dark, there are lights

plush yew
#

Yeah I'm gonna get to that part afterwards

cursive dirge
#

^ something I did for a satellite link contest in the past / not accurate (also no PBR materials)

#

anyway, your material still looks like unlit

plush yew
#

Ah nice! So how do I light it? I have a light source

cursive dirge
#

it'll never get shadows cast into

#

directional light (sun)

wild glacier
#

@plush yew Compile the lights?

plush yew
#

I already did compile the lights

#

@cursive dirge Oh I'm dumb, I was using a light source

wild glacier
#

Make a bp changing every tick the rotation of your sun light

plush yew
wild glacier
#

I see my self in that picture

plush yew
cursive dirge
#

I just made the night lights by having night texture that was fed directly into emissive input

#

can't remember if I scaled it down too

plush yew
#

@cursive dirge Nah this one works amazzing thanks a bunch

cursive dirge
#

point is, it doesn't show the emissive part in direct light, only in dark

plush yew
#

You probably had too, travesing huge distances in the camera is very slow

wild glacier
#

Change the velocity