#ue4-general

1 messages ยท Page 169 of 1

keen birch
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Ran into a pretty big problem

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I'm doing some in-editor proc-gen stuff using Blutility

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So you call a function in-editor, that writes to an HISMC. THe problem is that they don't get saved

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Whenever I re-open the editor or cook, all changes made by the blutility functions are lost

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Except I want this to be built dev-side, not client-side

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So the data needs to be cooked

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Any way for me to do this besides manually making a file for this or anything like that?

rocky portal
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How does FGuid work exactly?

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I need to generate globally unique id's on Server to identify structs

honest rune
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FGuid is what you'd want them. what's your question?

rocky portal
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are tehse unique session to session?

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essentially impossible to ever dupliate it

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like UUID() in MySQL

paper kernel
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"We are currently limiting users something something"

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launcher has queue?

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seriously

snow crown
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thanks

ashen brook
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Damn beat me to it

snow crown
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choo choo

ashen brook
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Mobile app too slow

paper kernel
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fastest hammer in the west

upper heart
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๐Ÿ–

obtuse ocean
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So i dont use unreal engine alot

safe rose
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damn I missed something good

obtuse ocean
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kinda just started but i need some help

safe rose
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@paper kernel what did I miss?

obtuse ocean
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why do the tiles change size/shape

safe rose
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@obtuse ocean UVs?

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Scale?

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Because you did it?

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ยฏ_(ใƒ„)_/ยฏ

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Those BSPs?

obtuse ocean
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So the scale of the wall changes the tile shape and stuff

safe rose
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Of course it would

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This is not limited to UE4

obtuse ocean
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Then how would one change that?

safe rose
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You do some research

obtuse ocean
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thats why i am here haha

safe rose
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And learn a few things about Game Art

rocky portal
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you're new to Unreal? Are you wanting to design/make games or do level design?

safe rose
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You should probably just do the beginner tutorials then

obtuse ocean
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im just learning the program for now also c++

safe rose
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I am lik e90% sure they go through this

rocky portal
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Don't get stuck in the level design trap

safe rose
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Just go through those please

rocky portal
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you don't need pretty walls with shadows and doors if your goal is to make mechanics and stuff

safe rose
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And if you can afford 10 bucks

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get the Udemy courses

obtuse ocean
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I have one

rocky portal
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That course is really good

safe rose
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Then follow it?

obtuse ocean
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i am... but they havnt said anything

safe rose
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Otherwise, it's easier if you just look through the docs yourself

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And learn how to research these things on your own

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Because that's the best way to learn imo

obtuse ocean
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sooo do you know or ..?

safe rose
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If you are like super super new and have no clue about the editor

rocky portal
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you could waste/spend countless hours making a pretty scene and make zero progress on game dev

safe rose
obtuse ocean
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ill just search it up... thanks i guess?

rocky portal
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running around in a pretty environment is cool and all, but it doesn't mean much without mechanics..unless u just want to learn level design

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I know because I did it at one point ๐Ÿ˜

safe rose
rocky portal
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Blueprints are probably best to start with in Unreal because it will give you some insight into what C++ functions are called

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and C++ has crap documentation

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like that's one thing I wish Epic would invest in...add examples to how the documented function is used

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in a pseudo real scenario

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Unity poops all over Unreal in that department

gentle ivy
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content examples project is really good to see a lot of examples

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shooter game does the same thing for a C++ fps title which most large companies (ark, pubg, etc) are branching off of for a good base.

rocky portal
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I knew C++ at a functional level coming into Unreal and tried to follow the C++ Shooter tutorial by Epic

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and didn't understand at all what was going on

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but most of the confusion came from API things that are standard game dev architecture

safe rose
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hmm

gentle ivy
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I wrote an C++/SFML game, released on steam last year.

safe rose
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You didn't start with Battery Collector?

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I think that was my second one

rocky portal
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what is battery collector?

gentle ivy
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so I got a huge background in C++ ๐Ÿ˜„

safe rose
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First was the ones in the docs

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Battery Collector...

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lol

rocky portal
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I got UE4 on public release...when it was sub model

gentle ivy
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ughhhh hate having to read blocked messages :/

safe rose
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One of the better ones out there

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Practically step by step

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Teaches you the basic API

rocky portal
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yeah i don't remember that one lol

safe rose
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With some framework stuff

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Oh, you missed out then ๐Ÿ˜ƒ

gentle ivy
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battery collector isn't great. it's just a basic powerup C++ tutorial by epic.

safe rose
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They then did the Tanks vs Zombies...but that's wasn't all that great

gentle ivy
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they did it on stream once

safe rose
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It was all over the place and 20% of it was completed OFF LINE...

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I never understood why people do that

rocky portal
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shortly after flopping around with Shooter C++ guide I wasted a bunch of time putting materials and brushes and stuff trying to make something look pretty

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then did Behavior Tree stuff while it was experimental

safe rose
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If there are bugs

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Show it

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Teach people how to properly debug

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And fix issues that WILL happen in gamedev

rocky portal
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I never even really understood what was going on with "Components" until I researched more into Composition over Inheritance articles

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and read through some of the source

safe rose
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Heh, there are tons of things they don't explain

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But that's because they expect you to come from an OOP background

rocky portal
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then it clicked like "oh ... it's just a TArray of ActorComponents"

safe rose
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I mean, let's be real here...

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It's NOT their job to teach you how to program

rocky portal
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nope

safe rose
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Which is what A LOT of people want

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And expect

rocky portal
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I knew how to program but i didn't know anything about game engine architecture

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like you see "SomethingComponent" attached in an editor and u dont know what it's doing behind the scenes

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and when I got into Unreal C++ it had been probably over 15 years since I did anything in C++

safe rose
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Heh, I was almost the same way

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Except a lot less than 15 years

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Maybe 3-4

rocky portal
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like "Shit man i gotta learn pointers and references again??? wtf do you mean I can't have a reference to an AActor"

safe rose
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It just takes time

rocky portal
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"Oh you can pass a pointer to a reference"

safe rose
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Like anything else though

quasi lake
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Hi bros,I have a problem about blocking volumn.
I place a hollow cylinder volumn in the level,and after no matter I close the collision or delete the cylinder volumn,it still affects the nav mesh.Is nav mesh baked staticly and unchangable during runtime?How can I make a dynamic barrier that changes nav mesh dynamicly?

safe rose
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@quasi lake huh?

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Just have it not affect navigation

rocky portal
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I constantly run into new issues in Unreal just because of a lack of game dev experience

safe rose
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there's a checkbox

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Or only do certain collisions

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Custom

rocky portal
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like Stranger schooled me earlier on doing more complicated nested structures in Inventory without using actual Actors

quasi lake
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Which check box

rocky portal
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like infinitely "nesting" structs while Unreal doesn't support Struct recursion through UPROPERTYs

safe rose
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@quasi lake Your run-on sentence is confusing me

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But, basically, are you wanting dynamic nav mesh or not?

quasi lake
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I want that cylinder volumn not participate in nav mesh building

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Sorry ha

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I dont want it affect the nav mesh

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No no

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It does need to dynamicly affect nav mesh

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I just want to controll it on/off runtime

safe rose
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...

rocky portal
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oh man there were some useful things with NavMesh

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that they went over in one of their live streams

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but i can't for the life of me remember what they were

quasi lake
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So how to I do this

safe rose
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A few ways

rocky portal
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it involved a low cost way of having an object influence the navmesh

safe rose
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If you want to toggle it on and off

rocky portal
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NavMeshBlocker or something comes to mind

safe rose
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Change up the Object Type

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And/or set up what affect nav mesh in collision settings of the nav mesh

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Or just create completely new collision objects

quasi lake
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Eh ,would it do if I set it to no collision?

safe rose
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Yea

quasi lake
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Em seems not working

gentle ivy
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just set it to not effect navmesh and remove all collisions

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then rebuild your navmesh

safe rose
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Are you sure you have dynamic gen on?

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It's in project settings

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They might have it in nav mesh setting itself now, not sure.

quasi lake
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Which property

safe rose
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?

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Just search man..

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Big ass search bar up top

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type in.. Dynamic

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or nav

gentle ivy
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Can Ever Affect Navigation

quasi lake
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No dynamic thing in project setting

gentle ivy
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you should also have Project Settings -> Navigation Mesh -> Runtime Generation on

quasi lake
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Yeah I saw it

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I'm gonna check it

gentle ivy
quasi lake
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I set project setting to dynamic it worked

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But somehow

rocky portal
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so someone check my logic here:


    TMap< FGuid, TArray<FItemCompartment> > NestedItemContainerMap;```
quasi lake
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One of my character is trembling after passing through that part

rocky portal
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ItemCompartments at lower levels is a grid of FItemSlots which hold FInventoryItems with unique ItemID

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so I should be able to use that ItemID to do a lookup in "NestedItemContainerMap"

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on Access of an ItemContainer to pull the Contents out

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and I can also use the ItemID to validate against the server

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or I could use a TMultiMap<FGuid, FGuid> to pull all "Child" FGuids by a parent Guid

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and this MultiMap would write/read easily from a SQL db

quasi lake
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Em nvm it should be the problem of that character

quasi lake
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I forget to disable collisons of these two swords

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Then they affect his navigation

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Laugh my ass off

muted apex
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migrated a project over another? its gone? xd

plush yew
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Hello Im new here ๐Ÿ˜ƒ

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Is it true that Python is coming to UE?

bitter iris
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Can anyone look at my error log and help me find the error

glossy flame
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@plush yew yes, but strictly as an editor extension tool, AFAIK

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But keep in mind "coming" could really mean that the feature never makes it to release :/

quiet radish
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help me

glossy flame
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@quiet radish if you actually ask your question, people might be able to help ๐Ÿ˜ƒ

bitter iris
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@glossy flame can you dm?

glossy flame
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I'd rather not, sorry.

bitter iris
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Okay ill post it here

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I'm currently getting this error;

ProcessResult.StdOut: LogMeshUtilities: Error: Raw mesh is corrupt for LOD0.
ProcessResult.StdOut: LogStaticMesh: Error: Failed to build static mesh. See previous line(s) for details.
Do you know why im getting this

glossy flame
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Messages in here get more eyes on the issues and also allow other people to see ๐Ÿ˜ƒ

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Yep ๐Ÿ‘

quiet radish
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please someone help me, hacked my pc, did something with my game that was logged in unreal engine, and banned my account from my sister and mine, please how do I re-enable it, please

bitter iris
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Someone "hacked" your PC?

quiet radish
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yes

bitter iris
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By whom

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fake tech support?

quiet radish
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do not know

glossy flame
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Well, that message is coming from // Make sure the raw mesh is not irreparably malformed. if (!RawMesh.IsValidOrFixable()) { UE_LOG(LogMeshUtilities, Error, TEXT("Raw mesh is corrupt for LOD%d."), LODIndex); return false; } which definitely shows the mesh is invalid (but that's not really much more information than what the error itself told) @bitter iris

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That said, I can't tell you exactly what conditions would cause a mesh to be considered corrupt, but I'm guessing it's somewhere in your mesh pipeline

quiet radish
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yes fake tech support

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help me

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sory
I do not speak English

glossy flame
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If you're having issues with your Epic account, there's nothing that we can do here. Contact Epic support.

quiet radish
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what is the support of epic games, please help me, I was developing a game and I need help.

bitter iris
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Have you not got a backup of your work?

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System Restore or something

quiet radish
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not

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I remember that the desktop screen went black, and the type of the mouse pointer jiggled, and I was kind of playing nice and banned screen appeared on my account and on my sister's

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help

rocky portal
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Has anyone here tried rolling a custom data structure

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Like TArray

bitter iris
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ProcessResult.StdOut: LogCook: Display: Cooking /Engine/EditorResources/LightIcons/S_LightError -> P:/PXWorkspace/MyProject 4.18/Saved/Cooked/WindowsNoEditor/Engine/Content/EditorResources/LightIcons/S_LightError.uasset

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I think its this thats causing my cook error

quiet radish
glossy flame
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Again, if you're having an issue with your Epic account, contact their support.

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I linked it above.

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There's nothing anybody here is going to be able to do to help you

bitter iris
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Did you get banned on fortnite?

quiet radish
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yes

bitter iris
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No ones hacked you then, youll need to contact epic, they probs just blocked your account for cheating

glossy flame
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Yeah, I'm going to go with a 95% chance they cheated and somehow want someone here to unban them

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ยฏ_(ใƒ„)_/ยฏ

bitter iris
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lol

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Lethal did you see what i posted before

glossy flame
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I saw it, but I'm not really sure if that helps much, unfortunately

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Maybe try an engine content verify?

bitter iris
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okay

quiet radish
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but I did not use cheating, I do not even know what it is, I just know that they hacked my pc yesterday

bitter iris
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Epic wouldn't ban you for no reason, but I'd contact them

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To find out

quiet radish
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but I can not get in touch with them

bitter iris
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why

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@glossy flame I think its downloading something verifying now hopefully it will fix thanks

quiet radish
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I do not know how to get in the support and talk to them, nor do I know if they speak Portuguese

regal mulch
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@quiet radish We are not responsible for Fortnite here. Please visit their support forum or contact them via email.

glossy flame
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No, I'm not going to DM you either ๐Ÿ˜ƒ

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And just a note, saying "help me" every two messages doesn't really make me want to help you more.

iron belfry
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hi, does anyone has experience with relative rotations? im stuck with a situation

regal mulch
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Post your issue rather than asking that way

iron belfry
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i have this gear pointing to north

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the gear can be grabbed from any part

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i grab point A and move to point B, how do i determine the delta rotation of those points to apply accordingly

regal mulch
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Angle between two vectors you mean?

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That image is kinda confusing

bitter iris
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Lol

regal mulch
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Take the start rotation

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And subtract the end rotation

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Then you have the delta rotation

iron belfry
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can that be calculated realtime?

regal mulch
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Should

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No idea if subtract is exposed to blueprints for rotation

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Might be under a specific node or so. Worth googling

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Don't know that out of my head

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But subtracting them should be the way to go

iron belfry
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thanks, will keep looking

steep token
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I made an npc, driving around a set route, blasting stereo typical music, but have to tweak it to sound more immersive, sounds too linear

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I have a map, where i plan to implement stereotypical wars

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between npc's

fathom heath
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How does one make a material take up the entire landscape

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Like no tiling?

fair violet
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@fathom heath Landscape coords node with the same tiling values as your heightmap resolution (eg 2017x2017)

fathom heath
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Okay, thank you

iron belfry
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as @regal mulch said, i needed the delta between the begin and end grab angles, but i also needed to add the forward vector for it to make sense. this works

plush yew
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Why i cant put any foliage anywhere in my level?
first thing this has happened

sullen sonnet
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hey guys, how do you decide what art style or graphics to use in your game ?

karmic igloo
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@sullen sonnet It depends on how you want your game to feel. If you want a serious game, use realistic graphics. If you want a goofy game, use cartoon graphics.

sullen sonnet
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ok

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what if it's a mix of serious and goofy

bitter iris
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Is there any way to find out what files are corrupted in ue4

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this is pissing me off now

sullen sonnet
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check debug window

bitter iris
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okay ill try

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sat for 7 hours tryna find the thing

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I have a few files that are "warnings" saying this has been saved with empty engine version. The asset will be loaded but may be incompatible

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would this stop the packaging of the game

karmic igloo
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In that case, you just do what you would prefer. It could have cartoony graphics with normal shading or realistic graphics with cel shading. Or any other combination.

sullen sonnet
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@bitter iris i would think so

grim sinew
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@sullen sonnet Generally you decide on the art style based on the type of theme you're going for. You can have serious cartoony games, look at something like Jak 3 or Zelda BOTW. You can also have realistic looking games that are goofy, like CoD!

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It's mostly just an artistic choice, you can make any style work for any style of game if your artists are good enough.

bitter iris
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@sullen sonnet Okay ill just delete them all

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Its a pack i purchased they must of done it wrong

sullen sonnet
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no

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it might be outdated

bitter iris
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ive got the latest version?

sullen sonnet
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you talking about asset store?

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what pack you talking about

bitter iris
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Military Base

sullen sonnet
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it's just models ?

bitter iris
grim sinew
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Is the word Tiger on those shipping crates backwards?

bitter iris
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yeh

grim sinew
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That's a silly mistake

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Someone didn't flip their UVs

bitter iris
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lul

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easy change

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the warnings im getting is a pain in the ass tho

grim sinew
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Really though it should be fine. Try the bruteforce approach first, just open every asset and hit the save button for no reason. It might force Unreal to make the proper metadata.

bitter iris
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okay ill do that

sullen sonnet
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try getting rid of it and run or compile again and see if it's the issue

grim sinew
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I've seen that error before though, I don't think it actively stopped me from packaging. Are you sure that's the issue?

bitter iris
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i cant find the issue

grim sinew
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Ah, just drowning in warnings?

bitter iris
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this is the main error

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ProcessResult.StdOut: LogMeshUtilities: Error: Raw mesh is corrupt for LOD0.
ProcessResult.StdOut: LogStaticMesh: Error: Failed to build static mesh. See previous line(s) for details.

grim sinew
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Maybe open t he log in notepad or something and see if you can find something else.

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Ah there we go!

bitter iris
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but i dont know wtf is wrong

grim sinew
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Yeah corrupt meshes are maybe a bad thing

sullen sonnet
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^

bitter iris
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i cant find the corrupt ones

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thats the problem

grim sinew
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Hmm. Well it shouldn't even be loading if it's corrupt, right?

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Maybe delete the assets you aren't using

sullen sonnet
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it's all that give you warnings about

bitter iris
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So those warnings i posted theyre the corrupt ones?

grim sinew
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Not necessarily

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They're just missing metadata, not corrupt

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It even says, the mesh will load but may be incompatible. It's a warning for a reason, it's not going to break anything

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That corrupt mesh error will stop it from even loading

sullen sonnet
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i would just remove them if i were you and see if it fixes it.

bitter iris
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remove the military base pack yeh?

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fuck its 2am

sullen sonnet
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ye

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that's the only thing i can think of unless someone else got something to add

bitter iris
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Deleting them now, its checking assets for root set atm

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Not sure how long this takes

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When I package is there a way to package only what is in use?

grim sinew
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It filters by maps as far as I know. It won't load what no maps contain, and you should be able to blacklist maps I think.

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I might be wrong thuogh

sullen sonnet
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restart it

bitter iris
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am doing

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how can it crash on delete ๐Ÿ˜‚

sullen sonnet
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cuz you didn't close the engine

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maybe

grim sinew
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Unless he deleted via the engine, in which case it could just be a random crash

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Or the engine while deleting the asset came across the corrupt file and that crashed it when trying to find it in the asset associations

bitter iris
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i deleted via engine yeah

sullen sonnet
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when you delete many things at once it tends to crash for me to especially if the things are in use

grim sinew
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Yeah it probably tripped up on the corrupt asset, whatever that i

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is

bitter iris
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woop i may have found the corrupt one then

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lol

grim sinew
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Good news is, if you delete it by folders, you can probably narrow it down to what the asset is without deleting anything

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Because deleting will always ask for confirmation, and if that error came up before the confirmation you can essentially just get Unreal to go through all the asset folders for you to find it quickly

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I think. Dunno, never tried this before! ๐Ÿ˜„ I hope it works

bitter iris
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so do i lol

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i wanna test my game

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an others to

sullen sonnet
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i think u can get refund if it doesn't work properly

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if you want to that is

bitter iris
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i dont wanna mess him around if its the pack

grim sinew
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Could just be his internet derped and corrupted a single file. Hard to say if he's the only one with this problem

bitter iris
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okay now i got failed import for mapbuilddataregistry

grim sinew
bitter iris
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ty

sullen sonnet
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lol

bitter iris
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erm

sullen sonnet
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quick

bitter iris
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no solution on there

grim sinew
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Yes there is

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EDIT: ok i think i solved it. i closed unreal, i went to explorer location, in content i browsed the problematic builtdata and deleted it. (i have back up). so now restarted unreal and redo all of the lighting build, reflection update and it got solved. i don't what just happened. i don't how it got corrupted. somebody know when such thing happens?

bitter iris
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oh im blind

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i blame my tiredness

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๐Ÿ˜‚

grim sinew
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We're game devs, nobody sleeps until we're hallucinating spiders

bitter iris
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i need to be up at 6am

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its 2:20am

sullen sonnet
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fuck spiders

grim sinew
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2 AM is nothing ๐Ÿ˜›

bitter iris
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got a boring day at university

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Today kids were learning to code a portfolio

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fucking woo

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i learned that when i was 9 years old

sullen sonnet
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i want to quit my uni

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but can't

bitter iris
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im only in it for the money

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my tutors are brain dead

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no idea what theyre talking about

sullen sonnet
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same

bitter iris
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im teaching them graphic design

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lol

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they should pay me ยฃ9k a year

sullen sonnet
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im teaching them how to teach...

bitter iris
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haha

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Seriously though, I'm doing graphics design at university

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90% of the students have no idea how to fucking use photoshop

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like wtf

sullen sonnet
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i could use photoshop when i was 10 yo...

grim sinew
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Everyone knows you do graphic design in ms paint

bitter iris
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ive been using photoshop since cs2

sullen sonnet
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lol

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ms paint is best paint

bitter iris
#

My tutor told me I have no future in design. I told him, I earn more money than him

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lul

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he shut up

fluid stag
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I was using photoshop when it was really an actual shop and we took our photos there on horseback

sullen sonnet
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lmao

grim sinew
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@fluid stag confirmed immortal. Either that or a zombie/vampire.

bitter iris
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First day of university he said to me "Your a work in progress. I'm better than you ever will be."

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I said

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Yeah thats why your a fucking tutor cause you failed at a career

fluid stag
#

@grim sinew you knew

grim sinew
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Hey, I tutor people too, I just do it for free because they're friends and need the help sometimes ๐Ÿ˜›

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Even if I get calls at 5 AM sometimes >.>

bitter iris
#

I dont like my tutors

sullen sonnet
#

@bitter iris "My tutor told me I have no future in design." id punch him right in the dick hole

bitter iris
#

I don't appreciate being forced to pay ยฃ9,000 a year for something i already know how to do

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Kenny he has no dick

sullen sonnet
#

o

bitter iris
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all pussy boy

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haha

grim sinew
#

If you know how to do it already why do you need a tutor?

bitter iris
#

Cause I don't want to leave education yet

#

ill be sat in the house 24/7

grim sinew
#

But isn't that what a teacher is for? Why go beyond that with a tutor?

sullen sonnet
#

why you need atutor?

bitter iris
#

to learn new things

#

i havent learned nothing new in 2 years

sullen sonnet
#

okkkkk

cursive dirge
#

how is this related to UE4?

sullen sonnet
#

lmao

grim sinew
#

Yeah this conversation kinda branched off from UE4 packaging errors.

bitter iris
#

The teachers are passed the "unreal" stupid?

sullen sonnet
#

@cursive dirge arent you fun at parties

grim sinew
#

To lounge I go!

bitter iris
#

anyway

#

do i delete this file yeh?

sullen sonnet
#

delete UE4

grim sinew
#

There is no way builtdata should be less than 1mb for what I assume is a world so big you're using world composition

sullen sonnet
#

jk

grim sinew
#

So yeah. Delete that, rebuild the map

bitter iris
#

my map is 256km^2

sullen sonnet
#

o

grim sinew
#

It's just baked lighting, reflection captures, etc in there

sullen sonnet
#

fun\

bitter iris
#

not fun

#

its torture

sullen sonnet
#

you making dayz remastered xd

grim sinew
#

I did a 32km^2 map a month ago. It was pain. I don't know why you went so far above and beyond to torture yourself.

bitter iris
#

yeah man

#

quite litterely am i guess you could say

grim sinew
#

Your game isn't MP right?

sullen sonnet
#

why tho

bitter iris
#

its mp

grim sinew
#

You're doomed

bitter iris
#

why

grim sinew
#

Server RAM and physics precision

bitter iris
#

rent one?

sullen sonnet
#

optimization will be your nightmare

grim sinew
#

That's not the problem

bitter iris
#

optimization lol

#

currently sat at 300 fps with most of the map done

grim sinew
#

Servers need all levels loaded at once to work. It's going to be mega expensive getting enough ram to load all those maps

bitter iris
#

doesnt seem out of the ordinary

#

i can get sponsors

grim sinew
#

PLUS as I said, physics precision. UE4 uses 32 bit precision on physics, which decays in accuracy noticably beyond 4km from the origin

sullen sonnet
#

ill sponsor you

#

xd

grim sinew
#

You will have people literally walking through walls at 200km out

bitter iris
#

i used to be sponsored by amd back when i did tech stuff

#

plot a few threadrippers in there ๐Ÿ˜›

grim sinew
#

Watch this, you'll learn why what you're doing is a terrible idea.

#

UE4 is locked to 32 bit precision. You cannot change this easily.

sullen sonnet
#

star citizen โค

grim sinew
#

Most people end up doing extensive, insane engine modifications to support maps as large as you want

#

Your map will work in singleplayer since you have origin rebasing in singleplayer. That will NOT work for the server.

sullen sonnet
#

ue4 is 32 bit?

#

wtf

grim sinew
#

Yes

sullen sonnet
#

why

grim sinew
#

Because 99.9% of games don't need 64 bit precision on transforms

bitter iris
#

well fuck

obtuse sable
#

Is there a way to select several things at once in a better way then Ctrl click each part?
Like if i would want to just split a level in half
to make room for someting in the middle?

sullen sonnet
#

@bitter iris you could make it 64 bit if you know programming very well

grim sinew
#

I know there are some people that have done engine modifications to UE4 to make it support larger maps, but 256km^2 is insane. I'm not sure anything any of them did would scale that large.

cursive dirge
#

only if someone had double precision physics for ue4

sullen sonnet
#

@obtuse sable hold shift

bitter iris
cursive dirge
#

(I have two solvers running in doubles in ue4 :p )

bitter iris
#

ill just release this tiny area

sullen sonnet
#

that's neat

grim sinew
#

Yeah that's a cool map, but RIP server hardware and RIP engine precision

sullen sonnet
#

if i were u, id still try it

bitter iris
grim sinew
#

Also probably RIP server load, since the engine's game thread is single threaded and you're going to probably want more than 100 players on a map that large

fluid stag
#

4k max

bitter iris
#

months of work gone then

fluid stag
#

atleast for fps

grim sinew
#

Otherwise you would have like 1 player per 2 square kilometers of map space which is stupid

#

Epic can hardly get 100 players in fortnite BR working on a map 1/100th the size the one you're doing

bitter iris
#

i think per tile is 4km

grim sinew
#

Short of Star Citizen's modified Cryengine, there is no game engine on earth that can do what it seems like you want to do.

bitter iris
#

cryengine is horrible

sullen sonnet
#

fortnite runs great tho

bitter iris
#

fortnite map is like a 4k map

grim sinew
#

It's not base cryengine anymore

bitter iris
#

tiny

grim sinew
#

They ripped out the entire physics system

fluid stag
#

Fortnite is 3p too so jitters you'd notice are hidden

grim sinew
#

Just like you would need to do! PhysX is 32 bit precision only in the UE4's implimentation

sullen sonnet
#

@bitter iris why you need such big map? What is your game about

bitter iris
#

@sullen sonnet tbh i just went all out

grim sinew
#

Yeah 4km map means you can only go 2km from the origin in any direction. That's the hard limit of 32 bit precision, 2km from origin before things start exploding

#

4km from origin kinda pushes it, anything beyond that is pointless

sullen sonnet
#

o

#

So your game isn't a game ?

bitter iris
#

it is

#

just i wanted the map to be a big one

#

lol

sullen sonnet
#

What is the game about, survival ?

bitter iris
#

i actually created the map in WM then i imported to ue4, everyone was saying how bigs the map so i measured it. It was 256km^2 not knowing it was bigger than DayZ

#

Survival yeh

fluid stag
#

o.o

sullen sonnet
#

don't we have enough of survival games lmao

bitter iris
#

idc

#

dont we have enough games?

sullen sonnet
#

different story xd

fluid stag
#

there is this new one coming on ue4 called scum that looks like it has some neat stuff going on

bitter iris
#

Dont we have enough shooters? space, etc

fluid stag
#

indie team but its being published by croteam i think

bitter iris
#

You cant create an original game no more

#

maybe by style

sullen sonnet
#

@bitter iris your map would be amazing for single player game

bitter iris
#

but not genre

grim sinew
#

Bickering about types of games and oversaturation aside, what you want to do can't be done in any publically available game engine

#

It's too large

bitter iris
#

So Single player

#

I have AI in the game anyway

#

it'd save server costs

grim sinew
#

Yeah. Singleplayer, UE4 has an origin rebasing feature that should serve you well.

bitter iris
#

more money to give back to the community

#

seems like a good idea

sullen sonnet
#

i was thinking like skyrim but modern

bitter iris
#

Oh my

obtuse sable
#

@sullen sonnet I meant without doing that. Shift clicking every single piece is so annoying

grim sinew
#

That'll make it so every time you get too far from the origin, the transforms shift over to where the player is to keep things precise

bitter iris
#

YES

#

Oblivion!

#

didnt really like skyrim

grim sinew
#

Yeah no, your map is 100x larger than Skyrim/Oblivion in the first place anyway

bitter iris
#

lol

grim sinew
#

I don't think you understand just how large your map is

bitter iris
#

nope

#

its big i know that

#

but hey

fluid stag
#

I mean one thing you gotta think right, you get your 200km2 map, and you put in your procedural foliage, and then... you gotta fill it with content

#

scope is pretty big

sullen sonnet
#

@obtuse sable you don't have to click each. You do it from 1 end to the other

grim sinew
#

If you started on one corner of the map and started walking, you wouldn't see all the content for years.

bitter iris
#

its mostly filled @fluid stag

grim sinew
#

That's not a positive thing to have it so large like that

bitter iris
#

lol

sullen sonnet
#

@bitter iris single player maybe like farcry with bunch of quests

grim sinew
#

Procedural foliage isn't content

bitter iris
#

i have buildings etc

grim sinew
#

And how much thought have you put into the actual meter by meter level design?

bitter iris
#

alot

#

a years worth

grim sinew
#

For 256km of space, you put thoguht into every meter of space all on your own?

bitter iris
#

I spent 5 months planning

#

yes

grim sinew
#

In only 5 months?

bitter iris
#

5 months planning yes

sullen sonnet
#

ALL IMA SAY IF IT'S SINGLE PLAYER LIKE SKYRIM BUT WITH GUNS AND MAGIC ID BUY IT RIGHT NOW

bitter iris
#

i got caves in, towns an im adding a big city soon

#

@sullen sonnet I think I will do single player, as it would be fucking amazing to create a game like skyrim

fluid stag
#

those are some nice rocks though

bitter iris
#

Elder scrolls was my child hood

#

i won a 1080 ti in november for my project

#

nvidia edge thingy

sullen sonnet
#

if it has guns and magic GOTY

grim sinew
#

You do realize your game is literally bigger than WoW, right?

sullen sonnet
#

lmao

bitter iris
#

Why thank you

#

๐Ÿ˜‚

grim sinew
#

WoW is 207km^2

bitter iris
#

Anyone wanna help

#

lol

#

your scaring me now

grim sinew
#

You're going to be working on this until you die

bitter iris
#

meh itll take 5 years

#

maybe 10

grim sinew
#

No, it'll take a team of 300 5 years

#

It'll take you until you die

bitter iris
#

lol

#

ill be back in 5 years with it done

#

dw

fluid stag
#

in 5 years time, what do you think gfx and peripherals will be like

grim sinew
#

The only way you'll be done in 5 years is if the game is mostly procedural/random and you put no effort in the actual design of any one area

#

You're making an MMO, by yourself.

bitter iris
#

just need to finish roads

#

its not gunna be a problem

grim sinew
#

No, all of that is world machine. That's not done, that's the first 3%.

bitter iris
#

foliage, towns, AI camps are done

#

forests are done just need to add in some cliffs etc

grim sinew
#

On the bright side, it'll be a great learning experience for you. Everyone needs that one overambitious project to learn their limits the hard way after wasting a few months. ๐Ÿ˜›

#

If you still want to go for it, do it. Just don't be hard on yourself if it doesn't work out.

bitter iris
#

Trust me, by the end of this year ill be done with the map

fluid stag
#

this is why it's so hard to get people to collab with, so many are working on games with infinate scope

bitter iris
#

Then i can work on inventory, quests and perfect AI

grim sinew
#

People just underestimate what goes into actually making an experience fun and think they can do the work of AAA studios on their own.

#

It's not a slight against the person, they just want to make the types of games they enjoy without realizing what goes into it

bitter iris
#

I realise what goes in it

#

I spent months planning it

#

And if I have to ill reduce the size of the map, but for now its going good

#

I get where you guys are coming from like

#

No harm in trying

grim sinew
#

There hasn't been a single person in the history of game development to make a game as large as you're aiming and make it actually fun to play.

#

By themselves

bitter iris
#

Bout time that changed

fluid stag
#

For what you are doing, you are better off making everything as pretty as possible, and make a vertical slice of your game, and hitting kickstarter for funding, and building a team. You'll waste so much precious time going down the current road

bitter iris
#

I plan to get a team eventually

#

It's just too expensive to run out of my pocket

#

So for now im gunna do as much as i can

grim sinew
#

@fluid stag I think he just needs to learn it on his own. He's not interested in what we have to say. Let him try, his ego of "bout time that changed" will get tempered with experience.

bitter iris
#

Thanks dude

#

Nothing wrong with my trying.

grim sinew
#

No problem. Hey, I'll still help if you have any problems, that's not changing. And you can't say we didn't try to warn you.

plush yew
#

jordan way to go

fluid stag
#

Yeah I guess you gotta see on your own, we just trying to help ๐Ÿ˜„

plush yew
#

u will succeed

grim sinew
#

Oh yeah I'm not saying he won't one day succeed. Just not on this project, not in its current form. He'll scale it down to something more reasonable eventually and that iteration is the one that will get through the fires of solo development.

#

Nobody succeeds on their first major project though, that's no exception there.

plush yew
#

yeah he will

grim sinew
#

What he's going through is something everyone at one point does.

plush yew
#

dont listen to these assholes

bitter iris
#

I won't be stepping down, if I do the map will get bigger as I go on. It may start off as the 2x2 tiles. Then till go to its full 4x4 tiles

#

They arent ass holes lol

plush yew
#

jordan make the game 95392 times bigger

#

you will finish it in weeks

bitter iris
#

now i feel like your being sarcastic

grim sinew
#

@plush yew Stop trying to sabotage him just for the sake of making a joke.

plush yew
#

no?

#

i dont stop

bitter iris
#

I'm gunna do me. Don't like it fine, but you'll see

plush yew
#

thats the spirit

sullen sonnet
#

keep the map please don't cut anything away

bitter iris
#

Im not kenny

#

I've got all the blueprints layed out its all a matter of time

#

Which i have a lot of

plush yew
#

very good looking game

#

put a lot of naked bitches there too

bitter iris
#

no

plush yew
#

will sell

sullen sonnet
#

make sure you have a fuck ton of quests tho lol

bitter iris
#

Ill let the community request quests too

#

be interesting

#

an cool

plush yew
#

yeah and have factions and everything else that other games already did ๐Ÿ˜„

cursive dirge
#

I didn't read most of your discussions

#

but...

#

if you make a map that big

#

prototype it before making the content

sullen sonnet
#

indeed

fluid stag
#

actually naked girls really works, if you want a fat patreon

bitter iris
#

What's the biggest map in ue4 atm

fluid stag
#

you don't even have to make a game

grim sinew
#

In an actual game?

bitter iris
#

I'm not a money grabbing developer

#

like some people

#

Yes biggest map at the moment on ue4

cursive dirge
#

yeah, what I mean, test the tech beforehand

sullen sonnet
#

ark can have big maps

grim sinew
#

Probably PUBG's map, but they did a lot of engine modifications to make it work. They had an army of programmers to work on it and make it better, and you can see for yourself how unstable that game STILL is.

bitter iris
#

I have been running performance as im adding more parts of the map

#

pubg is the biggest HAHAHA

#

eat my dust

grim sinew
#

If you say so

sullen sonnet
#

make sure your game isn't online

bitter iris
#

?

sullen sonnet
#

YOU COULD MAKE IT COOP THO PRETTY EASILY

cursive dirge
#

doesn't squad have a pretty big map?

sullen sonnet
#

not that big

bitter iris
#

squads like 4k

#

Someone created wow in ue4

#

a remake that is

sullen sonnet
#

in a car it takes like 3-5 minutes to get from 1 end to the other

bitter iris
#

lol to walk each tile it takes 30

#

i think it was that

#

not sure lemme check

fluid stag
#

grass simulator

sullen sonnet
#

walking simulator

bitter iris
#

ima just go to bed

#

think what you think

#

night

sullen sonnet
#

kingdom come deliverance is pretty big i think

bitter iris
#

isnt that made in cryengine

sullen sonnet
#

used to be

bitter iris
#

"it only takes a few minutes of game time to ride across the full distance of the beta map. I think the full map is like 16X16 km's which isn't very large for a open world game... Compare 16 km2 of KCD with say Arma III which is 270 km2."

#

lol

sullen sonnet
#

arma isn't using ue

fluid stag
#

I got one question though

#

do you think having an AKM and AK47 as separate weapons is superfluous?

sullen sonnet
#

damn

#

das hard to answer

fluid stag
#

I know

#

๐Ÿค”

bitter iris
#

Id rather have a ak47

sullen sonnet
#

as long as it has good sound ye

bitter iris
#

Dont see the point in having both roughly the same weapon

#

Theyre the same just different athetics

fluid stag
#

I'm just filling out the weapon range a little

sullen sonnet
#

akm is more modern

bitter iris
#

Would you say?

fluid stag
#

The guns handle differently, ak47 has more recoil and can't commonly take attachments iirc

sullen sonnet
#

same stats but the way you hold it people say it's more comfortable idk

#

ak47 can have bayonet

bitter iris
#

Both can with some tape lol

sullen sonnet
#

lol

fluid stag
#

The main thing is you can offer the ak47 cheaper, with a beat up model, roughly the same performance as the akm, but you can't give it attachments, no room to grow etc

sullen sonnet
#

ye akm is modernized ak47

bitter iris
#

Anyway guys im off hopefully i wake up in 3 hours

sullen sonnet
#

have fun

fluid stag
#

o/

sullen sonnet
#

i wouldn't use 2 of them but i would pick 1 depending on the game feel

#

if it's insurgents id go with ak47

#

if it's payed and rich insurgents or militia then akm

fluid stag
#

It's hard to say, because the faction is sorta fictitious it's called the "euro persian union"

#

So you kinda get the best of both worlds

sullen sonnet
#

id go ak47 only then

#

makes more sense to me

fluid stag
#

Maybe, if I was gonna only pick one I'd probably have my hands tied to use the AKM simply because the only other choice that handles an attachment is an RPK since the era is capped roughly to the late 60's

#

game specific stuff I guess ๐Ÿ˜„

sullen sonnet
#

rpk is technically an lmg

fluid stag
#

Yeah, I don't expect players to use it that way though lol

#

"it's just a big ak with more bullets"

sullen sonnet
#

there's 100 round mags for it

#

with bipod

#

so it depends on the stats you put on it

fluid stag
#

40 round with the bipod removed, it more or less ends up as the top of the rifle tier for that faction, and the pkm is the LMG choice just so it's intuitive to people who don't know a lot about guns but recognize the belt fed gun is a machine gun

light thunder
#

is there a hack or workaround to turn a static mesh like a blanket, into, well, a blanket...

cursive dirge
#

like, cloth

plush yew
#

hey im in vr mode. i am able to pick up my objects

#

but ive noticed that some of them tend to rezise

#

when i pick them up

#

any suggestions on how to fix this?

light thunder
#

yes like cloth @cursive dirge

#

@plush yew something with your attach component, it is probably keep to world versus keep relative

cursive dirge
#

have you tried cloth tools then?

plush yew
#

ahh thank you blakestr

#

will peep rn

jade moon
#

"enable the hardware input flag in the widget properties"

#

what that would mean?

hoary brook
#

Hey my dudes

#

I have a serious problem

#

Regarding launching the epic games launcher

#

it used to work fine but about an hour ago it kicked me out and now whenever I try to open it I get an error that says my graphics card is not supported and does not meet the minimum requirements.

#

I still run it with my Nvidia Geforce GTX 960m

fallen widget
#

Try deleting the cache files and manually set unreal engine to open with 960m in nvidia control panel. And make sure it is not a driver problem and try re installing your gpu driver. @hoary brook

snow crown
#

ha

fallen widget
#

sorry I tagged you by mistake ๐Ÿ˜…

hoary brook
#

There doesn't seem to be any cache files inside

#

gonna reinstall my driver

#

Again, it's not about opening UE4 but the EG launcher

plush yew
#

what is the wisest way to have a room with zero skylight and when exiting the skylight will be back to normal. In my room I want to use one point light but I dont want any skylight to affect the room. ?

hoary brook
#

Strange

#

It won't let me reinstall my driver

fallen widget
#

@plush yew add a triggerable collider in the door of room and when you enter the room , disable the skylight and on exiting re enable it.

plush yew
#

yes

#

this is what i thought also

fallen widget
#

@hoary brook how is it that it is not letting you re install graphics driver. Maybe a virus? Try scanning. Or maybe some permission things got messed up. I actually can't figure it out well ๐Ÿ˜…
google may help

#

@plush yew yeah try that. If you find problem you can always make the system better from your existing system

hoary brook
#

gonna try through the website, I was trying the reinstall driver through Geforce Experience

plush yew
#

someone just said to me that i should bake the lights

fallen widget
#

@plush yew baking the light is different :/ . It just bakes the light to scene without rendering it in real time. I can't find the relation of turning off and on skylight when room and not in room with the baking of point lights , as it will still get affected with other lights there . I am new too though . I may be wrong too here

plush yew
#

ok

#

gonna try triggering though

#

seems the most logical way

#

how in the hell i should look tutorials when 60% of the stuff is not existing

plush yew
#

So how can i block skylight with postprocess volume?

honest vale
#

you can't

#

as far as I know

#

post processing is done after the frame has been rendered to a framebuffer

plush yew
#

well shiiet

#

so is possible to have a dark room in unreal when you have a unmovable skylight

#

I managed by the way to block skylight with postprocess...

#

but in my room is light with a point light and it blocks that too

#

I would be happy if someone who knew about this problem would give some advice :))

fallen widget
#

Asking here too . Hey is there any way I can start an animation from any state like in unity ? Like I want to play swim animation when it is in water without caring about what the previous animation was. ๐Ÿ˜…

jade moon
#

Is there a material guru willing to help me out?

#

there's some mysterious result on my side I want to figure out

#

it's more science tho

honest vale
#

@fallen widget what's stopping you from just having a swimming state in your animation blueprint?

fallen widget
#

@honest vale I am just finding a way to move to swimming state from any animation state, rather than selecting and point each animation to swimming state

bitter iris
#

@sullen sonnet dm when you see this

plush yew
#

Is there anyone who understands the Project Launcher to export DLC's? I'm trying to combine two projects: project 1 as the main level and project 2 as a dlc level to be loaded in level 1 as an additional map. I've already tried to migrate project 2 to the plugin folder in project 1 but when I try to package it as a dlc.pak I get errors at the Cook content for Win64 stage. Has anyone tried this method before or knows how to deal with this?

regal mulch
#

Iirc, the DLC stuff works within the same project

#

At least for Mobile Packaging

#

You give the main project a Version and the DLC the Version it's based on

#

2 different projects I don't know if that works

plush yew
#

Yeah did all that. It's in the same project and still not able to package dlc

regal mulch
#

Well error messages might help

plush yew
#

I get missing reference errors. I think this is caused durring the migrating process

wary wave
#

sounds likely

plush yew
#

Yeah... So any idea how to properly migrate between projects without losing reference?

wary wave
#

it should 'just work', I've not had any problems with it personally

#

I guess it depends on how you're trying to migrate it though

plush yew
#

The corruptes files (mainly blueprints) are trying to locate a /Game/ folder, any idea to relink to the right direction?

cloud cobalt
#

/Game/ is your /Content/ folder

plush yew
#

okay thanks ๐Ÿ˜ƒ

gleaming crane
plush yew
#

@next panther#7464 Use one of the blend nodes. Maybe Blend Pose by Bool if you have an IsSwimming variable

plush yew
#

can i delete deriveddatacache contents?

cloud cobalt
#

Sure

plush yew
#

@gleaming crane you need to install the nivida android sdk

gleaming crane
#

@spice ridgeo#4221 yeah i have done

plush yew
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Guys?

plush yew
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Hello, Unreal Engine have support of surface shaders?

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And no blue-printed (i.e. scripting)

cloud cobalt
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@plush yew What would you define as a surface shader ?

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And yeah, with C++.

plush yew
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(I mean surface shader alike Unity surface shader)

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i.e. per pixel apply colors, UV, parallax (i.e. define PBR properties per shaded pixel)

cloud cobalt
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Sounds like every game engine ever ๐Ÿ˜ƒ

kindred viper
#

even better is it has a material function node you can use to add HLSL code directly

cloud cobalt
#

Shading in UE4 is only limited when you want to actually change the lighting model, which is something some people wanted for high-quality cell-shading, for example.

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You can also change that, it's just much less straightforward

iron belfry
#

is there a component that lets me attach a physics actor that rotates. what i want is that it remains rotating in the same spot

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the spring arm seems to be only for cameras

upper field
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Tourque?

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Just use tourque dude

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@iron belfry

plush yew
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I just considering to add ray traced reflections to unreal-engine, but for beat from SSLR area need solve next moments: make material property applying to every hit result, not only in pixel stages, some remake deferred system (for apply shading not only for screen space data, but for ray hits)...

iron belfry
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@upper field is that a blueprint component?

plush yew
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(I in our experimental ray tracing system also tried to make simplest material system and shading stage)

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Ah, I have additional question. Possible to add custom function in material system?

silver crown
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@plush yew Yep

grim ore
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omg 4.19 preview 1

plush yew
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Would be good blue-print rendering pipeline editor

grim juniper
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I'm curious about this New Proxy LOD System (Experimental). An experimental plugin for producing low poly LOD with baked materials for multiple meshes. The new system is used by HLOD and is a replacement for Simplygon.

fierce tulip
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I cant put my finger on it, but for some reason the same vfx in 4.19 feel a bit more crisp than in 4.16

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yea even the UI is more crisp

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perhaps they finally set it up properly for 4k?

grim juniper
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Oh, do you upscale your desktop?

fierce tulip
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150% else nothing is readable

honest vale
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is it me or is the change list rather short?

fierce tulip
honest vale
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wait, why was 4.16 so blurry for you?

fierce tulip
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no proper 4k support I guess

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not sure exactly

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same in 4.17 though

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never used 4.18 so cant confirm there

grim juniper
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Because they upscale. I keep my 4k monitor at 100% since I want all that sweet screen space.

fierce tulip
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I undock all menu's to another 4k, and use small icons in ue4. oso cant have much more screenspace

cinder iron
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4.16 is so problematic haha

bitter iris
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One of my outputs doesnt have a build data

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how do i get it back

fierce tulip
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4.16 works liek a charm for me (for vfx at least)

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4.13 & 15 where not so good

bitter iris
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wel fk

light thunder
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i've got a serious problem - I cannot get the skylight out of my persistant level to save my life....i cannot find whatever actor is responsible for it, the scene is still lit up. ...I've tried manually searching, I've tried doing a print node off a search for all actors with a skylight component , nothing

plush yew
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whats the most effecient image format to load from disk? There is no DDS support as far as I can tell. jpg and png are creating some hiccups in rendering (decompression)

keen birch
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I'd say you should go with png or jpg, honestly

plush yew
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yeah we did\

keen birch
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Not sure about the issues

plush yew
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but it will freeze the app

keen birch
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Ah

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Mobile

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resolutions?

plush yew
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no even on desktop

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3+ images 4k

keen birch
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See that's just really weird

plush yew
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blueprints async image download

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and vr btw

keen birch
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Ah yeah 4k just screws with everything

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Hm

plush yew
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ok so 2k?

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2048x2048

keen birch
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Maybe tga or tiff

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Always forget which is which

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2k will be 25% of the pixels, so <25% of the hitch

plush yew
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lol

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true

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DDS on other "engines" is 10x faster then jpg or png

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so DXT1

keen birch
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You can change compression per asset btw

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Think you can manually set it to DXT1

plush yew
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in BP?

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download image?

keen birch
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Ah it's not on disk?

plush yew
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yeah you got me... its not but downloading is not the bottleneck

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once it forms the texture... you notice the freeze

keen birch
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Fair enough, but that's still important for the solutions

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Use 2k if you can and try tga or tiff

plush yew
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we need to build in caching so the image will be loaded from disk at some point

bitter iris
#

Could someone help me with fixing my level streams

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Please and thank you

obtuse ocean
#

Hey how can i change the uvs for materials in unreal?

honest raven
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Guys

#

I just reinstalled my computer (just the C drive)

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On my C drive was the Epic Games

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And even thought all my engine are on

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the D drive

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Am I supposed to reinstall the versions?

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Isnt there a way to just say it where to find it?

livid haven
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That doesn't entirely make sense... I think you mean you reformatted your C drive and reinstalled your OS?

honest raven
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Yep

livid haven
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You would need to reinstall the launcher, for sure.

honest raven
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Already reinstalled

livid haven
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I'm not sure how you would get the launcher to associate those engine installations though. ๐Ÿคท

honest raven
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:/

livid haven
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Maybe...

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Rename the existing folders

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Start an install of the engine versions to the old folder names.

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Pause it

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Kill the launcher

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Delete what it started downloading/installing

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And rename the folders again

honest raven
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LOL that a good idea man

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๐Ÿ˜„

livid haven
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So when the launcher runs again, it might see that the engine versions it tried to install/download are now fully there.

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With any luck, that'll trick it in to accepting the old files you already have downloaded.

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No promises, just theorizing.

honest raven
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Yeah ofc, well will try it very least

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ty for the idea ๐Ÿ˜ƒ

livid haven
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NP

floral pagoda
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I've had 10 wonderful years at Avalanche Studios, but decided it was time I try something new. In March I'll join Epic Games working on the Unreal Engine. I'll be based in Stockholm.
Dear friends at Avalanche Studios, thanks for everything! I hope to keep seeing you around.

Likes

354

#

Not sure if people here have seen this

summer ember
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Newbie question incoming.. I created a Pawn blue print for my spaceship actor. Now I want to launch the spaceship forward. I thought I could do this with a Launch Character node but it only works with a character object. What should I do?

upper heart
grim sinew
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@plush yew When you import a texture it's automatically converted to DXT (aka dds). Just use an image format that's lossless, like BMP, TGA, or PNG for your source images.

honest raven
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@livid haven

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LOL man, its worked

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Haha

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Nice one! ๐Ÿ˜ƒ

livid haven
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Cool. Figured it might

frosty copper
#

Working on a project in Uni, and a member decided to not discuss anything with anyone, went around and modified the lighting of the level, and set them ALL to be around 16KM in distance. ๐Ÿ˜

cloud plover
frosty copper
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๐Ÿค” I wouldn't bother trying to fix them, seems to just be saying: "Hey, you have some duplicates."

fierce tulip
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hahaha

cloud plover
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@frosty copper That would make sense, but I cant access the google Play services from the app. Everything should be set up correctly in the Editor and on the Google Console, Firebase and AdMob..

upper field
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@iron belfry it's actually a blueprint event , just call it , plug it into whatever you want to rotate and vuola

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That or you know I guess you can just use the add rotation node

iron belfry
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@ace#6114 ended using a Rotating Movement Component created dynamically in the blueprint. Now it works as I want

marble nest
#

Anyone have any info on how I can fade one material into another?

frosty drift
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lerp?

grim rock
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Can somone give me some help on one of my models? Parts of it will not show up when i import it into Unreal.

dusky vault
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Hey, could someone give me a hand here please? ๐Ÿ˜ƒ I seem to have an issue with cameras attached to the characted. Upon start eveyrthin is okay.. however after the first transition between cameras it goes completely nuts.. I tried diffirent sockets, new cameras and such.. but none of that seems to be working.

marble nest
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Soo how inefficient is it to have multiple of the same key press nodes in a single bp?

dusky vault
#

nothing like that, had the same issue while aim down sight and fps camera were the only two cameras.. therefore just one key press.. right mouse button

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Now I've added third camera but still the same issue. Even when I attempt the transition between both cameras it completely messes up

fluid stag
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@floral pagoda What does that guy do? says he is "Head of research" Rendering guru?

floral pagoda
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@fluid stag - He is or was the head of RnD at avalanche Studios so Very Large world and rendering tech I would guess.

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Look at games like Just cause 1 2 or 3 and Mad Max

fluid stag
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Oh boy, that's interesting

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Maybe some improvements for large world stuff ๐Ÿ˜ƒ On that topic I'm super interested to see the notes for 4.19

obtuse sable
#

Anyone have any experience extracting files from other unreal games?

silver crown
#

Why would you want to do that? ๐Ÿค”

obtuse sable
#

Im doing a pubg cinematic

safe rose
#

When someone on the team fucks up...

floral pagoda
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D:

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oh no

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@fluid stag - I know that Epic has said that they do plan on making impovements to the large world stuff with UE4