#ue4-general
1 messages ยท Page 169 of 1
I'm doing some in-editor proc-gen stuff using Blutility
So you call a function in-editor, that writes to an HISMC. THe problem is that they don't get saved
Whenever I re-open the editor or cook, all changes made by the blutility functions are lost
Except I want this to be built dev-side, not client-side
So the data needs to be cooked
Any way for me to do this besides manually making a file for this or anything like that?
How does FGuid work exactly?
Implements a globally unique identifier. A globally unique identifier.
I need to generate globally unique id's on Server to identify structs
FGuid is what you'd want them. what's your question?
are tehse unique session to session?
essentially impossible to ever dupliate it
like UUID() in MySQL
"We are currently limiting users something something"
launcher has queue?
seriously
thanks
Damn beat me to it
choo choo
Mobile app too slow
fastest hammer in the west
๐
So i dont use unreal engine alot
damn I missed something good
@paper kernel what did I miss?
why do the tiles change size/shape
So the scale of the wall changes the tile shape and stuff
Then how would one change that?
You do some research
thats why i am here haha
And learn a few things about Game Art
you're new to Unreal? Are you wanting to design/make games or do level design?
You should probably just do the beginner tutorials then
im just learning the program for now also c++
I am lik e90% sure they go through this
Don't get stuck in the level design trap
Introductory information for developers starting out creating games with Unreal Engine.
Just go through those please
you don't need pretty walls with shadows and doors if your goal is to make mechanics and stuff
I have one
That course is really good
Then follow it?
i am... but they havnt said anything
Otherwise, it's easier if you just look through the docs yourself
And learn how to research these things on your own
Because that's the best way to learn imo
sooo do you know or ..?
If you are like super super new and have no clue about the editor
you could waste/spend countless hours making a pretty scene and make zero progress on game dev
Getting up and running with the basics of the Unreal Editor.
Guide to using Brushes to create level geometry in Unreal Editor.
ill just search it up... thanks i guess?
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
I know because I did it at one point ๐
Information for programmers developing with Unreal Engine.
Blueprints are probably best to start with in Unreal because it will give you some insight into what C++ functions are called
and C++ has crap documentation
like that's one thing I wish Epic would invest in...add examples to how the documented function is used
in a pseudo real scenario
Unity poops all over Unreal in that department
content examples project is really good to see a lot of examples
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.
I knew C++ at a functional level coming into Unreal and tried to follow the C++ Shooter tutorial by Epic
and didn't understand at all what was going on
but most of the confusion came from API things that are standard game dev architecture
hmm
I wrote an C++/SFML game, released on steam last year.
what is battery collector?
so I got a huge background in C++ ๐
I got UE4 on public release...when it was sub model
ughhhh hate having to read blocked messages :/
yeah i don't remember that one lol
battery collector isn't great. it's just a basic powerup C++ tutorial by epic.
They then did the Tanks vs Zombies...but that's wasn't all that great
they did it on stream once
It was all over the place and 20% of it was completed OFF LINE...
I never understood why people do that
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
then did Behavior Tree stuff while it was experimental
If there are bugs
Show it
Teach people how to properly debug
And fix issues that WILL happen in gamedev
I never even really understood what was going on with "Components" until I researched more into Composition over Inheritance articles
and read through some of the source
Heh, there are tons of things they don't explain
But that's because they expect you to come from an OOP background
then it clicked like "oh ... it's just a TArray of ActorComponents"
nope
I knew how to program but i didn't know anything about game engine architecture
like you see "SomethingComponent" attached in an editor and u dont know what it's doing behind the scenes
and when I got into Unreal C++ it had been probably over 15 years since I did anything in C++
like "Shit man i gotta learn pointers and references again??? wtf do you mean I can't have a reference to an AActor"
It just takes time
"Oh you can pass a pointer to a reference"
Like anything else though
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?
I constantly run into new issues in Unreal just because of a lack of game dev experience
like Stranger schooled me earlier on doing more complicated nested structures in Inventory without using actual Actors
Which check box
like infinitely "nesting" structs while Unreal doesn't support Struct recursion through UPROPERTYs
@quasi lake Your run-on sentence is confusing me
But, basically, are you wanting dynamic nav mesh or not?
I want that cylinder volumn not participate in nav mesh building
Sorry ha
I dont want it affect the nav mesh
No no
It does need to dynamicly affect nav mesh
I just want to controll it on/off runtime
...
oh man there were some useful things with NavMesh
that they went over in one of their live streams
but i can't for the life of me remember what they were
So how to I do this
A few ways
it involved a low cost way of having an object influence the navmesh
If you want to toggle it on and off
NavMeshBlocker or something comes to mind
Change up the Object Type
And/or set up what affect nav mesh in collision settings of the nav mesh
Or just create completely new collision objects
Eh ,would it do if I set it to no collision?
Yea
Em seems not working
just set it to not effect navmesh and remove all collisions
then rebuild your navmesh
Are you sure you have dynamic gen on?
It's in project settings
They might have it in nav mesh setting itself now, not sure.
Which property
Check out https://www.youtube.com/watch?v=7LaazCv4rB0 for the AI live stream most people were talking about
Developer Support Manager Sean Palomino hosts as Sr. AI Programmer Mieszko Zielinski answers your questions on AI in Unreal Engine 4 and shows off EQS!
so someone check my logic here:
TMap< FGuid, TArray<FItemCompartment> > NestedItemContainerMap;```
One of my character is trembling after passing through that part
ItemCompartments at lower levels is a grid of FItemSlots which hold FInventoryItems with unique ItemID
so I should be able to use that ItemID to do a lookup in "NestedItemContainerMap"
on Access of an ItemContainer to pull the Contents out
and I can also use the ItemID to validate against the server
or I could use a TMultiMap<FGuid, FGuid> to pull all "Child" FGuids by a parent Guid
and this MultiMap would write/read easily from a SQL db
Em nvm it should be the problem of that character
I forget to disable collisons of these two swords
Then they affect his navigation
Laugh my ass off
migrated a project over another? its gone? xd
Can anyone look at my error log and help me find the error
@plush yew yes, but strictly as an editor extension tool, AFAIK
Support for accessing the editorโs scripting API from Python! All of the editor APIs exposed to Blueprint will be made available to Python scripts allowing for sophisticated asset pipelines.
Tools
But keep in mind "coming" could really mean that the feature never makes it to release :/
help me
@plush yew here's another link on the topic you might find interesting from a few months ago...it doesn't really say how far along it is, but nonetheless I guess it's being developed https://www.unrealengine.com/en-US/blog/technology-sneak-peek-python-in-unreal-engine
@quiet radish if you actually ask your question, people might be able to help ๐
@glossy flame can you dm?
I'd rather not, sorry.
Okay ill post it here
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
Messages in here get more eyes on the issues and also allow other people to see ๐
Yep ๐
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
Someone "hacked" your PC?
yes
do not know
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
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
If you're having issues with your Epic account, there's nothing that we can do here. Contact Epic support.
what is the support of epic games, please help me, I was developing a game and I need help.
not
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
help
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
I think its this thats causing my cook error
Again, if you're having an issue with your Epic account, contact their support.
I linked it above.
There's nothing anybody here is going to be able to do to help you
Did you get banned on fortnite?
yes
No ones hacked you then, youll need to contact epic, they probs just blocked your account for cheating
lethal linked it but here http://help.epicgames.com/
Yeah, I'm going to go with a 95% chance they cheated and somehow want someone here to unban them
ยฏ_(ใ)_/ยฏ
I saw it, but I'm not really sure if that helps much, unfortunately
Maybe try an engine content verify?
okay
but I did not use cheating, I do not even know what it is, I just know that they hacked my pc yesterday
but I can not get in touch with them
why
@glossy flame I think its downloading something verifying now hopefully it will fix thanks
I do not know how to get in the support and talk to them, nor do I know if they speak Portuguese
@quiet radish We are not responsible for Fortnite here. Please visit their support forum or contact them via email.
No, I'm not going to DM you either ๐
And just a note, saying "help me" every two messages doesn't really make me want to help you more.
hi, does anyone has experience with relative rotations? im stuck with a situation
Post your issue rather than asking that way
i have this gear pointing to north
the gear can be grabbed from any part
how can i find the delta rotation in z axis
i grab point A and move to point B, how do i determine the delta rotation of those points to apply accordingly
Lol
Take the start rotation
And subtract the end rotation
Then you have the delta rotation
can that be calculated realtime?
Should
No idea if subtract is exposed to blueprints for rotation
Might be under a specific node or so. Worth googling
Don't know that out of my head
But subtracting them should be the way to go
thanks, will keep looking
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
I have a map, where i plan to implement stereotypical wars
between npc's
works well with https://www.unrealengine.com/marketplace/ai-behavior-toolkit
@fathom heath Landscape coords node with the same tiling values as your heightmap resolution (eg 2017x2017)
Okay, thank you
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
Why i cant put any foliage anywhere in my level?
first thing this has happened
hey guys, how do you decide what art style or graphics to use in your game ?
@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.
Is there any way to find out what files are corrupted in ue4
this is pissing me off now
check debug window
okay ill try
sat for 7 hours tryna find the thing
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
would this stop the packaging of the game
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.
@bitter iris i would think so
@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!
It's mostly just an artistic choice, you can make any style work for any style of game if your artists are good enough.
@sullen sonnet Okay ill just delete them all
Its a pack i purchased they must of done it wrong
ive got the latest version?
Military Base
it's just models ?
Is the word Tiger on those shipping crates backwards?
yeh
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.
okay ill do that
try getting rid of it and run or compile again and see if it's the issue
I've seen that error before though, I don't think it actively stopped me from packaging. Are you sure that's the issue?
i cant find the issue
Ah, just drowning in warnings?
this is the main 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.
Maybe open t he log in notepad or something and see if you can find something else.
Ah there we go!
but i dont know wtf is wrong
Yeah corrupt meshes are maybe a bad thing
^
Hmm. Well it shouldn't even be loading if it's corrupt, right?
Maybe delete the assets you aren't using
it's all that give you warnings about
So those warnings i posted theyre the corrupt ones?
Not necessarily
They're just missing metadata, not corrupt
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
That corrupt mesh error will stop it from even loading
i would just remove them if i were you and see if it fixes it.
Deleting them now, its checking assets for root set atm
Not sure how long this takes
When I package is there a way to package only what is in use?
woop
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.
I might be wrong thuogh
restart it
Unless he deleted via the engine, in which case it could just be a random crash
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
i deleted via engine yeah
when you delete many things at once it tends to crash for me to especially if the things are in use
Good news is, if you delete it by folders, you can probably narrow it down to what the asset is without deleting anything
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
I think. Dunno, never tried this before! ๐ I hope it works
i dont wanna mess him around if its the pack
Could just be his internet derped and corrupted a single file. Hard to say if he's the only one with this problem
ty
lol
erm
quick
no solution on there
Yes there is
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?
We're game devs, nobody sleeps until we're hallucinating spiders
fuck spiders
2 AM is nothing ๐
got a boring day at university
Today kids were learning to code a portfolio
fucking woo
i learned that when i was 9 years old
im only in it for the money
my tutors are brain dead
no idea what theyre talking about
same
im teaching them how to teach...
haha
Seriously though, I'm doing graphics design at university
90% of the students have no idea how to fucking use photoshop
like wtf
i could use photoshop when i was 10 yo...
Everyone knows you do graphic design in ms paint
ive been using photoshop since cs2
My tutor told me I have no future in design. I told him, I earn more money than him
lul
he shut up
I was using photoshop when it was really an actual shop and we took our photos there on horseback
lmao
@fluid stag confirmed immortal. Either that or a zombie/vampire.
First day of university he said to me "Your a work in progress. I'm better than you ever will be."
I said
Yeah thats why your a fucking tutor cause you failed at a career
@grim sinew you knew
Hey, I tutor people too, I just do it for free because they're friends and need the help sometimes ๐
Even if I get calls at 5 AM sometimes >.>
I dont like my tutors
@bitter iris "My tutor told me I have no future in design." id punch him right in the dick hole
I don't appreciate being forced to pay ยฃ9,000 a year for something i already know how to do
Kenny he has no dick
o
If you know how to do it already why do you need a tutor?
But isn't that what a teacher is for? Why go beyond that with a tutor?
why you need atutor?
okkkkk
lmao
Yeah this conversation kinda branched off from UE4 packaging errors.
The teachers are passed the "unreal" stupid?
@cursive dirge arent you fun at parties
To lounge I go!
delete UE4
There is no way builtdata should be less than 1mb for what I assume is a world so big you're using world composition
jk
So yeah. Delete that, rebuild the map
my map is 256km^2
o
It's just baked lighting, reflection captures, etc in there
fun\
you making dayz remastered xd
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.
Your game isn't MP right?
why tho
its mp
You're doomed
why
Server RAM and physics precision
rent one?
optimization will be your nightmare
That's not the problem
Servers need all levels loaded at once to work. It's going to be mega expensive getting enough ram to load all those maps
PLUS as I said, physics precision. UE4 uses 32 bit precision on physics, which decays in accuracy noticably beyond 4km from the origin
You will have people literally walking through walls at 200km out
i used to be sponsored by amd back when i did tech stuff
plot a few threadrippers in there ๐
I discuss the meaning of '64 bit support' in Kerbal Space Program and Star Citizen. Both project developers have spoken about 64 bit support in the last year...
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.
star citizen โค
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.
Yes
why
Because 99.9% of games don't need 64 bit precision on transforms
well fuck
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?
@bitter iris you could make it 64 bit if you know programming very well
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.
only if someone had double precision physics for ue4
@obtuse sable hold shift
(I have two solvers running in doubles in ue4 :p )
ill just release this tiny area
that's neat
Yeah that's a cool map, but RIP server hardware and RIP engine precision
if i were u, id still try it
RIP
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
4k max
months of work gone then
atleast for fps
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
i think per tile is 4km
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.
cryengine is horrible
fortnite runs great tho
fortnite map is like a 4k map
It's not base cryengine anymore
tiny
They ripped out the entire physics system
Fortnite is 3p too so jitters you'd notice are hidden
Just like you would need to do! PhysX is 32 bit precision only in the UE4's implimentation
@bitter iris why you need such big map? What is your game about
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
What is the game about, survival ?
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
o.o
don't we have enough of survival games lmao
different story xd
there is this new one coming on ue4 called scum that looks like it has some neat stuff going on
Dont we have enough shooters? space, etc
indie team but its being published by croteam i think
@bitter iris your map would be amazing for single player game
but not genre
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
Yeah. Singleplayer, UE4 has an origin rebasing feature that should serve you well.
i was thinking like skyrim but modern
Oh my
@sullen sonnet I meant without doing that. Shift clicking every single piece is so annoying
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
Yeah no, your map is 100x larger than Skyrim/Oblivion in the first place anyway
lol
I don't think you understand just how large your map is
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
@obtuse sable you don't have to click each. You do it from 1 end to the other
If you started on one corner of the map and started walking, you wouldn't see all the content for years.
its mostly filled @fluid stag
That's not a positive thing to have it so large like that
@bitter iris single player maybe like farcry with bunch of quests
Procedural foliage isn't content
i have buildings etc
And how much thought have you put into the actual meter by meter level design?
For 256km of space, you put thoguht into every meter of space all on your own?
In only 5 months?
5 months planning yes
ALL IMA SAY IF IT'S SINGLE PLAYER LIKE SKYRIM BUT WITH GUNS AND MAGIC ID BUY IT RIGHT NOW
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
those are some nice rocks though
Elder scrolls was my child hood
i won a 1080 ti in november for my project
nvidia edge thingy
if it has guns and magic GOTY
You do realize your game is literally bigger than WoW, right?
lmao
WoW is 207km^2
You're going to be working on this until you die
in 5 years time, what do you think gfx and peripherals will be like
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.
No, all of that is world machine. That's not done, that's the first 3%.
foliage, towns, AI camps are done
forests are done just need to add in some cliffs etc
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. ๐
If you still want to go for it, do it. Just don't be hard on yourself if it doesn't work out.
Trust me, by the end of this year ill be done with the map
this is why it's so hard to get people to collab with, so many are working on games with infinate scope
Then i can work on inventory, quests and perfect AI
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
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
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
Bout time that changed
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
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
@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.
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.
jordan way to go
Yeah I guess you gotta see on your own, we just trying to help ๐
u will succeed
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.
yeah he will
What he's going through is something everyone at one point does.
dont listen to these assholes
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
now i feel like your being sarcastic
@plush yew Stop trying to sabotage him just for the sake of making a joke.
I'm gunna do me. Don't like it fine, but you'll see
thats the spirit
keep the map please don't cut anything away
Im not kenny
I've got all the blueprints layed out its all a matter of time
Which i have a lot of
no
will sell
make sure you have a fuck ton of quests tho lol
yeah and have factions and everything else that other games already did ๐
I didn't read most of your discussions
but...
if you make a map that big
prototype it before making the content
indeed
actually naked girls really works, if you want a fat patreon
What's the biggest map in ue4 atm
you don't even have to make a game
In an actual game?
I'm not a money grabbing developer
like some people
Yes biggest map at the moment on ue4
yeah, what I mean, test the tech beforehand
ark can have big maps
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.
I have been running performance as im adding more parts of the map
pubg is the biggest HAHAHA
eat my dust
If you say so
make sure your game isn't online
?
YOU COULD MAKE IT COOP THO PRETTY EASILY
doesn't squad have a pretty big map?
not that big
in a car it takes like 3-5 minutes to get from 1 end to the other
grass simulator
walking simulator
kingdom come deliverance is pretty big i think
isnt that made in cryengine
used to be
"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
arma isn't using ue
I got one question though
do you think having an AKM and AK47 as separate weapons is superfluous?
Id rather have a ak47
as long as it has good sound ye
Dont see the point in having both roughly the same weapon
Theyre the same just different athetics
I'm just filling out the weapon range a little
akm is more modern
Would you say?
The guns handle differently, ak47 has more recoil and can't commonly take attachments iirc
same stats but the way you hold it people say it's more comfortable idk
ak47 can have bayonet
Both can with some tape lol
lol
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
ye akm is modernized ak47
Anyway guys im off hopefully i wake up in 3 hours
have fun
o/
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
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
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 ๐
rpk is technically an lmg
Yeah, I don't expect players to use it that way though lol
"it's just a big ak with more bullets"
there's 100 round mags for it
with bipod
so it depends on the stats you put on it
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
is there a hack or workaround to turn a static mesh like a blanket, into, well, a blanket...
like, cloth
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?
yes like cloth @cursive dirge
@plush yew something with your attach component, it is probably keep to world versus keep relative
have you tried cloth tools then?
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
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
ha
sorry I tagged you by mistake ๐
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
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. ?
@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.
@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 ๐
google may help
@plush yew yeah try that. If you find problem you can always make the system better from your existing system
gonna try through the website, I was trying the reinstall driver through Geforce Experience
someone just said to me that i should bake the lights
@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
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
So how can i block skylight with postprocess volume?
you can't
as far as I know
post processing is done after the frame has been rendered to a framebuffer
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 :))
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. ๐
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
@fallen widget what's stopping you from just having a swimming state in your animation blueprint?
@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
@sullen sonnet dm when you see this
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?
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
Yeah did all that. It's in the same project and still not able to package dlc
Well error messages might help
I get missing reference errors. I think this is caused durring the migrating process
sounds likely
Yeah... So any idea how to properly migrate between projects without losing reference?
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
The corruptes files (mainly blueprints) are trying to locate a /Game/ folder, any idea to relink to the right direction?
/Game/ is your /Content/ folder
okay thanks ๐
anyone had the problem of not being able to accept the sdk license for android https://gyazo.com/8ad90b4c9a4d9bd7541af913e4b61e47
@next panther#7464 Use one of the blend nodes. Maybe Blend Pose by Bool if you have an IsSwimming variable
can i delete deriveddatacache contents?
Sure
@gleaming crane you need to install the nivida android sdk
@spice ridgeo#4221 yeah i have done
Guys?
Hello, Unreal Engine have support of surface shaders?
And no blue-printed (i.e. scripting)
(I mean surface shader alike Unity surface shader)
i.e. per pixel apply colors, UV, parallax (i.e. define PBR properties per shaded pixel)
Sounds like every game engine ever ๐
UE has a material editor that pretty much lets you do whatever you want : https://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/Editor/
Guide to using the Material Editor for creating shaders.
even better is it has a material function node you can use to add HLSL code directly
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.
You can also change that, it's just much less straightforward
https://www.youtube.com/watch?v=nc2PwxYptek&t=67s
ABONE OLANA OLUNUR
GTA V Elikopterden hatlama - View all sahmail3427's Rockstar Editor videos at http://socialclub.rockstargames.com/member/sahmail3427
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
the spring arm seems to be only for cameras
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)...
@upper field is that a blueprint component?
(I in our experimental ray tracing system also tried to make simplest material system and shading stage)
Ah, I have additional question. Possible to add custom function in material system?
@plush yew Yep
4.19 Preview 1 is now available!
https://forums.unrealengine.com/unreal-engine/announcements-and-releases/1413780-unreal-engine-4-19-preview
omg 4.19 preview 1
Would be good blue-print rendering pipeline editor
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.
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
yea even the UI is more crisp
perhaps they finally set it up properly for 4k?
Oh, do you upscale your desktop?
150% else nothing is readable
no previews in cascade though
https://i.gyazo.com/42f8956029d62286e69c664dc29dade4.png
is it me or is the change list rather short?
4k 4.16 sharpness
https://i.gyazo.com/af9337600b99d2068af0fefdfab1af91.png
4k 4.19 sharpness
https://i.gyazo.com/6095d0c5fe75f1b8b8e6473dca24d68f.png
so sweet
wait, why was 4.16 so blurry for you?
no proper 4k support I guess
not sure exactly
same in 4.17 though
never used 4.18 so cant confirm there
Because they upscale. I keep my 4k monitor at 100% since I want all that sweet screen space.
I undock all menu's to another 4k, and use small icons in ue4. oso cant have much more screenspace
4.16 is so problematic haha
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
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)
I'd say you should go with png or jpg, honestly
yeah we did\
Not sure about the issues
but it will freeze the app
See that's just really weird
Maybe tga or tiff
Always forget which is which
2k will be 25% of the pixels, so <25% of the hitch
Ah it's not on disk?
yeah you got me... its not but downloading is not the bottleneck
once it forms the texture... you notice the freeze
Fair enough, but that's still important for the solutions
Use 2k if you can and try tga or tiff
we need to build in caching so the image will be loaded from disk at some point
Hey how can i change the uvs for materials in unreal?
Guys
I just reinstalled my computer (just the C drive)
On my C drive was the Epic Games
And even thought all my engine are on
the D drive
Am I supposed to reinstall the versions?
Isnt there a way to just say it where to find it?
That doesn't entirely make sense... I think you mean you reformatted your C drive and reinstalled your OS?
Yep
You would need to reinstall the launcher, for sure.
Already reinstalled
I'm not sure how you would get the launcher to associate those engine installations though. ๐คท
:/
Maybe...
Rename the existing folders
Start an install of the engine versions to the old folder names.
Pause it
Kill the launcher
Delete what it started downloading/installing
And rename the folders again
So when the launcher runs again, it might see that the engine versions it tried to install/download are now fully there.
With any luck, that'll trick it in to accepting the old files you already have downloaded.
No promises, just theorizing.
NP
Epic Games Stockholm ๐ https://twitter.com/_Humus_/status/952982384185667584
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.
354
Not sure if people here have seen this
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?
dang, got pushed to 4.20 https://issues.unrealengine.com/issue/UE-50352
@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.
Cool. Figured it might
This still gives me PTSD. DX
https://i.gyazo.com/2fce7cc82688e06d020e5a567b69ee1e.jpg
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. ๐
Hey, does anyone know how to fix these errors? Its building for Android ETC1. The build is successfull, but I'd like to get rid of the errors ๐ https://gyazo.com/4b2a2e273acf3c9975ea38569f6b237a
๐ค I wouldn't bother trying to fix them, seems to just be saying: "Hey, you have some duplicates."
hahaha
@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..
@iron belfry it's actually a blueprint event , just call it , plug it into whatever you want to rotate and vuola
That or you know I guess you can just use the add rotation node
@ace#6114 ended using a Rotating Movement Component created dynamically in the blueprint. Now it works as I want
Anyone have any info on how I can fade one material into another?
Can somone give me some help on one of my models? Parts of it will not show up when i import it into Unreal.
Hey, could someone give me a hand here please? ๐ 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.
Soo how inefficient is it to have multiple of the same key press nodes in a single bp?
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
Now I've added third camera but still the same issue. Even when I attempt the transition between both cameras it completely messes up
@floral pagoda What does that guy do? says he is "Head of research" Rendering guru?
@fluid stag - He is or was the head of RnD at avalanche Studios so Very Large world and rendering tech I would guess.
Look at games like Just cause 1 2 or 3 and Mad Max
Oh boy, that's interesting
Maybe some improvements for large world stuff ๐ On that topic I'm super interested to see the notes for 4.19
Anyone have any experience extracting files from other unreal games?
Why would you want to do that? ๐ค
Im doing a pubg cinematic