#ue4-general
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?
I'm having trouble picturing such a node.
same
lol
Does anyone have a really good folder tree I can use? For things like particles, characters, environment models, materials, etc.
maybe I dreamt it
Yeah, that doesn't make sense.
Branch is about branching execution.
You can't branch execution without having execution.
select lets you do the same for any other kinds of inputs
ya I guess... now I'm curious where I did see that, or what the heck it was I did see.
@livid haven That did the trick!
try out the generic select node or the specific ones like select float
@celest creek Maybe you were thinking of a node in the material graphs?
ah yea maybe that's it
holy shit it ended up great
here's another one while I'm at it embarrassing myself: Is there a node that will let you set a min and max value without re-mapping it?
Clamp?
IE: If X < Min, X = Min, If X > Max, X = Max?
@frank escarp ๐ couldn't do it with the classic LOD dithering because it required actual LOD data, so I switched to a dynamic material instance
I guess it's a bit more expensive, but works great
just realized this is alot harder than it looks
it ended up much better than i expected it to be
just to make a simple Tower Defense game haha
i guess its TAA smoothing the dither
interesting you do start/end time
i just expected a "faderatio" variable
and you update from 0 to 1
but i dig that trick, ima store it for my fades
even if its heavier in instructions, you dont need to update the variable each frame
Yep
If you do that you might run into the same "bug" as me @frank escarp
NewMat->SetScalarParameterValue(FName(TEXT("EndTime")), 1e10);
``` doesn't work the first time
Have to do cpp NewMat->SetScalarParameterValue(FName(TEXT("EndTime")), 0); NewMat->SetScalarParameterValue(FName(TEXT("EndTime")), 1e10);
That's because 1e10 - 1 == 1e10
Couldn't you clamp(time/duration,start,end)?
StartTime is the time it starts fading in
And EndTime the time at which it ends fading out
Limiting calls a maximum
hey guys, I'm having a derp moment here
what does "procedural" mean ? it means that it generates things out of what you tell it to do via code instead of painting the thing in the viewport right ?
It means that it generates things
It's a great term because it means different things in different contexts.
Aye. Broadly speaking, means doing something by following a set of instructions, procedures.
ok so I'm trying to generate a map like minecraft does, like laying out biomes, use different noise map depending on the biome, then lay prebuilt meshes on it
I've legit been searching on google for hours, it's either people putting on 5 set of prebuilt meshes stick together and duplicate randomly in 100x100 patterns, or people that say you should use voxel 299$/year paid things and that's it's too complicated
Most of the time, when it comes to game dev, it particularly emphasizes that something that would otherwise be "authored" by "hand" is instead generated by some code.
@flat pilot My plugin does that ๐
And part of it is open source
If you want to try it: https://drive.google.com/open?id=1uZ5ud83fjUl1jApYjY-O9nr2g5Of4Dy- Server: need to click Play, then enter his local ip (often 192.168....
Grass is killing performance here. Discord: https://discord.gg/58ZqEbg Source: https://github.com/Phyronnaz/MarchingCubes Thread: https://forums.unrealengine...
And it has graphs to generate your worlds
Do I really have to use this voxel thing ? I don't want to dig or destroy anything
is it infinite or is it a square ?
The real question is why it's made of cupcakes.
only 3 dimensions?
๐
Good night
why does my foilage paint tiny? , it kinda sucks because thats not the real scale of my grass
a sequence, only send events to the level blueprint?
when u guys have a clear idea of your game where do you start? ๐
any1 here fairly new to game design/development interested in learning together? Im currently using Unreal Engine and Blender to learn but am open to meeting somewhere in the middle if need be. Feel free to send me a personal message if so!
Hello guys, how do you do, when you work with artists, to let them give you a package like in unity? I would like my artist to export me an asset with the material and a basic BP class with a consruction script already set. How can we work like that in UE4?
Depends on the setting
In a company the artist would simply have access to the development repo and push their stuff there
If you're contracting, you can ask them to do an empty project with all their stuff, and use the migration feature
@cloud cobalt yes, that can be a good option, an empty project could take useless place though?
Anyone got a decent basic furr material i could take a look at and learn from?
Hello. Can somebody tell me, if I can set the application scale permanently? It is too big, but if I set the value to 0.75 in the Widget reflector it is okay. But after an editor restart it resets the value.
Thx
hello ?
@everyone could i be helped with this issue ? why all my actors are red ? and how do i fix it ?
hehe never seen that before
@everyone doesn't work here, and for good reason. Even the mods get in ( a little ) trouble for using it.
Also never seen that issue before. Nor did anything show up on answerhub. Neat. I think it could be done if you modified the right engine material, but you probably didn't and I'm not that sure of it.
yup i been digging answer hub for a while now couldn't find a thing
@fair sparrow That's been an issue for a while now. I wouldn't expect it to be resolved in the immediate future.
The -enablehighdpi isn't working. :/
Is there a bug report or a pull request on github for it?
There's not one that I know of. Try deleting your Intermediate folder and make sure the "Override high DPI scaling behavior" option is disabled in the "Compatibility" tab.
On Linux there is no Compatibility tab
Oh, I forgot you were on Linux, sorry.
I just built the engine, and it does the same every time I build it.
What distro are you using? Is it GNOME, KDE, xfce, etc
Debian Sid with KDE
Hm, maybe fiddling with the DPI scaling settings will help you. Not certain, sorry.
Yeah. Thx, I will try to search for some other solution.
Is there a Documentation for UE4 + Database?
Hmm having an issue getting my HUD ammo counter to properly read my weapon BP. It worked last night and i dont know whats changed, so strange. So it even reads how much ammo my weapon currently has to fire which is correct but when i fire the ammo doesnt go down (even though it is going down as far as the weapon BP)
Bound to be something very simple
Unless there is a better way to cast to the weapon bp Actor from HUD widget?
Check the Text widget to see if you're using the binding
@plush yew Yes it is using the binding ๐
It shows current ammo and when i switch the number of ammo in variable the hud reflects this change
FIXED!
no idea what happened or what i changed, will have to check my screenshot to see
i simply just changed the max ammo variable
then changed it BACK
and now its fixed.. odd
i heard 'Get all actors of class' is ineffecient to use though?
It's not something you want to be calling often.
I'd personally turn it around, and have the other actors send a self reference to an array held on whatever the above BP is on. So instead of getting all the actors, you just grab the array variable and carry on your merry way.
@frosty copper Thanks for the info. Yes i am going to do it another way instead that is better off for my whole weapon system. ๐
๐
Hello Unreal Engine lovers. I am a Unity intermediate "game developer" with intermediate C++ knowledge. As I love C++ more than I love C#, I wish to learn UE4 and I would like to know where did you guys learn UE4 from? Do you have any suggestions for somebody with my experience ?
Websearch Engines. Learned more from that than I ever did from educational institutes.
@feral canyon you can use c++ with unity too
through native dll's or by embedding your c++ code on IL2CPP builds
Thanks for the tip, Olento but I would like to learn UE4
@feral canyon You can start off with the projects in the Learn section of the Launcher. A good example is the Strategy Game which has plenty of C++ example code in it. If anything is unclear you can always head to the Documentation, Wiki page or AnswerHub links to all of which are on the webpage.
@feral canyon official YouTube channel, docs, udemy courses (Tom Looman + Ben Tristem courses). Watch lots of those and break down the example projects and youโll be set
As @fair violet suggested the Unreal Engine 4 Fundamentals (I think that's what it's called) course on Udemy is by far the best one you will find there on the topic.
Thank you very much, awesome people !!!
anyone else having issues for camera fades in unreal 4.18?
sequencer's camera fade track is also not working at random times
hello I am french who are french?
hey guys, probably a basic question, I know I can copy custom events, can I copy functions too? : P
@plush yew Me!
if anyone has done this before, how do you suggest I do the NPC's dialogue system? (blueprints) Actor Component?
@gilded crest This looks pretty cool as its graph based. https://www.unrealengine.com/marketplace/dialogue-plugin
oh yeah I've seen it, looks amazing ๐ but truth be told I just wanted to make my own and gain more knowledge in the process ๐
ahh i see. Yeah I do that too. It's nothing to do with the fact I have no money to buy marketplace items. Nope.
Haha that's the secondary reason ๐
@plush yew I am french too ๐
what do you prefer more, Blueprints or C ++ and why?
me? haha, Blueprint
I mean with you @everyone
@gilded crest The dialogue system I made I think used an actor component, and data tables. It worked pretty well
@opal ocean data tables for the text right?
yeah, also had it specifying portraits, sound data (for voice), and a few other things
Hey guys, where can you download the newest Unreal splash?
but linking to assets in data tables makes it really hard to modify externally with notepad or something to import as a csv
but just text, super easy
can I move the functions up and down in the functions window on the left side?
it's driving me crazy that right now I have them in creation order
anyone experiencing a crash related to context menus in the engine?
it started today for me and it's annoying as hell
Hey everyone,
any idea how I could find that bloody blueprint which is decreasing my fps from 60 to 50
in that 4k blueprints list ?
A blueprint isn't just going to magically drop your FPS by 10. You'll have to use the profiler and see what your biggest frame time bottleneck is.
Some particular bit of logic in a BP could be responsible.
The profiler is quite hard to use
Tho it helped me to find what was going wrong
I spawned way to many carts and each of them was doing a heavy calculation each tick
Thanks!
๐
Profiling is inherently kind of information overload - you just have to parse through it all.
Maybe the UI/UX could be improved, haven't thought about it critically, but it's hard to improve the UI/UX of "power-user" features.
Well, if I managed to figure out what's wrong
Anyone can do it
Are timelines heavy to handle ?
I have like 100 timelines making a lantern move in wind, idk if it needs to be optimized
The profiler doesn't say anything about it
100 timelines for 1 lantern?
anyone got any good blog posts /articles about the ue4 graphics pipeline? I.e. the different kinds of buffers and stuff like that. Need for thesis, help much appreciated ๐ฌ
id either bake it in a vertex animation or at the very least a skelmesh
or use a few timelines and connect em all to that instead of 100
Click on it and find out. It's a static mesh.
Explore how Digital Dimension used Unreal Engine to fully craft and render its charming animated childrenโs TV series.
wtf is this nonsense..... 4.18.2 Preview 2 "please wait"
and i cant do anything in my launcher
and there's no progress bar.... says it's Queuedd
click the gear icon and see what might be wrong or the download icon to see what it shows? if all else fails set fire to the pc.
Anyone knows how to make the ai jump without nav links and without C++?
Could always tell the CMC on the pawn to jump. But they're just going to jump, blindly and dumbly.
Holy shit @livid haven I can actually make some pretty workable "ItemComponents" easily with Instanced and EditInlineNew meta tags
and works nicely with editor
like this
tfw you're messing around with you blueprints, have to respawn a spline mesh array and subsequently lose all the vertex paint data. 
Yo guys. Any one know a skilled story writer? I need some help writing a story for a game for my final year project at University. Paid work.
looks like what you need is an unskilled writer rather
i hear chris avellone or david gaidar are pretty skilled, but you don't need them really
PM the bot for story ideas with !gameidea
hi, is it possible to access a web camera in BP?
yeah write an accessor for a web camera in C++, then expose it and use it from BP 
Depends on what you define "access", really
If you want to view the output from a camera across a network in UE4, then yeah, that's nowhere near Blueprint level
I'm not used to C++ unfortunately.
I want to learn but I don't know how much time that will take me until I can use it for that purpose.
And yes I want to see the output and play the camera feed on a plane in the world. Not across a network, just have access to my camera and render it
You're going to need C++, and not just UE4 C++
Basically you need to read pixel buffers from your camera and write them to a render target
It's not incredibly hard, but it's a bit of work, and you'll need to integrate a third-party c++ library to access the camera in the first place
Something like OpenCV works well, dunno if there is a lighter library with good camera support
And once the functions are written in C++, is it possible to expose them in a blueprint function library?
You'd expose something like "start rendering" and "stop rendering"
The rendering logic would be entirely C++
Okay thank you for these infos, I'll see if I can learn it and use it, otherwise I'll have to hire someone to make a little blueprint library for me
Can an entire game be made with blueprint only?
Yes and no
that entirely depends on how well you can use BP and if you need to do something you can't do in BP. Generally yeah.
Its probably possible in BP.
You can make some types of games entirely in Blueprint
C++ is required for some others, and there are specific fields of development where C++ is obviously a sound choice
though its possible to work yourself into a corner where it becomes easier to restart the project than continue with your current BPs.
What about an RTS?
Yeah ought to be able to do an RTS only in BP.
Cool.
Might be limited in terms of agents and connections in multiplayer.
agents?
Yeah like how many units you can have
Yeah i read something about having a lot of behaviour trees will be taxing. What do you think about 1000 units max?
I haven't really done a lot of extensive testing on unit counts.
And anyway, that depends more on what you're doing with your units
So the more depth you add to every pawn, the more taxing it will be? Let say the units can move, fight, be idle, chop wood, dance around a fire and train to become a different unit?
The problem with Blueprint is more that it gets really hard to maintain at scale. You never want a huge project entirely in Blueprint.
When does a project become huge?
But if you're doing a lot of stuff with your units all the time, say calclutating where they should be in formation, it could lower performance. Of course you'd just do that in a way that minimizes the performace drop.
But I'd say even though you're not likely to notice a difference between identical systems made with BP vs C++ in terms of performance, that you're much more likely to make an underperforming system in BP. I'm probably splitting hairs though.
As for a project being huge, its very much a "you know it when you see it" kind of thing.
When you open a graph and it takes 30s to load, or when you try to move around it and it has frame hitches. When things start to break. When you have so many functions that you've still got open that the editor crashes within 2s of opening the BP.
When you can't tell if you're about to introduce a circular dependency.
Yeah im just trying to learn some UE4. It seems like if you fiddle in either mode (bp or c++), you learn the other because the logic is the same.
Circular dependency like lag somewhere else as a result of lag?
You could read about how to mantain a BP project to support nativization, that would be a giant step in performance
That has its own set of issues though.
Not sure if you can predict those issues either.
yes, but if he is willing to reduce notoriously BP's overhead w/o touching C++ is your solution
@austere yacht I'd disagree that if you fiddle in BP you gain any sort of ground in C++.
obv a good design always help to get the desired interactions
You'd gain some insight into common patterns maybe.
a circular dependency means that A references B and B references A
And I'm not even talking about syntax stuff.
but learning design it's crucial like I've been saying all this time
Yeah those patterns are exactly what i dont understand. Like i can imagine what the code should be but i cant find the words to build the sentence. Isnt it all logic anyhow?
I'm not trying to scare you away from C++ but you really should learn C++ instead of trying to make the conceptual leap from BP to C++ on your own.
BP masks a lot of concepts and handles things on its own that you have more access to in C++.
Or that you should be aware of in C++
UE4 has GC so you're not wholly on your own.
- the fact that the source code of unreal is available, that will make you understand the why and the how of all the functions that you would be calling even on BP's
learning C++ always help
Have you dabbled in BP yet Yumey?
Yeah a bit, but im a total beginner. I made a pad that launched the guy your controlling in to the air. Maybe it is as you say, if i practice c++ then i will learn the logic required to use bp's
BP's is a good tool to start practicing good design patterns since it's visual and doesn't requiere you to engage with complicated syntax, it's all about learning logic and good design practices, having a base of what OOP means would be a huge boost up for you since you would understand what inheritance, or composition means
which is the base of object oriented programming. BP's is a tool that allows you building these relations between classes in a very visual way
So c++ to become more proficient in blueprints if i understand you correctly?
well yes, but not exactly, what makes you more proficient in blueprints is knowing the bases of Object Oriented Programming accompanied with good practices :)
you can learn OOP in Java, Swift, C++, C#, the one you preffer
So you've probably not touched functions, or things like loops in BP, then?
Too bad I was going to point out something that would catch you out going between BP and any other lang.
How would you recommend i learn c++? follow videos or something?
Ah, thanks for trying @worn granite . Im curious though, what where you going to say?
The sad irony is that practicing OOP in BP is actually bad practice in BP.
Due to BP being BP.
That's not what I was going to say, though.
well, BP's are BP's
but yeah just continuing what PN was going to say, loops are slower in BP's as an example
Go try to make a function in BP which uses a local var and counts the amount of times that you enter a trigger box. (if you know the obvious thing don't correct the flaw here).
Now, the point isn't that it won't work.
Here's my question: Do you know why the local variable doesn't work the way a regular variable does? Without someone giving it away or googling?
Just by the way you make the local variable, is it especially different?
And also yeah loops are quite counterintuitive between the way you'd expect them to work in BP as a complete novice with only exposure to BP. And they're also different to how they work in C++.
If its local its only accessible in a certain place, something like that?
Don't forget a print string. Life is hard without print strings!
Haha dont worry PlaceholderName, for claritys sake Dementiurge?
I'm dumb enough to make a function that counts how many times you enter a trigger box but never outputs the value.
lol
Also yeah logging stuff is overpowered
if you go full BP make a function library which is just designed around logging stuff to the screen
If im going to be honest i dont know where i should make a variable in BP
that way you can easily disable it or change how you format your logs
then you need to learn how to use the editor's interfaces first
You can search how to make variables in BP
yep there is a tutorial series for total beginners, go onto the ue4 docummentation page and look for it
that won't matter if you google it.
just put a ue4 bp in front of everything for the relevant results
I hope they don't spoil the excersize.
eh, sometimes that will lead him to not trustworthy results xD
what can you do ยฏ_(ใ)_/ยฏ
try to stick to ue's doc as much as posible
Is a local variable the same as a private variable in BP?
find out
i'm collaborating!!
Normally I'm all for the spread of knowledge but I think its important to my point that you try this.
yeah you need to do these steps yourself so you can be more self-dependent on searching your stuff
as a recommendation UE4 docummentation is fine, I wish they would update it a bit more and erase those deprecated videos
Wait they actually deprecate videos?
i wish they would
they are just there xD
That'd be weird tbh
They should redo them for sure.
Mark the old ones as outdated for the specific stuff but maybe still relevant in some way.
Esp. if the new content is worse somehow.
@austere yacht personally I found learning BP first and then starting to learn C++ worked for me as C++ alone would have been too frustrating for me to figure out
BP protects you from a lot of stuff and teaches you about lots of common stuff like variable types, the structure of UE4โs classes, inheritance etc
If you learn visually itโs the way to go imo
Learning Blueprints first is definitely a great idea
You might drop it entirely after that but it gives great insight into how it works
Also the UE4 samples
Is the riddle that if its a local variable, it cant count the player going through a triggerbox since that is outside the function?
not exactly. it doesn't have much to do with the idea that the triggerbox is external to the function.
You could have set the function up to be called from an input event (so it counts the amount of times you press that input)
What were your results?
Anyway I'm going to trust that you tried it out. I'll give an example function in C++ syntax which might be similar to what you implemented in BP.
If im going to be honest im having trouble finishing your challenge.
Is it best to code the logic in a blueprint specifically for the triggerbox or on the map?
Oh.
Do you want me to make the point now, or would you rather complete it on your own first?
And just wherever is comfortable where you can make a function.
Yeah i need to finish this
So yeah the Level BP might be the easiest spot
https://answers.unrealengine.com/questions/207282/how-to-increase-counter-value-for-when-you-have-en.html this is basically it right?
Ehhhhhhhh
That's not using a local variable though.
But yeah if you copy that pattern but replace counter with a function's local variable, and then print that to the screen at the end of the function, that's basically what I'm asking you to do.
Eh i give up, i cant even find the components required to make that. What is your point?
Alright, I'll provide the BP side as well.
Thanks
No problem.
Alright, so this is what you'd be looking at in BP
The output of this (on the screen) would be 1 every time the function is called.
The reason the output is always the same becomes more clear with the C++ example.
void FunctionWhichDoesntCountUp()
{
int CurrentCount = 0;
CurrentCount = CurrentCount + 1;
UE_LOG(LogTemp, Info, FString::Printf(TEXT("Current iteration count of function: %d"), CurrentCount))
}
So my point about BP abstracting/masking stuff behind the scenes is illustrated quite nicely by local vars.
Realistically you'd know what they are before using them in C++ but perhaps not.
All a local variable is, is an identifier which cannot be accessed from outside the function. It takes up space in the function (not quite accurate but good enough for now) and so when the function is no longer executing it doesn't exist. You're setting aside an int which will take a value of 0 initially.
In BP this is still happening - but it isn't as clear.
Nowhere along my execution wire do I have to set a default value.
Yeah, knowledge of c++ would help there
Youโd have to deliberately create a local variable as opposed to a regular one as a beginner though, which would likely spark up the question of โwhy is this different to a regular variable?โ. Iโd say this kind of stuff is easily learnt when you understand what is going on overall.
If you are learning, youโll be making thousands of mistakes and for the most part BP will help you quickly try alternatives out without long compiles or cryptic errors
Yeah but you're missing the point I think. This particular example doesn't make sense but it is an easy concept and a good example of something BP manages for you.
My original point was that fiddling with BP doesn't give you a full picture of how C++ works.
For sure, but it allows you to fill in many blanks
how come I can not update to 4.18 hotfix 3?
So many concepts take a long while to sink in and BP is great at easing you in
Then learning C++ you realize what it has been managing for you
By all means though, use BP. Just don't attempt to wholly avoid C++.
Hmm yeah i didnt get that. Is it the same as blueprint managing a bunch of paperwork for you?
Also, is there any video series you would recommend that teaches you the basics of bp?
In some ways, yeah. So it can be really nice.
Like I don't really gain anything by setting a default value explicitly in my code.
And @fair violet isn't wrong about errors, compiles, or the user friendliness of the interface.
But then you also get BP copying structs when a reference would be more appropiate and useful.
So in that way you have BP managing your paperwork but doing so in a way that actively annoys you.
Itโs definitely not the best practice for every concept but as a starting point BP is invaluable. I would have stopped trying to code a long time ago without them. C++ then feels really nice to learn after as you start creating old classes you made in BP and figuring out what things you did right and wrong. Also itโs fun to see how little space some functions take up in comparison to the node spaghetti
@austere yacht if you are anything like me, you want to just see results as you try stuff out. I recommend playing with BP for a few weeks / months and creating simple projects to get a feel for things along with reference to samples
I guarantee youโll unconsciously understand lots of important concepts after that and the journey into C++ will be much easier
Im guessing those kinds of qualities will be explained when you troubleshoot the problem, and the people here surely has knowledge of those problems :D
Okay, at the moment i dont understand anything but maybe that disappears as you say, eoinobroin
Also the editor uses a BP interface for things like the Animation graph and a similar interface for the Material graphs, so itโs good to familiarize yourself with it in that regard too- itโs really nice to work with.
Blueprint is basically a great surface layer over a more powerful, but much less documented layer of C++
Yeah thatโs a great point- the docs are usually much better for BP which makes them even easier to figure out what each node does
C++ is great, but it's also C++. I've been doing C++ for close to a decade now, I learn something new about the language literally every week
People close to the language development have said that even they didn't fully grasp the language
You don't dive into the machine right away without spending some time understanding what the buttons are supposed to do
Hell, the guy who created the language in the first place said that "there is a much smaller and cleaner language struggling to get out of it"
C++ is an absolute clusterfuck of a lenguage
they got C, a lenguage from the 70s, and started adding shit on top
and then kept adding shit on top
for 40 years
C++ has fucking retarded stuff like #includes wich are a fucking disaster
or the macros
or a lot of the stuff with templates
And without even getting into stuff that's wrong, like includes, you can just look at the stuff that really is an useful part of the language, like the memory model
And even that is a good reason to use the language sparingly
Or at least, cautiously
I am just trying to use c++ (by the way this is a lesson from the Udemy UE4 course) and my code is not running. It shows this instead of opening up the condole saying "Press any key to continue..."
somebody knows how can I solve this?
How can I generate an InteliSense PCH file?
YOu can ignore this
Intellisense is a failed Visual Studio features that tries to guess errors
Build, look at the error log window
Well thank you very much! But if this is an issue, isn't there any solve for it for sure?
Disable Intellisense and buy VAX, which pretty much every VS user gets at some point
It's like Intellisense but it works
thanks
I've used vax and intellisense and I really dont see why people hate intellisense. It's not that bad
It's entirely unusable on a code base that has UE4's size, unless you are running your entire project from a ramdisk
Feature like autocompletion and "go to declaration" are hilariously bad and slow
It's unable to find a declaration in the same file without blocking the entire IDE for minutes, on my i7-enabled, SSD system
But sure, it works well enough for small projects
I also tried IS with medium-sized code bases, like 50, 000 lines of C++ with a few dependencies - nothing near as wild as UE4, and it still breaks down
honestly I dont use it for auto completion or anything. It's just there to tell me when i've made a mistake really. I know its not the best and i've been victim to it's slow action and confusing warnings at times, but I dont use it as a crux so it's not really a problem to me.
Well, autocompletion is kind of a required feature for me
i want to have some tick boxes in the main menu that set some options of the main level. not a pause menu. how do i do that?
in general
you would use UMG for sure to actually make the UI that has the options. The question is where are the options in the main level?
it shouldn't be too hard tho. You can access most things from a UMG widget, like the game mode or game state, and change any variables in them.
I have a question about .uasset and .uexp files can someone help?
I'm trying to edit some textures, I unpack the .pak file and it gives me these https://i.imgur.com/YnOPIXG.png
I'm really inexperienced in UE
so far no questions, go on.
fails to import whenever I try to load into UE
for both .uassets and .uexp
any way to get them to import?
you cannot import those files, those are the already imported files.
o
if you want to try and have them show up in the editor you would put them in your content folder in your project and then start it up and see if it can open/read them.
Yeah I attempted that, doesn't show ๐ฆ
they might be for a custom engine version which is not compatible with yours then
I see, well ty anyway for answer
box reflection capture doesnt show my landscape, can i change that?
any ideas why this multitrace doesn't go through?
(it works in general, but when I change an unrelated variable, it stops)
what happened to option to runstandlone game from editor along with dedicated server ?
now when I change Play option to use single process, option to run dedicated server disappears
is theere a way to change the default Prefix/suffix settings in UE4?
@gentle crypt the AActor UObject stuff you mean?
or you mean wanting to setup to append your own custom prefixes?
Im not sure what those are but i mean when renaming things in the content browser.
when i make material instances it always makes '_ Inst' Suffix and i want to change it to 'MI _' Prefix
hmm wierd discord seems to make italalics when type undercore.
Would Unreal Engine be ok to make a Grand Strategy game with?
@gentle crypt markup :)
@plush yew sure, but you'll still have a lot of work to do. You'll have to integrate a database
Cool
Hello. I would like to ask, does UE4 supports the NextGen APIs such as DX12 and Vulkan? If so, is there an information on which feature-set UE4 Supports as it is right now? Thanks
@hoary wadi Ah cool. is there a way to customise it in UE4?
@tough quiver Yes i think it has DX12 on by default.
oh I meant this chat uses markup, I am unfamiliar with your UE4 problem
First result when google searching though: https://answers.unrealengine.com/questions/443883/how-to-rename-and-increment-a-suffix-digit-to-acto.html
@tough quiver Another first result on google: https://wiki.unrealengine.com/Vulkan
not sure if vulkan is enable by default tho but it does support it.
According to this there are some steps involved
Heya, does anyone know why my particles would collide properly in the editor (particleSystem placed in the level) and once I hit play same system would not collide at all?
@hoary wadi Thank you immensely! I will definitely take a look!
@silver crown That's awesome! Looks really smooth performance-wise. Whats the performance on it like?
It's really fast
Yeah it lookslike it. Not even any stuttering
Shows the impact of the plugin on the CPU, and how it can be configured: In the first part, 4 threads are used for the voxels, which leads to a high CPU usag...
On the MP video the edit is at 30Hz
So it's really smooth
There's no collisions on the video above ๐
oh haha just clever manuevering
The goal was to show the impact on the CPU
And the voxels perfs, not the physx ones
I can't believe how fast that looks
There's only collisions around the players
The meshes used for collision aren't the same as the one for render
Faster ones
LOD transitions was a bit too harsh, so I added some dithering: https://www.youtube.com/watch?v=pCb3Bp4U_DQ&list=PLjYKpKPK8E-_lxP5EuRxizhNuNBDYnT15&index=30
back in a few. Got a meeting for a bit. That's really impressive though
Thanks ๐
Hey Epic Games. How about you let me choose when to reset my password and the level of complexity I feel my account deserves?
I wouldn't mind if the launcher could tap into google auto-fill
righteous
btw if you want to try it @honest rune : https://drive.google.com/open?id=10dsdXsP1vWSx4TErl8zIIZGLzkOQCZsZ
@silver crown You have a sec for my to pick your brain about something?
Sure
I'm trying to avoid BP where not necessary but I cant figure out what the most effective way to be setting up animation assets for characters via c++. is calling the FindAsset is specifying the AnimBP's compiled name really the only way?
I thought maybe go with setting all in global singleton but that doesnt seem very performance-friendly
I have really no idea
k. figured I'd ask
I don't think that I even used an animation asset yet
heh.
I just dont wanna have hardcoded assest paths in my code. If I can store it in a DB I'd like to
Is there a way I can use 4.18 plugin with 4.17 ?
Nope
There is no backwards compatibility with UE4
Unless you have the source code for the plugin
Strong emphasis on "[If] you have the source code"
Yep lol
Does Unreal Engine 4 has a similar alternative of Unity's Scriptable Rendering Pipeline?
well, you have all the source code
it's no the same thing but it enables you to do same things
Aye. Not familiar with that Unity feature, but I doubt there's anything quite as friendly as that sounds.
It's a lot of macro magic and cross-threading technicalities
ENQUEUE_RENDER_COMMAND or some such.
btw
what's so difficult on fixing fortnite doors? ๐
(it's really common that they get stuck to open position after opening)
holy shit I wanna die. Why is it that learning UE4/programming/blueprints is so hard?
@cursive dirge Wouldn't know, literally not my department. :X
@wheat pendant Well, when you consider that you're building a pocket universe that's simulating physics and lighting and shading and collision and artificial intelligence...
... and the thousands of underlying systems that make any of that happen at least (preferably) 60 times per second.
You realize it's a wonder you're able to do any of that, much less for free dollars with no expensive academic training.
As an evolved hairless ape on a rock floating around a fiery nuclear ball of death.
Yeah true enough
Also, less facetiously:
UE4 comes from a lineage of being a multi-million dollar, enterprise grade commercial game engine.
Wasn't until it became UE4 that it suddenly became targeted towards Joe Schmoe in his garage with zero budget and zero training to figure it out.
Still, I can't seem to get my motivation down. I have so many Ideas and stuff that I want to turn into games, but it's kind of depressing to look at those and then look at what I gotta go through to even have a chance of doing a simple 2D tennis game. Like alright, sure, I learned to make a console application in visual studio that can do 1+1 = 2. When do I stop taking ultra-baby steps like that?
I don't know. I went to Full Sail University and did at least 40 hour weeks for 2 years straight to be able to make a 3D game solo, and I put in a lot more than just those 40 hours, between messing around with stuff on my own.
Eh, Unreal started out with uscript, which was great for mods. Sure, you needed a wad of cash before you could use it commercially...
Then again, maybe some people thought uscript was their own personal hell.
Yeah, but mods doesn't equate to shipping a whole "custom" game from scratch. It still wasn't made for people with zero knowledge or experience to figure it out with.
And yeah, uscript was hell. Woops! I mixed up my order of operations and now I have a broken UE3 executable that I can't compile because something something exported C++ for UScript and everything's fucked....
So what you're basically saying is I gotta do 104 weeks of 40+ hours of training/learning before I can even begin thinking about working on a game on my own
Nah, not necessarily. But you best believe you need to make something gods damned simple as hell until you've built up all those fundamentals.
Oh nice
@wheat pendant Have you tried making pong or mario or a match 3 kind of thing first?
I know, it sucks, it's not impressive. But. You learn a lot.
And you build from there.
4160 hours of studying/training. That's 5 times as much hours as the game that I play the most.
And no, I haven't tried. That's above my level.
Try not to look at how long it will take you to get to the point you want to get to
Just focus on what you gotta learn to get to the next step
I dunno. I'd have to spend some serious time seeing exactly what your hangups are to try and give you advice about what to do.
I'd definitely do a simple pong game or brick breaker or some such before doing anything fancy and 3D.
Well here's the problem that I face: I wanna learn programming in C++ so I can actually use UE4, because blueprints are gay, but learning C++ is hard and tedious and long. It's not motivating to think about what I wanna do and then open up Visual Studio to make a 100th iteration of "Hello world! 1+1 = 2, enter your username!"
No matter how good of an engineer you are theoretically, a ton of shit is just hands on experience. I've rebuilt so many systems over and over again, even on Fortnite alone, becaue the design changes over time and I realize I could have made something better and now's the time to do it.
Alright. How about tic-tac-toe in C++, just in the console?
Do you think you could do that?
Nope
What about it do you think you can't do?
Like, if you were to try it, where would you get stuck?
@wheat pendant think youโre more interested in the arch viz side of stuff? Because you could start with that and, that requires little coding
I'd get stuck at what to enter in the main function. I would have no idea where to even begin to make it so that you don't write in lines in the console application.
There's a system call, something like clear or some such, that'll wipe all the existing text off of the console.
That's just something you end up having to look up or be told, because you probably don't know how to look up Win32 APIs and such.
Break down Tic-Tac-Toe
You have a board, it's got 9 slots. Slots can be empty, X, or O.
Right away, you can start making a class
A GameBoard class, with a 2D array. What type should the array be? I don't know. You could make it an enum?
Then you need the game loop.
How does tic-tac-toe play?
Well, the game is turn-based. Every turn, you swap which player is picking a spot.
Rock paper scissors is probably a little easier
Fair, but I'm half way through tic-tac-toe already. ๐
Lol
So you have some kind of game state class and it tracks whose turn it is.
if you can't figure out tic-tac-toe, you shouldn't try 3d game programming..
Thereโs the encouragement ๐
or.. at least learn principles of programming first
That's a given, that's why I'm walking him through tic-tac-toe for example.
just being realistic
You are, but it's not constructive feedback, so it can be taken as frustrating or harsh - I get it.
And I'm not always this nice about it either... I know that.
Anyways, tic-tac-toe, yeah?
So you need to build this loop
Yeah I don't mind the realism of my situation. I'm well-aware that i'm nowhere near a pro. I am hardly even beggining to know the base of C++.
You draw the current state of the board - you're basically just making ASCII art here.
Then you write out the text to ask player 1 or 2 to type in the location they want to put their mark on.
Coordinates
Then you wait for their input. When you get input, you need to figure out what the 2D coordinates in the game board array are that they typed - this is simplistic parsing.
You need to take whatever string they typed and turn it in to 2 numbers. If what they typed doesn't match the format/pattern/syntax you expected, then you ask them again until they get it right, yeah?
If they do write a valid coordinate, you need to check if they can place a mark there. If they can't, let them know and ask them to try again.
And so on.
Whilst a photo realistic first person shooter is playing in the background 64player multiplayer
Eventually, you get input that you can parse, you get coordinates that are on the board, you made sure the coordinates are for an empty space, you put their type of mark in that space.
Now, you need to check if anyone won the game, right?
Again, break it all down. You know what it means if someone wins tic-tac-toe.
So write a function to check if anyone has won - look at your gameboard and check the values.
Caveat: The game ends if there are no spaces left.
Point is, you know tic-tac-toe. Just break it down. Break down the rules. Break down the objects.
You don't have to write code from Main all the way to the end of the whole thing - just start writing classes and functions and it'll start to come together.
Well first of all i'd like to thank you for spending your time on someone as clueless as me. But I have so many questions, like, what is a class
Hey bros
Er... I thought you'd spent a ton of hours learning C++?
How do we combine several small pictures into a single texture and use it in UMG?
I never said I did. I'm just starting out and never go beyond a certain point
Because it's so discouraging
@quasi lake Not familiar with NGUI, but it sounds like you might be talking about the nine-slice feature for buttons and boxes?
What are you atlasing for?
to minimize drawcalls
@wheat pendant No promises, but here's a random YouTube playlist from someone going through C++ tutorials including hangman and snake and tic-tac-toe: https://www.youtube.com/playlist?list=PLrjEQvEart7dezh2ObeI1S7L2YDZdIT9T
@wheat pendant think you could make a console program with a light switch, user just enters โonโ or โoffโ and program recognises if itโs already the status the user entered?
Give that a shot. And yeah. If you don't even know the basics of C++, you bet your ass you need to 100% start from hello world and ramp up from there.
There are big ones,small ones, all need to be combined into a texure/pic and slice it with UV then use it in the engine
And changes the background colour to white to black for example
Anyone knows?
@quasi lake I think you're concerned about something low-level that the engine is already responsible for.
Nopee
UE4 has some atlasing code in it, but I don't know if it's exposed
I think this is very basic functions and should be placed in the engine
and if you insist on doing that yourself, you can always just do some simple UV manipulation to get the part of the texture atlas you want
Alright, well thanks for the advice. Not everyone gets to directly talk to a game dev. I'll take your advice with care and work from there, and hopefully not get wasted halfway through
I've checked this thread before
Paper2D seems not able to combine different sized pics
And you need to combine all pics before you put it in Paper2D
Paper2D supports taking one big image and letting you define regions of it as different "sprites".
Correct.
Again, I think you might be prematurely trying to optimize here.
Combination function should be within the engine or a plugin
Just wondering what sort of rigs are people running
Can you describe with your own words?
@quasi lake Don't stress over trying to get UE4 to altas your textures. Are you actually experiencing any kind of performance problem right now? If not, you're spinning your wheels on what is probably a non-issue entirely.
So just place every single picture in folders and drag it into UMG?
Is that the way most people do?
Do you have a screenshot of what you're trying to make? Because I'm not understanding what's not straight-forward about this.
@livid haven Hah. Yesterday I was trying to explain optimization caveats to someone. They had a task that could roughly be described as n^2 * m * constant and they were trying to optimize constant for small m and large n
When in reality a completely different approach could get rid of that square
@plush yew I have two almost identical rigs: i7-6700K, AIO water cooled. 32 GB of DDR4. GTX 980 Ti (the other is a GTX 1080 Ti), AIO water cooled. ASUS mobos.
SSD for OS. SSD dedicated to Fortnite's workspace.
In this way we can save more space and package size,very simple request
@quasi lake So you've already got an atlased texture?
Ooh that 1080ti spicy
No,I mean how to get an atlased texture in UE4
You don't need to.
If you have each of those images, separately, right now, just import each of them.
And use them where you need them.
When packaging up the game for distribution, the engine will optimize the textures and files, compress them where possible, atlas them where possible.
really?
Yes. It's called "cooking".
Is there any docs about this
Cooked assets are stripped of editor-only data, textures are converted to whatever format is best suited for the platform you're cooking for, assets that you don't actually reference are left out entirely, and so on.
I know cook,I mean details about picture compression
Undoubtedly there are, I'd just look for "cooking" on the docs/reference.
There may or may not be documentation on specifically what is done for textures - but it most certainly does some degree of compression on textures.
They may compress every picture,but still way bigger than combining them in a pic then compress it.
I'd like to know if they're gonna combine pics when packaging
I don't know the specifics on that. I know that if you define as part of a Slate Style or whatever, then yes, it can do that, per the link I gave previously.
well that means you need to use slate
Under the hood, UMG is using Slate, but exactly what you would need to do to get this atlasing behavior to happen, I'm not sure - again, you'd have to look at the second link I gave.
@plush yew Yeah, got the 1080 Ti because my old GTX 780 Ti wasn't cutting it for a VR rig. ๐ฆ
Yeah I checked that
Wait, 780? Maybe it was a 580?
I think its time to upgrade to the 4x quadros
@quasi lake Alright, let me ask internally about what we've got for atlasing when it comes to UMG.
So I have a generic blueprint of the type object that contains some data
how do I spawn the object and access it's data during runtime?
We got to make a combined texture outside the engine
Which is kinda inconvenient
And there's nothing saved for uvs of each element if you only have a texture,you need to prepare it too
@quasi lake For what it's worth, I am seeing in the docs here that there is a way to use external tools to make the atlas AND have UE4 import the atlas AND have UE4 create the necessary data to separate out the parts of the atlas, at which point that first thread I linked you would be useful.
Where the external tool generates a JSON file describing how the original images were laid out on the atlas, so the UE4 asset knows what the individual "sprites" on the atlas are.
Description of Sprites in Unreal Engine 4 and how to create them.
I don't know, exactly, how to get a single Brush for just one part of the atlas'd texture asset, but it sounds like there is a way.
Then how to combine them?
So like I said you need to prepare all them with exteral tools
So external plugin is needed
I was suggesting a few different things:
Otherwise if we make this in photoshop it would be super complexed
You can find out how to get Slate to altas it yourself
OR
You can use existing tools to automatically pack your textures in to a larger atlas texture, outside the engine.
The last link I gave you mentions at least 2 tools that are capable of this.
Sure, it would be great if it happened within UE4, but I don't believe there is a system quite for that.
how can fortnite use modular bbuilding if UE has big problems with light bleeding and light seams?!
I don't actually know. I've never touched any of that code.
you mean me? ๐
Aye.
you're talking abbout code?
Yes. I figured you were asking me?
or you mean never did modular building?
I dabbled in doing some modular base building stuff on my own, but nothing too serious. As far as Fortnite, I have never looked at any of the base building code.
I know. I'm just saying I don't have any insight to give on that, I don't know that particular part of the codebase at all. And I don't have experience making anything quite like that.
Fornite uses DFAO, as far as I recall. It's not really a GI system, it just helps mask out the ambient light in enclosed spaces.
but what does code have to do with graphics sion? why are you talking about code the whole time ๐
@floral heart so i should turn on dfao?
Learn how it works first.
i just want modular building without l bleeding ๐ i surely don#t want to change world optioons. @cursive dirge doesn't matter. there are still UE games with baked light, which have modular walls for example and no bleeding
lets take fortnite out
now where i know it doesnt use baked light, lets forget forotnite
take any other game with bbaked lighting and modular assets.
which don#t show light seems and bleedings - what is about them?
proper lightmap UV's
blender UV grid can't snap on mayas grid
its a different grid i think
when i watch tutorials the authors haven't that problem
they don't do complex stuff with lightmaps in their 3d package
Hi how do i make a UMG Widget have 3D effect like this: https://youtu.be/VWTBO4UyFtE?t=93
A preview level showcasing the final version of UltraMap - mini map rendering assets for UE4. Check how you can change the mini map design here: https://www....
@plush yew Uh... because everything is done by code? Graphics don't magically happen? There's code to render those graphics?
but you dont need to know that part of code to make a game?
You didn't ask about just making a game. You asked about how Fortnite manages to not have light bleeding with its modular building.
answer is dfao right? ๐
I don't know.
ok ๐
my guess would be, proper geometry with some overlapping
dont know what you mean
Yeah. I'd imagine a slight overlap has to be crafted, smartly.
The overlap should help alleviate any potential floating point errors that would allow light seams, I would think.
At the same time, you don't want any visible Z-fighting to happen.
So those overlapping polygons had better not be parallel, or if they are they need to be obscured behind other stuff.
does anyone know a way to get the gpu to tell me how many tris or polys are being rendered in any game>
You'd need some kind of GPU profiler, most likely.
I haven't done anything like that in so long though - once upon a time you could use Microsoft's PIX.
I know I've seen articles posted by some guy who basically takes a look at how different games render a scene, step by step.
And then tries to theorize why they do it and such.
The Metal Gear series achieved world-wide recognition
when Metalย Gearย Solid became a best-seller
on the original PlayStation almost two โฆ
So
Unless he's staff, he's just using some other software to inspect the GPU's state step by step.
Which is the kind of thing PIX used to do.
the reason im looking into it is becuase im thinking about buything this pack: https://www.turbosquid.com/FullPreview/Index.cfm/ID/1027053 but the polygon count is pretty high and im waning to see what other games usually render to see if I could get away with it
Might find some post-mortemy stuff like that from Gamasutra.
thanks, ill have a look
well, several hours of searching later and nothing
nothing on what? average poly counts and such for a scene?
a quick search gave me this reddit thread, https://www.reddit.com/r/gamedev/comments/26fpq1/polycount_and_system_requirements/
and there is info in there on scene and character counts
yah, thats saying a few million. right now im at 8 million without a hitch
but the idea is possibly 100 million
I have a very large city
im getting straight 250 fps with 8 million and only 28% gpu usage with another game runnng at the same time
On a single frame 20 million isnโt uncommon. Thatโs not counting culling and such
Im sorta torn on this maybe someone can give me an opinion
what's the best place to put hit effects like sounds/blood/particles. on the instigator side or the damaged actor?
@analog cedar Whatever is taking damage should manage how it handles that damage.
Effects and sounds is easier to manage on the Instigator however.
um, question about unreal...can you live edit while in "play" the same way you can in unity?
No any changes made during an PIE session are not saved.
no not about saving them
i mean can i move stuff around through the editor
like imaging if a dude is in the VR headset
and i wanna build things around him
Hey folks, im hoping this is a fairly simple question. im familiarizing myself with level streaming and world comp, but the question i have is, without having a tiled landsccape from the start, is there a way to break up an existing large terrain piece to multiple levels to allow streaming?
There are Live Edit plugins sure, but not sure how reliable they are.
@WeaponizedPoptart#5430 You can probably export your Landscape as an Heightmap and then reimport it into seperate levels and delete sections that you dont need for that sublevel???
LevelStreaming is really an choice that needs to be made at the beginning of development.
export as a height map? why have i not heard of that before
not seeing an option right away, where should i look
i think i found it
thanks for the tip
@weary basalt just read your reply, thanks for the insight! ๐
When it comes to textures, I know that it's recommended to keep each dimension a power of 2. But is there any performance reason to keep textures square, and is there any reason to combine them into as few textures as possible (sprite atlas)? Or does Unreal handle optimizations like that for you?
Textures need to be square if developing for mobile
Other platforms, I don't think they need to
I think there's an issue with mipmapping things that aren't powers of two, and compression for things that aren't multiples of 2. Or 4 actually. It's 4 isn't it.
Actually I don't think they need to be square
But I did read somewhere it's more efficient
Depends on the mobile hardware you're running though
I haven't seen anyone making a texture atlas in UE4 besides sprites, UI and specific texturing cases
@plush yew Ah yes, the docs say if you're target ES2 then square textures are more efficient
Texture creation and properties for mobile games.
Guys, is there a way for UE4 to use the 3DsMax manipulators (slider) from blueprints or c++ ? like in this video https://www.youtube.com/watch?v=dFO-njFJ2a0
Adding a simple slider to animate a part of your model.
- why do you use autodesk. 2., why not blender
Plenty of people use 3Ds, it's not like it's a bad product
just use bblender ๐คท
People use whatever they want
I use Blender, you use Blender, he uses 3Ds like most industry professionals
This is just completely unhelpful
and irritating for a lot people. pros use autodesk, non-pros don't
if you say so... not good
i'd say more amateur users use maya und max than blender ๐
much more AD users than blender users
makes sense huh
ok i don't need to cast to thirdpersoncharacter for char overlaps box and then something happens. why don't i need a cast to here?
@plush yew actually thats true
lots more amateurs on 3dsmax and maya just becouse there arent schools teaching blender
yup
so schools allways teach max or maya to the students
my question to him or her why use max is still open for the person ๐ if person knows what blender can do....
blender bad ui is still a widespread meme
I dreamt I worked at Epic office and Tim Sweeney walked by, gave @ashen brook and @rose sequoia the task to help squaresoft with KingdomHearts & Final Fantasy, and then told me (who was excited about doing that stuff) to work on Warframe vfx.
I declined and had Tim screaming at me.
O_o
top kek
screaming ๐ tim?
tim can scream? ๐ฎ
busy making deals hehe
Arguing with his kids over how to balance Fortnite BR.
lmao xD
lucky bastard you getting to work on KH! @rose sequoia
Time to work towards making that a reality ( อกยฐ อส อกยฐ)
kingdom hearts
new with ue?
most new squaresoft stuff is ue4
aww
@fierce tulip wtf
my spline when changing directions ( +Y to - Y in a circle for example) do some random twist, even when the UP vector is the same on both points, it return different rolls
LogTemp:Warning: X=-0.000 Y=1.000 Z=-0.000 // up vector 2
LogTemp:Warning: -89.999954 // roll 1
LogTemp:Warning: 90.000015 // roll 2
is the roll defined by something else than the up vector?
@digital anchor UE4 rotators are extremely fishy. They are good at representing a rotation, they are very bad at interpolation and extracting directions - especially roll
They have plenty of edge cases like pitch being [-90, 90]
Yaw is the most capable, pitch only works for a FPS-type game, roll is... kind of a fifth wheel
If you need real rotation support, you want to look at quaternions
ty
just toss the rotations out of the window and use unit directional vectors
saves you a lot of trouble
Directional vectors have one less information though
They're basically just yaw + pitch
@digital anchor what I did for splines is check direction of right vector, if it changes sign then you flip rotation output
but this works only in local space, in world space you have to track sudden changes in right vector, as you go along the spline or do some other transformation
and that problem is specific to splines, as they always try to have Up vector pointing in the dirrection of "UpVector" parameter of spline
it's partial information yes, but you rarely need data for all 3 axis at the same time
I had a very simple use case - track links moving along the spline, so as they get to the upper half of the track they shouldn't roll 180 degrees as they do
re: dream with Tim screaming at me
https://i.gyazo.com/f291a8d008c67fa0ce2ad29b9697c7ed.png
so i didnt know where to ask this but im having a problem with git, basically UE attaches well to git but as soon as i finish uploading all the stuff to github desktop it gives me this error
And i dont know what to do to have it solved.
try #source-control @little whale
cheers!
Anyone know the best way to copy and rename and cpp project
um, hey guys
i need some help
for some reason
my normal map gets some artifcats when importing into UE4
the original image
this really effects shading, since this is used in a hair shader
Probably the compression, you can turn off the compression if it is justified and if it won't lead to memory problems/large scale use on the target device
I don't think it's the compression,
Do be aware that the normal maps when not set to normal map compression need to have some additional work done to them, I believe the normal map compression strips blue, and changes the range from -1 to 1. I forgot the precise details. You will need to manually replicate this in the material editor and you should be able to figure that out with some Googling around
but i'll try
I chose normal map compression for that reason, (that it remaps values)
i tried vector displacement and that didn't do anything
(infact it made it look worse)
hmm
actually
it maybe compression
the artifacts change from one compression type to another
Are the Physics Content Examples still available in the latest verion of UE4?
Overview of the samples provided in the Physics Content Examples.
@hollow crescent launcher->learn tab->content examples
there's always up-to-date content examples for each engine version
Hello once more got a specific question to the epic staff considering lights in ortographic
can somebody come back to me?
Is there some easy way to copy editor camera to use as game camera?
You can select your camera in the scene and do snap object to view from the popup menu on your camera, that would move it to wherever your view is in the editor. Alternately you can click the drop down in the viewport and create a camera from there.
@grim ore no more like copy exact controlls of a camera from editor
movement
Q and E for flying and everything
the one you get then you press right mouse button
oh gotcha, the closest would be to spawn in a spectator and use it
hey does anyone know anything about copyright and licensing and whatnot? i always get worried about running into copyright issues, but then there's vrchat with its hundreds of ripped 3D models and it's on steam, so what's the deal?
Hey everyone!
Got a question about unreal + c++!
If anyone has any experience, please do check the cpp subchannel.
@plush yew probably it's user generated content and they have some things like users brake copyright so go talk with users
ah i see, i thought it was something like that. like they just made the platform and can't control what the users do
but those are mods, so it's still user generated content right? it's not published content?
yeah and all of this against the law
also vrchat doesn't really make a profit so i guess that's a factor too
i mean a lot of things in the creative field are against the law but there's like a grey area where some people get away with it and some don't, and i think it usually just depends on how much money you're making
not only that. If something free but popular it can potentially kill IP image
like porn about cartoon characters
oh yeah true
yeah i remember reading somewhere that someone got into trouble for including a model of a real building, and it was because they didn't want the building associated with negative events (ie. explosions)
and a lot of cases you need to show that you trying to protect your IP so you go in court
so then something is very similar you need to show that you care because it can affect things in future
show care in what sense? that it's shown in a positive light, or that i've acknowledged the similarity?
alright thanks
quick question about umg
Can I make a button decorative
meaning not clickable, not changing appearance if someone clicks it
not doing anything
So my bud has this error in the dump file : LowLevelFatalError - GameThread timed out waiting for RenderThread after 30.00 secs
I have a gut feeling the game is running on his Intel HD 4600 instead of his 770 , could this be the case?
I also got this many times on Fury X while playing Paragon, I doubt it's related to Intel...
yeah just saying it might be because of onboard gpu's
gonna tell my budy to disable his onboard and see if this works
in case you guys missed it
With the 4.19 Preview now available for download on the launcher, it's time to chat with our team to find out what incredible features and fixes will be comi...
https://i.gyazo.com/7e986cc26de052111d3b2503c5e71e30.png Anyone know why my house model is fully black and materials are just colours on objects?
https://i.gyazo.com/036a7e8eda66a99ba8eee706e9ad49a3.png another example, the table top and table legs have the same material applied however the table legs is just a colour
open asset and take screenshot of uv's
objects could be black for numerous reasons by I guess it's light map settings
yeah so basically it's pixels and you have 1 pixel on a huge huge map
Hmm so would fixing the uv's fix it?
try making you lightmap bigger but that not going really help
I would break up everything in smaller objects
Urghh, i bought this pack i would expect it to be ok to work with. ah well ill try what you said
well no it's not going to work like that
it's not like they state that it's game engine ready models
Oh I know, im not mad at them or anything
when you render things not in game engine you don't bake lights so you don't need proper uv's for lighting
So you need to edit their models so they are ready for ue4
also you can just turn off baked light
set every mesh to Stationary
Yeah, I dont plan on making anything game wise just something to mess around with
I think try buying things from ue4 marketplace next time
or you know there is free assets from epic
and you can build some environments
anyone know a way to make a trigger box -> on actor overlap -> teleport which can be copy/pasted easily? currently i have to link re-create a new trigger box and relink teleport over and over for each set of spikes/lava/trap
... you mean like make a blueprint out of it?
@plush yew Make the Teleporter an Actor?
Like @livid haven Suggested
๐
Im so slow today ๐ฆ
@livid haven i currently make the references in my level blueprint
Yeah, don't do that. You really should be doing as little as possible in the level blueprint that isn't unique to that level.
Make a spike trap blueprint
Or a lava trap blueprint
^
@weary basalt okay so make a blueprint actor which can then be placed in the world. okay thanks @livid haven
I think you can select a few actors and make a blueprint out of them or something? Not sure, not a workflow I'd run into.
this game is setup without health, only respawning upon death
I seem to remember that but I've tried that semi-recently and couldn't figure out how to do that @livid haven
It may only be possible with a single actor? I don't know how it would try to do it for multiple actors, since it would be hella complicated and error prone to try to merge multiple actors in to one.
And child actor components would mean it would need to create multiple blueprints out of your selection.