#ue4-general

1 messages ยท Page 176 of 1

celest creek
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It should be almost the same functionality, just with the difference of let's say a pure vs non-pure cast function?

livid haven
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?

floral heart
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I'm having trouble picturing such a node.

ashen brook
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same

celest creek
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lol

analog cedar
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Does anyone have a really good folder tree I can use? For things like particles, characters, environment models, materials, etc.

celest creek
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maybe I dreamt it

livid haven
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Yeah, that doesn't make sense.

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Branch is about branching execution.

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You can't branch execution without having execution.

ashen brook
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select lets you do the same for any other kinds of inputs

celest creek
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ya I guess... now I'm curious where I did see that, or what the heck it was I did see.

unique ocean
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@livid haven That did the trick!

ashen brook
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try out the generic select node or the specific ones like select float

livid haven
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@celest creek Maybe you were thinking of a node in the material graphs?

celest creek
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ah yea maybe that's it

frank escarp
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holy shit it ended up great

celest creek
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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?

livid haven
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Clamp?

celest creek
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ah gaddammit of course

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thanks guys

livid haven
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IE: If X < Min, X = Min, If X > Max, X = Max?

silver crown
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@frank escarp ๐Ÿ˜‰ couldn't do it with the classic LOD dithering because it required actual LOD data, so I switched to a dynamic material instance

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I guess it's a bit more expensive, but works great

tranquil moth
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just realized this is alot harder than it looks

frank escarp
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it ended up much better than i expected it to be

tranquil moth
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just to make a simple Tower Defense game haha

frank escarp
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i guess its TAA smoothing the dither

silver crown
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Also LOD are quite close

frank escarp
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interesting you do start/end time

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i just expected a "faderatio" variable

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and you update from 0 to 1

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but i dig that trick, ima store it for my fades

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even if its heavier in instructions, you dont need to update the variable each frame

silver crown
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Yep

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If you do that you might run into the same "bug" as me @frank escarp

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NewMat->SetScalarParameterValue(FName(TEXT("EndTime")), 1e10);
``` doesn't work the first time
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Have to do cpp NewMat->SetScalarParameterValue(FName(TEXT("EndTime")), 0); NewMat->SetScalarParameterValue(FName(TEXT("EndTime")), 1e10);

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That's because 1e10 - 1 == 1e10

floral heart
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Couldn't you clamp(time/duration,start,end)?

silver crown
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StartTime is the time it starts fading in

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And EndTime the time at which it ends fading out

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Limiting calls a maximum

flat pilot
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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 ?

silver crown
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It means that it generates things

floral heart
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It's a great term because it means different things in different contexts.

livid haven
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Aye. Broadly speaking, means doing something by following a set of instructions, procedures.

flat pilot
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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

livid haven
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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
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Do I really have to use this voxel thing ? I don't want to dig or destroy anything

silver crown
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ยฏ_(ใƒ„)_/ยฏ

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Don't think there are much alternatives out there, VoxelFarm excepted

flat pilot
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is it infinite or is it a square ?

silver crown
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It's infinite

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In the 3 dimensions

floral heart
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The real question is why it's made of cupcakes.

silver crown
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Who doesn't like cupcakes?

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Copy/Pasting Character.h/Character.cpp : WCGW?

opal ocean
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only 3 dimensions?

silver crown
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Sucks isn't it?

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6 is so much better

south ridge
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@silver crown Oh dude, that looks so much better!

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No more sharp popping

silver crown
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๐Ÿ˜ƒ

storm pendant
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Good night

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why does my foilage paint tiny? , it kinda sucks because thats not the real scale of my grass

sleek spear
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a sequence, only send events to the level blueprint?

cerulean nova
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when u guys have a clear idea of your game where do you start? ๐Ÿ˜ƒ

high oar
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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!

brittle gulch
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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?

cloud cobalt
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Depends on the setting

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In a company the artist would simply have access to the development repo and push their stuff there

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If you're contracting, you can ask them to do an empty project with all their stuff, and use the migration feature

brittle gulch
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@cloud cobalt yes, that can be a good option, an empty project could take useless place though?

pallid compass
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Anyone got a decent basic furr material i could take a look at and learn from?

fair sparrow
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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.

pallid compass
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i dont think so

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been struggling with it for a year lmao

fair sparrow
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Thx

plush yew
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hello ?

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@everyone could i be helped with this issue ? why all my actors are red ? and how do i fix it ?

fierce tulip
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hehe never seen that before

floral heart
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@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.

plush yew
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yup i been digging answer hub for a while now couldn't find a thing

forest cobalt
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@fair sparrow That's been an issue for a while now. I wouldn't expect it to be resolved in the immediate future.

fair sparrow
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The -enablehighdpi isn't working. :/
Is there a bug report or a pull request on github for it?

forest cobalt
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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.

fair sparrow
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On Linux there is no Compatibility tab

forest cobalt
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Oh, I forgot you were on Linux, sorry.

fair sparrow
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I just built the engine, and it does the same every time I build it.

forest cobalt
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What distro are you using? Is it GNOME, KDE, xfce, etc

fair sparrow
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Debian Sid with KDE

forest cobalt
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Hm, maybe fiddling with the DPI scaling settings will help you. Not certain, sorry.

fair sparrow
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Yeah. Thx, I will try to search for some other solution.

cerulean nova
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Is there a Documentation for UE4 + Database?

whole sonnet
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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)

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Bound to be something very simple

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Unless there is a better way to cast to the weapon bp Actor from HUD widget?

plush yew
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Check the Text widget to see if you're using the binding

whole sonnet
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@plush yew Yes it is using the binding ๐Ÿ˜ƒ

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It shows current ammo and when i switch the number of ammo in variable the hud reflects this change

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FIXED!

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no idea what happened or what i changed, will have to check my screenshot to see

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i simply just changed the max ammo variable

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then changed it BACK

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and now its fixed.. odd

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i heard 'Get all actors of class' is ineffecient to use though?

frosty copper
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It's not something you want to be calling often.

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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.

whole sonnet
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@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. ๐Ÿ˜ƒ

frosty copper
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๐Ÿ‘

feral canyon
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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 ?

frosty copper
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Websearch Engines. Learned more from that than I ever did from educational institutes.

cursive dirge
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@feral canyon you can use c++ with unity too

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through native dll's or by embedding your c++ code on IL2CPP builds

feral canyon
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Thanks for the tip, Olento but I would like to learn UE4

forest cobalt
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@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.

fair violet
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@feral canyon official YouTube channel, docs, udemy courses (Tom Looman + Ben Tristem courses). Watch lots of those and break down the example projects and youโ€™ll be set

forest cobalt
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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.

feral canyon
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Thank you very much, awesome people !!!

tawdry quail
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anyone else having issues for camera fades in unreal 4.18?

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sequencer's camera fade track is also not working at random times

plush yew
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hello I am french who are french?

latent terrace
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hey guys, probably a basic question, I know I can copy custom events, can I copy functions too? : P

silver crown
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@plush yew Me!

gilded crest
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if anyone has done this before, how do you suggest I do the NPC's dialogue system? (blueprints) Actor Component?

kindred viper
gilded crest
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oh yeah I've seen it, looks amazing ๐Ÿ˜› but truth be told I just wanted to make my own and gain more knowledge in the process ๐Ÿ˜›

kindred viper
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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.

gilded crest
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Haha that's the secondary reason ๐Ÿ˜„

vapid spoke
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@plush yew I am french too ๐Ÿ˜ƒ

unkempt isle
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hi guys

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do you know da wae

serene cave
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what do you prefer more, Blueprints or C ++ and why?

unkempt isle
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me? haha, Blueprint

serene cave
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I mean with you @everyone

opal ocean
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@gilded crest The dialogue system I made I think used an actor component, and data tables. It worked pretty well

gilded crest
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@opal ocean data tables for the text right?

opal ocean
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yeah, also had it specifying portraits, sound data (for voice), and a few other things

distant river
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Hey guys, where can you download the newest Unreal splash?

opal ocean
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but linking to assets in data tables makes it really hard to modify externally with notepad or something to import as a csv

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but just text, super easy

latent terrace
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can I move the functions up and down in the functions window on the left side?

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it's driving me crazy that right now I have them in creation order

polar elm
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anyone experiencing a crash related to context menus in the engine?

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it started today for me and it's annoying as hell

weary void
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Hey everyone,
any idea how I could find that bloody blueprint which is decreasing my fps from 60 to 50

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in that 4k blueprints list ?

livid haven
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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.

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Some particular bit of logic in a BP could be responsible.

weary void
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Profiler ?

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I'll try this out

weary void
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The profiler is quite hard to use

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Tho it helped me to find what was going wrong

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I spawned way to many carts and each of them was doing a heavy calculation each tick

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Thanks!

livid haven
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๐Ÿ‘

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Profiling is inherently kind of information overload - you just have to parse through it all.

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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.

weary void
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Well, if I managed to figure out what's wrong

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Anyone can do it

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Are timelines heavy to handle ?

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I have like 100 timelines making a lantern move in wind, idk if it needs to be optimized

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The profiler doesn't say anything about it

idle stump
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100 timelines for 1 lantern?

turbid jewel
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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 ๐Ÿ˜ฌ

weary void
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1 timeline for 1 lantern

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100 lanterns

fierce tulip
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id either bake it in a vertex animation or at the very least a skelmesh

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or use a few timelines and connect em all to that instead of 100

weary void
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Fine, i'll use a skel

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But for now

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Bluescreen

queen arch
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hey guys, does anyone know how they made the spotlight visible for this camera?

grim sinew
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Click on it and find out. It's a static mesh.

fierce tulip
rocky portal
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wtf is this nonsense..... 4.18.2 Preview 2 "please wait"

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and i cant do anything in my launcher

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and there's no progress bar.... says it's Queuedd

grim ore
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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.

hidden magnet
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Anyone knows how to make the ai jump without nav links and without C++?

livid haven
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Could always tell the CMC on the pawn to jump. But they're just going to jump, blindly and dumbly.

hidden magnet
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Hm, so any ideas on how to to it properly?

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At least without C++

rocky portal
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Holy shit @livid haven I can actually make some pretty workable "ItemComponents" easily with Instanced and EditInlineNew meta tags

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and works nicely with editor

grim juniper
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tfw you're messing around with you blueprints, have to respawn a spline mesh array and subsequently lose all the vertex paint data. NotLikeThis

kind mural
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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.

plush yew
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looks like what you need is an unskilled writer rather

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i hear chris avellone or david gaidar are pretty skilled, but you don't need them really

floral heart
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PM the bot for story ideas with !gameidea

high oar
brittle gulch
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hi, is it possible to access a web camera in BP?

worn granite
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yeah write an accessor for a web camera in C++, then expose it and use it from BP kappa

cloud cobalt
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Depends on what you define "access", really

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If you want to view the output from a camera across a network in UE4, then yeah, that's nowhere near Blueprint level

brittle gulch
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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

cloud cobalt
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You're going to need C++, and not just UE4 C++

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Basically you need to read pixel buffers from your camera and write them to a render target

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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

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Something like OpenCV works well, dunno if there is a lighter library with good camera support

brittle gulch
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And once the functions are written in C++, is it possible to expose them in a blueprint function library?

cloud cobalt
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You'd expose something like "start rendering" and "stop rendering"

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The rendering logic would be entirely C++

brittle gulch
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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

austere yacht
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Can an entire game be made with blueprint only?

cloud cobalt
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Yes and no

worn granite
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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.

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Its probably possible in BP.

cloud cobalt
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You can make some types of games entirely in Blueprint

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C++ is required for some others, and there are specific fields of development where C++ is obviously a sound choice

worn granite
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though its possible to work yourself into a corner where it becomes easier to restart the project than continue with your current BPs.

austere yacht
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What about an RTS?

worn granite
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Yeah ought to be able to do an RTS only in BP.

austere yacht
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Cool.

worn granite
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Might be limited in terms of agents and connections in multiplayer.

austere yacht
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agents?

worn granite
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Yeah like how many units you can have

austere yacht
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Yeah i read something about having a lot of behaviour trees will be taxing. What do you think about 1000 units max?

worn granite
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I haven't really done a lot of extensive testing on unit counts.

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And anyway, that depends more on what you're doing with your units

austere yacht
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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?

worn granite
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Eh, kinda.

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They're not likely to be doing all of those things all at once.

cloud cobalt
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The problem with Blueprint is more that it gets really hard to maintain at scale. You never want a huge project entirely in Blueprint.

austere yacht
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When does a project become huge?

worn granite
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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.

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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.

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As for a project being huge, its very much a "you know it when you see it" kind of thing.

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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.

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When you can't tell if you're about to introduce a circular dependency.

austere yacht
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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?

cinder iron
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You could read about how to mantain a BP project to support nativization, that would be a giant step in performance

worn granite
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That has its own set of issues though.

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Not sure if you can predict those issues either.

cinder iron
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yes, but if he is willing to reduce notoriously BP's overhead w/o touching C++ is your solution

worn granite
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@austere yacht I'd disagree that if you fiddle in BP you gain any sort of ground in C++.

cinder iron
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obv a good design always help to get the desired interactions

worn granite
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You'd gain some insight into common patterns maybe.

cinder iron
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a circular dependency means that A references B and B references A

worn granite
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And I'm not even talking about syntax stuff.

cinder iron
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but learning design it's crucial like I've been saying all this time

austere yacht
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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?

worn granite
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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.

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BP masks a lot of concepts and handles things on its own that you have more access to in C++.

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Or that you should be aware of in C++

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UE4 has GC so you're not wholly on your own.

cinder iron
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  • 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
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learning C++ always help

worn granite
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Have you dabbled in BP yet Yumey?

austere yacht
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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

cinder iron
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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

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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

austere yacht
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So c++ to become more proficient in blueprints if i understand you correctly?

cinder iron
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well yes, but not exactly, what makes you more proficient in blueprints is knowing the bases of Object Oriented Programming accompanied with good practices :)

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you can learn OOP in Java, Swift, C++, C#, the one you preffer

worn granite
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So you've probably not touched functions, or things like loops in BP, then?

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Too bad I was going to point out something that would catch you out going between BP and any other lang.

austere yacht
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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?

worn granite
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The sad irony is that practicing OOP in BP is actually bad practice in BP.

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Due to BP being BP.

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That's not what I was going to say, though.

cinder iron
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well, BP's are BP's

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but yeah just continuing what PN was going to say, loops are slower in BP's as an example

worn granite
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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).

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Now, the point isn't that it won't work.

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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?

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Just by the way you make the local variable, is it especially different?

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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++.

austere yacht
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If its local its only accessible in a certain place, something like that?

worn granite
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Go try it out!

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Not trying to be condescending, I actually want you to test this.

floral heart
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Don't forget a print string. Life is hard without print strings!

austere yacht
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Haha dont worry PlaceholderName, for claritys sake Dementiurge?

floral heart
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I'm dumb enough to make a function that counts how many times you enter a trigger box but never outputs the value.

worn granite
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lol

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Also yeah logging stuff is overpowered

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if you go full BP make a function library which is just designed around logging stuff to the screen

austere yacht
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If im going to be honest i dont know where i should make a variable in BP

worn granite
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that way you can easily disable it or change how you format your logs

cinder iron
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then you need to learn how to use the editor's interfaces first

worn granite
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You can search how to make variables in BP

cinder iron
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yep there is a tutorial series for total beginners, go onto the ue4 docummentation page and look for it

worn granite
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that won't matter if you google it.

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just put a ue4 bp in front of everything for the relevant results

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I hope they don't spoil the excersize.

cinder iron
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eh, sometimes that will lead him to not trustworthy results xD

worn granite
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what can you do ยฏ_(ใƒ„)_/ยฏ

cinder iron
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try to stick to ue's doc as much as posible

austere yacht
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Is a local variable the same as a private variable in BP?

cinder iron
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find out

worn granite
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tsk tsk

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Ayy @cinder iron

cinder iron
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i'm collaborating!!

worn granite
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Normally I'm all for the spread of knowledge but I think its important to my point that you try this.

cinder iron
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yeah you need to do these steps yourself so you can be more self-dependent on searching your stuff

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as a recommendation UE4 docummentation is fine, I wish they would update it a bit more and erase those deprecated videos

worn granite
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Wait they actually deprecate videos?

cinder iron
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i wish they would

worn granite
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Or are you using a shorthand for outdated

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Ah

cinder iron
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they are just there xD

worn granite
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That'd be weird tbh

cinder iron
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[DEPRECATED] How to do a trampoline in BP's

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๐Ÿ˜‚

worn granite
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They should redo them for sure.

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Mark the old ones as outdated for the specific stuff but maybe still relevant in some way.

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Esp. if the new content is worse somehow.

fair violet
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@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

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BP protects you from a lot of stuff and teaches you about lots of common stuff like variable types, the structure of UE4โ€™s classes, inheritance etc

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If you learn visually itโ€™s the way to go imo

cloud cobalt
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Learning Blueprints first is definitely a great idea

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You might drop it entirely after that but it gives great insight into how it works

sweet nimbus
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Hey Does ANyone Any website where i can learn BluePrints

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Please

worn granite
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google

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not even joking

cloud cobalt
#

Also the UE4 samples

austere yacht
#

Is the riddle that if its a local variable, it cant count the player going through a triggerbox since that is outside the function?

worn granite
#

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.

austere yacht
#

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?

worn granite
#

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.

austere yacht
#

Yeah i need to finish this

worn granite
#

So yeah the Level BP might be the easiest spot

worn granite
#

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.

austere yacht
#

Eh i give up, i cant even find the components required to make that. What is your point?

worn granite
#

Alright, I'll provide the BP side as well.

austere yacht
#

Thanks

worn granite
#

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.

austere yacht
#

Yeah, knowledge of c++ would help there

fair violet
#

Youโ€™d 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 โ€œwhy is this different to a regular variable?โ€. Iโ€™d say this kind of stuff is easily learnt when you understand what is going on overall.

#

If you are learning, youโ€™ll be making thousands of mistakes and for the most part BP will help you quickly try alternatives out without long compiles or cryptic errors

worn granite
#

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.

fair violet
#

For sure, but it allows you to fill in many blanks

tawdry quail
fair violet
#

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

worn granite
#

By all means though, use BP. Just don't attempt to wholly avoid C++.

austere yacht
#

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?

worn granite
#

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.

fair violet
#

Itโ€™s 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 itโ€™s 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 youโ€™ll unconsciously understand lots of important concepts after that and the journey into C++ will be much easier

austere yacht
#

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

fair violet
#

Also the editor uses a BP interface for things like the Animation graph and a similar interface for the Material graphs, so itโ€™s good to familiarize yourself with it in that regard too- itโ€™s really nice to work with.

cloud cobalt
#

Blueprint is basically a great surface layer over a more powerful, but much less documented layer of C++

fair violet
#

Yeah thatโ€™s a great point- the docs are usually much better for BP which makes them even easier to figure out what each node does

cloud cobalt
#

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"

frank escarp
#

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

cloud cobalt
#

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

mighty pelican
#

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?

cloud cobalt
#

YOu can ignore this

#

Intellisense is a failed Visual Studio features that tries to guess errors

#

Build, look at the error log window

mighty pelican
#

Well thank you very much! But if this is an issue, isn't there any solve for it for sure?

cloud cobalt
#

Disable Intellisense and buy VAX, which pretty much every VS user gets at some point

#

It's like Intellisense but it works

mighty pelican
#

thanks

kindred viper
#

I've used vax and intellisense and I really dont see why people hate intellisense. It's not that bad

cloud cobalt
#

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

kindred viper
#

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.

cloud cobalt
#

Well, autocompletion is kind of a required feature for me

sleek spear
#

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

grim ore
#

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.

ivory vapor
#

I have a question about .uasset and .uexp files can someone help?

#

I'm really inexperienced in UE

grim ore
#

so far no questions, go on.

ivory vapor
#

fails to import whenever I try to load into UE

#

for both .uassets and .uexp

#

any way to get them to import?

grim ore
#

you cannot import those files, those are the already imported files.

ivory vapor
#

o

grim ore
#

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.

ivory vapor
#

Yeah I attempted that, doesn't show ๐Ÿ˜ฆ

grim ore
#

they might be for a custom engine version which is not compatible with yours then

ivory vapor
#

I see, well ty anyway for answer

sleek spear
#

box reflection capture doesnt show my landscape, can i change that?

queen arch
#

any ideas why this multitrace doesn't go through?

#

(it works in general, but when I change an unrelated variable, it stops)

devout gulch
#

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

gentle crypt
#

is theere a way to change the default Prefix/suffix settings in UE4?

honest rune
#

@gentle crypt the AActor UObject stuff you mean?

#

or you mean wanting to setup to append your own custom prefixes?

gentle crypt
#

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.

plush yew
#

Would Unreal Engine be ok to make a Grand Strategy game with?

hoary wadi
#

@gentle crypt markup :)

#

@plush yew sure, but you'll still have a lot of work to do. You'll have to integrate a database

plush yew
#

Cool

tough quiver
#

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

gentle crypt
#

@hoary wadi Ah cool. is there a way to customise it in UE4?

#

@tough quiver Yes i think it has DX12 on by default.

hoary wadi
#

oh I meant this chat uses markup, I am unfamiliar with your UE4 problem

gentle crypt
#

not sure if vulkan is enable by default tho but it does support it.

hoary wadi
#

According to this there are some steps involved

celest creek
#

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?

tough quiver
#

@hoary wadi Thank you immensely! I will definitely take a look!

honest rune
#

@silver crown That's awesome! Looks really smooth performance-wise. Whats the performance on it like?

silver crown
#

It's really fast

honest rune
#

Yeah it lookslike it. Not even any stuttering

silver crown
#

On the MP video the edit is at 30Hz

#

So it's really smooth

honest rune
#

how the heck do you do realtime collision on that?

#

this is pretty awesome

silver crown
#

There's no collisions on the video above ๐Ÿ˜‰

honest rune
#

oh haha just clever manuevering

silver crown
#

The goal was to show the impact on the CPU

#

And the voxels perfs, not the physx ones

honest rune
#

I can't believe how fast that looks

honest rune
#

lod transition pretty quick too

#

lol "it's raining men"

silver crown
#

There's only collisions around the players

#

The meshes used for collision aren't the same as the one for render

#

Faster ones

honest rune
#

back in a few. Got a meeting for a bit. That's really impressive though

silver crown
#

Thanks ๐Ÿ˜ƒ

sacred pagoda
#

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

honest rune
#

righteous

silver crown
honest rune
#

@silver crown You have a sec for my to pick your brain about something?

silver crown
#

Sure

honest rune
#

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

silver crown
#

I have really no idea

honest rune
#

k. figured I'd ask

silver crown
#

I don't think that I even used an animation asset yet

honest rune
#

heh.
I just dont wanna have hardcoded assest paths in my code. If I can store it in a DB I'd like to

gleaming shore
#

Is there a way I can use 4.18 plugin with 4.17 ?

weary basalt
#

Nope

#

There is no backwards compatibility with UE4

#

Unless you have the source code for the plugin

cursive dirge
#

just backport it

#

it's possible

livid haven
#

Strong emphasis on "[If] you have the source code"

weary basalt
#

Yep lol

cursive dirge
#

yeah

#

if you happen to have one of the two plugins that don't ship with sources...

tough quiver
#

Does Unreal Engine 4 has a similar alternative of Unity's Scriptable Rendering Pipeline?

cursive dirge
#

well, you have all the source code

#

it's no the same thing but it enables you to do same things

livid haven
#

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.

cursive dirge
#

btw

#

what's so difficult on fixing fortnite doors? ๐Ÿ˜„

#

(it's really common that they get stuck to open position after opening)

wheat pendant
#

holy shit I wanna die. Why is it that learning UE4/programming/blueprints is so hard?

livid haven
#

@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.

wheat pendant
#

Yeah true enough

livid haven
#

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.

wheat pendant
#

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?

livid haven
#

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.

floral heart
#

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.

livid haven
#

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....

wheat pendant
#

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

livid haven
#

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.

plush yew
#

@livid haven what is your area of expertise with fn?

#

Just curious

livid haven
#

UI team

#

Engineering

plush yew
#

Oh nice

livid haven
#

@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.

wheat pendant
#

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.

plush yew
#

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

livid haven
#

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.

wheat pendant
#

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!"

livid haven
#

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?

wheat pendant
#

Nope

livid haven
#

What about it do you think you can't do?

#

Like, if you were to try it, where would you get stuck?

plush yew
#

@wheat pendant think youโ€™re more interested in the arch viz side of stuff? Because you could start with that and, that requires little coding

wheat pendant
#

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.

livid haven
#

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.

plush yew
#

Rock paper scissors is probably a little easier

livid haven
#

Fair, but I'm half way through tic-tac-toe already. ๐Ÿ˜›

plush yew
#

Lol

livid haven
#

So you have some kind of game state class and it tracks whose turn it is.

cursive dirge
#

if you can't figure out tic-tac-toe, you shouldn't try 3d game programming..

plush yew
#

Thereโ€™s the encouragement ๐Ÿ˜‚

cursive dirge
#

or.. at least learn principles of programming first

livid haven
#

That's a given, that's why I'm walking him through tic-tac-toe for example.

cursive dirge
#

just being realistic

livid haven
#

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

wheat pendant
#

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++.

livid haven
#

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.

plush yew
#

Coordinates

livid haven
#

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.

plush yew
#

Whilst a photo realistic first person shooter is playing in the background 64player multiplayer

livid haven
#

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?

wheat pendant
#

Yeah?

#

Obviously

livid haven
#

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.

plush yew
#

Maybe i should get a new GPU

#

Current one ainโ€™t cutting it

livid haven
#

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.

wheat pendant
#

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

quasi lake
#

Hey bros

livid haven
#

Er... I thought you'd spent a ton of hours learning C++?

quasi lake
#

How do we combine several small pictures into a single texture and use it in UMG?

wheat pendant
#

I never said I did. I'm just starting out and never go beyond a certain point

#

Because it's so discouraging

quasi lake
#

Like NGUI of unity

#

Anyone knows?

#

Like UI Atlas

livid haven
#

@quasi lake Not familiar with NGUI, but it sounds like you might be talking about the nine-slice feature for buttons and boxes?

quasi lake
#

Nope

#

Pictures wont be same size

livid haven
#

What are you atlasing for?

cursive dirge
#

to minimize drawcalls

quasi lake
#

yeah

#

And save storage space

#

Package size

livid haven
plush yew
#

@wheat pendant think you could make a console program with a light switch, user just enters โ€œonโ€ or โ€œoffโ€ and program recognises if itโ€™s already the status the user entered?

livid haven
#

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.

quasi lake
#

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

plush yew
#

And changes the background colour to white to black for example

quasi lake
#

Anyone knows?

livid haven
#

@quasi lake I think you're concerned about something low-level that the engine is already responsible for.

plush yew
#

Nopee

south ridge
#

UE4 has some atlasing code in it, but I don't know if it's exposed

quasi lake
#

I think this is very basic functions and should be placed in the engine

ashen brook
#

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

wheat pendant
#

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

quasi lake
#

I've checked this thread before

#

Paper2D seems not able to combine different sized pics

livid haven
#

?

#

No no...

quasi lake
#

And you need to combine all pics before you put it in Paper2D

livid haven
#

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.

quasi lake
#

Combination function should be within the engine or a plugin

livid haven
#

You don't need to try to atlas thing within the engine

plush yew
#

Just wondering what sort of rigs are people running

quasi lake
#

Can you describe with your own words?

livid haven
#

@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.

quasi lake
#

So just place every single picture in folders and drag it into UMG?

#

Is that the way most people do?

livid haven
#

Do you have a screenshot of what you're trying to make? Because I'm not understanding what's not straight-forward about this.

south ridge
#

@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

quasi lake
south ridge
#

When in reality a completely different approach could get rid of that square

livid haven
#

@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.

quasi lake
#

In this way we can save more space and package size,very simple request

livid haven
#

@quasi lake So you've already got an atlased texture?

plush yew
#

Ooh that 1080ti spicy

quasi lake
#

No,I mean how to get an atlased texture in UE4

livid haven
#

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.

quasi lake
#

OK

#

But if we are making a mobile game

livid haven
#

When packaging up the game for distribution, the engine will optimize the textures and files, compress them where possible, atlas them where possible.

quasi lake
#

really?

livid haven
#

Yes. It's called "cooking".

quasi lake
#

Is there any docs about this

livid haven
#

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.

quasi lake
#

I know cook,I mean details about picture compression

livid haven
#

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.

quasi lake
#

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

livid haven
#

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.

quasi lake
#

well that means you need to use slate

livid haven
#

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. ๐Ÿ˜ฆ

quasi lake
#

Yeah I checked that

livid haven
#

Wait, 780? Maybe it was a 580?

plush yew
#

I think its time to upgrade to the 4x quadros

livid haven
#

@quasi lake Alright, let me ask internally about what we've got for atlasing when it comes to UMG.

uneven fractal
#

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?

quasi lake
#

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

livid haven
#

@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.

#

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.

quasi lake
#

Then how to combine them?

#

So like I said you need to prepare all them with exteral tools

#

So external plugin is needed

livid haven
#

I was suggesting a few different things:

quasi lake
#

Otherwise if we make this in photoshop it would be super complexed

livid haven
#

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.

plush yew
#

how can fortnite use modular bbuilding if UE has big problems with light bleeding and light seams?!

livid haven
#

I don't actually know. I've never touched any of that code.

plush yew
#

you mean me? ๐Ÿ˜„

livid haven
#

Aye.

plush yew
#

you're talking abbout code?

livid haven
#

Yes. I figured you were asking me?

plush yew
#

or you mean never did modular building?

livid haven
#

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.

plush yew
#

fortnite is literally modular as hell

#

๐Ÿ˜ƒ

#

you can destroy every 2x2m wall

#

ingame

livid haven
#

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.

floral heart
#

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.

plush yew
#

but what does code have to do with graphics sion? why are you talking about code the whole time ๐Ÿ˜„

#

@floral heart so i should turn on dfao?

floral heart
#

Learn how it works first.

plush yew
#

seems like advanced stuff, nothing what you must have

#

๐Ÿคท

cursive dirge
#

@plush yew fortnite is all dynamic lighting

#

they don't "build" lighting

plush yew
#

i just want modular building without l bleeding ๐Ÿ˜„ 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

cursive dirge
#

it does matter

#

different solutions and reasons

plush yew
#

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?

cursive dirge
#

proper lightmap UV's

plush yew
#

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

gentle crypt
livid haven
#

@plush yew Uh... because everything is done by code? Graphics don't magically happen? There's code to render those graphics?

plush yew
#

but you dont need to know that part of code to make a game?

livid haven
#

You didn't ask about just making a game. You asked about how Fortnite manages to not have light bleeding with its modular building.

plush yew
#

answer is dfao right? ๐Ÿ˜›

livid haven
#

I don't know.

plush yew
#

ok ๐Ÿ˜„

cursive dirge
#

my guess would be, proper geometry with some overlapping

plush yew
#

dont know what you mean

cursive dirge
#

don't leave gaps in the geometry

#

or try to match the seams exactly

#

have overlap

livid haven
#

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.

hexed lance
#

does anyone know a way to get the gpu to tell me how many tris or polys are being rendered in any game>

livid haven
#

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.

#

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.

hexed lance
livid haven
#

Might find some post-mortemy stuff like that from Gamasutra.

hexed lance
#

thanks, ill have a look

hexed lance
#

well, several hours of searching later and nothing

grim ore
#

nothing on what? average poly counts and such for a scene?

#

and there is info in there on scene and character counts

hexed lance
#

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

grim sinew
#

On a single frame 20 million isnโ€™t uncommon. Thatโ€™s not counting culling and such

analog cedar
#

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?

weary basalt
#

@analog cedar Whatever is taking damage should manage how it handles that damage.

#

Effects and sounds is easier to manage on the Instigator however.

lyric shard
#

um, question about unreal...can you live edit while in "play" the same way you can in unity?

weary basalt
#

No any changes made during an PIE session are not saved.

lyric shard
#

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

glacial terrace
#

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?

weary basalt
#

There are Live Edit plugins sure, but not sure how reliable they are.

lyric shard
#

hmmmmm live edit plugins

#

im gonna look into that ty

weary basalt
#

@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.

glacial terrace
#

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

analog cedar
#

@weary basalt just read your reply, thanks for the insight! ๐Ÿ˜„

idle stump
#

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?

plush yew
#

Textures need to be square if developing for mobile

#

Other platforms, I don't think they need to

floral heart
#

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.

plush yew
#

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

idle stump
#

@plush yew Ah yes, the docs say if you're target ES2 then square textures are more efficient

stoic moth
plush yew
#
  1. why do you use autodesk. 2., why not blender
cloud cobalt
#

Plenty of people use 3Ds, it's not like it's a bad product

plush yew
#

just use bblender ๐Ÿคท

cloud cobalt
#

People use whatever they want

#

I use Blender, you use Blender, he uses 3Ds like most industry professionals

#

This is just completely unhelpful

plush yew
#

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 ๐Ÿ˜„

#

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?

frank escarp
#

@plush yew actually thats true

#

lots more amateurs on 3dsmax and maya just becouse there arent schools teaching blender

plush yew
#

yup

frank escarp
#

so schools allways teach max or maya to the students

plush yew
#

my question to him or her why use max is still open for the person ๐Ÿ˜ƒ if person knows what blender can do....

frank escarp
#

blender bad ui is still a widespread meme

plush yew
#

blender has not a bad ui

#

๐Ÿ˜„

#

its totaly OK

fierce tulip
#

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

frank escarp
#

top kek

plush yew
#

screaming ๐Ÿ˜„ tim?

fierce tulip
#

ikr

#

been awake a few hours now and still weirded out by that

plush yew
#

tim can scream? ๐Ÿ˜ฎ

fierce tulip
#

I think even when he tries it sounds somewhat.. adorable?

#

hehe

plush yew
#

why isnt he here?

#

i mean is he so busy? busy with what? playing fortnite?

fierce tulip
#

busy making deals hehe

floral heart
#

Arguing with his kids over how to balance Fortnite BR.

rose sequoia
#

lmao xD

plush yew
#

or he drives the whole day bugatti

#

๐Ÿคท

fierce tulip
#

lucky bastard you getting to work on KH! @rose sequoia

plush yew
#

i dont think tim is a salesman.

#

regarding deals

rose sequoia
#

Time to work towards making that a reality ( อกยฐ อœส– อกยฐ)

plush yew
#

he programs right.... hes never able to make for HIM good deals ๐Ÿ˜„

#

WHAT IS KH

fierce tulip
#

kingdom hearts

plush yew
#

new with ue?

fierce tulip
#

most new squaresoft stuff is ue4

plush yew
#

dealasdealasdealasdealasdealas

#

i love TIM

#

and the rest of you

#

๐Ÿ˜ƒ

fierce tulip
#

aww

plush yew
#

the rest...

#

how insulting

#

oh

ashen brook
#

@fierce tulip wtf

fierce tulip
#

ikr

#

hello @plush yew please read the rules.

digital anchor
#

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?

cloud cobalt
#

@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

digital anchor
#

ty

paper kernel
#

just toss the rotations out of the window and use unit directional vectors

#

saves you a lot of trouble

cloud cobalt
#

Directional vectors have one less information though

#

They're basically just yaw + pitch

vale osprey
#

@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

paper kernel
#

it's partial information yes, but you rarely need data for all 3 axis at the same time

vale osprey
#

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

fierce tulip
little whale
#

And i dont know what to do to have it solved.

fierce tulip
little whale
#

cheers!

tepid karma
#

Anyone know the best way to copy and rename and cpp project

thorn cradle
#

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

prisma phoenix
#

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

thorn cradle
#

I don't think it's the compression,

prisma phoenix
#

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

thorn cradle
#

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

hollow crescent
#

Are the Physics Content Examples still available in the latest verion of UE4?

cursive dirge
#

@hollow crescent launcher->learn tab->content examples

#

there's always up-to-date content examples for each engine version

hollow crescent
#

@storm iron OK trying that now

#

@cursive dirge **

slate cloud
#

Hello once more got a specific question to the epic staff considering lights in ortographic
can somebody come back to me?

lyric owl
#

Is there some easy way to copy editor camera to use as game camera?

grim ore
#

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.

lyric owl
#

@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

grim ore
#

oh gotcha, the closest would be to spawn in a spectator and use it

lyric owl
#

Ok, Thanks. What is it exactly?

#

found it

#

but it have collusion

plush yew
#

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?

buoyant pine
#

Hey everyone!
Got a question about unreal + c++!
If anyone has any experience, please do check the cpp subchannel.

lyric owl
#

@plush yew probably it's user generated content and they have some things like users brake copyright so go talk with users

plush yew
#

ah i see, i thought it was something like that. like they just made the platform and can't control what the users do

lyric owl
#

a lot of mods for games use copyrighted content too

#

so it isn't new

plush yew
#

but those are mods, so it's still user generated content right? it's not published content?

lyric owl
#

yeah and all of this against the law

plush yew
#

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

lyric owl
#

not only that. If something free but popular it can potentially kill IP image

#

like porn about cartoon characters

plush yew
#

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)

lyric owl
#

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

plush yew
#

show care in what sense? that it's shown in a positive light, or that i've acknowledged the similarity?

lyric owl
#

like case with Scrolls and Elder Scrolls

#

you can google it

plush yew
#

alright thanks

queen arch
#

quick question about umg

#

Can I make a button decorative

#

meaning not clickable, not changing appearance if someone clicks it

#

not doing anything

zenith lily
#

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?

half furnace
#

I also got this many times on Fury X while playing Paragon, I doubt it's related to Intel...

zenith lily
#

yeah just saying it might be because of onboard gpu's

#

gonna tell my budy to disable his onboard and see if this works

earnest lark
#

in case you guys missed it

gleaming shore
lyric owl
#

open asset and take screenshot of uv's

#

objects could be black for numerous reasons by I guess it's light map settings

gleaming shore
lyric owl
#

are they same size as table top?

#

also show Chanel 0

#

but probably issue in uv's

lyric owl
#

@gleaming shore press alt + 0 in viewport

#

it should show you lightmap size pixels

lyric owl
#

yeah so basically it's pixels and you have 1 pixel on a huge huge map

gleaming shore
#

Hmm so would fixing the uv's fix it?

lyric owl
#

try making you lightmap bigger but that not going really help

#

I would break up everything in smaller objects

gleaming shore
#

Urghh, i bought this pack i would expect it to be ok to work with. ah well ill try what you said

lyric owl
#

was it for ue4?

#

or it was just geometry

gleaming shore
lyric owl
#

well no it's not going to work like that

#

it's not like they state that it's game engine ready models

gleaming shore
#

Oh I know, im not mad at them or anything

lyric owl
#

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

gleaming shore
#

Yeah, I dont plan on making anything game wise just something to mess around with

lyric owl
#

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

plush yew
#

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

livid haven
#

... you mean like make a blueprint out of it?

weary basalt
#

@plush yew Make the Teleporter an Actor?

#

Like @livid haven Suggested

#

๐Ÿ˜ƒ

#

Im so slow today ๐Ÿ˜ฆ

plush yew
#

@livid haven i currently make the references in my level blueprint

livid haven
#

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

fierce tulip
#

^

plush yew
#

@weary basalt okay so make a blueprint actor which can then be placed in the world. okay thanks @livid haven

worn granite
#

Also pain causing volumes

#

if you don't need a teleport but just need damage

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.

plush yew
#

this game is setup without health, only respawning upon death

worn granite
#

I seem to remember that but I've tried that semi-recently and couldn't figure out how to do that @livid haven

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.

worn granite
#

might only be staticmeshactors as well

#

I've no idea.

#

Or, well, actors which only wrap simple components (iunno what you call them)