#ue4-general
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Ok screenshot me what you see
keep going back in the folder until you see a textures folder
like, keep going to the previous folder (if that makes sense)
its a foliage
not texture
its foliage folder
Could you just make me some
lol
Like that video
i would need the base texture to work off of
I know but thats the uasset alot of things make up the asset and i just need the .png texture
I do but i have like 16 programs open atm and really dont fancy opening another
lol
ok
idk what im looking for ๐ฆ
Could you not install the thing i did
and just use it
?
im packaging a game atm so i wouldnt be able to import it
dont wanna discourage you, and i definetly admire DBBKs patiens but you sir need bit more basics and you should get them by watching some tutorials ๐
I agree tbh
lol
In this video I will be showing you how to use GIMP, which is an image manipulation program and a great free alternative to Photoshop. This video will just b...
unreal 4 materials https://www.youtube.com/watch?v=lngF4VVNER4&list=PLZlv_N0_O1gbQjgY0nDwZNYe_N8IcYWS-
For the full tutorial playlist: https://www.youtube.com/playlist?list=PLZlv_N0_O1gbQjgY0nDwZNYe_N8IcYWS- (00:05) - Introduction and Materials in UE3 (04:14) ...
start about here ๐
We all start knowing nothing, and in UE4 its really really easy to get to grips with stuff, even though it may look hard
ok.....
Exactly
Does anyone know how to stop everything being cooked when packaging or if you even can
help point me to the right direction?
I'm trying to get my croshair to transform into a mouse cursor, when I get close to a computer screen so I can click on umg buttons, without pausing the game
I've been searching all day and I can't find anything
one problem is that the crosshair isn't accurate. The line trace hits it square on only at a certain distance
@queen arch have you tried Set Show Mouse Curser and ticking the boolean?
yes, but the mouse cursor is all over the place, it doesn't follow the center of the screen
Do you want the curser to be stuck in the center?
Aim at buttons that're NOT on a widget?
aim at button that are on a widget
Ive never played those games so im slightly confused as to what you mean
What do you mean by the mouse is all over the place?
Doom 3 from Doom 3 BFG Edition, full game 9-hour single video HD 1080p playthrough / walkthrough / longplay / gameplay of the full single player campaign. 2:...
You could swap out the crosshair widget for one with a picture of a curser?
start 3:00 ends 3:20
Turn off the crosshair, draw a cursor on the in-game "screen" corresponding to the player's aim point. How you do that, I don't know.
That is the general idea, I also don't know how to do that
or simply set visibility of crosshair to 0 and the mouse to 1 (assuming you choose to have a picture of a mouse and not actually the curser)
Do you already have a working concept, for example can you already interact with the computer ?
yes i can interact with the computer, with a widget interaction component on my player character
which is a line trace and works well enough... but. The line trace and the crosshair (or any other icon i could try importing) are only accurate at a certain distance
Ok so its simple, find a nice picture of a curser and put it right ontop of your crosshair in the widget then create a binding on visibility or opacity and set them based on whether your in distance of a computer
or rather than do distance itl be easier to just a box collision, so if player overlapping box collision set crosshair opacity 0 then set mouse opacity 1
hope this works
--
Thanks
This done with the way you described?
Pretty much, Although I set a variable (Is player near computer) on overlap and then unset it when player stops overlapping
any idea on how to use this ? it has no bp events nor any documentation
the variable is then used in the widget to determine whether to show crosshair or mouse, simple if statement (branch) then set visibility @queen arch
Great! I will try that, thank you
Hey @fierce tulip you're a UE4 pro right, is there a way when packaging to stop it cooking every single thing
ahahahaha, thanks anyway
when i run over the spline join here (3) and every other spline joint thhe ball will jump as if there is tiny height difference on each joint (and there isn't) why is that?https://cdn.discordapp.com/attachments/337290865326292992/409872369922867200/unknown.png
anyone who can help?
@tropic pilot what kind of collision is there?
the ball has complex collision and the road segments has simple collision
@humble sun
Does anyone know why for some random reason the Steam OSS only initializes for one server on an a machine, like if I start 8 servers, only the first server will have access to the SteamAPI
Hey all, I was wondering how I could disable display scaling in the editor. My graphics card fried on my desktop and those damn miners bought all of them so I can't afford to buy a card right now and I'm stuck with my desktop, and Unreal makes everything look huge on it. I tried going into the .exe and disabling dpi display scaling but it didn't do anything; any ideas?
@tropic pilot Probably best to overlap the collisions by extending them a little bit in the static mesh.. make the collision box a bit longer than the static. MIGHT alleviate the bump.
FString::Printf
Would this print its content to the output log window?
Official doc says "as well as displayed to the screen with UE_LOG debug messaging "
But I dont see any shit on the screen or log window
Is there any document or video that shows exactly why we need to add a ' * ' before a FString in some situation?
This may cover some engine programing stuff,but I hope there's some senior dudes knowing this.
Anyone ever dealt with travel faliure invalidURL when doing mulitplayer?
Not for me
I do. For that page only. Interesting. Edit: Found it somewhere else. Looking for threads with linked images now.
@floral heart are you logged?
okay...it was my fault...uBlock
bug report for today:
-Capsule is not getting enough contact
-Capsule is getting too much contact
hey guys, I'm making some collision models for a donut, and need the hole in the middle, any suggestions for UCX mesh ?
form a ring from boxes?
That looks like a ring of boxes. And it's about as good as you're getting.
@upbeat fern is the ring a simulated rigidbody?
UE why you do htis
or static collision on the level?
UE4 convex builder sucks at shapes with holes in the middle
@upbeat fern anyway, if you don't simulate that donut shape itself and it's just a static collider, you can use mesh collision (complex as simple on collision setting)
if it's needs to be a dynamic rigidbody, then you need to do what you are doing now
of course, you wouldn't have very high poly mesh for complex as simple
more like, use lowest LOD mesh for that
@paper kernel that's how floating point numbers work
floating point error
they aren't exact
you only have 32 bits to use and try to represent the whole range of numbers with infinite amount of decimals too ๐
this not anywhere near the error margin
Sure looks like it
pretty much so
but
ue4 editor actually truncates the value a bit
as you don't really want to see the long figure there
floating point error is the root of all evil
It's also why floating point even exists
because it's the root of all evil?
nah
well, this is the first time I've actually managed to hit a rounding error with static value
Because it's a fast approximation
1.3 ==1.2999999523162841796875
in floating point math
doesn't take that much to find a value that doesn't line up
that's fine tho
If you need something more accurate than a float, you shouldn't use a float. Floats are as fast as integers on modern systems, that comes at a cost.
There is double - more accurate but same logic
I use doubles
ue4 editor doesnt support doubles iirc
but sanitizing a float takes in a double
only few things on math classes have templates
Doubles are also much more expensive, so they're rarely used in game logic because it creeps down to the entire game code, and in most projects you don't really need it.
yeahhh
they really aren't that much more expensive
I suspect they'll be hype with all that open world battle royale stuff
except with all these open world king of the hill games
^
well they just use origin shifting
main disadvantages are that you miss some SIMD optimization possiiblities on SSE2
rebasing helps, yea
and that they consume more space so more cache misses
More cache miss, more memory usage, less hardware optimization
UE4 isn't just for PC, too
yeah
vector3d ftw
you could handle all the rest in floats
cm vs m doesn't really change this
due to how floats work
both have somewhat same precision
I wouldn't mind having a 64-b depth buffer either, but then people would cry about how it's slower
And useless for all but my own game
@patent siren origin shift is not really solution for multiplayer games
I propose 48 bit oneandhalfs
nor is segmeneting or clustering single game world
it kind of is
afaik Squad is using origin shifting in MP
for origin shifting you can use it only on clients
they just have to make sure their RPCs handle it in a correct manner
you miss the point
it solves the local client animation jitter
yeah
server still does have precision issues
thats the main issue with floating point error
it's only one of the issue
the server doesnt have to be as precise though
origin shifting is mainly for animation jitter imo
server precision is another
so server doesn't matter
well it does
like, your hitboxes will go off, your CMC movement will be less stable on server
not in practise
world clustering > you have to figure out all edge cases on what happens on object on cluster edges"
server does matter
physics will break (but I hope you don't use physx for your multiplayer game anyway)
a lot
especially if have highly authoartive game
where everything is rounded trough server
(like me)
we personally havent had an collision or physics issues with rebasing
I do have prediction, but everything is double verfified by server anyway
the main issues we had were local stuff like lods not working
@patent siren you don't see those in client when you rebase, it actually fixed them on client side
yeah we have a client side damage model
but if you can't rebase, like server can't, you get those issues on serverside
and if you have authorative server, server corrects clients
so when server goes bonkers, clients follow
anyway
client side damage sounds bad in many ways
for antyhing not related to physics simulation (like rigid bodies)
hope it's not a competitive game
you cloud use fixed point 64 bit coordinates
it is a competitive game
instead of doubles
overwatch has a client side damage model
so you just trust the clients?
chances are you don't need sub milimeter collision precision for gameplay
we have some server validation
@patent siren You really want to run all logic by the server for competitive stuff
ehhhh
Both on server and client
you want great client prediction and server validation
On the client for responsiveness, and on the server for safety
the server does validate damage
The way you said it was more like the client would handle damage
client takes a shot
hits a pawn
rpc's to the server
server has some minor checks to make sure it was possible
does the server rewind?
Just replicate all the damage system
or how do you reconcile the lag differences?
you really cant
yeah, that sounds like something that will be exploiled
you know what also feels bad
shooting your weapon and its a 100ms behind in a different location
you really want to double verify, client send RPC with hit but server makes it own simulation
100ms is unplayable for shooter anyway
who cares optimizing for it ?
ehhhhhh?
i can play overwatch on EU just fine
there are always going to be people unhappy either person who shoot or the one who has been shooted
(NA)
yes
"omg anything above 3ms is unplayable and is lowering my kd"
-any wannabe esport gamer
I don't
i don't trust clients
until someone comes up with a better method
that doesnt feel or play like shit let me know
you can still do damage EFFECTS clientside
until someone invents time travel
my clients are only allowed to predictvely spawn effects
like have things throw blood splatters, etc
fun fact: if you play overwatch on high ping, the hitmarker comes in delayed
speaking of damage effects.
they do client side damage with some interp
but there are ways to prevent exploitation
no it makes complete sense
I would expect that kind of crap from ubisoft shooter
if i shoot someone in the head i expect them to die tbh
when you shoot
you expect it to go where you shot it from
not where the server thinks it came from
but your client isn't in realtime
and person who is shooted expect to not be hit because it was 1 meter away
your point ?
two clients see two different realities
i have a better perspective on my shot than the person who got shot at
yes
that's why we favor the shooter
and until we have instant connections with 0 ping
there will be no "right" way of doing it
the shooter knows better.
if you accept boths, when in other other dies and in other vise versa, that wouldn't break the immersion for you?
no the shooter wants to feel better
think about it
only server have authorative view
both players shoot other player, in each of their screens they themselves survive and opponent dies
what does server do?
as your client already told both lived
that's a problem with any client-sided prediction
and clients told both died
and then one player feels cheated..
but since the client which you trust (itself) told it didn't die
theres no better way
it's a tradeoff in the end ๐คท
client doesnt tell itself i didnt die
there's a way better way
clients don't say whether they live, they say whether other people die
we just telling you we don't do client side damage
what everyone else is using
at least, if they have a serious online shooter
I dunno who has told you that you can do these things client side
as it's first rule in online MP: "never trust the client"
Clients should definitly not say if someone dies
They should say : I fired this vector
only if it's some co-op noncompetitive game, you can trust the client, as then it doesn't matter
im sorry until there is something that feels better
there is no way you can convince me
"Trust me", I did a MP shooter game once
It was very responsive
Also hacked to death
rampart cheaters will convinve you for sure (;
convince*
this is main reason why whole server authorization was implemented
if you're going to cheat in a shooter why not just write an aimbot
youre not going to discredit me or tell me i've done one thing once
im not some shitty 8 year old sittin in his moms house playing with unreal
@dusk marsh (your nick is annoying to write) see Arma games for reference
you dont know me or my experience
you can call me brackets if it's easier :p
they have hacks that spawn grenades around all players
We're not 8 either, and we're just giving you some feedback. Take it or don't, doesn't matter really
that's clearly indicative of much worse problems than favor the shooter
like For Honor quess what ?
i know users hatr it when their shot doesnt hit where they aimed
they implemented dedicated server..
we just recommend you to not do the same mistake
all favor the shooter does is give people the ability to shoot people who moved behind a wall 100ms ago.
authorative dedicated server
well as im not the only member on the team many of the other programmers have agreed on this method
so speaking of UE 4
coz 100ms feels better than being cheated by DDoS (for example)
you should make the same simuation on server
but the server is not going to be exactly where the client was
and compare what there actor have been based on timestamp from client
that moment when you rename the struct, and problems goes away.. well played Epic Games
you rewind entire simulation to that point
but UE 4 doesn't have any kind of rewinding framework, does it?
it does
oh
it has for movement
@patent siren And the fired upon client isn't going to be where the shooter client think it is, so you're just making it better for the shooter, worse for the shootee
I don't think it has for shooting
^
it has for more than movement
it keeps track of all rpc calls
you can literally record all network events and replay it
I haven't checked shootergame specific things tho
like in call of duty
replay system
the shootee can't tell whether the shooter was aiming at where they were or where they were 0.1s ago. the only thing it affects is cover.
is no the same as prediction...
"boys" lol
this isnt as simple as you guys think
okay?
they have a rewind system
thats what i was talking about
replay system*
the last project i worked on had it
they also allowed clients to hack the healing system by not doing server side checks
replay system is not used for prediction
sure
but who knows what else people can hack there
pubg is one of the largest games ever
we only see some of these things in public
its going to have hackers
damn yall know better than every popular shooter of last year this is a real 400iq chat
they constantly ban people from cheating
dude yeah
instead of preventing it in the first place
you guys have this whole shooting mechanic over a network figured out
all those cheaters are going to buy game again
go talk to blizzard about it
it's better to ban
they'll need your help
than prevent
like mentioned, pubg isn't the greatest example
PUBG is the worst example, because cheating is everywhere
you can't do shit like that and succeed like they did
It's just so fun it still works
PUBG's a crap game in the right place at the right time, same way Ark is
it wasnt a look at pubg and copy
it was a how do i get the best feeling weapon system
@patent siren You can stop defending yourself, we heard you the first 41 times
that technically worst games in their respective generes are most popular ;s
And you might be underestimating ages here. We're not 8-year olds in our mom's basements ;3
(I'm probably the only one you could get away with calling 'boy')
favor the shooter is, like, everywhere. idfk wtf yall mean saying "no serious shooter uses it"
it was a joke
No one cares about anyone's resume here. We're just sharing advice
Take it, don't, no one cares
unless your game succeeds and is crap
yes we know facor the shooter is popular
No point in arguing for half an hour about whether the "boys" are correct
we want better games
ye
and just operate within "error" margin
ye i'm pretty sure everyone was agreed on that
TLDR: serverside shooting alone feels unresponsive, but clientside shooting with server validation isnโt quite good enough as it doesnโt compensate for lag. Best method = clientside trace with server rewinding to that time stamp if something was hit to verify
it's not like something with 200ms lag will be able to hit no matter what that would be straight up cheating
that's where you're losing me.
The problem with "hit what you see" on remote clients is that you're technically seeing a 400ms old player
you cant punish users for bad ping
well, this discussion isn't going anywhere either
If the lag really is 200ms
Hey everyone ! Quick UE4 editor related question, is asset saving speed mainly tied to storage I/O speed ?
To add to that- ping caps should switch over to serverside shooting beyond a certain high ping like battlefield does.
But serverside shooting for regular ping shouldnโt be used as you have to lead based on ping
but also i dont
if you would always prefer client, regardless of their ping, players with really bad ping would have advantage
IMHO, you should never let a player with extreme ping provide its own opinion of whether the shot was successful. The server is simply more knowledgeable of this.
how so?
they are in the past for others, but shoot from the future
i mean this stuff is all very game design oriented
but they can get shot from the future, too, so it doesn't really seem like an advantage to me.
lets say i made a game like arma
Definitely- high ping players getting old shots allowed is bad and why we can get shot way around corners
^
id 100% probably just fire the bullet on the server and do basic client side prediction
@cloud cobalt sorry boy, but your are wrong, it would feel unresponsive to do it any other way 
(had to)
its ya boi
high ping players can't really be shoot, because you don't see them where they really are (server have authoartive location, but their input is still coming late)
if you're low ping, though, then you're seeing them at close-to-server location
so why can't you shoot them?
oof who wants to talk about why oop is bad
You can shoot them, no? @dusk marsh
that's how it seems to me. @devout gulch said "high ping players can't really be shoot" so i didn't understand what they meant
They can if the client that sees them shot them and he has a reasonable ping
WHAT IS DIFFERENCE BETWEEN UNREAL-CHAT AND LOUNGE?
lounge is like offtopic?
somehow that's what i always thought you did.
ah, so like a general/miscellaneous channel, but not crazy unrelated stuff
@cloud cobalt have you seen the videos about overwatch networking?
they say they favor the shooter, allways
its client side shooting
but the client sends the server "hey i hit this guy", and the server then rewinds time and checks if that shot was possible
and if it wasnt overriden by a movement skill
that is essentially what we do
The time stamp is the most important part
If you donโt do that and rewind, you have to increase error tolerance by a large amount
@frank escarp that sounds really weird tbh
And itโs even more inconsistent if the enemy moves behind cover on the non rewind verification trace
counter strike does the same
@Raildex#6923 almost all shooters follow this logic
except much more acurate becouse small hitboxes
Otherwise itโs not responsive enough
but they do the shooting in client side, and then the server checks if the hit was valid
by basically rewinding time, and checking if the raycast goes in the correct position
@frank escarp The problem with this is, it favors the shooter, gameplay wise, not just on feelings
and people love it becouse it feels very responsive
CSGO, Battlefield, call of duty, overwatch etc etc
when i worked on heavy gear assault we were kind of retarded about super server side shooting
Itโs definitely the standard for shooters
man i'm so glad most shooters get the networking right nowadays.
if your server validation works fine, you should be doing client shooting
but of course, you NEED to validate it
or some smart guy will create a "kill all" cheat
dude we want hackers to hack our game
I think everyone's in agreement over the fact you're going to verify all of it and kick the offenders to death
What i'm saying is, moving the shooting logic to the client isn't a trivial, make-it-better solution. It's hard to get right on the server validation, and it has an impact on gameplay
Basically make the game feel as responsive as possible on client without actually giving the client the power to do anything without server checks similar to movement
iirc Unreal 1 had really server side shooting
it's not trivial by any stretch, but it's still the right call, and necessary for a shooter.
i think
with a 200 ms lag your firing anims would be delayed by the round trip time to the server and back
the most important thing for a competitive shooter or any game is frame rate
which is a bit off topic
as in the local client prediction was non-existent
To take a cheat example, you could freeze your network locally with a lag switch, aim at someone, fire, release netorking. Almost impossible to detect
Even if you played those anims locally instantly and the shot played out on the server it wouldnโt be good enough nowadays @honest vale
@fair violet everyone agrees that client needs it's own sim but what people disagree is what client can dictate to the server, nobody is telling you shouldn't visually see the shot the moment the client fires a weapon or not to immediately see hit response
@fair violet I have always preferred that
Obviously pure server side is bad and pure client side is bad, literally no one is arguing about that
@cursive dirge Yeah but itโs not only just a cosmetic response but also a potential hit for the server to rewind and validate. Otherwise players feel that they arenโt hitting what is between their crosshairs
Itโs a very interesting topic ๐
damn light speed
it differs with every game i think
things with no real solution have some of the coolest research
yeee
My view is that the move from server-side authority to client-side has dubious value on gameplay, and plenty of abuse opportunities. If you're doing a fast-paced twitch shooter, well, why not
look, you can just boot people past a certain ping
Yeah like everything with multiplayer, at some point thereโs a trade off. I tried fully server shooting for my game and it was a joke watching people try to shoot someone who was strafing because they had to lead constantly. Then again no one likes being shot around corners, which is common with client side validated games. So itโs up to the designer to pick a mix of both
or dont trust them that much
honestly, blizzard is blizzard
blizzard does client shooting, blizzard has the most popular online shooter lately
i would look at what they do VERY seriously
becouse blizzard knows what they are doing
also counter strike
do you guys remember when pubg first came out
it's not an entirely unpopular opinion to dislike favor the shooter, but i'm definitely all for favor the shooter here
wich is also client shooting
how people could unplug their ethernet
its favor the shooter on both
But what speaks against Client Visual shooting (animation,Sound) and the Server checks and progresses?
and smack everyone and then plug it back in
@Raildex#6923 actually thats not that good
and theyd all die
its better to relay the effects to server validated
@patent siren Yeah that's what I was talking about. Destiny suffers from that too
and i guess it's safe to say that the most popular modern shooters heavily favor favor the shooter
hitmarkers and such
in overwatch the hitmarkers are actually server-side
thats insane
If your game is competitive it basically canโt have a solely server authoritative model as it means the amount each player leads differs due to latency and that kills consistency. They might have to lead by 1 meter one game and 4 Meters the next
Pro players need consistent gameplay
Destiny 1 at least had lots of cheaters with that method , and it was a console exclusive
you want your hitmarks to be server side becouse if you dont then the player will be like WTF BUT I HIT HIM when the server rollsback and cancels his shot
the biggest issue with the game i currently work on
is optimization
we're so gpu capped
its bad
in counter strike that happens with blood
blood only appears when the hit is fully registered
Yeah the server validates the client hit and if it accepts it, then the blood fx plays
So the solution is never play damage causing or hitmarker type cosmetics until the server verifies
GPU
d
But itโs ok to do concrete on the client instantly
but yhen you end up with 100ms delay between shoot and effect
sparks and shit are fine
@frank escarp but that's what I suggested. Animation/Sound on client and actual hit recognition on Server.
have you guys ever read into how halo did grenades
The muzzle flash, shot sound etc can all be local
so the player knows their hit registered
althoug it can be acceptable on highes distance (bullet travel even is it is trace)
its incredibly smart
on close distance, not so sure
meanwhile on my new prototype im doing 100% client authority on stuff
becouse i cant be bothered with serious server checks on a PvE game
you doing VR again ? (;
it's so disorienting playing widow on EU and losing the instant feeling of reward from nailing a headshot
oof
but i can still accept it
@devout gulch yes
my "warframe but vr" shooter failed
i just cant art
but im back to my dungeon crawler concept
with melee combat
for such a thing perfect responsivenes is crucial
or it will be disconected as fuck
depends
so everything client side authority on the parry/melee hit
you do it "very realistic"
server just assumes its valid if the player is near the enemy XD
or you do it Black Desert Online way
trying to prevent cheats in a VR game seems like a gigantic meme
How would you handle Physical Bullet objects though?
@dusk marsh im also going to do ps4 where people cant attach a debugger, so...
(^:
essentially we shot a bullet on the shooters client
then multicasted to everyone else
UT has good example code
its just logical to do that
they have nailed it
i wonder what fortnite does
Probably a similar approach
probabaly some gameplay task for abilities
wait rly i had no idea
wich encapsulates entire thing.
snipers have perfect client side hitreg
im sure the bullet is thrown client side, and then mullticasted
and when the bullet hits IN YOUR SCREEN, the server checks if the hit was valid
And interpolated toward the servers bullet? Ah or that method works too
doubt it
Too fast yeah
The validation makes more sense
the projectiles are done clientside, and then replicated to server
but for example, phara rockets are server side
for the explosion
client side rockets will not explode
the "spawn on client, then on server, then interpolate to server" works only for slow moving projectiles
Fast moving bullets suck on the render side too, to be honest.
Yeah the bullet would be too fast that makes sense
ehh
I would stick with instant traces for bullets yeah
what if you want a milsim
there is a difference beetween fast bullets and traces
specially at medium/high range
Unless itโs a super accurate game etc
at a short range you are fine with traces
but fast bullets do have a serious difference in medium/high range
i think our projectiles do a trace for like 10m then do bullet drop
then you roll your own physics
some other way
tbh seeing people lead shots in pubg revived my lust for bullets
but they aint instahit
I still rather to "simulation" using trace
becouse if they were instahit they would be 100% fucking broken
yeah same
rather than spawning physical projectile
projectile components are lame
measure bullet speed traver, distance to hit
Call of duty does instant hit snipers and they can feel good too but I like that they went with projectiles in Fortnite
and approximate where the trace would hit at that bullet speed
Makes it a lot more skillful
it's still better than spawning bullet
Real-life bullets do one meter in one millisecond, so your average 20m shot is barely more than one frame, and half of the lag. Whether it's hitscan or not is purely a point of view, because tehcnically it's really hitscan
you know what unreal doesnt do good out of the box
vehicle movement prediction and replication
for Snipers, player actually expect they will be instant hit
they just too fast
at least they are in most games
fortnite weapons are all instahit
instashit //fixed
@patent siren There was talk of having prediction for general objects, not just characters, but it's pretty much dead
I implemented vehicle rep myself too
Did the udemy course work out or is it still unfinished @cloud cobalt
Good info in there regardless
I can't imagine generic prediction framework, that won't be overarchitected bloat
It's unfinished IMHO, but there is great information
Apparently he will be back to finish it and do a steam dedicated section so we will see what happens ๐
I've seen single prediction interface implemented on movement component
@devout gulch well the simplest prediction is just to simpulate multiple ticks in a row in a single ticks
but I guess that can get hard on server for lots of objects ๐ค
Otherwise one has to know sorta the movement formula for object? O_o
@fair violet The Steam side was surprisingly easy to handle, even though there is zero doc
I really should look into it properly soon haha. You got dedi instances registering with steam and authorizing joining clients?
@tawdry birch my point, how you can predict something in generic way, if you don't have any information about it ? Ie how you can predict something like shooting, or ability activation ?
in generic way
you might be able to extend it to property prediction
but it probabaly would turn out messy
@fair violet No, I'm doing simple stuff. Play with friends. The matchmaking / joining / inviting stuff is pretty okay
isnt that what ability syste does?
yes it have prediction build in the system, it's hardly generic (;
Ah yeah the listen setup is straightforward. Hopefully can replicate the same setup with dedicated instances
@tawdry birch the movement prediction in character component is complex as hell
I don't really want something similiar to bloat actors even more
Someone mentioned GameplayAbilities. Can they do more than spells and such?
What is considered an ability? If I can remodel my movements into GameplayAbilities, I would like to do it. (Climbing is a GameplayAbility?)
@rose bison it adds complexity to code
@sudden agate there is deidcated channel for gameplay abilities
but yes
if you want, you can treat everything as ability
that sounds pretty awesome ๐
that's what I do (though I don't use build in system)
re: sniper delay, there's actually a long delay on fortnites sniper shots, you can think of it as bullet travel time but in fact, you could immediately send the shoot event to server when the player fires the trigger
also, there's a clear delay on their hits even at closer range
purely server side bullet?
nah
I mean client sends fire input to the server
Server spawns a bullet and it gets spawned on client via rep
or client still does visual bullet spawn just to cover up latency?
yeah, both client and server would sim it
oh man it's so hard to do semi-authoritive client in current replication paradigm (IMHO)
Or maybe it's just me
I really would love the repl code for Owner/Server/Remote be separate in 3 different classes components or something
it hurts my brain to read plain code and keep track of which method goes where X_x and in which concept it's running*
it's in already
I mean, in the github
so it's definitely going to be in 5.5
glare?
remove spec and make it fully rough, or just use unlit material
if you don't need lighting for the background, definitely use unlit
?
you still feed in the texture?
it probably needs to go to emissive
that's not unlit
it says "Default Lit"
show your unlit material
no
the UE4 material
the one you showed
but when you have unlit setup
its not unlit
...
I'm pretty sure you don't get Base Color enabled with unlit materials, meaning it will not use that input channel
change "Default Lit" to "Unlit"
so you need to wire it into emissive instead
it actually works on default lit too
but it's just more expensive
see
it's greyd out
the wire and input on material
move the wire to Emissive Color
and boom, let there be light ๐
different material modes enable and disable different inputs there
this happens if you use masked or translucent too
so be aware of what's greyed out and what is white there, in the nodes input
if you want to keep using the default lit, you can just do the other thing I told
put spec to 0 and roughness to 1
@light lintel how does it look now ?
okay so I have a long running problem of issues when FPS is not ~120, most notably everything speeds up/slows down, moon gravity, can barely jump and so on.
I'm multiplying any variables that change on Tick with GetWorld()->DeltaTimeSeconds, have also tried GetDeltaSeconds(), but same results.
any suggestions for what I can try?
not using physics, moving and tracing manually
you need to show your movement code
but it does sound like you apply deltatime wrong
@cursive dirge it's a little much, but hopefully understandable. line 120 is where the actual translation happens
https://hastebin.com/agavometux.php
can someone help me? my collision box in the physics assstes (for my simple car) is crooked. The bones and the meshes are all ok
with the opacity value
I think
it's a setting in the mesh
where can I get content examples for unreal?
I see them on the wiki, but there is nothing in a marketplace -_-
It's like a Shooter Game project that I acquired by some miracle O_o
"Learn" tab in launcher
lol that made me feel so stupid
thanks! ๐
Has anyone tried reinstalling windows, salvage their previous Unreal Engine Version and managed to have it running again? Everytime I'm reinstalling UE 4.18 I'm getting a FC02-5 error, saying this in logs: "[2018.02.05-14.51.06:182][563]LogBuildPatchServices: Error: FBuildPatchFileConstructor: Could not create Engine/Source/Developer/AITestSuite/Private/MockAI/MockAI_BT.cpp"
@tame delta ehm are you sure you have write access to installation directory?
yeah, put the entire directory to r/wable
ha, fair enough, unticked read-only on the entire 4.18 folder is what I meant
oh yeah that
I mean you know after reinstalling windows it could've happened that you're not full admin on system or something
so that your user account can't access the directory where you've placed ue?
I made sure I've got full owner privileges
btw I assume by the error code that it's launcher who's giving you error?
Yup
see if you can run UE4Editor.exe directly from the folder?
epic games launcher doesn't have a good way to "take" an existing install, it's very hacky you have to start the download cancel it once it's done with initialization, move all the files to the "install" directory it creates, resume
yeah I thought about that too...
but is it possible to successfully launch editor from the folder? ๐ค
Like
UE4.18/Engine/Binaries/UE4Editor
Hey all, how are washed out graphics like these created? Can someone show me a sampe texture or idea behind it?
So it works if I do launch through the binary, but then my project shows a "?" on version and when I try to start it, it complains it was made with a different version of the engine, and always fail to compile the project
@Chimรฆra#7542 at a glance bright pastel colors, fog
shadows seem to be blended in a color burning manner too
@verbal laurel don't see anything special there, just artist work... proper color selection
Well please have a look here at a model and shader created by others for my project
I'm trying to achieve a 'manga book cover' look for all the art.
@verbal laurel I think a place to start with is a "cell shading" or "cartoon shading"
Apparently I'm missing the Windows SDK v8.1 for compilation, I'll try that first
Everybody keeps saying that, maybe I should just trust them.
So you think a toon shader with that other shader will help me out?
The combination of the two*
I don't want it to look like all the other anime games though.
anyone compile 4.18.2 with vs 2017 15.5.6 ? My computer updated and now I have that and the editor is hanging on start up ๐
@verbal laurel those two names are basically the same thing
cell is just a fancy name for some artistic technique which I forgot does what exactly xD
@Chimรฆra#7542 the first screenshot you sent doesn't use a toon/cell shader, or the black outline. I'm afraid if you use those you will get that vibe from all other anime games using or borderlands
or you can just design you models in a way so they look cartooney
like "painted textures" etc
What your issue with the webm you sent, it looks good to me
I personally wouldn't add cel shading or that black outline to it
Looks like you'd want full bright textures that only take the lighting info of particle effects
Would definitely have to paint your textures a specific way
https://en.wikipedia.org/wiki/Cel_shading
also you probably can do cel shading without that black outline
@tawdry birch painted texture?
And to the GIF I sent earlier there's no issue with the style I just want it to look a bit more 'anime'. Right now it's a bit realistic.
It looks like a real world type game and I want people to get this 'anime' or slightly 'cartoon' vibe from it. But I don't like how a lot of cel-shaded stuff turns out, really. It often looks cheap and easy.
I'm also interested in this too
The PS3 sleeper hit gets a beautiful 1080p makeover. But has Valkyria Chronicles aged well? Check out our full review and see. ------------------------------...
It has a blend of realism and a blend of anime.
@opal coral you have DeltaSeconds applied there many times
only do it before you move the actor finally
if you insist in doing it separately for each step, you have to be careful and remember to do it for each additional thing and never multiply the result again with delta seconds
Looks like you want to do hand painted textures with the player models only casting shadows on the ground
Edalse shadows will be important unfortunately so everything will need one
So hand-painted eh?
im still having problems ๐ฆ
if u make a duplicate mesh outline u can sculpt it and drive it with morph targets
@cursive dirge hmm I see. I guess I should keep it only on increasing values, and apply it once when offsetting the actual object. is multiplying DeltaTime several times really that bad?
it is if you don't know why you do it
well, discord can't embded that
but anyway velocity = delta distance / delta time
so to get distance traveled during deltatime, you multiply velocity by delta time
if you just randomly add more multiplications to that equation, it'll not do what you expect it to do
so either do velocity1 * deltatime + velocity2 * deltatime + velocity3 * deltatime
or (velocity1+velocity2+velocity3) * deltatime
but don't do (velocity1 * deltatime + velocity2 * deltattime ) * deltatime like you do in your code now
ok, discord messed up the formulas, had to edit
you only double the delta time when you do
acceleration * deltatime * deltatime
Thanks for your help guys!
but if you say your target velocity is 10, and you lerp towards it with delta time * some acceleration, do you apply the delta time after applying it to the acceleration?
guys ๐ can somebody help me i THINK i have a problem with collision between rollingball character and the roadmesh i use in the spline :/ for some reason when i reach high speed with the ball between section there is a invisble bump that makes the ball "jump" -.- and it's annoying me and i can't figure out what the hell the problem is...
velocity += acceleration * delta time;
move delta = velocity * delta time;
"only double" is kinda stretch when you think what really happens
if you run at 60 fps, your deltatime will be 1/60 = 0.0166666
0.0166666 * 0.0166666 will not be 0.0333332
it'll be something really tiny
@tropic pilot if your collision mesh for road segment is too simple... then it couldn't be bend enough exact around the spline so you end up with a sharp transition
(0.00027777555556)
the solution is to make a bit more complicated collision mesh for road segment, or... (not recommended) use visual model for collision
@tawdry birch so i need a complex
I'm just trying to wrap my head around it like.. if you get a slow frame and your delta time is 1, you gain a lot of acceleration to make up for the time you wait for the next frame - either that, or you go at a fixed acceleration step and instead move the player further (with delta time) - but leave the acceleration lower than what it would have been if it had accounted for the frame lag...
wouldn't it be correct in this case to apply it to the acceleration and not the velocity?
your deltatime can only be 1 if you have 1 frame per second
or if you had a one second long frame lag
in fact it's usually applied to both as I wrote above
velocity += acceleration * delta time;
move delta = velocity * delta time;
that's typical movement code for an object with acceleration
^
yeah that's how I've usually done it too
also if you get like 1 frame in a 5 seconds (which is like really unplayable state of game you know)
you may end up penetrating some objects on the way
and there is a workaround for cases like that in a physics engines (see substepping in UE4)
@opal coral you do it correctly then ๐
there is also some really weird stuff like Verlet integration
which is more complicated and in my opinion still shit because it still can fail for user controllable characters ๐
that's alright and all, I'm just wondering if there's some general rule for when delta time can be applied on top of something that already used deltatime - which is what I've been doing by mistake (not just with acceleration), and which gives me moon gravity and all kinds of effects when running a different frame rate
or, hopefully that's what causes it. haven't made all the changes yet to check
yeah if you'll do delta time * delta time by accident the you'll end up with exponential relation between framerate and distance traveled
Hey I want to create a VR pawn with the oculus controller as a hand. When the user presses the button I want it to show inside vr the button being pressed. Whats the best way to do it? Importing animation from blender or creating it via blueprint?
twice the framerate = half the speed
half the framerate = twice the speed
hm that could be interesting gameplay mechanics in a way ๐ค
eeeh ;/ even after changing out all delta times with a constant 0.017 all the values are wrong when halving the frame rate. I'll just,, go through it with breakpoints or something
I've been looking for RTS tutorials for UE, but all I've been finding is based around placing the buildings freely, without rhyme or reason. Is there a tutorial series for a typical city builder game, where everything needs to be placed along roads, and pawns need roads to move?
@opal coral why would you swap dt for constants? :U
@tawdry birch I replaced the delta times that weren't supposed to be there with constants, so I wouldn't have to change my precious (probably incorrect) variables for now. however I left delta time at acceleration and the final velocity in the end
but I guess there's something I've done wrong that can't really be pointed out here, I'll just spend some time really figuring out what's happening
you either replace dt with 1 (hence remove it entirely) or why would you do 0.017? that makes no sense you don't see real picture because of that 0.017
it maybe alright but because of 0.017 you think that your values is off?
I just thought if I replaced a variable that is floating close to 0.017 (delta time at 60 fps), with an unchanging one, I would.. hm. well, I wanted to retain the speeds when factoring out delta time where it shouldn't be. but it's probably wrong as soon as I really think about that ๐
im out of ideas how to fix this @tawdry birch :/
@opal coral thatโs not how it works. Delta time have to be proportional to how often your movement function is called, you canโt just replaced it with constant if your function is not called at fixed rate. More over physics calculations depend heavily on delta time and what โworksโ with one delta time can completely brake at lower or higher delta time as all movement is approximated with lines.
@tropic pilot there is one setting you can try
Look in project settings - physics for minimal and maximum collision contact distance, set them both to something like 0.002. It might have some unknown implications
But otherwise, for something like a road, just use complex as simple
Max Physics Delta time?
No, max and min contact โsomething โ
There is discussion thread on forum about this specific problem
omg... you sir are a legende!!!!
Ball physics - something like that
Credit to the guys on forum
that is insane
Well, there might be a reason why default value is higher, so expect issues
will do @vale osprey ๐
@opal coral to illustrate what I mean by delta time. Imagine in Max/Maya/Blender you create a circle or cylinder primitive. One of the parameters is number of sides, the more sides the close shape will be to ideal circle. That number of sides is basically your delta time, more specifically the length of individual side segment. The higher it is the less it looks like a circle, the smaller your delta time the closer to ideal circle you get.
When delta time changes from frame to frame, you are not event getting a circle anymore but a skewed spiral.
@livid haven Sorry for the tag, ran into a relatively urgent problem due to a project deadline (just tell me not to if you don't want to be tagged). I'm currently relying on a C++ plugin (Rama's Victory stuff) to access the WorldType (in editor or not) through Blueprints, but I can't have that dependency. Any way for me get that state through Blueprint? (Edit: Going to try and work around this by setting a bool on BeginPlay, though that is a bit hacky. Could it just get exposed to BP? Seems like a pretty straight-forward thing. This is guaranteed to be going to give issues once I forget that I did this in BeginPlay - Edit 2: BeginPlay stuff works, request still stands though)
that's a good illustration - I just didn't pay attention to how I threw delta time around. now I'm extra aware of how it doesn't make sense to apply it twice. I didn't realize the proportions of which it would affect the gameplay when the framerate changed. I guess I thought an extra delta time would at the very least not cause any harm, if perhaps redundant - so I'll definitely stop using it as a safety measure and be more mindful about it =)
thanks
widget disappear when I "on drop" it on top of other widget, why is that
the other widget dont have "on drop" nodes or whatever
Alright, doing one more round of this, I'm looking for people interested in helping me test out my Procedural Foliage Spawning system. PM me for details if you're interested. (This one: https://twitter.com/Mr4Goosey/status/957288852363804677)
Is there any reason not to use dynamic multicast delegates
they seem to play the prettiest with BP
are the easiest to work with
In your material, multiply the UVs by a parameter. That parameter is your tiling
Is it possible for my ue4 to have a memory leak, its using 6gb while in a completely blank map and nothing open, if i restart it goes it down to around 800-900mb
its loading all kinds of things, content browser, cascade, persona, etc, etc. (some start when you open it) then there are shaders, etc.
though generally it sticks at 1800 for me when doing basic cascade work
Ah, I just find it weird that I restart UE4 and it goes to 800mb ram then over 20 minutes (of doing nothing intense, not even browsing the content) it gradually goes to 6gb
Couldnt you just delete the landscape uasset in the project folder?
Do you have a lot of assets in the content browser?
Around 2GB worth, ive had a lot more and not had this problem so it's a weird one for me. theres no textures being loaded anywhere (apart from the files in content browser but theyre not used)
albeit at the moment its stuck to 1700 for around 10 minutes usually its around 3gb now
I remember there was a bug where if you hovered your mouse over a certain thing (a blueprint 'thumbnail', maybe) the engine object count would increase until something horrible happened.
Im adaptating the vr pawn blueprint for my needs. On mine I have two motion controller components instead of just one from the original blueprint (which they inverted the hand mesh to create left hand ). Do I have to do everything twice for the other hand or is there a workaround? At the moment Im modifying the get actor near hand function
how can i check for overlapping actors on both grab sphere?
@timber slate Do you want the node that tells you when a player is overlapping?
You may need a get (a copy) node
I have two motion controller component. One for left hand the other for right. Each one has a collision sphere. I want to know if its possible to make the blueprint know which one is "requesting" the function
Im not that familliar with collisions but I would probably try to get object name and then do a branch (for example if name leftController true (then do left controller))
You might be able to do it with object tags however ive never messed around with object tags
i think i got it. just using input and passing the information when i call the function
when i click play on my project, i start ejected from the played and i have to click possess, im not sure how to change this so i start possessing as soon as i click play
Does anyone know if there is a free fence addon
Plugin or free models?
hey guys! My first asset was just released on the UE4 Marketplace :D
https://www.unrealengine.com/marketplace/sci-fi-starfighter-spaceship
@gleaming shore models sorry
Just search google for 3d model websites and search fence then refine search to free only
@gleaming shore How do i rotate a texture i made a road but its the wrong way
Could u send me a link i have a mini viris on my chrome
its super annoying
It's not
Because you're dragging in the texture not the actual 3d model
I am dragging the hole file into my contect folder
First of all, you've downloaded the .max versions. UE4 doesnt accept those, best ones to use are .FBX and .OBJ
