#ue4-general

1 messages Β· Page 179 of 1

pulsar badge
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how to change direction

gleaming shore
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You will need to go into the material and add the rotor node, then plug a const1 into an axis with 90 degrees then plug the rotor into the texture UV

pulsar badge
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ok

rocky portal
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If you notice, I have to left/right click any time I transition out of menu

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otherwise I have no mouse control

pulsar badge
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whats this foor

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for

rocky portal
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Opening/Closing a StatusMenu

pulsar badge
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@gleaming shore that link u send me how do you know if its for UE4?

gleaming shore
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You don't. That's why you check before you download

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You will need to convert your .max file into an FBX or OBJ

pulsar badge
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ok

errant briar
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imagine...... imgaine if the docs have a easy read option in firefox

radiant quest
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hello there

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does anyone know some rol game that I can learn some stuff?

pulsar badge
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@gleaming shore is there away that imaige i showed you will follow the terrian because its going inside the ground

gleaming shore
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To be honest. It sounds like you're trying to make something that's way out of your knowledge. I highly advise you watch some basic tutorials on things before you use them, you really will learn a lot

tropic pilot
celest creek
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Hey all, what's the best way to avoid annoying pitfalls with vectors at 180/-180 degrees flipping seemingly at random?

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😦

stark linden
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looks like you're trying to get a reflection vector

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or maybe I misunderstood the question

pulsar badge
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How the heck do you place a Splines

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I get out of it and i cant see it anymore

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ll

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lol

celest creek
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@stark linden Yeah I guess so...

lethal star
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Hmm, ive never looked into it, but is it possible like in Unity to edit and view actor details during play?, getting a bothered by having to print every detail i wanna see to the screen πŸ˜›

livid haven
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If you PIE in the editor viewport, yes.

lethal star
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ah thanks, figured it out

ruby folio
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Evening all. Just a quick question. Where do you get your textures from? I was thinking of buying premium on textures.com but I am just wondering if there is a better / cheaper option out there.
Thanks in advance all!

celest creek
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@stark linden So I tested that - thanks, didn't know of that function - it does however return a angle in world coords, I need to know the difference between my two vectors (so in that image in the link it's the yellow angle)... and because the normals flip if it's around 180 degrees I get an inconsistent result (better explanation in the link again)

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@ruby folio Either that or quixel megascans/substances.. depends on what you're going for.

ruby folio
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Well im after photo realism. (As best as I can do)

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The issue is finding good high resolution source images

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4k sized

lethal star
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@ruby folio I got a substance license, and sofar they have a big library with substance share

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another method would be to check out Quixel's library

ruby folio
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Was looking at quixel but the cheapest package is 2k max

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The megascans bridge app. Can I add my own images into that or just images from megascans?

lethal star
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I imagine your own, but i dont have any experience with megascans/quixel

gleaming shore
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Anyone have any ideas as to why my line trace wont hit the player (but hits objects?)

lethal star
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@gleaming shore your player, or others?

gleaming shore
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Every player

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Say i have a box (object) the line trace will hit it but my character it just goes right through

ruby folio
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Show us a screenshot @gleaming shore

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Arent you setting it to ignore pawns?

cobalt turret
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Can anyone recommend me a book or even online course?

livid haven
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I reall like Iain M Banks "Culture" novels. πŸ˜ƒ

cobalt turret
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haha πŸ˜‰

livid haven
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But no, I got nothing.

cobalt turret
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No worries. I am just a bit confused where to start. I really wanna learn.

gleaming shore
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Unreal has amazing tutorials and small videos on how to do stuff, 1 second i can get you a link

cobalt turret
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thanks

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so the official tutorials are pretty good? good to hear

gleaming shore
cobalt turret
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ok thanks

gleaming shore
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Their YouTube channel is good as well, the developers go into depth about things

cobalt turret
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ok thanks for the info, look forward to learning

analog cedar
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I'm not really tech savvy, what hardware upgrade would speed bake times? CPU?

cobalt turret
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Hrm, hard to say.. What is your current setup?

pulsar badge
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Is there any premade charaters already made

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that free

restive basalt
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mixamo characters! check unreal store

pulsar badge
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They good?

pulsar badge
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@restive basalt You know any premade houses?

restive basalt
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@pulsar badge There might be some in the unreal learning section, not off the top of my head atm.

pulsar badge
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Ok thanks

analog cedar
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@cobalt turret i5 7600k, 16 gb ram I think 3000mhz, and a gtx 1080

cobalt turret
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@analog cedar overclocking your cpu could help a bit, your gpu a bit.. but not leaps and bounds.. you have a powerful rig

floral heart
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Better Intel CPUs are expensive (7800/7900 series), AMD CPUs come with drawbacks.
But a swarm node...

analog cedar
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Hmm ok, I guess baking is as resource intensive as I assumed

floral heart
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There's an importing phase and a processing phase. The former might benefit from memory if the scene is large, but I'm not sure. The latter benefits from more CPU cores.

tropic pilot
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im trying to make the camera rotate with the character (ball) while being behind the character all the time

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like you see in the video
but my camera doesn't rotate at all :/

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i think i can't do it like in the video i showed, cause my character "a rolling ball" actor dont use movement component, it uses Torque

umbral tartan
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Anyone have any recs for UE4 udemy courses/tutorials? Looks like they're all selling for $15 each.

tropic pilot
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my rotation is set to relative :S

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oh shit

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uhm that's not what i wanted tho xd

umbral tartan
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I just launched a fresh template and only changed the spring arm rotation to relative. lol

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It rotates with the ball character. Totally different from what was going on with that car tho rofl.

tropic pilot
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ye but that's the results i want (like in video) with this ball

umbral tartan
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Oh you just want it to rotate when you turn the ball left and right?

tropic pilot
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ye

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but it seems impossible

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@umbral tartan if you can do it, hats of to you! 6 people including me has been brainstorming this and failed....

umbral tartan
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does it have to be a pawn?

tropic pilot
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i think so

tropic pilot
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@umbral tartan anything? :/

sullen sonnet
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hey is this a good place to get some feedback on logo design ?

umbral tartan
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@tropic pilot I'm looking into it. I'm thinking your best bet would be to parent a scene component to the ball (place it right in the center of it setting it to use world rotation), and then parent the spring arm to that. Then just rotate the scene component based on velocity. I don't think you want to care at all about the actual rotation of the ball.

tropic pilot
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can you disc up a example?

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;*

umbral tartan
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I suck at math, but I'm in the process.

tropic pilot
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i suck to 😐

woven falcon
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guise, I need halp. ^^
is there a way to export a texture from unreal4 after I've edited it in the material editor?
like, could I export the Base Color after multiplying it with the factor 3?

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I've made a wall material, and now I wanna make an Atlas material for a couple of miniassets that I'm gonna put on the wall (vents - lights - knobs) - but I still need the wall material so they fit in.
So I thought I'd take the textures out of unreal, make a new material out of that, and add the unique AOs and details onto that...

woven falcon
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nvm, found out it's super complicated with render-to-texture blueprints... I'll just copypaste the whole tree into my new material πŸ˜„

vale osprey
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@tropic pilot you need something that could define β€œbehind” for an object that is rolling ball

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One way is to take two component, some small primitive that will be a root and your ball mesh which will be child

fierce tulip
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lol "super complicated render to texture blueprint"
5 minutes of work even for a bp newb like myself.

vale osprey
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Disable all collisions on root and and attach child using physics constraint with free rotation and locked location

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Enable physics simulation on both component, now the trick is to disable all rotations on root primitive, by enabling constraint in its physics properties

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This way, child can rotate freely but parent will always stay oriented in one way

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Then you can attach camera to root and calculate rotation of the boom from the velocity of your actor, or make a free orbiting camera, whatever works better

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It you can ignore all that and calculate rotation of the camera from velocity and position of the actor, then you don’t need two components

weary void
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Hey, is there any way to use a mesh height in a material ?

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I'm looking for a way to make the top of my trees move

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And to make the bottom part of my pumpkin "biggers"

weary void
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Dude

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Thanks

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Rly

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What is this ?

honest vale
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it's an input

fierce tulip
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i set it up to be a material function.

honest vale
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πŸ˜‰

fierce tulip
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can be replaced with a regular scalar input

weary void
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1 ?

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Not that I'm bad with materials but kinda

fierce tulip
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it allows for offsetting the gradient. play around with it.
if you want a more visual example try plugging in a "debug time sine" which will loop between 0-1 constantly

weary void
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Ah that's cool

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Ok, used a sine to preview it

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Tho i'm trying to plug this in a lerp alpha

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Your function returns a float 3 right ?

fierce tulip
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V2

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it planar projects a texture, but if you component mask the G channel you get a black/white scale value

weary void
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Yup, good enough

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Getting this

fierce tulip
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yuz. can use that for vertex stuff

weary void
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Can't make it to work yet

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So basically, if I use a simple grass wind

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And lerp it with the alpha you helped me to make

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I should have a top-only moving grass, right ?

fierce tulip
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multiply is enough

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no need to lerp

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anything multiplied by zero is zero

weary void
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Ah yup

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Working !

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Material blinks tho πŸ€” thanks !

fierce tulip
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show the material

weary void
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It fixed itself

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This sh** makes me salty

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This should be right, eh ?

fierce tulip
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i never use simplegrass

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so dunno

weary void
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I gave up

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Thanks tho ! that's cool

plush yew
weary void
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Rly

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xD

fierce tulip
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hehe same setup

weary void
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Oh man

plush yew
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Very similar

fierce tulip
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i forgot about that node

weary void
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The @fierce tulip allows more parameters tho

plush yew
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Ah yeah. Whichever one works is good πŸ™‚

weary void
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Ok i got another kind of problem πŸ€” i'm really bad with maths stuff

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So my aim is to have a trunk with the upper part moving only

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What I'm currently having is nice, the bottom part isn't moving, and the upper one is moving

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But I want it to move from the middle

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So adding 0.5 would be the solution, right ?

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However, I end up having a mirror-like effect

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Any reason why ? i must have failed something

plush yew
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Try using multiply instead of add

weary void
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I would just lower the effect

plush yew
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Multiply is the correct way to change the brightness (intensity) of the gradient. Use Power or CheapContrast to control the smoothness of the gradient

steel rock
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Hello peeps I come with a very noob question and I will not apologize πŸ˜›
So what is a Transform in a component? I understand "a transform" as a term that basically means that the component is usable in a 3d space. I have read what I could find on it but it might be the language barrier or I'm just missing something and in any case I don't feel comfortable with my understanding of it. So if some laiman term explanation or any insight comes my way I'd be very grateful. thanks for the time!

plush yew
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A Transform consists of a Location, Rotation and Scale

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So a transform describes where something is, which direction it is facing and how big it is

trim trail
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uhm, im having issues with drag n drop

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often content browser wont take file from explorer

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i know i have to wait a little until proper cursor icon appears, but it still doesnt always pop importing

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i havent had such issues few versions back

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anyone have something similiar like that?

steel rock
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@plush yew Thanks! That makes it so much clearer just having someone say it outright πŸ˜„ Thank you a bunch

tropic pilot
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im seriously fucked 😦

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no one can figure my problem out :/

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im in the "Rolling" template and i want the camera following the ball so if i turn left then the cameras rotation will follow :/

vale osprey
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rotate camera by velocity vector

plush yew
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Is 16gb of ram good to use this engine?

vale osprey
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@tropic pilot if you take just XY components of velocity vector and invert it, you will have a vector pointing in the dirrection where ball is rolling parallel to the ground. Just do get RotatorFromX on it and you get a wold space rotation for you camera

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it will look bad if you use it directly, so ideall you would add one of the Interp functions to smooth out the movement

tropic pilot
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can you plz show me an example? i have a sick headache :/

vale osprey
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no

plush yew
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@vale osprey is 16 gb of ram good for run theengine?

vale osprey
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@plush yew
depends on what you do with it, recomended by Epic is at least 8 GB

plush yew
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Ok thanks

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I like to do 3d games

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Some litle game some big games

trim trail
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how much memory is needed is up to you

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if you overdo with number of meshes/textures, it will hog memory badly

fast nest
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I just downloaded UE4 and haven't used it yet. Any tips?

plush yew
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Tanks @trim trail

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@fast nest what do you to do whit it?

fast nest
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Makes atmospheric horror games

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@beerstein#1220

paper kernel
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hm, how do I calculate parallel directional vector from a slope

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if I know the slope surface normal and 0 angle normal

vale osprey
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0 angle normal?

paper kernel
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floor

vale osprey
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so you need a tangent vector

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the trouble is that if you have only normal than any vector on the plane is tangent to it, you need some other extra vector

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like you characters right vector

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then you can do a cross product between normal and "right" vector to get tangent

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it will be vector perpendicular to "right" vector on the plane of the normal

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or project on plane defined by normal and then normalize, forward vector of the character standing on the slope

paper kernel
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mkay. do you know any more reasonable ways to calculate the friction force for resting object?

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I know how much, Just need to know the direction

vale osprey
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direction of friction?

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it's opposite to velocity/acceleration

paper kernel
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oh man, I was never good at this in school either

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but I need to determine the direction of the slope, so I can apply force to both directions to cause the resting state

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so I can add to it later and make sliding happen

vale osprey
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I think I remember now, for normals pointing up, project normals' XY vector on the plane defined by this normal, there is a function for that ProjectVectorOnPlane

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you might want to multiply it by some large number before projection os it doesn't glitch at very small slopes

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this will be a vector that points down the slope

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not normal itself but X,Y,0 vector from normal

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 Normalize( ProjectVectorOnPlane(Vector(Normal.X, Normal.Y, 0.0) * 500.0f, Normal) )
paper kernel
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mkay lemme try it

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yup, floor normal projected to slope normal seems to do the trick

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thanks πŸ‘

cursive dirge
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@vale osprey what's that *500.0f there for?

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I mean, it does get normalized anyway

paper kernel
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I don't think it does

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or at least, the function doesn't do it

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yup, 500f* does indeed return 500 long vector

vale osprey
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you need to normalize the result

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this is in case you have normal which is almost parallel to 0,0,1

paper kernel
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yea I need to add sample history to this, very jittery because trace results are garbage

cursive dirge
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@vale osprey oh I just meant that multiplication by 500 is unneeded in that case

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as you normalize anyway

vale osprey
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it's needed for very small slopes as projection can hit float limit

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I would go with something even higher, that 500 was a bit random

paper kernel
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thousands more likely

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since this is working with values as small as 0.001

cursive dirge
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but does it really make a difference?

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on the result

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curious about the difference on result with that multiplication and without

pseudo parrot
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hey, i'm not sure which chat this should go in really so i'll put it here.

I'm workign on upgrading from 4.14 to 4.18 however whenever i load or package the project the BlueprintCompiler is trying to compile (on load) 480-something data only blueprints that should never be set to compile on load, but because they're data only there are no class defaults and the bool isn't accessible as part of UObject so we can't change it in code. So how am I supposed to stop 480-something data only blueprints from attempting to compile on load?

keen birch
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That'd depend on the game, really

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Like I said, that'd depend on the game πŸ˜›

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Some games have larger levels with panning, some games have separate levels that are smoothly switched

pseudo parrot
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you have two options, one, have one really big level that the camera just pans across,

2, load/unload levels as you need them for transitioning

plush yew
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Any tips on improving Unreal game performance if you're on Intel HD graphics? I'm making a game and my friend has Intel HD and I want him to be able to play with me.

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I accept even 1 millisecond tweaks

paper kernel
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render scale perhaps

grim ore
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https://www.unrealengine.com/en-US/blog/how-disc-jam-reached-60-fps-on-intel-processor-graphics-using-unreal-engine-4 this was about the only article I have seen about it and its mainly changing to use the lighter renderer.

Unreal Engine

Hi everyone! I’m Jay from High Horse Entertainment, a two-man team based out of Los Angeles. Our first project, Disc Jam, is an arcade action sport in which timing and reflexes are critical to succes, soΒ maintaining a high frame rate is largely important for the game experience.Β Here's how we hit 60 FPS on Intel Process Graphics with Unreal Engine 4.

errant briar
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Im having trouble to learn from key functions (c++) provided by unreal is there a list of often used ones?

latent moth
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Very n00b question: when spawning multiple projectiles I use an Audio component on my projectile actor to play a sound. However, after a few of those have been spawned (10?) the sound stops from playing for a while and then starts back up again. What is the proper way to do that?

gleaming shore
plush yew
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Anyone know when 4.19 is finally out

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lel

gleaming shore
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Yeah

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All the bone names etc... are the same

gleaming shore
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I might know why but im pretty sure its out my knowledge to do it. I bought a mocap animations pack for ue4 however it doesnt come with an animation blueprint so im unsure as to what to do

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That was the exact video I was just watching 15 minutes ago, he uses a animation blueprint, I dont have one just 50 files of animations

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What file do I retarget then? the skeleton file?

obsidian nimbus
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@plush yew u might wunna try forward renderer

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intel graphics aint even that bad, was able to run gtaV on mine

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you can see a big reduction in quality in that disc jam screenshot

plush yew
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oh dog no... thanks for suggestion but i wont go for forward πŸ˜›

obsidian nimbus
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what kind of game is it?

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lighting/shaddows textures/materials with alpha prolly where u can gain most

gleaming shore
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Is it possible to put 1 meshs skeleton onto another (instead of retargeting animation, retarget the skeleton maybe?)

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A skeleton im using has 4 extra bones in the arm which is causing major problems when i retarget

obsidian nimbus
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you get a screen where u can retarget bones by name

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make sure the bones are retargeted correctly

glossy flame
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It doesn't come with a collision out of the box; you need to add one.

cursive dirge
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@plush yew use unreals forward renderer, it's pretty fast

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especially if you don't use msaa

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on low end that is

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that disc jam article was written before unreal had desktop forward renderer

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unreal forward was twice faster on weak hw than the default deferred one on some of my tests

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at least if you have limited amount of dynamic light sources

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if you can bake all lighting, even better

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downside of all this is, that you can't mix unreals desktop forward and deferred in same project

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it kinda sucks

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technically it's possible if you mod the engine but it's not as straight forward as that disc jam hack (no idea if it still works)

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main issue is that forward and deferred need to compile their own set of shaders, and Epic is so worried about shader compile times, they don't allow people to compile both at once, even if they'd want to

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and another issue about making them both happen at the same time is that unreals forward renderer is kinda mixed in with the deferred code, so you can't easily just set them up as separate things

obsidian nimbus
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he didnt want to use the forward

cursive dirge
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I have no idea why they messed it up like that

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well, the disc jam approach probably uses forward renderer too

frank escarp
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@cursive dirge the forward renderer they used in the article was mobile forward

cursive dirge
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exactly

frank escarp
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wich doesnt do doble pass or fancy light stuff

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man i wish i could make that work for vr

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but couldnt

cursive dirge
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oh

frank escarp
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DWVR is a literally perfect case for it

cursive dirge
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have you tested it?

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can it do dynamic shadows?

frank escarp
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i tried, but i probably had a mistake somehwere along the way

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no it cant

cursive dirge
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oh, bummer

frank escarp
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well im not sure, sorry

cursive dirge
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I was actually wondering about that

frank escarp
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my game has no shadows

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i think it can have shadows

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but its limited at N lights per object

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depending on config

cursive dirge
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because I'd want some example where you get shadows in forward, done in forward

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main issue with unreals forward atm is that since shadows are done in deferred, MSAA has lots of artifacts

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there are some techniques to fix that but it's beyond what I want to learn myself

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but forcing the renderer to render shadows in forward if there is an example elsewhere could be someting I could manage

frank escarp
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im interested on creating a few extra shading models for my next game

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as the graphics will be simple, so there are a lot of features that wont be needed/used

cursive dirge
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I wonder if that oculus forward renderer in UE4.11 did this

frank escarp
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i might copypaste some of the lower overhead mobile shader stuff into said shading model

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i think they use cheaper approximations for light

cursive dirge
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I'd also want proper AA for deferred

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as we all know, TAA is pretty crappy in motion

frank escarp
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that aint gonna happen, deferred cant AA basically by definition

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but SMAA would be cool

cursive dirge
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I've been working on the SMAA jitter issue again

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but ue4 compile times are pita

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so I kinda got sidetracked

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and now been trying to get FASTBuild working with UE4 for two days

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I kinda got it compile most of the engine yesterday, until it errored on some ue4 macro, and then it couldn't find any compiler again D:

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did a new setup now, have it running on two computers, will try to figure out the buildscript issues next

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if I get faster iteration times with the engine code, it would make everything with ue4 engine codebase easier for me

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now single line change and wait for 30-60 minutes isn't exactly what I'd call efficient

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I actually tried that UE4 SMAA on the vanishing of ethan carter

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it works ok'ish

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there's some aliasing still that it can't fix, which TAA can

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but it's still ok compromize I think

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when combined with slight supersampling, it's pretty good already

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I kinda wish I could do selective AA algos

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like, I could set a mask for objects that would use TAA and rest would fall back to some other AA algo that doesn't ghost

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or fallback to other AA setup in case motion vectors detect too quick movement

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I mean, for those pixels only

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it would sound super logical in my mind, but there has to be some reason why this hasn't been done yet?

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I mean, I can't be the only person to think of that, considering that TAA issues around

frank escarp
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due to how gpus branch

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you could use the stencil buffer to do the masking you talk of

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you can create an edge detect shader that writes into stencil buffer, and then you do the postprocess pass of TAA on only the edges, while then you do the SMAA on the rest

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but im not sure it would work that well

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due to how gpus branch

keen birch
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Sharpen is applied after AA, correct?

cursive dirge
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yeah, I thought about stencil buffer for the first case

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but basically you'd probably end up doing TAA and like FXAA pass both

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and then just mix the results

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based on either stencil buffer or just direction on motion vector values per pixel

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you could do some soft blend when it's near the threshold

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on motion vector route at least

plush yew
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Olento I use movable light for day night cycle, and a few (like 8 spot lights that are movable)

cursive dirge
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not sure if that's really issue on forward yet

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usually when people go nuts on lights with deferred, they can have like tens or even hundreds of light sources on the level

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I'd at least test it first

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before making any assumptions

plush yew
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Is there a way to change that at runtime? Like a setting with Differed/Forward

cursive dirge
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nah

plush yew
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Aww

cursive dirge
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you can only setup either

obsidian nimbus
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needs to recompile shaders

cursive dirge
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like I mentioned, epic is too worried about compiling the shaders twice

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so they don't allow that

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I asked them about changing this on some stream

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and they pretty much noped out

#

you game will be rendered in 3D regardless how you do it with ue4

plush yew
#

I'm not sure that I want to use forward renderer

obsidian nimbus
#

yes

cursive dirge
#

@plush yew it does have it's limitations but like mentioned, it's way faster on those old intels and weak gpus

plush yew
#
[SystemSettings]
r.TranslucentLightingVolume=0
r.FinishCurrentFrame=0
r.CustomDepth=0
r.HZBOcclusion=0
r.LightShaftDownSampleFactor=4
r.OcclusionQueryLocation=1

[/Script/Engine.RendererSettings]
r.DefaultFeature.AmbientOcclusion=False
r.DefaultFeature.AmbientOcclusionStaticFraction=False
r.EarlyZPass=1
r.EarlyZPassMovable=True
r.BasePassOutputsVelocity=False
#

I found this

#

It added some frames

cursive dirge
obsidian nimbus
cursive dirge
#

do mind that robo recall is in forward renderer too

obsidian nimbus
#

yea, but it shows stuff that goes for all renderers

plush yew
#

Well scalability I have settings in video settings widget

#

K thanks for info you both

obsidian nimbus
#

some profiling and stuff

#

they also talk about those cvars

plush yew
#

I do try to optimize the materials too, so they are greener on material complexity

obsidian nimbus
#

shader complexity in vieuwport

plush yew
#

I used DitherTemporalAA instead of translucency

#

Because I think it's better for performance

obsidian nimbus
#

perhaps use capsule shadows

#

more LODs and see if enviroment is instanced correctly

plush yew
#

Ok

#

Oh and it's a top down game btw

#

So there shouldn't be lods in my mind because the distance to meshes is same

obsidian nimbus
#

unless u can zoom in

plush yew
#

The zoom there is maximum from 90Β° to 80/85Β°

obsidian nimbus
#

i thinks that happens automatically

plush yew
#

Idk how to do that

#

And idk if it happens automatically

inland crystal
#

I hope everyone here is having a good day

pulsar badge
#

Is it possilbe to highlight a building you made and move it someplace else

pulsar badge
#

Im just making cubes and making a building

#

true lol

#

Ok thanks lol

#

also how is he doing that clear door thing

#

trying to make it so you can walk through

#

Im trying to get it clear

#

so someone can walk in....

#

go to 50 seconds on that video

#

he changed it to subtactive

grim ore
#

I am guessing you have collision around the door, maybe the frame?

pulsar badge
#

but i dont see the that option

#

54 seconds

#

he has the wall

#

but he is making it invsiable

#

invisable

#

so someone can walk into it

#

Yeah i dont the brush menu

#

for my cube lol

#

what did he made it out of then

#

ohhh

#

But i dont see no BSB

#

lol

#

option like he does

#

i dont see that option

#

tho

grim ore
#

the geometry brushes are in the top left modes panel

pulsar badge
#

found it

#

thanks

#

guys

#

Im trying to make a house

grim ore
#

the default meshes with the starter packs are not set up properly with collision, it's weird lol

#

go into the mesh itself, double click it. then you can add collision to it

#

collision menu at the top. You can try different ones but the auto convex is probably the easiest

#

yes the box collision is literally a box around the entire thing

#

including the hole

#

remove the collision and use the Auto Convex option instead of box

pulsar badge
#

its only 5:01...

glossy flame
#

Yes, because everybody in the world lives in the Eastern time zone.

#

πŸ˜„

pulsar badge
#

lol

#

πŸ˜‚

gleaming shore
#

It used to work, then all of a sudden didnt

livid haven
#

Hover over each, check their types.

sturdy walrus
livid haven
#

Doesn't look like it

#

A) Some are unrelated

#

B) Some that introduce a concept are after videos where its used

obsidian nimbus
#

they are multipart vids covering multiple subjects

livid haven
#

It's not really a series.

#

Yeah, that.

gleaming shore
#

It's a fallback struct structure

livid haven
#

I mean, don't tell me, just look at them - it's telling you they're not the same type. So they probably aren't.

sturdy walrus
#

so what steps should i take to be able to learn in order

livid haven
#

Unless you've confirmed that the tooltip literally says the same name in both, you should assume it's correct.

#

@sturdy walrus I'd probably start with introduction to the editor, then introduction to blueprints.

sturdy walrus
#

ok almost done intro to editor

livid haven
#

Blueprint essentials sounds... essential.

gleaming shore
#

Ones a fallback structure, ones an entry structure. Not a clue how to fix that

sturdy walrus
#

editor seems a bit boring to me when i got to see the videos

#

since i found it similar to autocad is some way

obsidian nimbus
#

pick something u need or find interesting an go from there πŸ˜›

livid haven
#

@gleaming shore How would we know? They're your types, not ours.

sturdy walrus
#

@obsidian nimbus tbh i dont anything about unreal engine 4 so i dont have a starter ground for now

#

so it a bit difficult for me to start and learn what i need

livid haven
#

@sturdy walrus Blueprints then. Probably.

obsidian nimbus
#

there are a few demo games in the learn

#

content examples is good too, lot of documentation on it

oblique trench
#

do you wanna be blueprint scripter? vfx artist? terrain artist? AI programmer? Level Designer? ΓΆr something what @sturdy walrus

sturdy walrus
#

atm i am opening the door to all of them dont have a certain thing i really want to do

#

and i am saying this because i still dont know what each one of them do

oblique trench
#

Okay. Then you have to try.

livid haven
#

For what it's worth, there's not really any such role as "blueprint scripter"

#

You're an engineer/"programmer" or you're not.

#

Designers of any sort are more likely to end up doing some blueprint.

#

And engineers are very likely to deal with making blueprints, even if only setting it up so designers can use their code via blueprints.

#

You won't get a job at a studio on the basis of being a "blueprint scripter".

sturdy walrus
#

i am and Engineer so i think i am eligible for everything thing is i kinda have a passion for designing as well

#

which makes me at lost atm

oblique trench
#

In generally I mentioned that. But on theory you are scripting with blueprints. Not programming. Whatever...

livid haven
#

Ideally, no one is just writing blueprints. πŸ˜‰

sturdy walrus
#

what is this considered from " vfx artist? terrain artist? AI programmer? Level Designer? ΓΆr something"

#

i want to be able to design such things on later stages

#

Texture and environmentartist i suppose

livid haven
#

First paragraph

#

majoring in Game Art and Animation.
Specifically, I specialize in hard surface prop modeling, texturing, and environment art.

#

Not any kind of design role.

#

Environment artist.

#

If they actually designed a whole playable level so that it's fun and works for a set of game mechanics, then it could be level design, too.

#

But as is, it's just environment art, not level design.

worn granite
#

You can totally find paid work doing BP only, but it'll be very much small time and you don't really positition yourself to move up out of that.

#

Not even like "Game Designer w/ BP"

livid haven
#

What, as a "contractor" with some randos who probably won't actually end up paying you?

#

I have a hard time believing any studio would pay someone who only knows how to work with BP to do work on a product that's actually going to ship.

#

Not that no studios would, but they'd be super small time places putting out some questionable quality stuff, I'd think.

worn granite
#

I'd agree.

#

If you find a studio who wants to keep things BP to the point of having a dedicated role for it, its likely to be subpar.

sturdy walrus
#

is it that bad to be BP only i am asking because i dont know the quality of work in being BP is yet

livid haven
#

If you're a designer, knowing some blueprint is important.

worn granite
#

But you'd be surprised Sion. They tend to pay up, I can really only point to a couple of times where they didn't. And funnily enough one of them was ex AAA

#

You don't see me landing a job at Epic with my work history though.

livid haven
#

If you're an engineer, you're not going to be working solely in blueprints - you should mostly be working in C++ and exposing things to blueprints, but I won't throw you in the deep end with that.

worn granite
#

(you also don't see me applying)

#

Anyway I've been using the intended workflow for a while now and its definitely much better.

#

Just saying if the goal is to spin your wheels and get pocket change, you can do it.

sturdy walrus
#

i will finished up introduction to blueprint playlist then i will get more details on the subjects

livid haven
#

I'd say it's important to learn blueprints, for sure.

#

But don't expect to make a career out of just writing blueprints.

#

Which jives with what Placeholder said.

errant briar
#

do i really need to compile UE to make a dedicated server?

livid haven
#

For a dedicated server. Yes. I don't remember why.

worn granite
#

I've been debating on when/if I should apply for larger studios, considering that I'm working with a smaller studio and will have shipped a UE4 C++ using game.

errant briar
#

well mhmm the sign update doesnt work anymore so getting the source isnt a little annoying

livid haven
#

"sign update doesn't work"???

errant briar
#

To access our repositories, sign up for a free account at UnrealEngine.com and register your GitHub ID using these instructions.=> there isnt a GitHub ID

livid haven
#

@worn granite I'd say you're okay to leave a Full Time position after about a year to 2 years without worrying about the length of employment looking sketchy/questionable/bad.

errant briar
#

and i have both accounts since ages

worn granite
#

I didn't say I was employed, I'm an actual contractor. When the term is up, its up.

livid haven
#

That, literally, sounds like a personal problem you need to resolve by finding your account credentials, @errant briar.

worn granite
#

unless they extend.

#

I think the larger studio experience would be valueable to have, just thinking about the best time to try to make that jump.

livid haven
#

@worn granite I'd say go ahead and apply then - what's the worst that could happen?

#

I mean, you can't reasonably apply to place immediately after being rejected and expect anything different to happen, but that's only likely to change over the course of like a year or two anyways - you won't magically be past the threshold of being rejected/declined over the course of days or weeks.

errant briar
#

@livid haven i have all the account and logined it i guess the changed it after i registered

worn granite
#

Yeah

livid haven
#

They don't change anything - it's your Github account, associated with your Epic account.

worn granite
#

No, I haven't been rejected AFAIK.

#

Really its just about when does my body of work and demonstrated skill get my foot in the door without a degree.

errant briar
#

my github account is over 10 yrs old... still think they didnt change it?

livid haven
#

@worn granite I just mean there's no real cost to applying, besides time and a "cooldown period" before you can expect them to reconsider hiring you if they recently rejected you.

#

@errant briar Who is they?

worn granite
#

Is this like a lost password thing?

livid haven
#

It sure sounds like it

worn granite
#

Cause if not, I don't see why they'd unlink your accounts.

worn granite
#

You get caught distributing source or something kappa

#

never forget a password again

errant briar
#

who forgot a password?

worn granite
#

I barely have to craft a password.

livid haven
#

@errant briar There are a few possibilities, but you're not really being specific. You don't know your GitHub account, which is a personal problem... or you have logged in and you're getting a 404 error because you don't have permission, which means the last thing I mentioned (linking your Epic and GitHub accounts) is what you need to do to get access.

grim ore
errant briar
#

So "they" want me to change my github username to reflect my epic username?

livid haven
#

No

errant briar
#

Ah i see now

#

sorry didnt see that guthub box

vivid girder
#

Anyone ever have issues with editor dropdown lists when using dual monitors?

#

Can't select anything in the bottom half of my screen

weary basalt
#

Yes

vivid girder
#

Been like this 5+ months

weary basalt
#

My dropdowns flicker like crazy. Luckily i always know what i want and just type it out

oak tulip
#

What is in the swag packs?

vivid girder
#

Can't really type it out when trying to attach actors in the world outliner...

kindred viper
#

I can't select half the stuff from dropdowns when its bones or sockets that fill the list.

weary basalt
#

I found putting the editor in windowed mode fixes it

kindred viper
#

cool

vivid girder
#

Yea? Lemme try

kindred viper
#

I thought it was being in 4K that was the issue, as I've had issues with it since like 4.4 when I went 4k

stable orbit
#

Is there a way of having both 4.18 and 4.18.1 for example installed at the same time?

#

I have a project in 4.18 but don't want to update yet, but I want to try 4.18.1

vivid girder
#

We meet again Rick C-132

kindred viper
#

@stable orbit short of copying the source folder and having two, or using source control to revert when you need, no

weary basalt
#

Haha

fierce tulip
#

i have issues with tabs moving out of my window with 4 monitors. (2x 4k, 2k, HD)

kindred viper
#

thats what you get for having 4 monitors. what are you a spider?

fierce tulip
#

they move to non-existing space

#

#firstworlddevproblems

plush yew
#

I have that issue and I'm using one monitor

weary basalt
#

Luos likes to see ALL the particles

fierce tulip
#

one for chats, one for ue4 menu's, one for ue4, and one for photoshop.

kindred viper
#

hah to be fair, I have two monitors so I cant complain especially since 1 is 16:10 to check for weird UMG scaling issues

fierce tulip
#

unless im referencing or whatever, but it moves a lot

weary basalt
#

I get by with my 2 ROG Swifts

#

Recently got an bigger desk so im considering getting an 3rd since i can fit it now lol

livid haven
#

Been working with 2 here for a few years. Works well for me. 16:9.

weary basalt
#

Yeah 2 feels good to me.

#

But i was limited by desk space so now im not i might give 3 a go

#

If i hate it ill just resell it or something lol

#

But i doubt i will

livid haven
#

Want to take photo, but then I'll scare people away with the actual dust and cruft sitting on my desk...

weary basalt
#

I hate an dirty desk. Clean freak here

fierce tulip
weary basalt
#

Id take one of mine but im out at the moment lol

vivid girder
#

Having a hard time figuring out how to put the editor into windowed mode

#

Is it a UE4 setting, or a OS thing?

livid haven
#

Windowed mode?

#

I can't imagine what not-windowed would be with the editor.

weary basalt
#

The actual program window

livid haven
#

Like, having the level editor viewport take fullscreen, maybe? That seems rare?

vivid girder
#

Press Shift+F11

livid haven
#

Oh, like, do the opposite of maximize?

weary basalt
#

Yes

cinder iron
#

πŸ˜„

livid haven
#

Not got the editor open.

#

If you're just maximized, you should totally be able to just click the maximize button again.

#

Or just start dragging from the title bar, which normally un-maximizes stuff.

weary basalt
#

^^^^

vivid girder
#

@weary basalt

weary basalt
#

?

vivid girder
#

Oh, that's what you meant. Nah, doesn't change anything for me πŸ€”

floral heart
#

"Real-time rendering" Everything is photogrammetry.

weary basalt
#

Oh ok. Well it fixes it for me haha

trim trail
#

rens keep showing really micro frames, i wish he would show something larger

livid haven
#

Maybe in order to keep practical framerates? :X

trim trail
#

idk, i feel hes making larger scenes, just not showing for some reason

#

he wants to keep his tricks up in his sleeve

#

still, the best realtime stuff ive ever seen, were unity demos

#

so good

livid haven
#

More stuff in view, more polygons and pixel overdraw.

fierce tulip
#

waiting for the uhd version to be up

livid haven
#

Maybe the framerate stops being so "realtime" if more of the scene is visible?

trim trail
#

uhd version of what?

fierce tulip
#

masked barely adds to pixel overdraw though

#

that video, its still processing

trim trail
#

oh

cinder iron
#

Usually if you dont need to optimise something to be game ready you wont, thats time at the end of the day

trim trail
#

it was sharp when i watched

fierce tulip
#

yea, but thats hd, waiting for 4k version

trim trail
#

well, i think ive seen larger test scene by rens

cinder iron
#

"Time is money friend"

trim trail
#

it cant be hes working only on small scenes..

#

even if framerate is issue, he can always render offline

#

its supposed to be ue4 tech demo i think

fierce tulip
#

prolly for gdc

trim trail
#

its pretty soon

livid haven
#

@trim trail I don't see how rendering offline would count as realtime rendering...

trim trail
#

probably wording is bad, i meant rendering frame by frame, so if you have 5fps demo, you get 60fps video

livid haven
#

That still destroys the point of calling it realtime rendering.

#

Granted, it's probably a beast of a machine they're using, but still.

trim trail
#

realtime is kinda vague term to me

livid haven
#

It means rendered in realtime. You're seeing it as it hapens

trim trail
#

yeah, but more specific definitions may vary a little

livid haven
#

They really don't, though, in this context.

weary basalt
#

I dont see how realtime rendering can be described any other way lol

livid haven
fierce tulip
#

its realtime, and he has a bizarre beast of a computer

trim trail
#

so 5fps demo would be still called realtime?

livid haven
#

It'd be piss poor realtime, but yeah.

#

Obviously it's about intention - if you can offline render a scene in Maya and generate 5 frames in a second, that doesn't make it realtime rendering.

#

Similarly, if your game is lagging and starts to draw a frame every 2 seconds, that doesn't make it not realtime rendering - the intention was to present them in realtime such that it looks to be continuous.

fierce tulip
#

imho realtime rendering should be when you cant notice stuttering

floral heart
#

You can bake all of that to textures and render it with a basic shadow if you like. Albeit, would break badly if the camera moved further.

fierce tulip
#

but then again, im playing xenoblade 2 and its been stuttering a lot :p

floral heart
#

And with PBR you're effectively baking the specular lobe...

livid haven
#

Realtime rendering techniques are techniques that are intended to be able to render a sequence of images such that they appear to be happening in realtime, rather than choppy and slow playback.

#

Obviously, there's some limit to what anyone would call an acceptable frame rate to be considered realtime - I'm just saying that a game lagging doesn't suddenly make it not realtime rendering.

fierce tulip
#

true true

floral heart
#

It's a fuzzy concept that was defined by a difference that no longer applies.
You could define a new concept, but who would use it and how would it catch on?

livid haven
#

Offline rendering techniques are still pretty far off from realtime rendering techniques though.

#

What realtime applications have used raytracing?

floral heart
#

There's been a few Quake sourceports.

livid haven
#

That seems a bit like cheating. πŸ˜›

floral heart
#

How so? Just because Quake geometry is so low-poly?

livid haven
#

I'd say so, yes. I could ray trace a single pixel's worth of data in realtime easily, but that's not indicative of how that technique can be practically applied in general circumstances.

#

Wait, hold on

#

That Quake one, sounds suspiciously like they're just rendering.

#

Like, all gameplay is removed.

#

Doesn't make it not realtime, but it'd be a bit disingenuous to imply you could play this raytraced version of a game.

floral heart
livid haven
#

Ah, hadn't seen that one. Got some serious artifacting though.

#

Is that an intentional effect?

floral heart
#

No, it's a consequence of path tracing.

#

It convolves fairly quickly compared to photon mapping (I don't know what that means) BUT it still takes a long time to average out the noise.

#

For playable framerates, there isn't enough time.

livid haven
#

Eugh. I realize it may sound like I'm "moving the goalposts" here, but it's because I figured there was a lot implied about the feasiblity/applicability/modernity/fidelity involved.

#

Not that realtime rendering needs gameplay, just that, while impressive, taking a game's assets and putting them in a raytracer in realtime can give the wrong impression - much like that crazy group that keeps trying to advertise their "INFINITE DETAIL" system

#

Euclideon

#

It's a wonder those guys are still in business.

floral heart
livid haven
#

I can't get the video to load for some reason, just me?

#

There we go

#

Took a bit

#

Even this is looking pretty "noisey", fairly choppy, and with far from the resolution or fidelity of anything someone would call modern quality graphics.

floral heart
#

Merely an offline rendering "technique" in real time.

livid haven
#

Aye, which is why it's still considered an offline rendering technique.

#

Definitely realtime rendering, obviously, but using modern technology to get results for stuff that looks like a decade to two obsolete.

#

Throw enough computing power at any technique OR give it a low enough bar to hit and it'll render fast enough to appear to be in realtime.

#

Neat, they have a GitHub repo for it

#

This one even does it in 4D, because why not.

floral heart
#

Supposedly GPUs are bad at branching, so even though they can raster megapixels/frame, they apparently don't do megarays/frame. I don't know how they can do path tracing, but path tracing is fairly slow at solving occlusion. Whereas "real-time" techniques don't even bother solving occlusion. If you cut out the features of path tracing that make it better than rasterizing, I wonder if it would look any different.

livid haven
#

Well, solve for occlusion via depth buffer, but yeah, it's certainly "hacky" by comparison.

#

'causes a whole mess for transparency and deferred rendering/shading, for sure.

floral heart
#

In a sense, real-time rendering gravitates towards the most efficient methods to fake something.
Offline rendering gravitates towards the most correct methods to do something.
Somewhere in between lie the methods that are neither. Like penumbra wedges.
And then there's the few that are both, like textures, that we take for granted.

livid haven
#

Agreed.

#

What does and doesn't constitute realtime rendering will change over time, but it seems like, for the most part, we mostly just invent more clever hacks to produce seemingly photorealistic graphics.

dim quiver
#

Yo, Unity will get better graphics than Unreal soon :D.

livid haven
#

Because that's not an antagonistic thing to just show up and spout out of nowhere.

unique ocean
#

Is it possible to use root motion with the Z axis?

glacial pollen
#

today is the 7th, when are these giveaways happening and how will it work?

floral heart
#

I'd imagine it starting around business hours for North Carolina.

loud phoenix
#

Anyone know why when I make a copy of a project and open it, all of the materials I used in dynamic instances are gone?

floral heart
#

Dynamic instances?
Material instance dynamics? I thought those only existed at runtime.

loud phoenix
#

well yes but

#

in my project I set those up for some fading text

#

when I make a copy and open the project

#

those textrenders are black

#

and the material section

#

shows blank mats

#

in the BP itself the construction script blanked out, too

#

for the entire game, every one I set up

tacit harbor
#

So first of all whats swag packs? And how do we get chance to win them?

weary basalt
#

An swag pack is an bunch of gear compiled together into an pack πŸ˜ƒ You only need to be present during the giveaways to have an chance to win.

gleaming thistle
#

Cool! πŸ˜„

grand python
#

Hmmmm. I'm struggling to get atmospheric fog to have a custom color but that doesn't affect the overall lightning. I just want to change the horizon color.
The thing is. The map is located in orbit above a planet. Said planet has a not earth like color, so white/blue to orange horizon just looks wierd. But when i change it to purple (by adjusting the color in the height fog) then the whole map lightning gets affected and my whole map is purple.

#

Is there any way to only change the horizon color of the atmospheric fog?

quasi lake
#

Hey bros

#

How do you solve the slowness of visual studio's intellisense?

cloud cobalt
#

By installing VAX instead

quasi lake
#

Eh I've installed VAX

#

Which command is that?

paper kernel
#

It's really heartwarming to google something and the the user responses to the problems are "its too hard, do it simpler"

quasi lake
#

Sorry

#

Googled and didnt find a suitable answer but it's solved now anyway

tawdry narwhal
#

hey everyone. is it possible to disable mouse input on a player controller? I don't just mean hiding the cursor, but disabling it completely so that it stays still

#

I've tried setting its position on tick, but apparently tick ain't frequent enough

quasi lake
#

Sure

#

Threre is a function in PlayerController

tawdry narwhal
#

you're probably referring to DisableInput() - I've alraedy tried that, but it only affects actors "below" the player controller, not the controller itself

#

*already

quasi lake
#

Oh

tawdry narwhal
#

done did my research, unfortunately :)

#

I've thought about setting up a dummy Pawn & possessing that

#

but that's more trouble than it's worth

vale osprey
#

what do you mean by player controller staying still? it's not an actor

tawdry narwhal
#

mouse, not player controller - I want the mouse to stay still

#

btw, playercontroller is an actor

#

class ENGINE_API AController : public AActor, public INavAgentInterface

vale osprey
#

apprently it is indeed

wary wave
#

I have returned from my many adventures πŸ˜„

oblique trench
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What kind of adventures?

wary wave
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I spent a week in Madeira, then went off to the Roller Derby World Cup

gleaming karma
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Is there a way to change the way opaque material checks the depth test?

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I know of custom depth, but isn't there a direct way to change the depth comparison?

short onyx
tropic pilot
plush yew
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That's a vague question

split trail
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Hey is there a way out of the box to select only the objects that don't have any external references in the content browser?

fierce tulip
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nope sadly there isnt

thorn kayak
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Any lightmass expert here?
I need some baking tips

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Have a huge problem with one of my test scenes too

honest vale
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did you add baking powder?

thorn kayak
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Lmao

split trail
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two eggs

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milk

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lol

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sorry

thorn kayak
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No prob lel xD

split trail
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been charged with project organization late in dev and we have like 3400 assets in random pack folders on the root of the content browser that are being referenced and want to batch move all of the other junk to like a libraries folder

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lol

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fun times

thorn kayak
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shit lol

split trail
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maybe I can write something

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@thorn kayak what's ur issue with lightmass

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i need some distraction

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lol

thorn kayak
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yeah im taking screenshots to show the problem clearly

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i just dont get smooth lighting like this in my scene for some reason
this is the type of lighting i want :-

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this whole scene was lit up by a single skylight (auto exposure off btw)

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when i try to replicate something like this my scene still stays darkj

honest vale
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that needs ridiculously high res lightmaps

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what are your lightmass settings?

thorn kayak
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giving au a screenie of the lm density

honest vale
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do you have a lightmass portal over the windows?

thorn kayak
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its not that high res

fierce tulip
#

there are a few good threads on the forums about how to set up lighting for archvis scenes

thorn kayak
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yeah i tried that too, wait, ill show u a screenie of my scene soon

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baking takes too long in my scene lel

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yeah i went through all of em, couldnt find the answer sadly

tropic pilot
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so im in the Rolling Template in UE and i want the camera to stay behind the ball and if i go left og right i want the camera to follow along BUT!!

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when i set these to to True the problem is that the ball is a physics ball and uses Torque to move... so when these are set to True the camera spins like crazy....

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when i move left or righth :/

split trail
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yea I don't have a lot of experience with baked lighting sadly

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@thorn kayak

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most of my lighting experience has been with light propagation volumes and realtime lighting

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lol

plush yew
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@tropic pilot I don't understand. You just want the camera to stay in one spot behind the ball?

tropic pilot
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nono

split trail
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why not attach spring arm to capsule not ball @tropic pilot

thorn kayak
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@split trail its easy to use lpvs but once u know how to use lightmass u can get absolutely AMAZING results with UE4 like koola and some other archviz artists does

tropic pilot
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the camera is behind the ball at all time but when i play and i need to turn left on the road the camera will ALWAYS face 1 direction so when i turn left the camera will not face the road (it then becomes a side camera) so i want the camera to follow the ball

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@split trail if i do that the camera doesn't follow the ball πŸ˜›

split trail
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shouldn't they share a root?

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@thorn kayak yea but most of the projects I've been on are procedural workflow

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lol

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spawn level on eventplay

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no time for baking or 10 min level loading screen lol

tropic pilot
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apparently not @split trail :p

split trail
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hmm

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maybe create a dummy object without collision that is set to the transform of the sphere via bp

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and parent the spring arm to that

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idk just spitballing lol

tropic pilot
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at this point i'll try ANYTHING... 8 people have brainstormed this with me and we all failed 😦

split trail
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yea dont parent it tho

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just have it sit in the bp and set its location and rotation to the sphere's

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dont worry about scale

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you can either set it to not render

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or have it be small inside sphere

plush yew
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@tropic pilot Why do you want to do this anyway?

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If the ball suddenly changes direction, the camera will flip over suddenly

tropic pilot
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cause it's a racing game and when i do a left turn the camera doesn't follow the pawn so the player can't see the road infront of him because the camera is now a "side camera" and not behind the player

split trail
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just curious why use physics for movement

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seems computationally expensive for something you can just achieve through usual movement conventions

tropic pilot
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cause it's a ball racing game πŸ˜ƒ a ball needs to bounce and keep rolling after releasing the W forward key πŸ˜ƒ

split trail
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in which case the camera wouldn't be an issue with ur current setup

tropic pilot
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with a movement component this can't happen

split trail
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you can fake it with curves lol

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we'll fix it in post

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lol

tropic pilot
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well that would make it static and predictable :/ that's why i use physics cause everything will be random and more challenging πŸ˜ƒ

split trail
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multiply curve by random clamped value

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ijs lol

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nah man I understand the thought value of exploring new frontiers

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for sure

plush yew
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But it's tied to velocity so the camera will flip around if you hit into something (because the velocity will now be going the opposite direction)

split trail
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everything has a cost lol

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idk as a programmer, unpredictable behavior is not the ideal lol

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"where did that bug happen?"

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"idk it only happens when I hit something in just the right place only 2 out of 100 play throughs"

tropic pilot
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πŸ˜›

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the only randomness is the boucning and rolling nothing else πŸ˜ƒ so no issue there

split trail
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physics on player characters makes me cringe on the inside a little bit lol

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tho

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anyway i gotta get back to work, tips hat gents

paper kernel
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[2018.02.07-11.12.13:141][244]LogWindows: Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0xffffffff

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so, what could cause this

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I assume it has something to with the arrays I just created

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but I'm not seeing memory leaks

wary wave
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trying to read a null pointer

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shouldn't happen in script (though it's not impossible)

paper kernel
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well, I'm appending arrays on timer function, then reading averages on tick and clearing the arrays

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so, unless the clearing or appending operation is taking more than 3ms, it should not result null pointers

frank escarp
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might be GC doing shit

paper kernel
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yup, the appending was the issue

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not crashing anymore

honest vale
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is the appending function atomic?

wary wave
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no blueprint operations are atomic

upper field
#

I want the swag

devout gulch
#

does inactive component have transforms updated ?

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I mean If I have bunch of mesh/skeletal mesh components attached, and some of them are just dummies (for example character attachments, weapons, but without any actual mesh yet), can I disable/enable transform update for them and activate it, when there is something to render ?

wary wave
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oh yeah, what's happening with the swag giveaway

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it was supposed to be 'staggered throughout the day', but I'm already quite a way through my working day?

stray swift
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They didn’t really say how they were being given out, either. Though they made it sound like you had to be here for it, in some unspecified way

wary wave
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I was under the impression there was going to be a channel for it

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Β―_(ツ)_/Β―

celest creek
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Hey, am I right in thinking that a pawn will need to have its mesh with collision at the root (and not the scene component) for it to report collisions properly?

small basin
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tbh, when that message was posted it was already the 7th for me, timezones I guess, it's probably throughout the day in some timezone, but for some it'll be late or early

paper kernel
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if it's timed, assume US central time

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which is like, prime sleeping time for rest of the world

small basin
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heh, sleep, I remember that from a long long time ago...

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I have a deadline next week, so I guess the not sleeping will finally pay off by being awake for the swag

obsidian nimbus
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2600 ppl online, some quick math and the odds are 1 in 260 πŸ˜›

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feeling pretty confident im gunna get my stickers πŸ˜›

plush yew
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oh forward rendering doesnt look bad

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just tried it

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now i think i will stick with it with this project

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it looks the same! πŸ˜„

hexed escarp
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Hi, is there any simple way to make the mobile mannequin animate? If I open the ThirdPerson template and switch the mesh to the mobile manneqin, it remains in T-pose and doesn't move

obsidian nimbus
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depends. forward doesnt do refections as well, but you can opt in some features that are used in deferred and only pay what u need

plush yew
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i dont need reflections for top down game i guess

obsidian nimbus
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for intel integrated forwrd or mobile porlly the best option

plush yew
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what would it reflect? ... sky xd

obsidian nimbus
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players, bullets, lights

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but u can still have refelctions

plush yew
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the only thing i would need in reflections in this project is sun

wary wave
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can't set decal size from BP

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sad times

lavish reef
#

hey guys, can i post question in this chat?

rose bison
#

anybody around that knows a thing or two about asset loading and loading times?

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ue4 pretty much loads every asset, it doesn't matter what map I load

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and it takes waay longer than it should

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it's like somebody enabled bLoadEveryAssetInContentBrowser or something

thorn forge
#

Hey people, do you know of any fluid simulation solution that will allow pouring liquids from one container to another in a vr game ?

small basin
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@thorn forge There's liquids in Nvidia's PhysX, though you could only use it on machines with Nvidia GPUs I think. I used their liquid in a project last year, it worked fairly well. If you go to the "Modding" tab in the launcher and install the VR Funhouse modkit from Nvidia, you can see how they implemented liquids in VR.

thorn forge
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Thanks. I'll check it out

meager dove
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When's the giveaways happening?

cursive dirge
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@small basin @thorn forge he's talking about nvidia Flex

wet grotto
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I don't know

cursive dirge
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flex's practical applications are limited

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GameWorks one has Blast, Flex, Flow, HBAO+, Volumetric Lighting and VXGI integrated on 4.18.3

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I wouldn't use the vr funhouse version of flex for any practical project as it's using old cuda only implementation

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those newer flex branches have flex 1.1+ which works out of the box even on AMD GPUs

small basin
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Yeah, back when I was doing my VR project the VR Funhouse was the newest version still

keen birch
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Yeah, anything about those giveaways? 3:

plush yew
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@maiden swift where are the Swag Pack giveaways?

maiden swift
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Will be starting soon. We'll make an announcement before they start, no worries.

plush yew
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Okay, thanks

maiden swift
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Yes.

plush yew
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Ok.

sturdy walrus
#

blueprint seem fun

latent moth
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I don't understand where in the animBP state machine you can plug in the transition animations, for instance "from crouch to standup"

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that is an animation supposed to play only once and then move over to the standup idle loop, for instance

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can someone enlighten my path?

frank escarp
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@latent moth intermediate states

latent moth
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oh really?

frank escarp
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look at ShooterGame

latent moth
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what is shootergame

frank escarp
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the COD style PvP shooter that acts as the best "full game" example

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its on the Learn tab in the launcher

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Its a great C++ example project

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good enough that Ark was built on top of it lmao

latent moth
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lol

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not using C++ though

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but ok I understand, transition and basically the condition is when the animation is over

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thank you

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they are 50% the pro ones... the basic animation free pack from EPIC is really awful at certain things... and missing animations (no walking with gun at hip for instance)

quasi lake
#

Can any great brother explain a little bit about how UE4 network works?
I read the document but I cant find a thing about how to set a server or http request etc.

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Totally noobs about network

latent moth
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I'm really new here but what do you mean with "network"

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multiplayer? JSON rest calls?

quasi lake
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I mean ,a server to communicate with client data

latent moth
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still don't know what you mean, all client-server relationship transfer "data"

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are you talking about in game playing info, or custom HTTP calls, ...?

quasi lake
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You need a server to run to get all buddies in right?

latent moth
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ok now you're getting to a question

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is that "how do you make HTTP calls"?

quasi lake
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Yeah maybe

frank escarp
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@quasi lake command line open MapName -listen

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thats it

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that creates a server

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on other guy

frank escarp
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"open Ip.To.Last.Guy"

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and you connect

quasi lake
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Eh,I wanna know like more abstract structure about this

obsidian nimbus
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content examples

frank escarp
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thats pretty much it, really @quasi lake

latent moth
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@frank escarp I think he wants to understand how to do a "JOIN GAME" functionality

frank escarp
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you can also open a dedicated server, but its slightly tricky

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to do a Join Game thing, you need to use matchmaking

latent moth
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but it's speculation, hence I was asking what he means

frank escarp
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with LAN, its fine

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there is afunction like "get sessions" in LAN

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but to do that in online, you need to use Steam

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in your game, apart from the "openl map -listen", you create a "Session"

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the Session is like a game in a server browser. Automatically works on LAN

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but it wont work online, you need steam for that

quasi lake
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Ok,so join game pattern is something like P2P matchmaking?

obsidian nimbus
quasi lake
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That's totally different from a server-client pattern right?

frank escarp
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@quasi lake unreal engine is allways server-client

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but one of the players can be a "listen server", wich basically means "host"

quasi lake
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Keke ,so one of the players to be the server

frank escarp
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yes

quasi lake
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So we dont need to run a server to run this multiplayer game?

frank escarp
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no

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if players host it

quasi lake
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So how do other player find me

frank escarp
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steam

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or lan

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there is a "find sessions" node

obsidian nimbus
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tell them ur IP

frank escarp
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it will return an array of session info, and then you can join a session

quasi lake
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Oh,like I host a game,then I create a session to the internet

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Then others try to join this session

obsidian nimbus
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that 6 part video serie is pretty decent

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will show u how to host/join from console

quasi lake
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Bookmarked

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Good to know this,yet actually I'd like to know the traditional way to communicate with a server

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You guys mentioned above

obsidian nimbus
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i like the VArest plugin better for some reason

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cant recall why

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but it does the same thing

quasi lake
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I have a question about multiplay

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Which is

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Like when a match finishes

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I need to calculate the results ,where do I calculate this?

obsidian nimbus
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you can host and join a 3rd person template right out of the box now

quasi lake
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At the host player's server?

obsidian nimbus
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at the host

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could do it local and only show it local tho

quasi lake
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Wouldnt it be unsafe?

obsidian nimbus
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kinda depends on what u wunna show, because player might not have accuracy of other players

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well if i cheat myself to get a scrore of over 9000 but other plyers see i have a score of 3 who cares

quasi lake
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Is it like a broadcast pattern?

obsidian nimbus
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every1 is happy

quasi lake
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Like ,I let everyone in this room know my position by broadcasting my position data

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Keke