#ue4-general

1 messages Β· Page 181 of 1

flat trail
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well

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my blueprints are a mess these days after i started working

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people want a traffic system on 4 days, that i would usually use 1-2 months on

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xD

pallid compass
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sounds like some array work my boi

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but jesus thats alot of stuff to handle

fierce tulip
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the array is done, but no way to change sockets, and useless to make dozens of ribbons invissi

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since they need to be activated trough character animations not much you can do atm

pallid compass
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thought about making a handling system for the weapons?

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that makes the emitters location depending on X even to drive it

fierce tulip
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project is too far in to make that feasable

pallid compass
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moves the emitters*

livid haven
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@fierce tulip Not sure I entirely follow. Are we talking about attaching a PSC via anim notifies and wanting to change which socket the emitter is attached to? Are we talking after it's been initially attached or are we talking about dynamically selecting which socket to attach to when spawning the PSC?

fierce tulip
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the latter

floral heart
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For the general case where the socket name is unknown?

fierce tulip
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socket names will be known

celest creek
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@grim ore Yea that does seem quite elegant... maybe a small delay would fix that order of operations problem

pallid compass
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what drives the socket change?

celest creek
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If it's even a problem

sick berry
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@livid haven i have removed everything because what you have said

livid haven
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@fierce tulip How about subclassing anim notify?

grim ore
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@celest creek I never ran into the problem, and I would assume there would be none, but no guarantees πŸ˜‰

sick berry
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i have feeling perhaps this group maybe to sensitve

fierce tulip
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nothing that can drive the socket change besides potentially the array that holds the weapon data

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subclassing anim notify?

floral heart
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Big groups have a problem with advertising.

pallid compass
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hmm, what in game functionality asks for it? is it weapon swing direction? hit? etc

sick berry
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I don't think learning is is a sketchi kinda thing

livid haven
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@sick berry For what it's worth, I think you could just say, "Hey, hope no one minds this, but I've got a Discord server for learning Python over here, which can be really handy. <link>"

fierce tulip
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the animation that swings the weapon

grim ore
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Man I could really go for a McDonalds Big Mac, Large Fries, and Ice Cold Coca Cola right now. That would taste so good.

pallid compass
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just trying to get a better understanding of the system

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ah okay

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so it could possibly always be socket 1 > 2 > 3 > 4 or Combo path 1 > combo path 2 etc

sick berry
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i think i will pass on this group

livid haven
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@sick berry But I think you're wildly misinterpretting, perhaps intentionally, what my point ever was - not what was said, but how it was said. But, whatever. Sounds like you want to take your toys and leave.

sick berry
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happy stick around and keep reading it though

fierce tulip
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nah, it can be any of a dozen sockets for each animation depending on the weapons

floral heart
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(This group is also essentially an IRC plaeholder too. No voice channels!)

pallid compass
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sounds like the sockets need mapping too the animation, then u can handle moving the emitters about easily right?

floral heart
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Or did I hide the voice channels by accident? There used to be one.

celest creek
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@grim ore Nice nice nice, thanks once again!

fierce tulip
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nothing easy about it, there is no way to change the sockets of an animtrail

livid haven
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@fierce tulip Yeah. Whatever anim notifies are starting those anim trail PSCs. You could use a different, custom anim notify to lookup which socket to attach to when it fires, rather than a fixed one?

pallid compass
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Can you use two emitters?

sick berry
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thanks @livid haven like i said i am happy to keep reading

pallid compass
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cycle them as u change the socket

fierce tulip
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@pallid compass cant do that, because ther is no way to not play em afawct

pallid compass
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as you change from 1 socket to another, turn 1 emitter off, turn another on, etc

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hmm

fierce tulip
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@livid haven thats beyond my knowledge, I couldnt find anything in the anim blueprints that would be able to do that though

livid haven
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But you are using anim notifies to start the trails, right?

fierce tulip
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but my knowledge with that/code/bp is extremely limited

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im just using the "play particle" thingy

livid haven
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Oh, you're not using anim notifies then?

fierce tulip
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lemme open project

pallid compass
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i think im potato, not sure why u cant just turn 1 emitter off, and turn another one on at the next socket location

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prob my lack of exp using trails

livid haven
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Anim notifies are the ones you put in a given animation - if the animation plays, the notify will trigger and do whatever that class of anim notify does.

fierce tulip
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there is no next socket location, 1 animation can have 50+ weapon variations, need to attach animtrail to the socket.

pallid compass
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I would need to see a little clip to understand this better if you are allowed to show.

fierce tulip
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@livid haven yea anim notify is being used

livid haven
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Alright, so it's probably this one: UAnimNotifyState_Trail

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Now, that seems to have two properties for the first and second socket.

fierce tulip
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yuz

livid haven
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Maybe...

fierce tulip
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thing is, we have axes, clubs, two handed weapons, two weapons, scythes, etc

pallid compass
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right

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this makes

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more sense now

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That 1 animation can be done with X amounts of weapons

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and trail location for each weapon is different?

livid haven
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subclass it, and override NotifyBegin in the subclass, and lookup which sockets to use and set the properties.

pallid compass
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this ^

livid haven
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Which means your override of NotifyBegin should probably do the look up before it calls Super::NotifyBegin, as I'm confident doing it after would be too late.

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Or don't do any of that any just make a custom AnimNotify and duplicate the few, relevant bits of code from UAnimNotifyState_Trail

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I mean, UAnimNotifyState_Trail looks pretty slim.

pallid compass
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do u have a programmer on your team who can help you with this?

livid haven
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Personally, I'd practically duplicate that whole class, remove some properties, and insert the logic above.

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Definitely something you need an engineer for - I don't know if you are one.

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Otherwise, yeah, you're somewhat boned trying to do this in this particular way.

fierce tulip
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in other words, will need to alter code no matter what?

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im not one, but we have a few

livid haven
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This should be largely trivial work for an engineer.

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Given the information I provided, at least.

fierce tulip
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well, they know how to set up quite some stuff but never touched anything in this area

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but yea, that will def. be valueble info

livid haven
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Like, this shouldn't take more than like 2 hours of futzing with it and testing it.

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Of course, this does mean you need to go change all those anim notifies to use the new class of anim notify the engineer makes.

fierce tulip
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thats fine, i stayed away from the animtrails till this problem was solved

livid haven
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That can be done programmatically, too, if there's a ton of them - but that's up to whoever's discretion: have the artists replace them or have an engineer get clever.

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Cool.

fierce tulip
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really appreciate it

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hugs

livid haven
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NP.

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This is exactly, and I mean exactly, the kind of stuff I did daily on Smite, but that was UE3.

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It seems to translate, more or less, to UE4 though. Anim notifies, anyways.

fierce tulip
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and its this kind of thing that makes me feel we need much more control in persona hehe

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cant even change color of a particle in it

livid haven
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UE3 "anim trees" are like 95% unlike UE4 "anim graphs"

fierce tulip
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unless workarounds

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copy/pasted the convo in clients chat. along with the 2h thing XD

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commence frustration after said 2h

livid haven
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2h?

fierce tulip
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"Like, this shouldn't take more than like 2 hours of futzing with it and testing it"

livid haven
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Ah, gotcha.

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They can ping me if they need to.

fierce tulip
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they use slack stilll <_<

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any chance I could forward em an email?

livid haven
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Sure, whatever works. Discord, Hangouts, Slack, SMS text even.

fierce tulip
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if it means anything, they are pro's, not some shanty dev group

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so no pl0x do our work for us

livid haven
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Oh I wasn't worried that it would be.

fierce tulip
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you use slack?

livid haven
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For reals though, this should mostly either be copy-pasting the class (dirty, I know) or subclassing it and doing a trivial bit of work to do SocketName = WhateverYouLookedUp; in BeginNotify

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Yep

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Edit: <Redacted my LLC e-mail address>

fierce tulip
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mucho grande appreciado

livid haven
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NP

fierce tulip
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might wanna hide yo email now though hehe

livid haven
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Not too worried - it's out there, but I guess I may as well save my self some spam.

fierce tulip
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goodbye llc email, hello viagra & women in your area emails

livid haven
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Just one 1 woman though. Got a rate limit on women per e-mail.

fierce tulip
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blame english not being my first language lol

livid haven
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I figured it was a typo and ran with it, wasn't trying to give you shit about your language skills.

fierce tulip
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no worries haha, didnt think you would

livid haven
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We gave someone else shit for mistyping lounge as longmeat earlier. πŸ˜ƒ

fierce tulip
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dafuq

livid haven
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Auto-complete from phone.

cinder iron
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That was me xD

fierce tulip
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oh god, been there.

cinder iron
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I can't trust anymore this device, self-note dont write to clients using this. They have enough having to understand my weird english

fierce tulip
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lol

weary basalt
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I try and limit how often i use my Phone with Discord lol

glossy ingot
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Not sure if this question is better fit for the animation channel but here goes: Is there a way i can pose assets in the level editor?

fierce tulip
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as in, set the animation and pick a frame?

lethal star
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hey guys, is there an "easy" way to connect the socket from a mesh to a skeletal mesh instead of the origin point?

glossy ingot
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That sound a bit cumbersome...

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i was hoping for a faster workflow

fierce tulip
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@glossy ingot its as easy as placing the skelmesh, selecting animation to play, and write the frame you want to use.

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less than a minute work

glossy ingot
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Ah got it, im releasing asset packs for a few engines and need to figure out the documentation. Thanks

fierce tulip
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good luck

mighty timber
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Hey guys, anyone here able to tell my why my projectile is moving 1 unit per second on the x axis when i'm not telling it to move at all?

grim ore
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does it use physics?

mighty timber
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Nope

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well, honestly idk, i think i've told it not to use physics but i'm not sure

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could I share my screen with you?

grim ore
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nope, can't do that right now. How do you know it's moving on the X axis?

mighty timber
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Because I can select the ball and the x axis number is changing

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and I can see it move

grim ore
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do you have any code on it that is causing it to move? even if it's not on the X

mighty timber
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i do but all the results are returning null

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or 0

grim ore
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when you unhook or disable that code so it does not run at all does it still move?

mighty timber
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yes

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it moves while that code is unhooked

grim ore
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definitely sounds like physics then if no code could possibly be moving it. Under physics for the object is simulate physics unchecked?

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you can always try locking the position under physics constraints and if it still moves then its code not physics

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pretty much have to narrow down why it's moving before it can get fixed πŸ˜ƒ

mighty timber
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simulate physics is unchecked

grim ore
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under constraints lock the position for all axis and see if it still moves

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it shouldnt but if it does then something in code is making it move somewhere

mighty timber
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still moves

grim ore
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and at that point it's searching for nodes that can move objects in your project and seeing what is doing it.

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you can use the global find to look thru all blueprints for nodes that can move and that might let you find one thats still hooked up causing it

verbal laurel
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Hey πŸ˜„

mighty timber
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I've literally been doing that for the past hour, found nothing

verbal laurel
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What do you guys think of this?

grim ore
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did you use the global find?

mighty timber
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ys

verbal laurel
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And this

mighty timber
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well, idk what to "global find"

verbal laurel
grim ore
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and you unhooked every node that could set or add to position?

mighty timber
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I searched "x axis" and "move"

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yes I did

grim ore
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you want to search for nodes you added that can move the object. Add position, set position, items like that

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is this a project from someone else or did you create it from scratch?

mighty timber
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from a preset

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err not the 3rd person one

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but the top down one ish

grim ore
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the object you created that moves, did you create that or just modify something?

mighty timber
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I created it yes

grim ore
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I guess you could post a screenshot of your code that doesnt move it but moves it maybe something is noticeable.

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nothing should move on it's own tho lol. something is setting the position manually or using physics

mighty timber
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I think my unreal engine is haunted.

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a spooky ghost

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i mean the ball is white after all

coarse cradle
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what does the bound scale of a skeletal/static mesh do?

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my skeletal mesh was flickering and I turned up my scale from 1 to 10 and it fixed it, but in the description it said by increasing the bound scale it reduces performancew

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but I want to turn it up a healthy amount so I want to know what it does first

quasi lake
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Anyone knows where are playercontrollers created?

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I know they are added when postinnitialized,but I cant find the code when they are created in the world

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Besides there are no playercontroller placed in the level

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I'd like to know the inside stuff

glossy flame
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Look at AGameModeBase::SpawnPlayerController

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(called by AGameModeBase::Login)

quasi lake
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thx

fiery hemlock
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I didnt find anything about raw input like its used in csgo, Battlefield etc... Is this somewhere in the Engine? Im Not talking about the raw Input Plugin that is Used for Sticks.
There are a Lot of Posts in the Forums But there is No real answer to it.

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Developing a MP FPS But the Mouse is sluggish. The Casual Players wont notice it. But professionells do. :/ Any advice or Help?

plush yew
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Hello there. I'm looking for good UE4 Programmers. We need a programmer ASAP to start adding our models in game. Please contact me if you are interested.

livid haven
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We need a programmer ASAP to start adding our models in game typo?

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Do you need programmers or artists?

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You say programmer twice, but "adding models" really shouldn't involve programmers. Also, maybe post in #looking-for-talent, @plush yew.

languid shard
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Hey lads, throwing a guess here, do you think two Titan V would work for VRSli, even if the cards use the -similar but not the same as sli- nvlink ?

wary wave
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waste of money

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you might as well use a 1080Ti

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similar gaming performance, and most engines don't support SLi anyway

cursive dirge
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people could have others reasons than pure game perf for titans

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like, if you do gpu computing on them

livid haven
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True, but I feel like she covered both of those with qualifying it with game performance and game engines generally not supporting SLI.

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Bit of a shame though. I recall hopping on the SLI band wagon when it first came out and not really having much to write home about, as it were.

wary wave
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The question was "would it work for VR", to which the answer is "probably not better than the cheaper 1080Ti"

languid shard
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@wary wave we are not aiming for gaming :p

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Getting a titan V to game sure would be a waste

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We're doing AEC engineering rendering in VR (should have mentioned it in the first post)

wary wave
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sure, and in order to do so, you're using a game engine, right?

languid shard
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yeah

wary wave
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so my point still stands

languid shard
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well

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the low framerate I'm getting says otherwise πŸ˜‚

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we're not doing the normal workflow here

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and the aim is not the same either

wary wave
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you won't get significantly better performance out of a Titan V over a 1080Ti in most game engines

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and most game engines do not support SLi

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your personal application of said engine is largely irrelevant in that respect

languid shard
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the Titan V doesn't even support nvlink, so multigpu isn't really something doable

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"your personal application of said engine is largely irrelevant in that respect" uh ? 😐

wary wave
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How you use a hammer doesn't change what a hammer is good at doing

cloud cobalt
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SLI for game engines is just not well supported overall, and multi-GPU is only useful when you have exceeded what the best GPU in the world can do, which isn't really often

languid shard
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well I'd be happy to find another realtime, VR compatible engine if it gets me better performance, but UE4 is the only engine I know that allows us to do what we want

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yeah, the only application I see in sli right now would be VRSli

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but cmon we're not even sure it works that well...

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feels like nobody really benched it too

wary wave
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some of that will depend on your requirements as to which engines will best suit your needs, but your best bet is probably going to be to adapt your content to suit your hardware limitations

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UE4 does not support VRSLi out of the box

languid shard
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I know I know

wary wave
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NVidia's VRWorks branch may, but your mileage may vary

languid shard
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I've already been working with VRWorks

cloud cobalt
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@languid shard The real question is what you're trying to do here, something for PC gamers ? Something that's not going to be released ?

languid shard
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@cloud cobalt no this is for VR stuff exclusively used by our company

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so with controlled hardware setups

cloud cobalt
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And you're sure a big ass 1080ti isn't going to cut it ?

languid shard
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a 1080 struggles a lot already

paper kernel
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problem is, not even nvidia supports sli properly anymore

floral heart
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Why wouldn't a Titan V be better than a 1080 Ti?

languid shard
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regarding adapting the content to hardware limitations, this requires a workload that I can't handle

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I've posted a few screenshots while talking with Zoltan in the vr channel, lemme get them

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this is the kind of model I'm working with

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most of our projects come from AEC tools like REVIT

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our goal is not to get photorealistic rendering like most architectural stuff

cloud cobalt
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So what's wrong with that ? Looks pretty bad imho, why is it so demanding ?

languid shard
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but to be able to check evey part of the model

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well, every tiny bit is a single asset

cloud cobalt
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Just like any game

wary wave
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as in your entire scene is a single mesh?

cloud cobalt
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Have you profiled it ?

wary wave
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if your entire scene is a single mesh, this is your problem

languid shard
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@wary wave nah, every part is separated from the rest

wary wave
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gotcha

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then yeah, it's time to start looking at profiling it

languid shard
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we cant merge it, or we'll loose the data associated to that particular part

wary wave
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an incomplex scene like that should not be difficult to render

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not unless you have excessive redundant geometry, maybe

languid shard
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this is the case

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I want to use instancing

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and I should

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but

cloud cobalt
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Have you profiled your scene to understand why it's slow ? Are you sure it's GPU-bound ?

languid shard
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since the models are being transfered from revit to max, and from max to UE4 using Datasmith

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we can't detect what has been instanced and what has not

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lemme open the project and I'll give you screenshot of the profiler

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UE4 really struggles to cold load our scene too 😦

cloud cobalt
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Which is why I'm asking about profiling, since you could just have too many objects and be CPU-bound

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Getting a SLI setup with huge GPUs should be a last resort imho, when you're positively certain it's going to help, and there isn't a better way

floral heart
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Is there a good CPU-multithreaded rendering engine with VR support? πŸ˜…

languid shard
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πŸ€” Cryengine ? not even sure

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but who uses CE nowadays πŸ˜‚

floral heart
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Mechwarrior Online used an old cryengine. I remember because my crappy dual-core PC was unable to run the game well during open beta, yet its performance improved when I restricted it to one core.

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Which would be an example of bad CPU-multithreading.

languid shard
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@wary wave would you recommend using fully baked lighting aswell ? We've been trying to get as much performance with a ToD featuring half stationary half dynamic lighting, but the performance was so so

wary wave
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I would use baked lighting, yes

languid shard
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Arma's engine ?

wary wave
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also the forward renderer

languid shard
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yeah forward is a no brainer

wary wave
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I wouldn't use the ARMA engine to open a tin of beans, but you didn't hear that from me :p

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(also, does not support VR)

languid shard
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right so it seems that building project I made was deleted at some point, I would have to reimport the datasmith file to reevaluate it (gonna do it during lunch break)

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I've found another project that, while not as big, has a lot of interesting stuff to profile

frank escarp
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if you have trouble with the drawcalls, try to force the mobile forward renderer

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or use SimpleForward

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that one is single pass

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high end forward renders every mesh twice

languid shard
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does it support stereo instancing ? should I even use it ? πŸ€”

frank escarp
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yes

languid shard
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right so this is the map

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I've actually already baked this one

frank escarp
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stereo vr improves performance unless you have very few drawcalls

languid shard
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alright

wary wave
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Stereo is hit and miss in UE4

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there's a good article on the Vanishing of Ethan Carter that's worth reading regarding VR performance optimisation

languid shard
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here's the GPU profiler

wary wave
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(and an alternative AA implementation with source code, too)

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what is that gigantic green bar in base pass?

languid shard
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yeah

frank escarp
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@languid shard a ridiculously huge basepass

languid shard
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😐

frank escarp
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thats couse you probably have a fuckton of drawcalls and/or polys

languid shard
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a bit more than one ms though

frank escarp
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do "stat rhi"

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what is even the problem then? if its 1 ms

languid shard
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orf

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wait its not that much

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around 2k primitive drawcalls

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4M triangles

frank escarp
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2k is twice what one should have

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how the fuck is that 1 ms basepass?

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i had better stats than that and it was like 8 ms on DWVR

languid shard
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😐

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I'm using datasmith if that matters

frank escarp
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what pc

languid shard
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that one was imported using an old version though

frank escarp
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becouse that running at 1 ms is too good

languid shard
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1080 OC + Xeon 6 cores @ 2.4ghz

frank escarp
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oh

languid shard
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32gigs of ram

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that's in 2D though

frank escarp
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you have too many drawcalls

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2k drawcalls on non-stereo is too high

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unless you are targetting strong cpus

wary wave
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I suspect no geometry is being instanced

languid shard
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dang I thought I could get away with way more

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yeah no instancing here @wary wave

frank escarp
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the target is 1000 drawcalls and 1-2 million tris

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so half what you got

languid shard
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on a desktop VR setup ?

wary wave
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also suggests no LoDs or culling

languid shard
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damn

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well HZB should be activated

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uh

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I just r.HZBOcclusion 1'd it

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and I got 1k more dc

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wth

frank escarp
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hbz needs to do the occlusion queries

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if your meshes are too simple, honestly you are better not even culling

floral heart
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HZBOcclusion is more conservative. Your occlusion phase hardly cost anything anyway.

frank escarp
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hbz renders a box against the depth buffer of last frame

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and checks if its behind stuff or not

languid shard
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what's the point of that kind of occlusion if it doesn't give you a perf boost ? πŸ€”

floral heart
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Occlusion gives you a perf boost if and only if it culls things.

wary wave
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*if and only if it culls things that reduce overhead equal to or above the overhead of actually performing culling

frank escarp
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thats why i said that "if your meshes are too simple"

floral heart
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Well... if it's not culling things and you still have the overhead, technically... πŸ˜›

frank escarp
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i mean, are you really going the "draw box into zbuffer" test

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when your mesh is a box

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XD

floral heart
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There's also precomputed visibility. I'm not sure how well it would work if that 'camera in the distance that sees all' is the normal scenario.

languid shard
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well I'd try it

frank escarp
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precomputed vis can work well

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its essentially a grid that saves wich objects are visible from each cell

languid shard
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if that precomputed vis didn't trigger a whole lightmap rebake...

frank escarp
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not a lightmap rebake

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but it is baked

languid shard
#

yeah but you can't only bake precomp vis right

frank escarp
#

you need to add a culling volume for it, and then it adds cells. Each cell calculates wich objects can it see

#

when rendering, it just draws whatever the cell you are can see

#

its a good system

#

but it scales horribly

#

for small maps its great

languid shard
#

x)

frank escarp
#

but for bigger maps, lol no

#

too many cells with too much bake time

#

and memory

languid shard
#

so basically UE4 has no all case efficient occlusion system πŸ˜„

floral heart
#

Too bad you can't manually place cells for precomp vis.

frank escarp
#

nope

#

on my next game i do culling myself

#

becouse i can

#

(btw, unity is also garbage with this)

languid shard
#

plugin + marketplace πŸ˜„

frank escarp
#

the only good culling is the culling you implement for your needs

languid shard
#

I'd buy it if the performance gain is good

frank escarp
#

in my next game ill have procgen-d rooms, so i just alllow ue4 to render the exact room you are inside

floral heart
#

There is no all case efficient occlusion system.
It's like real-time GI, but without the fancy headlines.

frank escarp
#

did you know crash bandicoot did the "save data in cells" thing?

#

for the ps1

#

and they did it AT THE INDIVIDUAL TRIANGLE

languid shard
#

@wary wave should I do a deep profiling ?

frank escarp
#

every 1 meter or so of the on-rails camera, they stored what the camera could see

#

at the individual triangle level

languid shard
#

yeah when you look back at how they did 3d with the ps1 era consoles its mindblowing

frank escarp
#

and just streamed the data in

#

crash is a marvel of engineering

languid shard
#

the tomb raider video where they show you how they rendered the scene is amazing

#

I think it used a similar process than crash did

floral heart
#

How did they find the storage space for that on a ps1? (Wait, I forget if ps1 used cds.)

languid shard
#

it did

frank escarp
#

actually disks had space for days

languid shard
#

mindblowing 2mb of ram, 1mb of video memory πŸ˜‚

frank escarp
#

and a 700 mb disc

floral heart
#

Yes, discs did. I was thining of cartridges.

frank escarp
#

Crash streamed data

#

as the camera could only go at certain speed and it was clear, they just streamed the current + 2 chunks of vertices

#

cartridged..

#

badly

#

ps1 was a huge success becouse the disks allowed it to have fucktons of memory

#

even if very slow

#

ive written a gameboy emulator

#

the ROMS are 4 kb

#

super small

#

those were the days, the gameboy was incredibly simple

#

it did basically nothing

#

just a background that could scroll, plus sprites

#

the cpu didnt even have floats

#

just 8 bit integers, and a few 16 bit integer instructions

languid shard
#

on the subject of that AEC content profiling, I'm getting 12ms avg on the RenderViewFamily pass

frank escarp
#

the fact that they were able to build Pokemon

#

impresses me

#

a lot

#

like, they really got their shit together with memory

#

to fit all the world and all the pokemon sprites

#

btw, pokemons were completely background XD

#

you couldnt use sprites that big

#

sprites were used for overworld characters, and things like the menu cursor

languid shard
#

be back later, I'm gonna import that building from earlier and see how it handles in engine

frank escarp
#

for pokemon gold, satoru iwata was able to design a new compression system, and that system allowed them to plop a whole new region into the cartridge XD

fierce tulip
#

wut

floral heart
#

All the numbers became a symbol. But what IS it?

fierce tulip
#

(ended up being a plugin error)

latent moth
#

does someone have a good pointer to an unreal engine IK for prone?

frank escarp
#

@latent moth ikinema is an expensive CLOSED SOURCE plugin

#

PC only

#

and drm-d

#

really something you dont want for something as "basic" as IK

latent moth
#

that's exactly why I am asking if someone has a good pointer for a IK on prone... πŸ˜ƒ

floral heart
#

Maybe it's the animation, but that left leg in ikinema looks limp.

latent moth
#

and it's donation-ware

#

@floral heart yes it's the animation

floral heart
#

Poor guy has a bum leg.

latent moth
#

eheh

#

it's the default animations from EPIC that unfortunately are no good unless you use 1D blendspaces, well at least in certain situations (for instance, forward jogging while strafing left)

noble flare
#

hi everyone
I have an issue with 3d widgets and widget interaction
mouse click does not work on buttons
press event firest on left mouse button click
but the on click event does not
i connected the mouse input press and release to the widget interaction pointer press and release nodes
even tried other possibilites the interaction provides but nothing seems to work
do you have any idea what is the problem?
(hovering and clicking action on button still works, but the binded event does not fire)

fierce tulip
#

<_< when someone asks you for the texture you used in the video and had a download link to in the description.

latent moth
#

if you're referring to me, sorry if it sounds that way. I simply don't know if a good foot placement IK can also be used for prone

mighty timber
#

Why are there no voice channels?

wary wave
#

there used to be, but nobody ever used them

mighty timber
#

v.v

cloud cobalt
#

Yeah, most people here are at work, that makes it complicated to communicate with voice

languid shard
#

Goddamn ue4 taking ages to save stuff

#

πŸ˜‚

#

so this building has 16k more objects than the other one where you had trees and cranes

#

@frank escarp @wary wave since the base pass was taking quite a big frametime, do you think I'm CPU bound in this kind of case ? But then if a 6core/12thread xeon isn't enough, what could be ? πŸ€”

frank escarp
#

turns out directx11 is singlethreaded

#

so render thread is singlethread

#

its the reason why DWVR runs drawcalls faster on a ps4

languid shard
#

isn't UE dx12 based now ?

frank escarp
#

compared to an overclocked Ryzen

#

not yet

languid shard
#

it was an experimental feature right ?

#

I remember doing some testing with DX12 but it crashed executables a lot

#

damn some stuff I don't really understand with UE4

#

swarm is heavily multithreaded

#

but the main engine is Ghz dependent then

frank escarp
#

ue4 is mostly designed around 4 cores

teal tulip
#

Some reason you need DX12 ?

frank escarp
#

any more of them do not scale that well

languid shard
#

lots of drawcalls @teal tulip

frank escarp
#

gotta actormerge/instance

#

to lower those drawcalls

languid shard
#

HLOD passes crash or freeze the workstation so far

teal tulip
#

@languid shard that will fix nothing

#

You must do what him said or use instances etc

cloud cobalt
#

Yeah, DX12 can be enabled but if it's like in older releases, DX11 is actually faster

languid shard
#

and I can't merge the models unless its for lodding

teal tulip
#

Well if you're using the engine for archviz DX12 will no magic solve the problem

languid shard
#

same with instances, unless I can get a way of, say, know what can be instanced when migrating content from REVIT to MAX, I can't do much

teal tulip
#

Still you can do instances if are the same mesh

#

You can'Β‘t use the engine as a offline render

mighty timber
#

Hey guys, I make sounds, anyone want a sound?

languid shard
#

@teal tulip I well know that 😦

#

Maybe we are ahead of our time in terms of what we want

cloud cobalt
#

Your problem is that the source data isn't meant for gaming

#

So work on that, find ways to make it closer to what 3D artists create

#

You can merge objects to lower draw calls, use Simplygon

#

etc

#

VR is very hard to even run correctly on powerful machines, with assets that were cautiously optimized for the media

#

It's so hard UE4 has had huge changes to make it possible

#

You can't really expect to get VR performance and UE4 quality without spending time on the assets

languid shard
#

:/

cursive dirge
#

unless the assets were already optimized / low poly

languid shard
#

assets aren't really high poly (unless its some garbage stuff we got from a contractor)

#

we just have a very high count of them

cloud cobalt
#

How many assets do you have in the scene exactly ?

languid shard
#

in this one

#

18 341

#

18 331 are meshes

cloud cobalt
#

Guessing most aren't unique ? Instanciation it is

languid shard
#

but how ?

#

I don't have anything to know what model can be instanciated

#

going through every one of em is going to take hours and hours

cloud cobalt
#

How did you create the scene in the first place ? Is all of it imported from something ?

languid shard
#

yeah using Datasmith, the CAD plugin from epic

#

Workflow is

#

Revit model > import to max > datasmith to ue4

#

mileage will change depending on how the model was initially made in Revit

#

some models we get are from IFC files, which are a mess to go through

#

the best thing imo would be to have some kind of shape detection script within the datasmith plugin. This would allow to go through every model and set instanciation on the ones that have matching shapes

vale osprey
#

@languid shard mmm, people do that for last 15 years πŸ˜„

languid shard
#

πŸ˜‚

vale osprey
#

And there was always someone who tried to just import cad models without re-working them first

#

the Autodesk was trying to do the same as well

languid shard
#

I had a script months ago for max to replace meshes by instances

#

but that's half the solution, you still need to know what entity is an instance of what other entity

#

we can guesstimate with the name of these objects but...

vale osprey
#

yeah exactly, eventually you will get a big juicy project where most of automation fails

languid shard
#

yup

vale osprey
#

you know the old solution? - train a small team of modellers to deal with cad mess

#

Design your own pipeline to how approach most common cases and augment it as you go from project to project.

#

but in this specific case, if you have too made drawcalls and can't use instances then why not just join your geometry?

languid shard
#

because we need the BIM data of each model 😦

#

each has a different set of variables

vale osprey
#

yeah but BIM has nothing to do with rendering part

languid shard
#

how am I gonna differentiate an asset from another if its merged then ?

#

with say a raycast

vale osprey
#

only visual part, you still can have your primitives for interaction separately

languid shard
#

like, hide the model ingame, but only use its collider ?

vale osprey
#

yeap

languid shard
#

isn't it still gonna take a lot of CPU ressource ?

vale osprey
#

if you want to make it play nicely for you, without doing manual merging, you could build coupe of components that use runtime mesh component or procedural mesh component to collapse your visual meshes into groups on project start

#

it will take less than what you have now as it will fix your drawcall issue

#

performance issue with interractibles will be there regardless of how you render them, if you will have such issue at all

languid shard
#

that's why I though of HLOD as a good solution in theory

#

if we could do some very, very aggressive level lodding in an automated fashion

#

and only display separate entities in a 10m radius around the user for example

#

and use merged level lods beyond these 10m

#

wouldn't it be kinda the same ?

vale osprey
#

well, I'm not sure why would you need that

#

if you take something like a basic static mesh component, it looks like a one solid thing on surfaca

#

but in practice it has a separate component inside which deals with physics side of things, including ray checks, collision and etc

#

the fact that UE4 treats them this way - one visual mesh / one physics body, doesn't mean that you have to

#

you can have completely different actors dealing with interaction part and with rendering of them, especially in case of CAD models where 99% of content will be static

languid shard
#

hmm

#

yeah absolutely

#

I'm gonna try doing a double datasmith import

#

one with every entity unmerged, but with visibility unchecked

#

and a second one with all assets with the same name merged together (to avoid losing materials). This one will stay visible, but will have its collisions for raycasts disabled

#

the problem with this is that we're gonna loose the ability to lightmap the scene

#

but tbh with a good dynamic lighting it should be enough

vale osprey
#

you can still light maps your collapsed geometry

languid shard
#

that's gonna be a lot of 2048px lightmaps :/

#

not sure it'll even look good

wary wave
#

two streaming levels, one with collision geo, one without

vale osprey
#

imho without manual work it won't look the best either way. But you can get decent result with dynamic lights, some ssao and not pushing for realisme

wary wave
#

without level has the lighting, stream in collision at begin play

languid shard
#

I could bake an approximate skylight and leave the shadowing to the directional light

#

we aren't really looking for realism, just a nice looking shadowing

#

enough to differenciate a wall from a floor when they have the same material

vale osprey
#

hemispherical lighting can help with that, but UE4 already does it I think if you have skylight in the level.
I would try @wary wave suggestion^

languid shard
#

yeah level streaming sounds like a good idea

#

maybe have multiple levels for collision ?

wary wave
#

that's an option if you need it

#

though you may find it doesn't really save you anything

languid shard
#

yeah testing will be crucial to see if it gets us more perf or not

#

@wary wave @frank escarp do you know if there's a Datasmith licencee only slack or discord in addition of the forums ?

wary wave
#

I don't believe there is

languid shard
#

hmm that would be a nice addition πŸ˜ƒ

frank escarp
#

there is a forum

#

i can read the title of the question becouse shitty new forums lol

#

but not go inside

languid shard
#

haha

#

yeah I'm using it a lot

#

but I feel like a direct discussion channel like slack or discord is nice to share ideas or workflows

#

is it wise to merge 6506 assets into one ? πŸ€”

#

beh, that's 6505 drawcalls less

#

right so down to 254 entities

#

this should take care of the mesh drawcall problem

vale osprey
#

"is it wise to merge 6506 assets into one ? πŸ€”" - what are you thinking? πŸ˜„

languid shard
#

πŸ˜‚

vale osprey
#

I bet most of those windows are pretty much the same

languid shard
#

these are actually mullions

#

but yeah

vale osprey
#

is it coming from a specific software, like Archicad?

languid shard
#

all are the same

#

model is from Revit

#

so yeah similar to archicad

#

but cleaner πŸ˜‚

vale osprey
#

I just wonder if they still have instancing meta data there. With archicad you could make your own meta-data exporter

#

dunno if this is lost when they bring it to Revit

#

or if you can get it out

languid shard
#

there is some sort of instancing in revit

#

and I'm opening the .rvt project directly in max, without going through the .fbx workflow

#

but somehow there's no trace of instances in max

#

maybe because max is translating to surface meshes instead of paramtetric

vale osprey
#

most likely

languid shard
#

urgh workstation is taking a hit with the UV generation in UE4

vale osprey
#

what I'm saying is that if you have some time and desire to invest into this, you could build a custom tool that helps with import and placing everything nicely in UE4

languid shard
#

I would love to have someone or a team developp a tool like this (and would definetly try to get a budget from the company to finance it)

#

I don't have the programming skill to tackle it alone

vale osprey
#

like if this is a typical case for your project it makes sense. I our case we had like just 1 out of 30 projects where some meta data was still there, the rest where mix of various stuff, including paper drawings 😐

languid shard
#

I'm pretty sure there would be a lot of people interested by this kind of tool too

#

VR and Building Information Modelling are skyrocketing nowadays

#

oh we get these aswell πŸ˜„

#

DWGs hanging around

#

engineer colleagues have a lot of paper plans all around the floor

#

I mean building engineering here in France still works like 10 years ago in terms of technology

#

only a few companies push BIM forward

#

right the "proxy" model has been imported alongside the collision model

vale osprey
#

back when I was a student, one of my first jobs was to digitize paper drawings, fun times πŸ˜„

languid shard
#

haha πŸ˜„

#

well performance is a lot better

#

gotta setup a quick raycasting bp now

#

I have an overlay material somewhere I could use aswell to highlight the raycasted entity

#

mullion UVs

#

nightmarish πŸ˜„

vale osprey
#

looks like an artsy ceramic tile pattern πŸ˜„

languid shard
#

that's a lot of small piece for sure !

#

GPU profiler

sudden agate
#

do you even have enough precision with all these tiles ? LUL

languid shard
#

well we won't use UV coordinates for the material textures that's for sure πŸ˜„

#

World aligned UVs is a lifesaver

#

@frank escarp 1k drawcalls was the target right ?

frank escarp
#

yes

languid shard
#

got 1050 here

frank escarp
#

good enough

languid shard
#

that's an improvement for sure

frank escarp
#

polys?

languid shard
#

4.8M

#

but that's on the big building

#

hmm its going between 4 and 6M

frank escarp
#

cant you LOD that?

#

unreal can create aggregate Lods in 4.19

north fox
#

Anyone else had experience with Support recently? What were your response times like?

frank escarp
#

LODs of different meshes together

#

wich can both reduce drawcallls and polys

languid shard
#

as in HLODs ?

frank escarp
#

becouse 4.8 million is 10 million polys in vr

languid shard
#

yeah

frank escarp
#

wich is 5 times over the recomended amount

languid shard
#

πŸ˜‚

#

gonna fire up the tpcast and vive and give it a try

#

ah forgot to check instanced stereo

kindred viper
#

wish I had a tpcast. I hate this goddamn wire

languid shard
#

wait for the wireless kit from HTC :/

#

the TPcast is nice... when it works πŸ˜‚

kindred viper
#

I will be getting the vive pro thingy im sure but for now im working with that goddamn wire and it just gets in the way and makes me feel like if I turn around, im gonna break something

languid shard
#

do you have turnsignal installed ?

kindred viper
#

no

languid shard
#

pretty good steamvr plugin that shows you how much you turned in place

#

get it on steam, its free πŸ˜ƒ

kindred viper
#

I dont really want it to tell me anything. Sounds like an immersion breaker

#

even tho the wire is an immersion breaker

languid shard
#

you can set it up to be almost invisible

#

and its still better than getting tangled up and crashing into something fragile :p

kindred viper
#

or I can stop being cheap and get a TPCast :p

languid shard
#

that's one solution πŸ˜ƒ

#

but be ready for an eventual headache regarding its setup

#

I heard that the V2 is much easier to setup, but damn the V1 has a shitty UX

kindred viper
#

im nore concerned about the 60ghz worth of RF radiation flying around my skull but you know.... it's a wireless world now anyway

languid shard
#

well you can always get yourself a scare and download one of these wifi detection app πŸ˜‚

safe rose
#

Snnnnnapppp turnnnnnn

#

Smmmnoooothh turn

kindred viper
#

i'll just wait and see what happens then suit someone :p

safe rose
#

Do it or you'll get lots of crying

fiery hemlock
#

Mouse controls and raw_input is this possible?

kindred viper
#

hows the dev coming along Victor?

safe rose
#

I just setup 3Drudder for my game

#

Interesting thing for locomotion

#

But better if a game is built around it.

languid shard
#

fancy how these were available like 4 years ago already, and its only getting some visibility right now

safe rose
#

I just want Vive Pro HMD upgrade to be at a reasonable price

#

$400 range. Instabuy for me.

kindred viper
#

I want HTC to give it me for free because im poor. Just got to pay for that Limited Company title :p

languid shard
#

We'll get one at work for sure, whatever the price is

#

But I'd love to get one for personal use too, cheap as possible πŸ˜„

#

we want to get some multiuser stuff this year aswell, so maybe we'll get 2 or 3 vive pros at least

kindred viper
#

it does kind of piss me off that they released the vive without those two cameras. It was obvious that it's needed when people were strapping Leap Motion onto their DK1 headsets

languid shard
#

the vive got rushed imo

#

they had the pressure of oculus

#

vive pro is what the vive CV1 should have been (maybe minus the new screen) in terms of ergonomics

fiery hemlock
#

Im still sitting with psvr... ;P

#

But Well as customer Not in coding.

languid shard
#

step up ! πŸ˜„ nah the psvr is good for what its being sold as : an "accessible" VR headset

fiery hemlock
#

Psvr has better games.

#

So much bullshit on pc

kindred viper
#

PSVR is my wife's favourite but it reminds me of the DK2 it's so bad.

languid shard
#

you don't have VRChat πŸ˜‚

fiery hemlock
#

Hahaha

cloud cobalt
#

Waiting for those VR games to be released as non-VR games myself

fiery hemlock
#

I Always remember myself that Graphics cant fix a shitty Game. People will remember the Bad Game Not the good graphics. Thats why the psvr is still great.

#

I will never buy the PC VRs.

frank escarp
#

except the best vr games are for Pc

#

Robo recall, onward, everything oculus, etc

#

psvr uses 6 year old moves as tracking, wich are kind of terrible

fiery hemlock
#

For me the best was Resident evil 7

#

And im looking Forward to Visage.

frank escarp
#

its good as a vr replacement if you dont have a vr ready pc, but its worse in literally every way to pc vr

#

its a generational difference

#

not about graphics, but about the quality of the headset itself

#

PSVR hand controllers are absolute garbage... need to keep them in mind when designing a game

kindred viper
#

I have to say that Resident Evil 7 is a masterpeice of VR gaming already, but I still can't play it because of the headset

languid shard
#

You haven't really tested VR until you felt the virtual heat of a star, standing in your cockpit in Elite : Dangerous πŸ˜„

frank escarp
#

but RE7 vr is the same exact thing as non-vr

#

they just added the vr camera tracking

#

and thats pretty much it

#

Elite Dangerous vr is AMAZING

fiery hemlock
#

Its the best Game ive played in VR

frank escarp
#

such a incredible improvement over non-vr

fiery hemlock
#

Res7

frank escarp
#

but it has the downside of barely readable text

languid shard
#

its beyond awesome, the scale is mindblowing

kindred viper
#

I wanted to play Elite Dangerous in VR but Im too busy to give up a year of my life

languid shard
#

yeah you need to use a green UI mod or boost the resolution a lot to read small texts. Or just lean forward

frank escarp
#

elite dangerous is a game you no-life for a while then get bored XD

languid shard
#

@kindred viper said every EVE Online player πŸ˜„

frank escarp
#

@languid shard and now, you can literally put netflix on the cockpit screen

fiery hemlock
#

Its Not about the money my rig is more than ready for it. I wait Till one Headset dies than i maybe buy one.

frank escarp
#

to do proper space trukin

languid shard
#

yeah !

fiery hemlock
#

But i still Hope for the ps5 with new VR hs

languid shard
#

I'm dreaming of an battlestation upgrade with motion actuators for elite and other race/spacesims

fiery hemlock
#

I Just want a controlstick on the Movecontrollers. XD

sturdy walrus
languid shard
#

current one is already awesome compared to a couch or standard desk, but it feels a bit too static even with the Buttkicker to make the structure vibrate

#

@sturdy walrus do you have an engine upgrade pending ?

sturdy walrus
#

i have an fornite update pending

languid shard
#

maybe the fortnite update has the priority

#

try to cancel it

sturdy walrus
#

done

#

it worked

languid shard
#

πŸ˜ƒ

#

the launcher can't do multiple downloads at once afaik

sturdy walrus
#

got another question what is the differeance when installing or adding to project

fiery hemlock
#

First Clean that place Dude! πŸ˜‚

languid shard
#

its been cleaned, that's an old photo πŸ˜„

fiery hemlock
#

Yayayaya

languid shard
#

installing is for plugins, create is to create a new project that includes the package, adding will add to an existing project of your choice @sturdy walrus

pallid compass
#

wth i cant drag any animations in to an aim offset

#

it just goes red

languid shard
#

need dat triple screen setup too, but these 165hz screens are too expensive right now 😦

sturdy walrus
#

ok when i added it to a project its downloading it do i have to download everytime i want to add it to a different project ?

languid shard
#

nah its just gonna download it once

#

once its downloaded you can add it to any project using a compatible engine version

#

but you won't have to redownload it

sturdy walrus
#

oh i see that is nice

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thanks !

languid shard
#

pleasure πŸ˜ƒ

pallid compass
#

the hell is going on

#

i cant put any animations in 2d or 1d aim offset

frosty bloom
#

@pallid compass In Additive Settings make sure all the animations you are trying to add have the same Base Pose Animation

#

You could mark all animations you are going to use, Right Click -> Asset Action -> Bulk Edit via Matrix -> Additive Settings -> Base Pose Anim set it for all at the same time

pallid compass
#

ahh yeah my bad, thank u ver much

languid shard
#

welp, I've been trying to reopen the scene for the past 30mn or so, I think the engine is getting troubles to "Finalize load of StaticMeshcomponent0" πŸ˜‚

pallid compass
#

wth

#

its not working again

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everything has same base bpose

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pose

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nvm omg im blind af

#

whats the name for the sort of aiming system fortnite uses?

#

its movement on keys and aiming on mouse right?

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and char rotation is locked to mouse

grim ore
#

third person shooter or action combat

languid shard
#

well that's kinda better

#

not sure why I have all these inactive frames

frank escarp
#

rip frames lmao

languid shard
#

haha

frank escarp
#

its vsync kicking in

#

pro tip, use oculus

languid shard
#

at least the cpu frametime is not going through the roof

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no way πŸ˜„

pallid compass
#

jesus

frank escarp
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at lleast oculus can almost run at 45 fps, but their better software also makes 90 fps easier to do

languid shard
#

wait I'll disable reprojection stuff

pallid compass
#

oh no theres no leg turning animation in the starter pack ;o

languid shard
#

there's a lot of delayed start on the GPU side

#

not sure if that's impacting much the framerate

pallid compass
#

why is that struct killing ur fps?

languid shard
#

VR + lots of entities

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other than that, I dunno, that's what I'm trying to find out πŸ˜ƒ

pallid compass
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i dont really see anything tho

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that whole building can be 1 mesh and 1 material pretty much

languid shard
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nah

pallid compass
#

why not

languid shard
#

this is a CAD model

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I can't just merge everything and call it a day

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it would require too much work

pallid compass
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take in to maya

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retop

languid shard
#

I'm trying to get a very efficient workflow

pallid compass
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trim sheet

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whole thing will be done in an hour

languid shard
#

yeah retopologise a 18k entity model πŸ˜‚

pallid compass
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and be 1 mesh 1 material

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18k for that what

languid shard
#

CAD stuff man

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don't ask πŸ˜„

pallid compass
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theres ur issue then CAD

wary wave
#

when doing RT visualisation in the past, we've had dedicated people to generate RT assets from CAD assets

languid shard
#

I need to get a team to do RT asset then

pallid compass
#

obviously i cant see in there and see the details, but it looks while the whole outisde could be 1 trim sheet

languid shard
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not sure how to convince my boss about that

pallid compass
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u can do that building well fast man

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pretty much cube central

wary wave
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well, how much does he want it to run? xD

#

and yeah, geometry seems pretty simple for the most part

pallid compass
#

is that transprancy i see t oo?

wary wave
#

someone who knows what they're doing probably wouldn't lose a huge amount of time, especially as your materials are already world aligned, so minimal UV work etc

languid shard
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it is pretty simple, just a mess to work with since its coming from CAD softwares (and models have been through multiple other softwares most of the time)

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I've had max crash on a lot of projects because of how much entities there is

#

I need an intern at least

#

been pushing for this recently, my job covers a lot more than just this kind of stuff

pallid compass
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honestly it looks like the whole building can be modelled from scratch in an hour, i aasume the inside is bare?

languid shard
#

mostly

#

the problem is we want to be able to check CAD data on every bit of the model

pallid compass
#

then its prob not gonna go in to VR and place nice

languid shard
#

I've explained why a few hours ago on this channel

pallid compass
#

u need to make a helper bp

#

sockets or something

#

to store data on the model

#

or w/e u need

languid shard
#

that's what Datasmith will be useful for πŸ˜ƒ

pallid compass
#

problem is u cant cheese VR for peformance

languid shard
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Can't really talk about it since we are under NDA though

#

"find a way, you're the pro" is what I'm being told

#

that's why I'm gonna try a mix of bruteforcing through sheer computing power and a tiny bit of optimization

#

I'm supposed to handle projects like this in a timeframe of a week on some occasions

pallid compass
#

retop model
trim sheet
create helpers to store data on model
done in 5 hours ez

languid shard
#

Well I'd be happy to see your full workflow

#

but I can't do it because :

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Don't have the time

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Don't have the modelling nor toolskills

pallid compass
#

rip u then sir

#

because thats the fastest and most effective way to fix ur issue

languid shard
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my life :D

pallid compass
#

u better outsource someone to retop it

languid shard
#

Oh no doubt

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yeah well

pallid compass
#

assuming that is ur issue, check it first

languid shard
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If I outsourced every project we have, our budget would go through the roof

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sadly

pallid compass
#

by the sounds of this u dont have the skills to deal with this then(no offence ofc)

#

that could be like a million things

languid shard
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@pallid compass I do have a lot of other skills though πŸ˜‰

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I've been employed to developp the VR pole of our company, not to retopologise CAD models

pallid compass
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then u should know off the bat u cant just bring CAD in to VR

languid shard
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So yeah, maybe getting someone dedicated to do this or outsourcing could do it

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Oh I know

#

That's why I'm working on solutions to do it

#

that's why Epic also makes a toolset to do it

pallid compass
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if ur employing CAD people to model for vr, thats the bad way, they dont understand VR tech id say

languid shard
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If they do it then it should be possible

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I'm not employing CAD people to model for VR

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I'm doing VR with CAD models engineers make

pallid compass
#

as far as i know, this big company iv spoke with alot

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they go

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CAD > maya > ue4

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for vr

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they use it for engineering and stuff

#

or some times

languid shard
#

And I do CAD > Max > ue4, so not so far

pallid compass
#

Solid edge > maya > ue4

languid shard
#

But without doubt there's a skillset I'm missing somewhere

pallid compass
#

is that scene been lit and PP yet?

languid shard
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for now its just the default directional and skylight set to movable

#

no PP or light bake yet

pallid compass
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oh dam rip u

languid shard
#

I've literally done this in an afternoon

pallid compass
#

better pick some titan v's up

languid shard
#

haven't looked into materials yet, and there should be a lot to do

#

I just asked for a quote to our supplier for a titan V actually πŸ˜‰

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and a fuckload of memory

pallid compass
#

be better to opto than titan v

#

otherwise it will only run on titan v rigs, and that can be bad

#

if its got to go anywhere else in future for x reason

languid shard
#

we want to be one of the driver companies for VR building engineering stuff in France

#

nah we're only doing these as internal demonstration

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controlled hardware only

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that's why I'm not really worried about distribution and other hardware configurations

pallid compass
#

fair enough then

languid shard
#

we use it as a model review and commercial tool

#

projects that go outside are restrained to 360 stereo spheres hosted on the web

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or videos

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the VR stuff is for big projects which engineering spans from one to multiple years πŸ˜ƒ

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anyways, gotta go, talk to yall later πŸ˜ƒ

cloud cobalt
#

This really needs to stop

frank escarp
#

they should separate the logins...

sturdy walrus
#

well fornite making a success nothing we can do for now

cloud cobalt
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I really could not care about online features, I just need to work

#

The "sign in later" takes just as much time to not login

#

And I loose all vault content as a result

shell jetty
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@cloud cobalt using AWS to go scaling those login servers

cloud cobalt
#

I mean this shouldn't need scaling

#

For the money I spend on UE4, I shouldn't be hostage to Fortnite's success

#

The "one launcher" approach is pretty bad for engine users - no Linux launcher, login issues, etc

shell jetty
#

@cloud cobalt i think whole this login thing can be done serverless fashion

cloud cobalt
#

I have no idea how it could be done. I just feel like Epic isn't being serious about this

vale osprey
#

@languid shard the other thing I would suggest is to perhaps build your own solution. You can get much better performance from a dedicated engine than from a game engine tailored to other things

shell jetty
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like in fortnite i got in xbox that "login failed you cannot play on this platform"

vale osprey
#

But as you are not a programmer it could be tough

ivory gorge
#

can't you bypass the launcher entirely by just opening the project file

cloud cobalt
#

Sure, but you can't update / install engine or access marketplace content

ivory gorge
#

yeah but how often do you really need to do that

shell jetty
#

i open launcher and keep it in task tray so i can use it hwen i need

#

the workaround when those waitning time happens

cloud cobalt
#

It's not that I can't live without the launcher, it's more like an annoyance

#

The engine is far from being free, and I don't feel like I should be secondary to free-to-play Fortnite users

ivory gorge
#

i see what you mean

cloud cobalt
#

I'd be fine with a server maintainance or stuff like that really

real bolt
#

Just wondering, why it takes so long for the editor to delete stuff like materials and texture
? Sometimes deleting stuff could even cause the engine to crash

vale osprey
#

because it needs to check dependecies

#

to make sure that you don't have object that are still refering to those assets

shell jetty
#

the depencies can be hell to fix

real bolt
#

oh that sucks

#

it so wierd that its easier to import stuff then to delete it

vale osprey
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@ivory gorge I have 30+ projects, not all of them are made with the latest version of the engine and to open them correctly, you need to know version

#

if you take MP creators for example, they might have a magnitude more than that

shell jetty
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@real bolt well if you want to delete things you have to know what depencies it installed also

vale osprey
#

to be fair I never had this problem with logging in, perhaps because of timezone difference but I see how it can be a problem for other people

pallid compass
#

if get velocity > vector length gives u speed

#

what if u want X and Y speed

#

for blend space

plush yew
#

Use absolute X and Y of velocity

languid shard
#

@vale osprey this is a bit overkill to build your own engine πŸ˜‚

#

I'm a one man team

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I have to make Archviz videos too

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maintain a set of VR machines and stuff

plush yew
#

how do i get the 4.19 preview

#

on github

vale osprey
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@languid shard yeap, that's what I was expecting

languid shard
#

😬

vale osprey
#

but if you need to convince your boss or if it makes sense to consult with someone in the industry, I'll send you a contact of one guy

languid shard
#

That'd be great

#

This is my first job, and I've quite green related workflows as I've studied mostly game making stuff

pallid compass
#

how do u get absolute x and y velocity?

plush yew
#

@pallid compass If you split the struct pin, it'll give you the three floats

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Plug X and Y into an Abs node

paper kernel
#

hm, dot with 0 vector, multiply normalized with result?

#

I dunno does that work

vale osprey
#

nah you get zero

#

dot product is this x1x2 + y1y2 + z1*z2

pallid compass
#

head explodes

#

i was just trying to blend space forwards, back, left right

#

i cant get anything to work

#

i think im doing something obvious af wrong

sturdy walrus
#

man they need to update the introductions to unreal engine 4 videos

pallid compass
#

right vector + velocity dot product does it

random holly
#

Does anybody know how to stop an AI enemy chasing you after you get so far away from it? Once it spots me it doesn’t stop chasing me no matter how far away I get

pallid compass
#

give it a root location

#

after X amount of chase

#

or Y far away

#

disenage

random holly
#

How do I do that?

#

Sorry to be a pain I’m just ripping my hair out over this haha

grim ore
#

The first question would be how are you telling the ai to start chasing.

random holly
#

And thats the pawn sensing settings

grim ore
#

Or you can just check every so often to see if it’s in range or sight and if not tell it to stop

gleaming shore
#

Is the best way to random exe is get a random integer in range then do switch on int?

lyric owl
#

idk what channel to use.
Is there a way to quickly collapse all the folders in World Outliner?

plush yew
#

@lyric owl no

#

and i think the world outliner needs some more features

#

lol

#

its a bit... annoying to work with

#

in some instances

lyric owl
#

apparently there is a lot of people that need to do that but can't

plush yew
#

the world outliner is functional

#

but not optimal

#

in my opinion

#

scrolling through one folder at a time is a huge waste of time

lyric owl
#

well got to name your assets with searching in mind then

#

and sorting things in folders doesn't feel like good idea now...

lethal star
#

hey does a linetrace check for double faces?

lethal star
#

the answer is yes

north nova
#

so apperently compiling c++ runs my cpu at 100% constant
no compiling im sitting at 95% constant
what the crap is happing

lethal star
#

check your proccesses?

north nova
#

i have turned off everything that i can turn off and still all cpus are running at 100%

#

i think i may need to look at building a new computer my laptop is running the engine better right now

whole sonnet
#

100% is not always bad man, the performance is what matters

#

if your processor is working well it should have high usage.