#ue4-general
1 messages · Page 183 of 1
Even in a empty room ?
use the tree from the blueprints showcase
oh the show case is in the learn tab from the launcher
its really small
has a tree
Ok so you recommend me to not using any SM in the kitedemo folder? XD
yes
kite is cinema stuff
theres nothing to be gained
you should rather study the content showcase project
wich has alot techniques inside
you can spend days with that...
Thanks for the info ! This is what im doing now ( Practicing a lot of stuff at the same time ) XD
great :3
I tried to spawn the trees with the spawner ..but it doesnt work with the Kitedemo trees... XD
this should be in an ad for c++
youre right
why do you need ads for c++
@floral heart should we start linking charactermovement component pastebin every time that gets posted 🤔
any tips for Marketing ? i want to share my Alpha demo to the world 😃
I think its about time i stop using structs and move over to data assets
how do i add simulate physics to a skeletal mesh inside a blueprint? i can add it when it's a skeletal mesh, but the option is grayed out when it's inside a blueprint. I have enabled PhysicsActor as collision type
does anyone know how to make a river?
i cant rly wrap my head around it, the animation, texture, material, model and how it would all come together
Flat plane, material, start with super basic water
see how it works
then start playing with it
UV unwrap the entire river so the V axis follows the rivers axis
And then you do a scrolling texture
The rest is shader magic to make nice water, special effects on river banks and so on
It's the common trick to flowing water, though there are different ways too
Like using Flex 😛
Other than bootlegging a copy (which I definitely wouldn't recommend), you really can't.
Both UE3 and UDK are EOL and no longer supported by Epic.
My engine keeps freezing. Not 'unresponsive', just freezes completely. CPU usage drops to 0%
Just upgraded to 4.18 and started experiencing this issue. Thoughts?
Actually, it does say Not Responding in details
i didn't know you could get access to plain UE3. I thought the jump was from UT3 mods to UDK.
Hm
I wonder when they'll release official C# support.
That's what I'm waiting for.
I doubt there will ever be official support C# for UE4
watch them support Forth 
I'm fairly new to UE4, and I'm having lighting issues in Paper2D. If anyone could help, DM me
bet @weary basalt
Knowing Microsoft, they'll fund that one employee personal project.
Microsoft wants their tech in as much stuff as possible
Ill believe it when i see it. I know "someone" is working on it, but i doubt it will ever be as robust as working in C++
I mean they're gonna have to hop onto the C# train eventually. It's probably the #1 bottleneck keeping people from converting. I know that C++ definitely kept me away, and it wasn't just the language. The awful compile times were not fun at all.
Mono for Unreal Engine is a plugin for Unreal Engine that allows writing gameplay code with C# and F#.
I believe you were referring to this when you said one-man passion project
@glossy flame Where can I get a copy? As you said, ‘bootlegging a copy’, do you have any idea where can I get one? I am so desperate to get myself a copy of UE3...
I tried checking the internet archives for their website and I found out that in the years 1999-2006 or so, they weren’t even give it away for download. They were delivering a CDROM for Windows 95
Why not use UE4 ?
I am already using UE4
UE3 was never publicly available to start with, it was on sale for $1M or so
dude samaritan demo was made in UE3
samaritan demo can look better in ue4 XD
and UE3 was around 15 bucks around 1999
Uh, no
what in terms of coding can ue3 do better
let me send you a link
how is that even possbile
Like what ?
like choosing what to blur and what to not blur which is impossible to do in ue4
in terms of actors
ok
Technically possible with UE4
you may just need to code that.
ue3 may have it but doesnt mean ue4 cant do it
i get it that ue3 renderer is very different and fast
i just want it
I'm sure you could get a demo UE3 CD on the cheap in the past, but to actually use it, you really needed to shell out some very serious money
it is more like a modding engine
That's the only reason some people still use UE3 in places - they invested a lot in that and modified it heavily for them
you cant to anything of your own
You can, really
in the year 2013 they added licensing for ue3
UDK had lightmass. For the time, a pretty nice thing.
plus I just wanted to experiment with its coding
Just use UE4
already using it
already did. I dont like having code in two different files which need to reference each other
You mean, C++ ?
UE3 didn't have c#
oh oh
I know
yeah I was talking about ue4
i see that this is more about: what ue4 does bad?
though, I told you. It was more like an experiment thing. thats why I want ue3
ya but that was about the ue4 coding
it is easier to have the variables and function definitions and actual coding in a single file
Why do you think UE3 is any different ?
Your problem lies with C++ itself, not UE4
thats what I want to find out
Header + source is literally 50 years old
It's from C
UE3 has it too
Any C or C++ program does
So just get on with it or use Blueprint
ye
to find out how rocket league and batman were made
haha lol. the differences between ue4 and ue3
I don't get it
you know they all changed the engine
thief 4 heavily changed the engine
its all custom
jezus! that worked well
the diff between ue4 and ue3
Differences between UE3 and UE4 are minimal in terms of internal architecture, anyway. Even the tools look pretty similar
UE4 has Blueprint, a nice interface system
And the rendering is deferred by default
Not to mention PBR graphics
but when you already know the differences, i mean you said alot in conparison
These are pretty much the big ones
I didn't think the C++ source for UE3/UDK had ever been publicly.
it is a curiosity
This is what UE3 looked like in 2006 : http://pnmedia.gamespy.com/planetunreal.gamespy.com/newsimages/UE3_screens_GDC09/jpeg/ContentBrowser_06.jpg . Rings any bell ?
that godawful browser
because ue3 was just vanished
i hated that thing
That cannot vanish that never appeared.
i mean ue3
that too
look
You can get the UE3 editor as part of UT3 but it doesn't come with the source.
do you know the web archive?
It comes with the uscript for UT3, which is like C#, if you're stretching analogies.
The point is, no one has UE3 available unless as part of a million dollar deal.
No one's going to give it out
yee AAA studios bought a license years ago
That's just cold hard fact
with the archive in 2000
that moves me to epic games site 😄
sigh
In 2000, it would've been UE1.
Yes
"Please fill this form and we'll be back with a 6 figures quote"
"If you're any big, if not we'll just laugh you out"
^ this happened
Look, just stick with UE4. It's an upgrade on pretty much every possible topic, and it's the only version you can actually do business with.
"and UE3 was around 15 bucks around 1999"
the entire engine with ownership
UE3 did not exist in 1999
I can't believe I missed the latter half of that sentence.
ue3 didnt even exist then
Neither did UE2
i mean ue
you clearly
I'm not old enough to remember how much UT cost, but it was worth every penny!
Anyway, i'm done here @chrome ivy . As someone's who's been working on variants of UE for more than a decade, just stick to UE4, it's the only engine version you can actually work with.
Good luck on your projects
the normal evaluation cost for Unreal Engine 3 was $125,000 if I recall correctly
(evaluation, not licensing)
also, that's the game 'Unreal', not the engine...
and not 15
the first publicly available version of the engine for game development was UDK, ~2009
ok
yes you do does Jedi mind tricks
🦉
I'm actually back to Unity again, tried UE4 for few weeks again to remind me to stay as far away from it as possible 😄
but, whatever works for you..
shhhhh
ughh
i am trying to figure out what even dispatchers do
they dispatch things
like, events 
you dont really need those
I don't understand events. I will consider them magical until their weaknesses reveal themselves.
you can use normal events instead
i tried to understand them for a long time
events are functions
Event dispatchers are a fancy way to lousily implement custom events.
i fear that they will not always fire...
sounds not like i want this thing
i d rather do a complicated pointer trading system
wich always works
what do I do with this ?
@flat pilot Might use some context here
amazon gamelift sdk asks me to compile the unreal plugin myself
And what's the issue ?
what is this ? it doesn't work in cmd
You'll need cmake, Visual Studio 2015 on a 64b Windows to start with
Do you have that ?
yes
So when you say it doesn't work, what are the errors ?
For the last command you'll need to be in the Visual command prompt, not the regular cmd
yeah I thought cmake came with vs
@flat pilot No, they're unrelated
Visual Studio is a much larger software
By the way, the command line suggests VS2015 - you might want to check if VS2017 is supported instead, since it's lighter, more modern and what UE4 uses now
If you're new to Visual Studio and compiling stuff, I'd suggest staying away from third-party network backends for now.
"The source directory does not appear to contain CMakeLists.txt"
is there a way to measure distances by hand in the animation editor?
yeah all of this is past my knowledge but I just need to host a dedicated chat
a chat hosted on a server with server-side commands
You really don't need gamelift for that
If it's just chat on one game server, you don't need anything outside of UE4
If you want to chat across game servers, you can do it with a small Web server and HTTP requests
I need instances
Chat is very simple no matter your network architecture 😃
if you need cross-server chat you can even use IRC
everything I need server side is : matchmaking, create a different chat channel per game, run functions by itself, output a log file, user steam identification, save user's stats on db
Per-instance chat is really really easy, you don't need anything outside UE4 replication
I don't want it to be p2p
I didn't talk about p2p
The most trivial chat implementation is with a game server instance
I don't want the server to run the game
So who's running the game ?
the game I want to do is basically a text game
Okay, so you're not actually playing online but just exchanging messages ?
I'm a little confused, if a server isn't running the game, what's the point of matchmaking?
do you know the board game mafia ? SC2 mafia ? town of salem ? werewolf ?
no, but I'm not sure they're relevant
if you don't have any kind of server, what it the matchmaking doing?
match players together
and where do the players play the game?
because it's clearly multiplayer at this point
so you must be either P2P or server-client
He doesn't want the server to "run the game" but there's still a server.
Which sounds like a fairly nitpicky distinction.
15 players, each have a role, they discuss together during the day and have "powers" during night ( like kill someone or get the role of someone etc.. )
everything is text based
youre game sounds nice
but
i wouldnt go client at all then
sounds like a web game
or mobile if you want so
If you have a server and a client, but nothing is replicated... what would UE4's netcode do? Send maintenance "are you still there?" messages, or would it cleverly close the connection from a lack of activity?
@flat pilot You probably need to explain better what your game plays like. In any case, here's how chat would go :
- if you have an UE4 game server, you need a client-to-server RPC to send texts, and a server-to-all-clients RPC to send them back to others
- if you don't, just do exactly that with a PHP Web server on cheap hosting, and HTTP requests
@cloud cobalt there is one thing i was thinking about replication the other day
i want an explosion
do i have a multicast RPC of "StuffExploded(ExplosionType, Locatoin,Data)", or do i spawn an replicated explosion actor
what is faster
shootergame uses the replicated explosion actor
an exemple
P2P would work fine for that tbh
@frank escarp Also I'd use a RPC myself
the thing with the RPC is the whole network importance or not, and reliable vs unreliable.
a spawned actor might not even spawn if you are far from it
with is saved bandwidth/calcs
meanwhile a multicast rpc is kind of bruteforce/ish
it will happen no matter where the players are
mostly for things like fireballs. For enemy explosions/deaths ill just repnotify a health value, and if its below 0 creature is ded and plays ded animations
Would a RPC fire for actoors that are too far ?
ok so imagine I have my chat game running
there are 5 games ingoing with 15 people in each one
player 4 in the game 2 gets disconnected
he restarts the game and wants to re-join
his client asks the server if there is a game going on with his steam id
server detects his steam id on game 2 and allows him to join in
what do I use to do that ? I know java, kotlin and bits of js jquery
@flat pilot The important decision for you is what a game really is. Are people connected together in real time ? Are objects replicated across clients ? Or is it just text-based with no real-time networking ?
What more than text does your game handle ?
client-side events
What's that ?
Can I easily replicate an entire armature on a character? I can, right?
Need synced anims and physical animation for some stuff I'm look into for a project of mine
when something happens in the chat, like if another player has decided to kill you, chat puts "#1 targets #4" and it triggers something client-side
Basically, as long as you only handle text and very small amounts of information over the network, you can get away with not using a game server. You could have your game logic running on a Web server somewhere, and use HTTP requests between clients.
It's also a good approach if you're going to have very long games with people disconnecting and joining again often
You just need to know that with this approach, you're going to rewrite networking entirely.
you mean ue4 c++ ?
Any kind of multiplayer is going to require C++ in UE4, really
yes but what do you mean by "rewrite entirely"
If you're not running UE4 as a game server to handle the logic of your game, then you also can't use UE4 multiplayer features
You'll need to write HTTP requests directly and communicate with a server
Something like JSON messages that you send from the client, parse on the servers and reply to
If you want to run a UE4 game server, then you'll also need to pay for a pool of online game servers ; or use peer-to-peer, but P2P wouldn't work if people typically quit and join regularly
You don't need plugins, really
Sending a HTTP request in UE4 is like 10 lines of code
ue4 has some socket abstraction
that would be far superior to use
becouse if you are on steam ituses steam sockets, and that kind of thing
Anyway, the game design sounds very vague to me, and it's pretty hard to give accurate advice
Just gonna ask again 👀
Anyone know if I can reasonably replicate ragdolling bones and that sort of thing?
Its doable sure. Pain in the butt though. I tend to stay away from physics replication. Its just to much hassle haha
Basically use ragdoll for "dead" states where the ragdoll doesn't impact anything
So that you don't need to replicate it
Process it locally everywhere and voila
I would stay away from networked physics unless that's the core of your game
Sort of wanted it to be
But it's avoidable
So I'll just do the same thing but a bit less fancy without the networked physics x3
Just thinking through the tech stuff for my new hobby thingy
Gonna be learning a lot of new stuff here x3
Networking, APEX destruction stuff, physics-based animation
List goes on
I recently removed Apex from my project
How so?
Didn't work on Linux anymore, and generally looks pretty buggy, with a feature set that was in UDK already
It just doesn't inspire confidence
Well, I moved to basic particle systems for explosions
Not the same quality, but software that moves from "core engine since a decade ago" to "plugin that only works on Windows" is kind of a red flag
Surely any other approach to destruction would be better than... destructibles.
Apex is in the process of being replaced
By something internal to Epic that works better ?
Fuck, another nvidia thing
Seeing this every time I load my project and when I package my game,
The video doesn't play
But in-editor it plays
It started happening after I upgraded my project from 4.16 to 4.18
that could be a reference problem
try removing the video links entirely
and set them new
APEX is already officially deprecated on PhysX 3.4.1
APEX Cloth doesn't even build anyomore with the config UE4 requires (had to remove Apex Cloth from UE4 code when tried it)
Nvidia is currently working with Blast and has plans to make a PR for official UE4 with it
but it's still too early to tell when that will happen
they only recently got rid of last Apex Module ref on Blast's UE4 integration
that's latest version of it
does apex affect the destructible plugin?
It is the destructible plugin
current destructibles are using Apex Destruction, so yes
also old cloth system in Unreal uses Apex Cloth, but UE4 already has Nvidia Cloth that replaces that (the thing with new cloth editor)
im currently using apex then
and it makes a few problems
not with the destruction but with the setup itself...
i hope they fixed the component updating
or i will only have one vase mesh in the entire game...
would it be legal or 'ok' to put in a in-game keylogger for replay purposes ?
as long as you dont keylog the password XDDD
i mean
its not that other games dont do replays
yeah they register what actually happens, not what user might type without pressing "enter"
the question is, does it listen to user input even if the window isn't focused
Don't replay inputs, replay actions
And it should be legal as long as it's anonymous
facebook does it so I guess it's alright
Facebook has armies of lawyers and does different stuff in different countries with a separate company in each
I actually laughed a bit when I logged into my facebook account after few years and it polled me if I trust that facebook respects my privacy 😄
I mean, facebook in whole is biggest breach of peoples privacy in this century
Generally speaking (not a lawyer), as long as data is verifiably not private (no IP, username, email, mail address, etc) and doesn't have a way to make it private (token that maps it back to private data), then it's fine
I live in the EU which is kind of hardcore about that stuff, including the IP address bit which is probably considered not private in the US
@keen birch - actually a lot of replay systems are key logs
racing games in particular
Not direct key logs though - keys can be rebound, so it's more of an "action" log
yes
action log would make more sense
Plus you're sure you don't have a full key logger that way
Key E isn't bound, key E isn't registered
tho i ask myself if it would be always the same
Additional point about input replay : make it opt-in
service nodes in behavior trees may have random deviation specified for their tick interval. is it per BT instance or per BT? say I have 5 AI controllers all using the same BT: do each of the units get their own, randomized intervals or does it just randomize once and apply that number to each?
I'd guess that the goal of random deviation is so that service execution is staggered, i.e. my 5 units won't all be executing the same service at a similar point in time, correct?
@wary wave I actually don't believe that is very common in racing games
it would require them to have deterministic physics
replay ghosts almost always work by saving the input buffer and playing it back
deterministic physics are also extremely useful in a multiplayer environment
which most modern racing games have
most of the online racing games I've played tend to do client side simulation
if they don't use deterministic physics, things can get pretty funky when there are repeated collisions between players as an example
which is why they get drowned by cheaters when old
well, determinism doesn't even help on the collision bit
as you can't predict what other players did
so the simulation will be different from server anyway
this is core reason why collisions are difficult on multiplayer physics
server determines when the collision occurred, clients resolve using the same data and simulation
interpolate clients backwards to results, as necessary
and even tiny difference in the simulation will make some collisions bounce into different directions, lerping it back to proper value is what most probably do but it's still not perfect
but if you think about the detemnism in physics, it actually doesn't help all that much in the end for physics multiplayer, sure you can make things simulate exact same things when you don't collide, that's a plus
but even with nondeterministic route, things don't get to drift that far before you can correct them
it's just the collisions that break it all
but yeah, if you actually have 100% determism on physics, you can do the replay with input buffer thing, but then again, most games have replay system that you can freely rewind too, and I dunno if it's actually possible to reverse the physics simulation without tons of extra work
all system are really designed to work in forward direction only
would feel like huge effort there just for a minor feature
the core issue with physics in reverse is that most of the physics math racing games do, are done based on previous physics steps data, so to be able to rewind, you'd need to reset physics every frame to frame before that and do simulate, which you can't as you don't have that frame's data
if it were up to me and collision responses were issue on replay, I'd just store more replay data upon collision
I'm not sure you really need previous frames' data in physics engines.
you do for vehicle physics, all new forces you compute rely on previous frames data
for tire physics, suspension etc
I can think of one way to solve the rewind issue tho, you could store more exact data on the forward playthrough and keep it in the memory
mario kart replays are only imput
well, they need the state of previous frame
they used it a lot to check if the emulator is accurate in Dolphin
becouse any differences in floats and timing would fuck up the ghost
mario kart and physics don't really mix in same sentence 😄
@cursive dirge The previous frame's state is just that - the current state
yeah, but that's your history here
You need to reset & replay only when the server gives you a new state
you don't have that if you reverse
You have that state, by definition, you don't need any history of state
You need a history of inputs
Not a history of states
I think you missed my point here, the point was that you don't have previous physics steps data if you don't store it at all, like ambershee suggested
you'd only have input buffer
You don't need the previous state, you need one state at any time, and inputs
You simulate locally, send inputs to the server, server simulates too, sends you an updated state
You reset to that state and forget everything else, then replay inputs on top
I guess I'd need to draw some example to fully explain why that's impossible
but I don't really want to 😄
I've basically implemented that in UE4 a month ago, so I'm confident it's possible
for simple rigidbody physics, sure
There isn't a single physics phenomena that can't be described by it's current state alone
That's fundamental physics here
State can include acceleration, momentum, of course
If you plug into a physics engine and extract the current state, previous frames add zero information to that
all racing games do physics that are reactive, they do reaction based on the data on previous step
they literally rely on previous steps data always
They rely on the current state and process a delta on top
I am very confident there is no history in any physics engine commonly used
but you don't know the current state when you try to rewind to it
you only know what happened after it
Of course you do, that's your input from the server
You reset, and process more recent input on top
ok, this isn't really going anywhere 😄
Just try to implement it someday, you'll see
The real problem is whether your physics engine can accurately reproduce the same output with the same inputs
PhysX can't
Bullet can
Havok can
Other engines I've worked with could or couldn't
bullet isn't deterministic either
I can get 100% determinism on physx on same platform too
just not with default ue4 setup as it's not using fixed timesteps
"on same platforms" is kind of sweet, if you're on PC, but well
yeah, exactly
this is why racing games usually do deterministic physics
unless it's some console only game
then all bets are off
Sure, you should always have a physics engine that's deterministic for MP
and it still wouldn't solve the biggest issue
My point is, rollback/replay with physics absolutely works, there is no reason for it not to
nobody even argued about that
Unless (for example) your physics are wildly undeterministic
we were talking about being able to playback physics simulation in reverse direction, without any stored states and only input buffer
"all new forces you compute rely on previous frames data" is what you said - unless you rephrase that to "current frame data", then sure
of course you can rewind and replay with inputs if you have a point where to rewind to
Multiplayer rollback always has one state to rollback to, that's how it works
Your server has the authoritative state that it wants you to rollback to
Literally the entire point
you totally missed the point
but yeah, I'll stop now, this time for reals, this isn't going anywhere
Yeah, I have a hard time seeing what your point is, and what you are saying seems pretty wrong to me
Stuff like tire simulation depending on older frames is pretty much nope from me
@cloud cobalt hes saying you cant play the replay in reverse with inputs only
Sure ! But you never need to play anything in reverse
So I have no idea what the point even is
thats an assumption
rollback + replay isn't a reversal, it's a reset
Server gives newstate, you do state = newstate, and replay inputs
playing forward and backward has its roles in gamedesign
even if you dont techniquly reverse that is
Sure, but the discussion was about network replay, which IMHO does not require reversal of playback
Dunno if @cursive dirge still wants to discuss that 😛
Yee but it sounded a bit like that there is no case for it. In racing games or sports game i can imagine it
i think he is in lounge now
@cloud cobalt whole discussion started from ambershee's comment on racing games being able to do replay system purely on inputs, and I pointed out that it wouldn't work if you needed to play replay in rewind, not without storing the initial simulation in memory/disc anyway
and you do need to play the past race in both direction on replay systems
Well if that's your point, sure, I agree with that entirely.
I thought you were specifically talking about replication replay
nah
like I mentioned, nobody argued about the rewind + resim thing
it's standard approach
Yeah, I think that was very unclear in your message
yeah could be
hello guys, what is the best way to keep my widget from disappearing when i drop it on top of other widget
@paper crest need more info
@plush yew i just want to figure out when to trigger hit test invi/self hit test invi for the other widget
Anyone heard something about 4.19 release date?
Currently waiting for a client on that cause of an Oculus bug that should be fixed in there and I don't really want to start using Source Engine on that project >.>
as much as I don't want to guess I would guess this week. 4 + release seems to be the cadence and it was 4 last week. Normally if it goes longer they let us know and I haven't seen anything yet. if not this week next has a like 99% chance lol
officially nothing tho 😦
@regal mulch ive been waiting too. we are on preview 4 now i believe
@blissful reef hey, been checking out your LoadingScreen plugin. Nice work! I was wondering if there would be any way to load a 3d model during the loading screen, instead of an image. I was wondering if you could point me in the right direction to do this.
Some examples of where games have used this:
Assassins Creed lets youn walk around in the matrix style world
Bethesda Loading screen in skyrim shows random armors
I believe the witcher 3 does something similiar.
Does Unreal have this type of functionality? I've also been trying to figure out how to get music and sound to continue playing across level load. Any idea of how I could accomplish this task?
Seamless Travel
The transition level can be used for that
That's not really something for the Loading Screen
¯_(ツ)_/¯
Seamless travel seems like a very undocumented feature tbh
theres like 3 paragraphs expllaining it lel
can someone explain why the Set default focus BT service doesn't do anything, while calling SetFocus on an AIController runs without a problem?
hm
looking at the code
the blueprint version seems to invoke SetFocus with a priority of 2
whlie the Set default focus service seems to be using a priority of 0
// @todo this is a bit messy, needs to be refactored
wow geez...
Isn’t there a chat here?
think game jam theme on the thin ice being in the fortnite as in a colder map
@plush yew you can get assistance here, jsut look for the different channels we have and pick the one that suits your question
ugh anyone know a way to make this go away? https://gyazo.com/fe1438cd1053075074b34cc593dd5f8f
Why can't I see my objects?
i'm very confused by image. i know for certain is that i see too many lights...AND the engine giving you a clear warning that there are too many lights
its linterally impossible to sculpt terrains
when every time u click
"BUilding landscape textuires"
and massive lag
It should look like this
its literally garbage
Landscapes are getting some improvements on this new 4.19
i hope so
because its currently
a pain in the ass
to work with
i click
and then lag
10 seconds later, i click again
more lag
...etc
I didn't do any change from the top image to the last, just shout down the engine.
guys i'm using this to fade in and out in my game
Example of how you can fade in/out your Level Sequence with the Fade Track.
but i have no clue if it is possible to set the fade in and out to be white colour?
because landscapes currently
are a really aggrevating feature
LOL
Like, it's functional, but very annoying, due to lag
ah, it was on a streaming soz
i don't think there is anmything noted down
if something, should be on the forum post
they said on the streaming they had some things regarding landscape prepared to ship around 4.19 , not sure if it's about the creation tools
or just performance improvements
either way I'm fine with 'em
only megatextures would improve landscape
its interesting how much of a HUGE upgrade megatexture tech is for landscape
thats incomplete bdoom
/o/
like
idk about u guys but
clicking, and waiting 10-20 seconds, just to click and lag another 10-20 seconds
isnt very fun, for me
well I had to wait 2 minutes between every BP compile in an old project I worked while ago
deal with it
and buy a sunglasses
lol
thats ridiculous tho
u shouldnt have to have that
it halts development
massively
shit sherlock xD
I've worked in huge BP environments, and even with a good design as a base, and good practices being applied
the time it took between compiles was ridiculous
while back, around 4.8
idk if that improved anything currently
I hadn't worked on a similar environment since then
but yeah variables resetting all the time
and interfaces bugging out
ect ect...
we had to make everything super data driven to mantain in
as a tip
make everything as data driven as you possibly can is allways a good tip
just don't engage on any similar of that
its been state of the art since 1995
yeah while back was even more strange
we had variables resetting and no one knew that thing with cyclical dependencies
till 4.12 or so
so it was a: "I guess it bugged out"
i feel like
4.19 is either gonna be my new favorite version of unreal
or one of the buggiest versions
haha
why?
well it got 4 previews
I don't know yet
don't be so afraid, they are working it out xD
i will not touch material layers
lots of times in the past ive been ... fooled!
you will owl, you will xD
and i fear the advanced TAA is gonna be bad
it has a few things i really like
material params with their default properties
VOIP support (FUCKING FINALLY GODDAMIT)
and hierarchical LOD in-engine without plugin
and PS4 MSAA wich is the biggest HELL YES you can get frm me
why bad? xD I mean TAA is great already, the cheapest AA method (without counting the not even considered ones), and the improvements they made with it will make the image sharper <3
I'm doubtful about performance and foliage
😛
Very much so the foliage part
Not one of Epic's strong suits
well, it will be a lil bit more deterministic, but not something you should be super scared of
i fear the same thing every update really...
the performance must stay or get better
good to be prepared tbh!
actually, is that a giant chicken head?
well, Frostbyte updated not so long ago, and the performance is worse on my end
owls might be giant chickens (?)
your face
😂
your fear is justified
cant open my project
i love this
Left click, lag, move camera around, lag, right click, lag
And Im literally running on really new hardware
Sorry to be a noob everyone but how can i stick 2 skeletal meshes together? I have 2 for my pickaxe model the head and the handle
for both to follow the same animation? @random holly
Yes
check out SetMasterPoseComponent
how can i fix this
this pic i found on the googles explains how you can do the setup @random holly
@sturdy walrus press Yes
okay it crashes after pressing yes as I see on your prev pic
apparently that project does requiere Visual Studio to run
i have it tho
did you setted up VS with all the stuff needed (sdk 8.1) and so on?
maybe not
check this website
Tips, tricks, and techniques for setting up Visual Studio for development with Unreal Engine 4.
go down where it says
Visual Studio 2017 Users
and in that installation form
you will need to install all the add-ons that the webpage points
@cinder iron thanks life savior
np :)
I EXPECT YOU TO SUPPORT WINDOWS 95, BECAUSE I BOUGHT IT BACK IN 1995
What's that gem from ?
PLEASE ADVISE ON PEBKAC ERROR
He's not saying he wants it supported, though
He's saying he wants to be able to use it
At least, without context that's what it looks like
anyone having an issue with mouse lag when hovering over the content brower or details pane?
it is possible to export an animation from blender to unreal without armatures?
I did until I turned off Nvidia overlay. That thing is like cancer to Unreal editor
@kindred viper howd u do that
I opened the nvidia geforece experience and went into the settings and turned it off
Don't use a game engine 😛
hey
@cloud cobalt does this offend u
I've had two people say "Don't ping me"
And I don't get why
Why does it matter if I ping someone or not?
Because people are sometimes busy
And don't want to be be tagged over nothing
i should make a tutorial on my youtube
about how to turn off discord notifications
for the idiots out here
^^
Don't be an obstinate ass
We don't mute them because we want to let people tag us when needed
Keyword there being needed
its almost like saying "dont call my name"
first you ping people, then call everyone idiots. I might make a tutorial on youtube about how to have professionality and tact :p
^
it was no one here lol
There's a difference between "I don't want to deal with Discord at all" and "I don't want to deal with superfluous tagging"
That
Pinging is the irl equivlant to "calling someone by name"
Well yeah
I wouldn't want people in the office to keep calling me over nothing either
@plush yew I don't care much, though only if you really need specifically my help
:^)
^That
If you ping me and I don't know you, well, fuck that
If you need us, sure
yeah i mean the point is that it isnt something that botherrs me
ill say this now
if anyone ever wants to ping me go ahead
If you just ping for no proper reason, go right away
because im not so arrogant to think im so important that i shouldnt be pinged
Mate - what bothers you don't change what bothers someone else. Get over yourself.
That's not it
Jesus Christ
How hard is it to comprehend that people don't want to be disturbed for nothing while working?
im basically trying to say: "Stop being offended"
My discord pings on here are on because I use Discord for business
@plush yew It's not about being important, it's just good manners really, and not getting someone's attention for no reason
And people are responding with "Don't tell me what I can and can't get offended by"
^
You don't have a right to not be offended.
This is getting very close to moderator stuff
Yep.
"You have opinions and feelings, but I think they're stupid, therefore I don't need to respect them."
You judge what you want to do with it
so here's my thing tho
That team does really cool stuff
if someone eneds to get ur attention at work, u expect them to just say nothing? when you are required for them to get their tasks done due to whatever reasons?
i have been summoned
Say nothing because talking to me could disturb me
@silver crown Your project?
People here help because code's compiling and they've got 5 minutes to spend. Or because the topic is interesting. They don't want to get pinged on an unrelated topic by someone asking for help specifically from them.
@livid haven Not at all sadly
I help here because networking is important
Its also like saying... On twitter, dont @ someone to include them on a topic, or, in an email, don't cc people because it could clutter their email

@snow crown I'm offended by Bdoom saying I can't be offended
uh
Up a little bit
ok
@keen birch That's a kind of silly way to put it.
I don't know that it needed mod attention. Just Bdoom trying to go on a soap box about how people are so stupid if they get bothered by being tagged.
are we being silly here or were you guys actually fighting because I can't tell
I think someone put something in the water
i think its a stupid reason to be bothered
I'm under the impression that that was sincere
TL;DR: Bdoom thinks it's silly that people are bothered if he tags them. People tried to explain. Bdoom was super condescending about how people are so stupid if they don't know how to mute/block and he should make an instructional video for them.
I think people have different expectations here. I'm here because many people here are really good and skilled, and I value the time. Also sometimes I can help others
I don't want his to be a gaming forum
It's important to have some level of manners basically
Roy, I think its literally just a discussion between people who disagree. I think that it's a very low level reason to be offended (about being @) and the others are ganging up on me in a 1 v 8 situation about it being a legal right to not be (@) on discord, even though it is a feature of the software.
Also, this was not anyone here
have fun
x3
"Legal rights" = "can you please not" - not even worth trying to argue with that level of irrational cherry-picking and contextualizing. Let's really not do the "free speech" soap box.
@silver crown Cool tech in the video, but the text-to-speech thing feels... sketchy?
Just because you can, doesn't mean you should. I want to page Nick Darnell and Sion every time of the day with UE questions, but well, they're going to be pissed if I do that 😃
Good point
Like when you stumble on one of those instructional YouTube videos that is obviously some foreign translation to English, text-to-speeched for easy ad revenue?
@livid haven I like it (again, I'm not related to this at all)
i do think it would be helpful to create a discord tutorial though
No no, I caught that, just saying.
Would be a great meme
Available on Gumroad now: https://gum.co/BallisticVFX Includes all future updates. If you are making a game in unreal 4 there is a reasonable chance you may ...
Really like it tbh
Ah, yeah. Looks nice, regardless. The video description definitely reads like a jaunty translation though, which tends to scare people off from getting poor quality knock offs and communication barriers for support.
Neat though
I think it's @dawn linden work
Progress feels slow, but we've definitely come a long way. https://t.co/g3zLng0XNy
kamrann's real name is different though. Different studio. Guessing contract work.
Interesting. I don't know what to make of this anymore.
Yeah, kamrann != James McWilliams 😉
Got that, but both are UK-based. Some of the text in video descriptions and the use of the text-to-speech makes this sound like (stereotypically) sketchy Chinese knock-off advertising. :X Content is impressive, I think it's worth having the feedback that elements of the presentation might scare people off though. Though I wouldn't know who to communicate that to now.
Particle effects are definitely one of the few assets I don't feel nearly as weird about buying and using.
I tried my hand at a bullet particle .... i'll be buying my particles from now on
Man, I missed the party
Animations are passable - I don't feel like anyone is going to realize "Hey wait a minute, that's a stock animation!"
Meshes/textures? Not a lot of room here. Maybe for environmental props and such, set dressing, that's fine? Basically for things that look the same in any game, based on real life props.
But not for "hero" assets. Having recycled assets from a dozen (or hundred?) other low-budget asset flip games is not a good look, no matter how pretty the game otherwise is or how fun it is.
Sounds? Again, for generic foley I think that's fine - stuff that's just common and sounds the same anywhere more or less and is based on reality.
For example: I'll never understand the Wilhelm scream. The moment I hear that thing, my immersion is completely lost. I know that damn silly "scream". I've heard it a thousand times in thousand places.
I have the same thing about sci-fi lightning effects. There is one particular one that is re-used. I even heard it used in Anarchy Online back in 2000. Everytime I hear it I think of AO
Yeah. Bit of a shame. But I do think there's plenty of space for "canned" assets, they just need to be generic things. "Generic heroic guy" or "soldier guy" or "space ship" or "laser gun" are the wrong kind of generic.
Bullet particle FX, explosions, fire, smoke? Yeah, those seem like good candidates.
It somewhat annoys me to hear the sound used for Doom's doors in other games.
On the other hand, I'd love it if every mechanized door sounded like the freight elevator gate from Aliens.
I could have sworn I've heard part of the sound effect for Starcraft Siege Tanks deploying used in a few places. The "ka-shunk" after the hydraulic sounding bits. But only, maybe, twice? Ever.
@livid haven this is what my ue4 launcher has
the wilhelm scream & doom door sound are tropes/cliche's that are constantly being used because its considered a pun/joke, but I find em fooking annoying
a couple code plugins, that i got mostly to dissect
a LOT of animations
and a LOT of FX
then a few environment art packs
there is also the generic door open screetch sound you hear everwhere
fooking annoying
ah, a few sound packs too
wilhem scream is pretty much a meme this days
its added mostly as a joke
also, all those sounds are freely availible sounds
where are they?
In response to "That damn stock police radio sound" http://www.youtube.com/watch?v=VebkRKfZoLI TV: Spartacus Blood & Sand, Episode 3, 40:32 Supernatural, Epi...
that sound
where i can i pick them
I thought they were in certain very old/very cheap but proprietary packs.
is it a known issue that UVs dont update in UE4 when reimporting a mesh, even when generate lightmaps automaticaly is off?
not to my knowledge
Oh, hah! Yes, that gate creaking sound.
They dont. 😦
whenever this happens I am probably xporting under another filename
Nah. Same path/filename.
Defo because I made an extra channel and it imported that.
But it wont overwrite auto gen UVs for lightmaps.
quick question - trying to learn the basics of AI stuff, following the behaviour tree guide, i have the AI following me but it wont stop, any idea what i've broken?
manual import
Sure, but I dont want to reimport and replace many assets.
Overviews and examples AI
My current workaround is to make a UV on chanel 2 and use that as the lightmap.
it seems that it's not unsetting the follow target, but i have the logic set up correctly, is this broken/changed since this was authored?
Part of the problem with overused assets is you combine a proprietary sound pack with the lack of a foley editor and you get an overused sound that is played at full volume without any environmental adjustment. The same problem doesn't usually exist for animations or particle effects, but it can happen with spritebooks/flipbooks.
Of note is that it's not just problematic when used in different franchises, this can be annoying when seen multiple times in the same production, but who ever has the gall to use the wilhelm scream twice?
@pure depot check if you get a False any time
yeah just debugging that, i tried printing that bool, i only get true, when it would be false it doesnt print, so it's not getting that far
https://docs.unrealengine.com/latest/images/Engine/AI/BehaviorTrees/QuickStart/11/fullGraph.png this is the full blueprint i've recreated
if it doesnt print means that is not getting called o_O
