#ue4-general

1 messages · Page 183 of 1

static viper
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dont use that one

raven sphinx
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Even in a empty room ?

static viper
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use the tree from the blueprints showcase

raven sphinx
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I will give a try

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2sec

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im not familiar at all with the bluprint system haha

static viper
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oh the show case is in the learn tab from the launcher

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its really small

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has a tree

raven sphinx
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Ok so you recommend me to not using any SM in the kitedemo folder? XD

static viper
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yes

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kite is cinema stuff

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theres nothing to be gained

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you should rather study the content showcase project

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wich has alot techniques inside

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you can spend days with that...

raven sphinx
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Thanks for the info ! This is what im doing now ( Practicing a lot of stuff at the same time ) XD

static viper
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great :3

raven sphinx
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I tried to spawn the trees with the spawner ..but it doesnt work with the Kitedemo trees... XD

pallid compass
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lmao

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amazing

raven sphinx
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LOL

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cut the red one.

tawdry narwhal
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this should be in an ad for c++

floral heart
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That gets linked frequently.

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A little too frequently, even.

static viper
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youre right

paper kernel
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why do you need ads for c++

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@floral heart should we start linking charactermovement component pastebin every time that gets posted 🤔

long comet
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any tips for Marketing ? i want to share my Alpha demo to the world 😃

pallid compass
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I think its about time i stop using structs and move over to data assets

stray smelt
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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

sterile stream
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does anyone know how to make a river?

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i cant rly wrap my head around it, the animation, texture, material, model and how it would all come together

pallid compass
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Flat plane, material, start with super basic water

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see how it works

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then start playing with it

south ridge
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UV unwrap the entire river so the V axis follows the rivers axis

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And then you do a scrolling texture

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The rest is shader magic to make nice water, special effects on river banks and so on

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It's the common trick to flowing water, though there are different ways too

silver crown
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Like using Flex 😛

chrome ivy
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Hello

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How would I go getting the original UE3 and not UDK?

glossy flame
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Other than bootlegging a copy (which I definitely wouldn't recommend), you really can't.

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Both UE3 and UDK are EOL and no longer supported by Epic.

loud phoenix
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My engine keeps freezing. Not 'unresponsive', just freezes completely. CPU usage drops to 0%

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Just upgraded to 4.18 and started experiencing this issue. Thoughts?

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Actually, it does say Not Responding in details

floral heart
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i didn't know you could get access to plain UE3. I thought the jump was from UT3 mods to UDK.

round quiver
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Hm

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I wonder when they'll release official C# support.

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That's what I'm waiting for.

weary basalt
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I doubt there will ever be official support C# for UE4

floral heart
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watch them support Forth kappa

latent charm
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I'm fairly new to UE4, and I'm having lighting issues in Paper2D. If anyone could help, DM me

round quiver
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bet @weary basalt

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Knowing Microsoft, they'll fund that one employee personal project.

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Microsoft wants their tech in as much stuff as possible

weary basalt
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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++

round quiver
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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.

tawdry narwhal
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I believe you were referring to this when you said one-man passion project

chrome ivy
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@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...

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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

cloud cobalt
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Why not use UE4 ?

chrome ivy
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I am already using UE4

cloud cobalt
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UE3 was never publicly available to start with, it was on sale for $1M or so

chrome ivy
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But you can do more stuff in UE3

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better stuff

static viper
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what

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rendering?

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can only be rendering XD

chrome ivy
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dude samaritan demo was made in UE3

cloud cobalt
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ish

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More like UE 3.9

static viper
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samaritan demo can look better in ue4 XD

chrome ivy
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I know

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anyway

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I mean in terms of programming

static viper
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oh no

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dont go that way XD

chrome ivy
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and UE3 was around 15 bucks around 1999

cloud cobalt
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Uh, no

chrome ivy
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and 2006

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I checked the internet archives

cloud cobalt
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More like $150,000

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But more, really

chrome ivy
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they were delivering a cdrom using fedex or ups

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okay

static viper
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what in terms of coding can ue3 do better

chrome ivy
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let me send you a link

static viper
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how is that even possbile

chrome ivy
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there are some different functionalities

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not better

cloud cobalt
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Like what ?

static viper
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but you said better stuff

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what is better

chrome ivy
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like choosing what to blur and what to not blur which is impossible to do in ue4

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in terms of actors

static viper
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ok

cloud cobalt
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Technically possible with UE4

static viper
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you may just need to code that.

chrome ivy
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excuse me. I meant other

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not better

static viper
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ue3 may have it but doesnt mean ue4 cant do it

cloud cobalt
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Add your own blur material, stencils, custom depth, done

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No code even required

chrome ivy
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That is right in a way

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Though, I wouldnt preffer ue3

static viper
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i get it that ue3 renderer is very different and fast

chrome ivy
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i just want it

cloud cobalt
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You're not going to get UE3

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At least not in a way you can distribute

chrome ivy
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hehe lol

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i know

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i will just find someone which has a copy i guess...

cloud cobalt
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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

static viper
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doesnt he only need the udk?

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i still got that

chrome ivy
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it is more like a modding engine

cloud cobalt
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That's the only reason some people still use UE3 in places - they invested a lot in that and modified it heavily for them

chrome ivy
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you cant to anything of your own

cloud cobalt
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You can, really

chrome ivy
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in the year 2013 they added licensing for ue3

floral heart
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UDK had lightmass. For the time, a pretty nice thing.

static viper
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but its not really magic

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anything in those example demos is doable now

chrome ivy
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plus I just wanted to experiment with its coding

cloud cobalt
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Just use UE4

chrome ivy
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already using it

cloud cobalt
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So experiment wth UE4 coding

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Not different from UE3 coding

chrome ivy
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already did. I dont like having code in two different files which need to reference each other

cloud cobalt
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You mean, C++ ?

chrome ivy
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I mean at least add c sharp

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yes

cloud cobalt
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UE3 didn't have c#

static viper
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oh oh

chrome ivy
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I know

cloud cobalt
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UE3 was C++ too

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Just you know, older C++

chrome ivy
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yeah I was talking about ue4

static viper
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i see that this is more about: what ue4 does bad?

chrome ivy
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though, I told you. It was more like an experiment thing. thats why I want ue3

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ya but that was about the ue4 coding

static viper
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you tried blueprints?

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cause thats our level up

chrome ivy
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it is easier to have the variables and function definitions and actual coding in a single file

cloud cobalt
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Why do you think UE3 is any different ?

chrome ivy
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yeah, I use bps more than cpp

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dont know

cloud cobalt
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Your problem lies with C++ itself, not UE4

chrome ivy
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thats what I want to find out

cloud cobalt
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Header + source is literally 50 years old

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It's from C

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UE3 has it too

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Any C or C++ program does

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So just get on with it or use Blueprint

chrome ivy
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ye

static viper
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What is your experiment going to achieve?

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whats its goal?

chrome ivy
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to find out how rocket league and batman were made

static viper
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WHAT

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thats a plottwist

chrome ivy
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haha lol. the differences between ue4 and ue3

wary wave
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I don't get it

static viper
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you know they all changed the engine

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thief 4 heavily changed the engine

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its all custom

chrome ivy
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i was kidding

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i told you

static viper
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jezus! that worked well

chrome ivy
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the diff between ue4 and ue3

cloud cobalt
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Differences between UE3 and UE4 are minimal in terms of internal architecture, anyway. Even the tools look pretty similar

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UE4 has Blueprint, a nice interface system

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And the rendering is deferred by default

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Not to mention PBR graphics

static viper
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but when you already know the differences, i mean you said alot in conparison

cloud cobalt
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These are pretty much the big ones

floral heart
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I didn't think the C++ source for UE3/UDK had ever been publicly.

chrome ivy
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it is a curiosity

cloud cobalt
static viper
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that godawful browser

chrome ivy
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because ue3 was just vanished

static viper
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i hated that thing

floral heart
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That cannot vanish that never appeared.

chrome ivy
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i mean ue3

floral heart
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UDK

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You mean UDK

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You can only mean UDK

chrome ivy
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that too

static viper
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i think they gave ue3 only to clients directly

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udk was the limited kit

chrome ivy
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look

floral heart
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You can get the UE3 editor as part of UT3 but it doesn't come with the source.

static viper
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ue3 would contain the source

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thats how these games are made

chrome ivy
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do you know the web archive?

floral heart
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It comes with the uscript for UT3, which is like C#, if you're stretching analogies.

cloud cobalt
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The point is, no one has UE3 available unless as part of a million dollar deal.

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No one's going to give it out

chrome ivy
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open this link

static viper
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yee AAA studios bought a license years ago

cloud cobalt
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That's just cold hard fact

chrome ivy
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with the archive in 2000

static viper
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that moves me to epic games site 😄

chrome ivy
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and then 2014

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with the web archive

cloud cobalt
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sigh

chrome ivy
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not normally

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i checked it

floral heart
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In 2000, it would've been UE1.

cloud cobalt
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Yes

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"Please fill this form and we'll be back with a 6 figures quote"

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"If you're any big, if not we'll just laugh you out"

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^ this happened

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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.

floral heart
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"and UE3 was around 15 bucks around 1999"

static viper
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the entire engine with ownership

chrome ivy
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in 1999 yes

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it was

cloud cobalt
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UE3 did not exist in 1999

floral heart
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I can't believe I missed the latter half of that sentence.

static viper
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ue3 didnt even exist then

cloud cobalt
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Neither did UE2

chrome ivy
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i mean ue

static viper
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you clearly

chrome ivy
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ue1

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in 1999

cloud cobalt
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UE1 was not available for $15

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Even UT wasn't

floral heart
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I'm not old enough to remember how much UT cost, but it was worth every penny!

static viper
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mh

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i enjoyed ut 2004

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alot

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and ut3 is just a bit less

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still great

cloud cobalt
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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.

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Good luck on your projects

chrome ivy
wary wave
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the normal evaluation cost for Unreal Engine 3 was $125,000 if I recall correctly

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(evaluation, not licensing)

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also, that's the game 'Unreal', not the engine...

chrome ivy
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ah alright

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sorry then

static viper
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and not 15

chrome ivy
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around 15

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didnt remember exactly

wary wave
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the first publicly available version of the engine for game development was UDK, ~2009

chrome ivy
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ok

cursive dirge
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@chrome ivy you really sound like you want Unity instead

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it has c#

chrome ivy
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no

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wont use that piece of crap ever again

cursive dirge
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yes you do does Jedi mind tricks

static viper
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🦉

cursive dirge
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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 😄

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but, whatever works for you..

static viper
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shhhhh

chrome ivy
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ughh

static viper
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i am trying to figure out what even dispatchers do

chrome ivy
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they dispatch things

cursive dirge
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like, events kappa

static viper
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wat

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i am already highly confused

chrome ivy
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you dont really need those

floral heart
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I don't understand events. I will consider them magical until their weaknesses reveal themselves.

chrome ivy
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you can use normal events instead

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i tried to understand them for a long time

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events are functions

floral heart
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Event dispatchers are a fancy way to lousily implement custom events.

static viper
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i fear that they will not always fire...

chrome ivy
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but sometimes better

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they dont have an output though

static viper
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sounds not like i want this thing

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i d rather do a complicated pointer trading system

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wich always works

flat pilot
cloud cobalt
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@flat pilot Might use some context here

flat pilot
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amazon gamelift sdk asks me to compile the unreal plugin myself

cloud cobalt
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And what's the issue ?

flat pilot
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what is this ? it doesn't work in cmd

cloud cobalt
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You'll need cmake, Visual Studio 2015 on a 64b Windows to start with

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Do you have that ?

flat pilot
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yes

cloud cobalt
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So when you say it doesn't work, what are the errors ?

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For the last command you'll need to be in the Visual command prompt, not the regular cmd

flat pilot
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yeah I thought cmake came with vs

cloud cobalt
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@flat pilot No, they're unrelated

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Visual Studio is a much larger software

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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

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If you're new to Visual Studio and compiling stuff, I'd suggest staying away from third-party network backends for now.

flat pilot
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"The source directory does not appear to contain CMakeLists.txt"

tawdry narwhal
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is there a way to measure distances by hand in the animation editor?

flat pilot
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yeah all of this is past my knowledge but I just need to host a dedicated chat

cloud cobalt
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Like an ingame text chat ?

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Global chat across games ? Local server chat ?

flat pilot
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a chat hosted on a server with server-side commands

cloud cobalt
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You really don't need gamelift for that

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If it's just chat on one game server, you don't need anything outside of UE4

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If you want to chat across game servers, you can do it with a small Web server and HTTP requests

flat pilot
#

I need instances

cloud cobalt
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Chat is very simple no matter your network architecture 😃

wary wave
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if you need cross-server chat you can even use IRC

flat pilot
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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

cloud cobalt
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Per-instance chat is really really easy, you don't need anything outside UE4 replication

flat pilot
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I don't want it to be p2p

cloud cobalt
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I didn't talk about p2p

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The most trivial chat implementation is with a game server instance

flat pilot
#

I don't want the server to run the game

cloud cobalt
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So who's running the game ?

flat pilot
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the game I want to do is basically a text game

cloud cobalt
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Okay, so you're not actually playing online but just exchanging messages ?

wary wave
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I'm a little confused, if a server isn't running the game, what's the point of matchmaking?

flat pilot
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do you know the board game mafia ? SC2 mafia ? town of salem ? werewolf ?

wary wave
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no, but I'm not sure they're relevant

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if you don't have any kind of server, what it the matchmaking doing?

flat pilot
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match players together

wary wave
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and where do the players play the game?

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because it's clearly multiplayer at this point

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so you must be either P2P or server-client

floral heart
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He doesn't want the server to "run the game" but there's still a server.
Which sounds like a fairly nitpicky distinction.

flat pilot
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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

wary wave
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I know Werewolf yes

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but something has to manage your actual game

static viper
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youre game sounds nice

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but

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i wouldnt go client at all then

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sounds like a web game

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or mobile if you want so

floral heart
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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?

cloud cobalt
#

@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
frank escarp
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@cloud cobalt there is one thing i was thinking about replication the other day

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i want an explosion

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do i have a multicast RPC of "StuffExploded(ExplosionType, Locatoin,Data)", or do i spawn an replicated explosion actor

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what is faster

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shootergame uses the replicated explosion actor

flat pilot
cloud cobalt
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P2P would work fine for that tbh

frank escarp
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@flat pilot shootergame has a chat

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look at it

cloud cobalt
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@frank escarp Also I'd use a RPC myself

frank escarp
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the thing with the RPC is the whole network importance or not, and reliable vs unreliable.

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a spawned actor might not even spawn if you are far from it

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with is saved bandwidth/calcs

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meanwhile a multicast rpc is kind of bruteforce/ish

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it will happen no matter where the players are

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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

cloud cobalt
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Would a RPC fire for actoors that are too far ?

frank escarp
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yes

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at least if the actor itself is relevant

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if he isnt relevant, i do not know

flat pilot
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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

cloud cobalt
#

@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 ?

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What more than text does your game handle ?

flat pilot
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client-side events

cloud cobalt
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What's that ?

keen birch
#

Can I easily replicate an entire armature on a character? I can, right?

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Need synced anims and physical animation for some stuff I'm look into for a project of mine

flat pilot
#

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

cloud cobalt
#

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.

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It's also a good approach if you're going to have very long games with people disconnecting and joining again often

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You just need to know that with this approach, you're going to rewrite networking entirely.

flat pilot
#

you mean ue4 c++ ?

cloud cobalt
#

Any kind of multiplayer is going to require C++ in UE4, really

flat pilot
#

yes but what do you mean by "rewrite entirely"

cloud cobalt
#

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

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You'll need to write HTTP requests directly and communicate with a server

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Something like JSON messages that you send from the client, parse on the servers and reply to

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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

frank escarp
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or UDP/TCP sockets directly

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from player to player

flat pilot
cloud cobalt
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You don't need plugins, really

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Sending a HTTP request in UE4 is like 10 lines of code

frank escarp
#

ue4 has some socket abstraction

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that would be far superior to use

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becouse if you are on steam ituses steam sockets, and that kind of thing

cloud cobalt
#

Anyway, the game design sounds very vague to me, and it's pretty hard to give accurate advice

keen birch
#

Just gonna ask again 👀

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Anyone know if I can reasonably replicate ragdolling bones and that sort of thing?

weary basalt
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Its doable sure. Pain in the butt though. I tend to stay away from physics replication. Its just to much hassle haha

keen birch
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So the recommended course of action is to avoid wherever possible?

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xD

cloud cobalt
#

Basically use ragdoll for "dead" states where the ragdoll doesn't impact anything

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So that you don't need to replicate it

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Process it locally everywhere and voila

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I would stay away from networked physics unless that's the core of your game

keen birch
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Sort of wanted it to be

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But it's avoidable

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So I'll just do the same thing but a bit less fancy without the networked physics x3

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Just thinking through the tech stuff for my new hobby thingy

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Gonna be learning a lot of new stuff here x3

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Networking, APEX destruction stuff, physics-based animation

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List goes on

cloud cobalt
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I recently removed Apex from my project

keen birch
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How so?

cloud cobalt
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Didn't work on Linux anymore, and generally looks pretty buggy, with a feature set that was in UDK already

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It just doesn't inspire confidence

keen birch
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Any alternatives for it?

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Kinda do want some destructible meshes

cloud cobalt
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Well, I moved to basic particle systems for explosions

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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

floral heart
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Surely any other approach to destruction would be better than... destructibles.

wary wave
#

Apex is in the process of being replaced

cloud cobalt
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By something internal to Epic that works better ?

wary wave
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Blast

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Nvidia are deprecating Apex

loud phoenix
cloud cobalt
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Fuck, another nvidia thing

loud phoenix
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Seeing this every time I load my project and when I package my game,

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The video doesn't play

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But in-editor it plays

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It started happening after I upgraded my project from 4.16 to 4.18

static viper
#

that could be a reference problem

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try removing the video links entirely

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and set them new

cursive dirge
#

APEX is already officially deprecated on PhysX 3.4.1

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APEX Cloth doesn't even build anyomore with the config UE4 requires (had to remove Apex Cloth from UE4 code when tried it)

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Nvidia is currently working with Blast and has plans to make a PR for official UE4 with it

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but it's still too early to tell when that will happen

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they only recently got rid of last Apex Module ref on Blast's UE4 integration

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that's latest version of it

static viper
#

does apex affect the destructible plugin?

cloud cobalt
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It is the destructible plugin

cursive dirge
#

current destructibles are using Apex Destruction, so yes

static viper
#

Oh

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oh oh...

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oh

cursive dirge
#

also old cloth system in Unreal uses Apex Cloth, but UE4 already has Nvidia Cloth that replaces that (the thing with new cloth editor)

static viper
#

im currently using apex then

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and it makes a few problems

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not with the destruction but with the setup itself...

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i hope they fixed the component updating

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or i will only have one vase mesh in the entire game...

flat pilot
#

would it be legal or 'ok' to put in a in-game keylogger for replay purposes ?

static viper
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as long as you dont keylog the password XDDD

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i mean

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its not that other games dont do replays

keen birch
#

But replays aren't keylogging

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Replays generally just save important game data

flat pilot
#

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

cloud cobalt
#

Don't replay inputs, replay actions

#

And it should be legal as long as it's anonymous

flat pilot
#

facebook does it so I guess it's alright

cloud cobalt
#

Facebook has armies of lawyers and does different stuff in different countries with a separate company in each

cursive dirge
#

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

static viper
#

i dont take facebook serious tho

#

does alot weird stuff

cloud cobalt
#

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

wary wave
#

@keen birch - actually a lot of replay systems are key logs

#

racing games in particular

keen birch
#

Really? Was unaware

#

😮

cloud cobalt
#

Not direct key logs though - keys can be rebound, so it's more of an "action" log

wary wave
#

yes

static viper
#

action log would make more sense

cloud cobalt
#

Plus you're sure you don't have a full key logger that way

#

Key E isn't bound, key E isn't registered

static viper
#

tho i ask myself if it would be always the same

cloud cobalt
#

Additional point about input replay : make it opt-in

static viper
#

thats why i like sequencer

#

they just move stuff

#

seems like it JUST works

tawdry narwhal
#

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?

cursive dirge
#

@wary wave I actually don't believe that is very common in racing games

#

it would require them to have deterministic physics

wary wave
#

it should be

#

and they should have

cursive dirge
#

which doesn't give much value for them

#

well, they don't

wary wave
#

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

cursive dirge
#

most of the online racing games I've played tend to do client side simulation

wary wave
#

if they don't use deterministic physics, things can get pretty funky when there are repeated collisions between players as an example

cursive dirge
#

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

wary wave
#

server determines when the collision occurred, clients resolve using the same data and simulation

cursive dirge
#

yeah, if you accept the lag

#

most don't

wary wave
#

interpolate clients backwards to results, as necessary

cursive dirge
#

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

cloud cobalt
#

I'm not sure you really need previous frames' data in physics engines.

cursive dirge
#

you do for vehicle physics, all new forces you compute rely on previous frames data

#

for tire physics, suspension etc

cloud cobalt
#

I see zero reason you'd need that

#

Physics don't require history, only a state

cursive dirge
#

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

frank escarp
#

mario kart replays are only imput

cursive dirge
#

well, they need the state of previous frame

frank escarp
#

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

cursive dirge
#

mario kart and physics don't really mix in same sentence 😄

cloud cobalt
#

@cursive dirge The previous frame's state is just that - the current state

cursive dirge
#

yeah, but that's your history here

cloud cobalt
#

You need to reset & replay only when the server gives you a new state

cursive dirge
#

you don't have that if you reverse

cloud cobalt
#

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

cursive dirge
#

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

cloud cobalt
#

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

cursive dirge
#

I guess I'd need to draw some example to fully explain why that's impossible

#

but I don't really want to 😄

cloud cobalt
#

I've basically implemented that in UE4 a month ago, so I'm confident it's possible

cursive dirge
#

for simple rigidbody physics, sure

cloud cobalt
#

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

cursive dirge
#

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

cloud cobalt
#

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

cursive dirge
#

but you don't know the current state when you try to rewind to it

#

you only know what happened after it

cloud cobalt
#

Of course you do, that's your input from the server

#

You reset, and process more recent input on top

cursive dirge
#

ok, this isn't really going anywhere 😄

cloud cobalt
#

Just try to implement it someday, you'll see

cursive dirge
#

...

#

yeah, I'll just stop here

cloud cobalt
#

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

cursive dirge
#

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

cloud cobalt
#

"on same platforms" is kind of sweet, if you're on PC, but well

cursive dirge
#

yeah, exactly

#

this is why racing games usually do deterministic physics

#

unless it's some console only game

#

then all bets are off

cloud cobalt
#

Sure, you should always have a physics engine that's deterministic for MP

cursive dirge
#

and it still wouldn't solve the biggest issue

cloud cobalt
#

My point is, rollback/replay with physics absolutely works, there is no reason for it not to

cursive dirge
#

nobody even argued about that

cloud cobalt
#

Unless (for example) your physics are wildly undeterministic

cursive dirge
#

we were talking about being able to playback physics simulation in reverse direction, without any stored states and only input buffer

cloud cobalt
#

"all new forces you compute rely on previous frames data" is what you said - unless you rephrase that to "current frame data", then sure

cursive dirge
#

of course you can rewind and replay with inputs if you have a point where to rewind to

cloud cobalt
#

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

cursive dirge
#

you totally missed the point

#

but yeah, I'll stop now, this time for reals, this isn't going anywhere

cloud cobalt
#

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

celest merlin
#

@cloud cobalt hes saying you cant play the replay in reverse with inputs only

cloud cobalt
#

Sure ! But you never need to play anything in reverse

#

So I have no idea what the point even is

static viper
#

thats an assumption

cloud cobalt
#

rollback + replay isn't a reversal, it's a reset

#

Server gives newstate, you do state = newstate, and replay inputs

static viper
#

playing forward and backward has its roles in gamedesign

#

even if you dont techniquly reverse that is

cloud cobalt
#

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 😛

static viper
#

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

cursive dirge
#

@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

cloud cobalt
#

Well if that's your point, sure, I agree with that entirely.

#

I thought you were specifically talking about replication replay

cursive dirge
#

nah

#

like I mentioned, nobody argued about the rewind + resim thing

#

it's standard approach

cloud cobalt
#

Yeah, I think that was very unclear in your message

cursive dirge
#

yeah could be

plush yew
#

So uh

#

how do i enable world origin rebasing

#

in multiplayer

paper crest
#

hello guys, what is the best way to keep my widget from disappearing when i drop it on top of other widget

plush yew
#

@paper crest need more info

paper crest
#

@plush yew i just want to figure out when to trigger hit test invi/self hit test invi for the other widget

regal mulch
#

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 >.>

grim ore
#

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 😦

plush yew
#

@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?

regal mulch
#

Seamless Travel

#

The transition level can be used for that

#

That's not really something for the Loading Screen

plush yew
#

@regal mulch never ever had that working

#

like ever lol

regal mulch
#

¯_(ツ)_/¯

plush yew
#

Seamless travel seems like a very undocumented feature tbh

#

theres like 3 paragraphs expllaining it lel

tawdry narwhal
#

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...

plush yew
#

Hey!

#

Where can I go to get help with a problem in unreal

tawdry narwhal
plush yew
#

Isn’t there a chat here?

shell jetty
#

think game jam theme on the thin ice being in the fortnite as in a colder map

cinder iron
#

@plush yew you can get assistance here, jsut look for the different channels we have and pick the one that suits your question

spice urchin
plush yew
#

Well I need help with a lightning problem

#

I don’t get why this is so glossy

spice urchin
#

is your Roughness value just a straight up texture?

#

without parameters?

static viper
#

roughness and metallic

#

and also

#

cubemap?

tiny fable
spice urchin
#

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

tiny fable
plush yew
#

its linterally impossible to sculpt terrains

#

when every time u click

#

"BUilding landscape textuires"

tiny fable
plush yew
#

and massive lag

tiny fable
#

It should look like this

plush yew
#

its literally garbage

cinder iron
#

Landscapes are getting some improvements on this new 4.19

plush yew
#

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

tiny fable
#

I didn't do any change from the top image to the last, just shout down the engine.

trim silo
#

guys i'm using this to fade in and out in my game

#

but i have no clue if it is possible to set the fade in and out to be white colour?

plush yew
#

@cinder iron do u have any notes about it? o3o

#

the landscape changes i mean

keen birch
#

^

#

Kinda curious about specifics and source

plush yew
#

because landscapes currently

#

are a really aggrevating feature

#

LOL

#

Like, it's functional, but very annoying, due to lag

cinder iron
#

ah, it was on a streaming soz

#

i don't think there is anmything noted down

#

if something, should be on the forum post

plush yew
#

this?

#

only thing i found about it lol

keen birch
#

That's exclusively the LOD stuff

#

THat's pretty minor

#

Useful

#

But minor

plush yew
#

mhm

#

it wont improve landscape building textures bullshit

keen birch
#

Like, I knew that was there

#

Just wouldn't mind more improvements ;3

cinder iron
#

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

frank escarp
#

only megatextures would improve landscape

cinder iron
#

landscape tools per say

#

more concisely

plush yew
frank escarp
#

its interesting how much of a HUGE upgrade megatexture tech is for landscape

plush yew
#

personally though

#

i think unity uses megatextures

cinder iron
#

thats incomplete bdoom

plush yew
#

if i rememeber, correctly

#

lol

cinder iron
#

/o/

plush yew
#

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

cinder iron
#

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

plush yew
#

lol

#

thats ridiculous tho

#

u shouldnt have to have that

#

it halts development

#

massively

cinder iron
#

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

frank escarp
#

make everything as data driven as you possibly can is allways a good tip

cinder iron
#

just don't engage on any similar of that

frank escarp
#

its been state of the art since 1995

cinder iron
#

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"

plush yew
#

i feel like

#

4.19 is either gonna be my new favorite version of unreal

#

or one of the buggiest versions

#

haha

frank escarp
#

why?

cinder iron
#

well it got 4 previews

plush yew
#

I don't know yet

cinder iron
#

don't be so afraid, they are working it out xD

static viper
#

i will not touch material layers

plush yew
#

lots of times in the past ive been ... fooled!

cinder iron
#

you will owl, you will xD

static viper
#

and i fear the advanced TAA is gonna be bad

keen birch
#

Why'd it be the new favorite?

#

Yeah, same

frank escarp
#

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

cinder iron
#

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

static viper
#

sharper yes...

#

but hopefully not more costy

keen birch
#

I'm doubtful about performance and foliage

#

😛

#

Very much so the foliage part

#

Not one of Epic's strong suits

cinder iron
#

well, it will be a lil bit more deterministic, but not something you should be super scared of

static viper
#

i fear the same thing every update really...

#

the performance must stay or get better

cinder iron
#

good to be prepared tbh!

tawdry narwhal
#

actually, is that a giant chicken head?

cinder iron
#

well, Frostbyte updated not so long ago, and the performance is worse on my end

#

owls might be giant chickens (?)

static viper
#

your face

cinder iron
#

😂

tawdry narwhal
#

that an owl? ermergerd!

#

looks creepy

#

(no offense)

static viper
#

your fear is justified

sturdy walrus
plush yew
#

i love this

#

Left click, lag, move camera around, lag, right click, lag

#

And Im literally running on really new hardware

random holly
#

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

cinder iron
#

for both to follow the same animation? @random holly

random holly
#

Yes

cinder iron
#

check out SetMasterPoseComponent

sturdy walrus
cinder iron
#

@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

sturdy walrus
#

i have it tho

cinder iron
#

did you setted up VS with all the stuff needed (sdk 8.1) and so on?

sturdy walrus
#

maybe not

cinder iron
#

check this website

#

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

sturdy walrus
#

@cinder iron thanks life savior

cinder iron
#

np :)

plush yew
#

I EXPECT YOU TO SUPPORT WINDOWS 95, BECAUSE I BOUGHT IT BACK IN 1995

cloud cobalt
#

What's that gem from ?

worn granite
#

PLEASE ADVISE ON PEBKAC ERROR

keen birch
#

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

narrow pasture
#

anyone having an issue with mouse lag when hovering over the content brower or details pane?

velvet fern
#

it is possible to export an animation from blender to unreal without armatures?

kindred viper
#

I did until I turned off Nvidia overlay. That thing is like cancer to Unreal editor

plush yew
#

@kindred viper howd u do that

kindred viper
#

I opened the nvidia geforece experience and went into the settings and turned it off

plush yew
#

lel

#

how did flappy bird get their game filefize so small

silver crown
#

Don't use a game engine 😛

cloud cobalt
#

Or a game

#

¯_(ツ)_/¯

plush yew
#

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?

keen birch
#

Because people are sometimes busy

plush yew
#

There's a mute button

#

lol

keen birch
#

And don't want to be be tagged over nothing

plush yew
#

i should make a tutorial on my youtube

#

about how to turn off discord notifications

#

for the idiots out here

keen birch
#

Jesus, don't be so clever about it

#

We're all aware

kindred viper
#

^^

livid haven
#

Don't be an obstinate ass

keen birch
#

We don't mute them because we want to let people tag us when needed

#

Keyword there being needed

plush yew
#

its almost like saying "dont call my name"

kindred viper
#

first you ping people, then call everyone idiots. I might make a tutorial on youtube about how to have professionality and tact :p

keen birch
#

^

plush yew
#

it was no one here lol

livid haven
#

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"

keen birch
#

That

plush yew
#

Pinging is the irl equivlant to "calling someone by name"

keen birch
#

Well yeah

plush yew
#

"Dont say my name"

#

is what they mean basically

#

lel

keen birch
#

I wouldn't want people in the office to keep calling me over nothing either

livid haven
#

Or

#

"I'll get to you, chill out, stop trying to get my attention"

cloud cobalt
#

@plush yew I don't care much, though only if you really need specifically my help

plush yew
#

:^)

keen birch
#

^That

cloud cobalt
#

If you ping me and I don't know you, well, fuck that

keen birch
#

If you need us, sure

plush yew
#

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

keen birch
#

If you just ping for no proper reason, go right away

plush yew
#

because im not so arrogant to think im so important that i shouldnt be pinged

livid haven
#

Mate - what bothers you don't change what bothers someone else. Get over yourself.

keen birch
#

That's not it

#

Jesus Christ

#

How hard is it to comprehend that people don't want to be disturbed for nothing while working?

plush yew
#

im basically trying to say: "Stop being offended"

keen birch
#

My discord pings on here are on because I use Discord for business

cloud cobalt
#

@plush yew It's not about being important, it's just good manners really, and not getting someone's attention for no reason

livid haven
#

And people are responding with "Don't tell me what I can and can't get offended by"

keen birch
#

^

plush yew
#

You don't have a right to not be offended.

keen birch
#

This is getting very close to moderator stuff

livid haven
#

Yep.

keen birch
#

Unsure if trolling or being ignorant as heck

#

<@&213101288538374145> (Sorry 3:)

livid haven
#

"You have opinions and feelings, but I think they're stupid, therefore I don't need to respect them."

keen birch
#

You judge what you want to do with it

plush yew
#

so here's my thing tho

keen birch
#

That team does really cool stuff

plush yew
#

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?

snow crown
#

i have been summoned

plush yew
#

Say nothing because talking to me could disturb me

livid haven
#

@silver crown Your project?

cloud cobalt
#

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.

plush yew
#

this has nothing to do with people here

#

lel

silver crown
#

@livid haven Not at all sadly

kindred viper
#

I help here because networking is important

plush yew
#

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

keen birch
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@snow crown I'm offended by Bdoom saying I can't be offended

snow crown
#

uh

keen birch
#

Up a little bit

snow crown
#

ok

keen birch
#

Might just be me

#

Reading back x3

#

Got a little (too) absorbed in the conversation

livid haven
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@keen birch That's a kind of silly way to put it.

keen birch
#

It is

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x3

livid haven
#

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.

snow crown
#

are we being silly here or were you guys actually fighting because I can't tell

kindred viper
#

I think someone put something in the water

plush yew
#

i think its a stupid reason to be bothered

keen birch
#

I'm under the impression that that was sincere

plush yew
#

theres many more important things to be bothered about

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than that

keen birch
#

Wouldn't tag mods for shits n giggles

#

Basically

livid haven
#

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.

keen birch
#

Because arbitrary tags are annoying as balls

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^^

cloud cobalt
#

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

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I don't want his to be a gaming forum

#

It's important to have some level of manners basically

plush yew
#

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.

snow crown
#

yeah

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well

#

be respectful

plush yew
#

Also, this was not anyone here

snow crown
#

imma go back to work now

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😃

plush yew
#

have fun

keen birch
#

x3

livid haven
#

"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?

cloud cobalt
#

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 😃

paper kernel
#

this is what I want, lounge level shitposting in engine chat too

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👌

plush yew
#

yeah just realized that

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lel

cloud cobalt
#

Good point

livid haven
#

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?

silver crown
#

@livid haven I like it (again, I'm not related to this at all)

plush yew
#

i do think it would be helpful to create a discord tutorial though

livid haven
#

No no, I caught that, just saying.

plush yew
#

Would be a great meme

silver crown
#

Really like it tbh

livid haven
#

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

silver crown
#

I think it's @dawn linden work

livid haven
#

"James McWilliams"?

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YouTube banner has that name on it.

silver crown
#

Yep, saw that too

livid haven
#

kamrann's real name is different though. Different studio. Guessing contract work.

#

Interesting. I don't know what to make of this anymore.

silver crown
#

Yeah, kamrann != James McWilliams 😉

livid haven
#

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.

kindred viper
#

I tried my hand at a bullet particle .... i'll be buying my particles from now on

regal mulch
#

Man, I missed the party

livid haven
#

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.

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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.

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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.

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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.

kindred viper
#

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

livid haven
#

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.

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Bullet particle FX, explosions, fire, smoke? Yeah, those seem like good candidates.

floral heart
#

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.

livid haven
#

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.

frank escarp
#

@livid haven this is what my ue4 launcher has

fierce tulip
#

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

frank escarp
#

a couple code plugins, that i got mostly to dissect

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a LOT of animations

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and a LOT of FX

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then a few environment art packs

fierce tulip
#

there is also the generic door open screetch sound you hear everwhere

#

fooking annoying

frank escarp
#

ah, a few sound packs too

#

wilhem scream is pretty much a meme this days

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its added mostly as a joke

#

also, all those sounds are freely availible sounds

#

where are they?

fierce tulip
#

that sound

frank escarp
#

where i can i pick them

floral heart
#

I thought they were in certain very old/very cheap but proprietary packs.

bleak elk
#

is it a known issue that UVs dont update in UE4 when reimporting a mesh, even when generate lightmaps automaticaly is off?

fierce tulip
#

not to my knowledge

livid haven
#

Oh, hah! Yes, that gate creaking sound.

bleak elk
#

They dont. 😦

fierce tulip
#

whenever this happens I am probably xporting under another filename

bleak elk
#

Nah. Same path/filename.

#

Defo because I made an extra channel and it imported that.

#

But it wont overwrite auto gen UVs for lightmaps.

pure depot
#

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?

fierce tulip
#

manual import

bleak elk
#

Sure, but I dont want to reimport and replace many assets.

bleak elk
#

My current workaround is to make a UV on chanel 2 and use that as the lightmap.

pure depot
#

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?

floral heart
#

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?

cinder iron
#

@pure depot check if you get a False any time

pure depot
#

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

cinder iron
#

if it doesnt print means that is not getting called o_O