#ue4-general
1 messages Β· Page 185 of 1
its never transfered from a client
to server
its created in game mode, owned byu client
Depends on how you do it, really
But "travelling" keep the PC
Travel to a different map or IP address.
If you do "open level" then yeah, might not be super persistent π
from my experiments PC will not survive between level loads, at least the input stack does reset. You will have a couple frames where the controller is not there even though it's meant to be persistent, not the same with seamless travelling though. Also between menu and your level, if you want to do what Stranger suggests your controller would need to be the same
yea
you can actually
delete a controller
from a character lol
like thats what i do on my AI
i literally delete the ai contorllers
Well, have fun
to save on performance
reading the blog on qube2, "With a small art team and around 5-7 hours worth of environments to build" what does 5-7 hours of building environments mean here?
certainly does not mean they worked 5-7 hours on it only, no?
5-7 hours of gameplay
is that an actual unit of measurement in terms of artdesign? 5-7 hours of gameplay for me in skyrim involves 1 city and mabey a side quest's dungeon for example
depending on the game yes. Skyrim would be different than qube2 tho as this is a linear puzzle game.
for something linear you could go "each puzzle should take about X time" and we want X puzzles spread over X environments. Each environment takes Y to make.
ahh i see that makes perfect sense
holy
fucking
shit
i
found it out
U have to use FAudioDevice
and create a FActiveSound
time to test
Anyone know if UV maps need to be contained in a 0-1 normalized range?
How about light map do they need to stay in a normalized range too?
lightmap yes
texture no
imagine a world where the texture also always needs to stay within 0-1
oh god
It's somewhat pointless using outer UVs with a lightmap where you can't have overlaps/tiling.
So my UV textures can be layed out beyond the 0-1 range but the lightmaps canβt?
yup
Thanks guys
Now I want to encode data in a non-normalized lightmap UV map. :3 Not sure what that would be called.
lightmapUV = UV[1].normalize
magicScalar = UV[1].length
@Dementiurge#1853 I encode data in UV's
Some arbitrary data
@Dementiurge#1853 also that doesn't work haha. Lightmap UV's need two scalars, so no matter how you spin it, you will need to provide two scalars
"normalize" and "length" both return effectively a scalar value (direction and length)
So for some reason
I call all 3 of these
in my game instance::init()
which also has a timer running on the client side every 3 seconds
it never calls any of these
Normalize should return a normalized 2d vector
it might work if your UVs are on a quarter-circle centered on 0,0
@Dementiurge#1853 yes, but lightmaps are 2D
Not 1D π
The result of normalize, despite having two coordinates, has only one scalar dimension (direction)
Oh right. It'd be on the line of the circle. Ulp.
It would work if you were lightmapping a circle though
If the lightmap was 2x2, it would be able to sample 3 of the pixels. π
75% lightmap usage, not bad (in elbonia)
anyone want to take a shot at this comment? "Researching optimization in UE4 and FPS was and is a LIE!!" lol
woops
wrong channel
lol
you saw nothing
waiting for unreal to compile
is literally cancer
almost been 1 minute 30 seconds on this song
im listening to lel
actual cancer
: )
3 mins now
π
come watch my twitch stream
come see compiling
thats literally it
loading bar strem
i dont know if this is the right chat for this, but when i try to import an asset, the settings menu appears with alot of the settings cut off, and in such a position that i cant move it so i can see everything...also, other windows, when opened, tend to inaccurately open/dont save their position when i open them, which i then just adjust them, but is there a way to fix that too?
^
It's a UI thing right?
Not slate?
2>Reflection code generated for VeritexEditor in 352.3906677 seconds
π
i'm not sure wut you mean by slate, but i guess it is UI, any window i open tends to do this to some degree or another
the window on the left is the problem; i cant move it to see all the settings
OK
i mean right
'the title bar isnt visible
right click
this may sound dumb, but i cant
try saving project and Edit > Editor Preferences > Miscellaneous > Reset UI Layout
i'll try that...ty
Lol
cant you move it with winkey + arrows
winkey+arrows doesnt work with the import settings menu...trying the editor preferences thing
:(
time to make a sammich
reseting the layout didnt help...D:
no problem...i just thought of trying to change my zoom level, and it worked, but everything is tiny, so i'm gonna see if i can put it back without losing it again...ty everyone for helping me brainstorm
i'll remember that if i run into the issue, thanks for the heads up on the fix
I am trying to position a spot light. And it seems to be stuck in world space, I want local space. Clicking the world icon doesnβt switch it to local either. Anyone know why a object/light wonβt switch to local space ?
Not sure what you mean, itβs just a spotlight one that I dragged in from the lights module.
Anyone know what the hotkey is to scrub the cinematics level sequence timeline?
Does anyone know if we are in a "World" when we are loading a level when we connect to a server?
@plush yew there is typically a small "transition" level that is loaded
It may be completely empty entirely but it is technically a level
Ah, I suppose maybe that's what VR games use to specify their "transition" environment?
all of a sudden when im trying to align a metrial on the side o an object, perspective viewport visibly shows me i have my side selected, but it modifys the wrong side. it's also difficult to even get the side i want selected selected as well when this is happening. any ideas?
If I had a bunch of objects that all interact differently with the player, would I emit a raycast (lets say on left click) and return the object back (or null), run that object through a switch statement and execute the code?
OR how would I interact with the code in the other object the player is interacting with
^with my issue i think it's because they're translucent
theres a person who has Fortnite assets, i got a hunch they are being distributed for various purposes. just a heads up
Hey
Can anyone help me out
im using the sequencer, watching the tutorials but i cant move the red line on the timeline when I do shot_01
Is there a way to prevent VS studio from opening?
cause it opens 2 times...
always
its super ultra stupid
o__O
Oh from ue4
Not the actual sln
Then there you go 4.19 is fixed haha
I'm still on 4.17 so π€·
I'm looking to be able to control a cube with the keyboard inputs and move around in the scene like without gravity. X, Y, Z, Roll, Pitch, Yaw all that stuff. and then be able to detect where it is in relation to another object.
I've been able to do this on unity. But I'm new to unreal
hey guys! Is there a way to remotely start packaging a project? When I package my game, my pc becomes pretty much unresponsive until it is finished, so I cannot continue working on anything else. I know there is a way to remotely build lighting with Swarm, but can be the same said about a project packaging? I tried searching for it but it returned only results irrelevant for my problem.
There isn't an automatic way to do it, but it's absolutely possible, yes
We developed Python scripts to automate the project packaging here - run one script to build the packaged game, run another to upload it on Steam
You can rent a Windows VPS, install everything you need, and have it build every new commit
You can have stuff like Jenkins telling you when the game doesn't build anymore etc
wow, this doesn't sound too easy to pull off...
Yeah, it's not like setting up one thing and it's done
It's more like company automation
Where should I ask my question?
Here's fine
Problem is, it's not really a question. How would you have done it in Unity, why doesn't that work here ?
It's easier to answer if the question is clear π
@sonic yacht For now, this can help you a lot if you're coming from Unity. This explains the differences between the two engines and hwo they work: https://www.youtube.com/watch?v=TAuVV4DXNZs
Showing the similarities and differences between Unity 4 and Unreal 4 Enjoy!
Hello im new
public int moveSpeed = 5;
public int turnSpeed = 5;
public Rigidbody rb;
// Use this for initialization
void Start ()
{
rb = GetComponent<Rigidbody>();
}
// Update is called once per frame
void Update ()
{
transform.Translate(Input.GetAxis("Horizontal") * Time.deltaTime * moveSpeed, 0f, Input.GetAxis("Vertical") * Time.deltaTime * moveSpeed);
if (Input.GetKey(KeyCode.Q))
{
rb.AddTorque(0f, Time.deltaTime * turnSpeed, 0f);
}
else if (Input.GetKey(KeyCode.E))
{
rb.AddTorque(0f, Time.deltaTime * -turnSpeed, 0f);
}
else if (Input.GetKey(KeyCode.Space))
{
rb.velocity = new Vector3(0,0,0);
rb.angularVelocity = new Vector3(0, 0, 0);
}
}
}```
:D
Yes
@sonic yacht Well, Update in Unity is "Tick" in UE4
I don't know whether to use C++ or blueprints
BP
Depends on your long-term goals, how experienced in C++ you are
;)
Blueprint is a safe first approach
Obviously it's more practical, but now that the engine can compile Blueprints into native C++ code, is ALMOST as efficient as C++ itself
Cool
@versed pawn There many reasons to stick with C++, performance is a pretty secondary concern imho
@sonic yacht In the "Content examples" project on the Learn tab, there is a Blueprint level that showcases something close to what you want - except with mouse, not keyboard
You can look at that π
@cloud cobalt That might be the case, as I never wrote a single line in C++. I know only a bit of c# and javaa
The biggest reason to write code is that it's very durable. It's very easy to track over time with source control, you can merge concurrent work by different people at the same time, it's easy to upgrade when the engine changes, you can check it from your phone if you need to look at something outside work
Performance isn't really an issue because mostly, your game is 99% UE4 code
Whatever you add shouldn't be super costly
Really. all i want to do, is move a cube with the keyboard in 3d space (like no gravity) and detect where it is
Like*
@sonic yacht Look at input bindings, and use a Tick event to move the object just like you did in Unity
This is episode 40 of my unreal engine 4 beginner tutorial series, in today's episode we show you how to set up inputs inside of your project settings ready ...
@paper rampart You can, but it's not practical
Yeah but would it work flawlesly?
Naaah, because of how the engine works.
Depends on "non gaming application"
@paper rampart You can loo at like, the Paragon menus to see what kind of interface you can create with UE4. But well, you'd use a tiny part of UE4, and other frameworks are better
Well what blueprint do i use and how to I attach it to a cube
"would it work" is a weird question to ask when the C++ source is available.
The answer is essentially "if you do it right".
Simply put @paper rampart, the more you stray for games, the less appropriate it would be. For example, i'm not sure UE4 has support for smartphone cameras
You'd need to add features UE4 doesn't have, and you'd be ignoring 95% of UE4 features
Hmm
So it's not like it wouldn't work, it's more like, it's not the tool for the job
Like I said, it's never impossible
People do computers in Minecraft
It's just not practical
and c++
It's not the java part that makes it impractical, it's the redstone and chunk simulation.
^
Btw guys im a guy who is sarcastic alot so dont take offense i dont mean to be offensive
:)
If you're doing an app, just use an app framework, or the API provided by the smartphone dev. The quality will be far superior - smaller loading time, better performance, smaller app size
minecraft is op.
IF you clarify your question with "I only want to do this in blueprint and UMG", then the answer is a firm "no it will not work" afaik
make game in slate only 
It would be π
slate object for each pixel
who needs this pesky 3d renderer, discard all, use slate! spreadsheet games ftw
Lmao
not like half the games these days don't have you spending 30 minutes in menus between matches anyway
Who said "spritesheet game" ? http://helium-rain.com/gallery_data/dashboard.jpg
you could
imagined
designed
my body is ready
you need to guess the color code
or it could be 3D
and you need to measure the distance the pixel has
alot can be done with one pixel π
make a chatroom with no trolls
Ok take a shit on a place take a photo. Make it seamless and make s game with it
IMPOSSIBLE
D:
cannot untroll.
detroll
youre just jealous @floral heart
of my minecraft skills
@floral heart I'd love that
Define trolling though?
i better go back to work. Lots of coding todo
Wouldn't we all
Well no
I'd miss some of them
Arguably that was a troll by Dementiurge ;o
That was a tease
a troll would be...
why is ue4's lightning so bad
TRIGGORD
Epic needs c# before I'll use ue4
They actually do use it in the build/packaging tools somewhere, don't they.
Yeah, but I wouldn't call that a whole lot
I want to do a Blueprint MMORPG. Nothing complicated, just something like PUBG, but with the gameplay of WOW
Can you help me
@paper rampart No, it's made in C++ with bits of other languages (e.g. C# in some places)
YOU HAVE MY DATA TABLE
I'd prefer WOW but with the gameplay of PUBG tbh
I have no projects
/queue lord of the rings music
^
this ^
I didn't make the song, I just edited it so it was 10 hours. Comment if you watched all 10 hours!
We are.
ππ
True. Go away.
π¦
I like how no-one even bothered to actually move the conversation to #lounge
It just died
Hm
Good question
I wonder this too
There are some much-needed improvements in there
Like...
...
Nicer landscape LODs...?
...
translucency + volumetric lightmaps
To be fair, the dynamic resolution stuff could be interesting
4.19p4 fixed instanced static meshes at least π
that took a couple of engine versions :/
Expecting dynamic resolution to be broken every even-numbered release
the 4th channel (used for random) in their UV data got wiped every time their transformswere updated
it meant things like per-instance random material nodes couldn't work
Dynamic resolution sounds like something I will absolutely use if it works well
That's kind of a big if for UE4, yeah
But I have serious doubts
I'm expecting LPV-levels of support
"Someone wanted to try it at some point but it's dead now"
Surely not LPV-levels.
LPV wasn't actually Epic's though
I expect more than LPV
Because they don't have the "It's not ours" card
I need the update cause Oculus screwed their driver
π·
They finally fixed that and it ships with 4.19
and Vive Pro support
Currently you join a session data wise but no handshake happens
(reading Trello)
What is the biggest thing coming with 19?
To be really honest there are few new engine features I want. Maybe actual dynamic shadows. Mostly I'd love some support & cleanup of existing stuff
@paper rampart Dynamic resolution I guess
I'm mostly interested in existing features getting some love
Reduces resolution when the game runs slow, go back up when it's good
Common thing on consoles.
@cloud cobalt Define actual dynamic shadows?
Dynamic shadows that don't have terrible acne all over the place
Like, being able to light a sphere
oh that thread
Yup, point taken
Without artifacts
That thread that's been going around for years with zero acknowledgment despite it affecting every UE4 game
is there a way to control cached dynamic shadows?
Don't think so
you'd think being able to have nearly free shadows without having a completely static scene would be a popular thing
Many games have completely static scenes
Well, almost completely static
That's why volumetric lightmaps in 4.19 are useful
You bake most of it and extrapolate for dynamic stuff
I have a completely dynamic scene with zero static stuff, fuck me right ? π
Being able to pick and choose which lights become active when a creature walks by would be nice, at least
Sounds like trolling
@cloud cobalt High-fives
I just want to have modular renderer
I love to implement some custo rendeing stages
Wouldn't mind that either
but thought of maintaing custom engine branch is just to much ;/
And, ya know, shaders in plugins >.>
shaders in plugins already works
Sort of
you just can really use those shaders to extend rendering -;-
so idk, seems quite pointless..
I'm fine with most of the rendering myself, because most features I could want are there. These days I'm really just fed up with dynamic shadows. It boggles my mind.
I'd really love to play around adding voxelization to engine, but once I digged intto render loop i just though nope
Steal the voxelization code from LPV
it doesn't really solve anything
I like to use it for something else and either way I have to modify core engine ;
Now that you mention voxels, volumetric lighting also breaks with moving objects, just like LPV did
Add culling volume, set culling distance
@paper rampart It just makes unvisible all actors under X size at Y distance
So it dosent work on foliage then i i guess?
You can ask for objects under 1m to be removed when they're more than 10m away, and objects under 50m to be removed when they're 500m away
Dunno about foliage, though I suspect foliage has such a feature

Tutorial showing you how to cull your foliage. Culling is very important and will make your projects run faster.
Hey
lil update
up
I don't know how to control rotation
like "Add Movement Input"
You're looking for 'add world rotation'
With your cube object from the scene as a target
Movement input is for character movement and it's fairly advanced, meant for networking etc
That's a unique approach to engine previews
Stranger
that is actually funny
Something like "add actor world rotation" yeah
does anyone know how to disable auto saving for good? anytime I delete the Intermediate, Binaries and Saved folders the autosave setting turns right back on and all the Editor Preferences are reset in general
if you deleted the saved folder you're deleting the editor config settings...
ive decided
to completely giv eu p on persisting aundio between levels
i spent 3 hours on it yesterday
and accomplished nothing
could have gotten other shit done
lel
Have you tried ClientPlaySound + ClientTravel ?
yea
ClientPlaySound just plays a sound using a Client rpc
then i believe it calls UGamePlayStatics
So did it work ?
nope
Hello everyone ! Still reviewing performance within UE4, I see that the editor uses CPU a lot while computing Distance Field. What kind of CPU would you need to have the best processing speeds ?
Fast i7
right so Hz over Cores ? π€
No
both ? π
Both, but for development you really want cores first - 4 cores, 8 threads
Or better if you can get it
Then sure, speed too
running UE4 on a 6 cores, 12 thread xeon right now
and tbh performance is kinda disappointing
cores go up to 3.5ghz
3.6 sometimes
The problem is, stuff like light baking, compilation etc will use all cores, so double cores = double performance
But many other parts of the engine don't, so double cores = same performance
Hence you need both
Yeah
I think a modern i7 is the best for performance at reasonable cost because they're really really fast on single-core perf, and they have 8 threads too
Xeons probably lack some raw performance per core
yeah xeons are mostly known for reliability
At the end of the day you still need huge CPU performance
Ironically, the GPU for game dev can be pretty average
If you're building the engine source you want the best i7 on the market and a really fast SSD π
Yeah it looks good
some weird job assignments though on this screeshot
I mean its a shame swarm just idles cores when they finished their jobs
It's unfortunate, though you can't always split up workloads
Haven't tried one
hmm
I can't upgrade to an i7 with the current platform that workstation is using
LGA_2011 C612 is for xeons only
so maybe an upgrade to a 2600/4600 series xeon would improve performance
chances are buying an entirely new i7 machine is cheaper than the Xeon processor upgrade....
Yeah, iteration on Intel CPU is pretty much dead
By the time a new CPU really offers improved performance, your socket is dead
yeah, that was more or less the case 5 years ago too π¦
rip 1150
or whatever socket lasted for 2 years or something
yea, im with that same issue. if I want a new cpu which I purchased slightly over a year ago I need a new motherboard <_<
:/
I've been using the same CPU for 5 years on my personal setup (i7 4770k, DDR3), and with ram prices I can't even think about upgrading to a newer platform
I picked up an i7-4790k a while back and don't expect to need to upgrade for a good long time
they start to show their age for UE4 dev though π¦
they really don't
got the same cpu @wary wave
my expectations must be too high then π
So one of our biggest customers in Australia is bitching at me because their data "disappeared"
There is a reason why we bundle a "backup manager"
into the software
because your data is your responsibility
so fucking gay
delete
best part
bosses, and people who can resolvve this issue
dont reply to my emails
even tho its their job
i literally cannot resolve this issue
I DO NOT HAVE THE PASSWORD
wait are we still in #ue4-general ? π€
urgh dell changed their platform for workstations, our machine won't be able to be upgraded with newer gen xeons
the only i7 platform desktop we have is a vPro platform
which are mobile i7s with cut performance
D:
yeah, not even sure we can get "real" gaming equipped workstations since we have an intel partnership...
I mean they have alienware stuff but, ya know, alienware 
the Alienware stuff is very hit and miss
sure is
at least their high end mobile stuff works decently (aside from being airplanes while in load)
some AW displays are not bad as well
@tall pendant well I have to say the 1440p 120hz display they have in the 17" laptops is great
I wonder how the 4k display looks like
I've seen every 4K monitor getting slapped on in laptop reviews
it's just too small pixel size to make a difference
Yeah, I have a hard time feeling like 4K is necessary even on my home cinema setup
my 40" display is only 2560p and it's fine
it could be a bit higher res, but it's honestly not visible enough for me to care from 6+ feet away
HDR does make a different though
HDR would be nice, yeah
BFGD
Can't wait for a great HDR, 1440p display in 24" range
24" is too small π¦
27 is better, but 24 is comfortable for me
hey @cloud cobalt do you now how to fix the "Failed to allocate 128x128x128 in distance field atlas" you get when you try to build distance field meshes ?
or augment the memory pool allocated to distance field meshes
π¬
r.DistanceFields.ForceMaxAtlasSize was the answer π or not actually, still fails
r.DistanceFields.ForceAtlasRealloc 1 helped a bit actually
i dont understand shadows of movable lights. no matter what settings i try i cant get them to work correctly. can anyone help?
what do you seek @sleek spear ?
@languid shard i adjust the settings of the light, but then when i move into the area, close by shadows disappear depending on camera movement
screen ?
let me share some screenshots
π
also a video may be needed
give me a sec
i just rotated the camera to the left and a bit downwards
@languid shard
cascaded or DistanceField ?
cascaded. can i use only distance field?
yeah ofc
different lighting tech, different rules though
I use only DF on our projects since it behaves really well with arch stuff
just be sure to 0 your cascaded dynamic shadows distance
and up your distance field shadow distance a bit
in your directional light source
skylight must be movable too
distance field also behaves badly
hmm
also i need distance field lighting turned off because i use them to blend objects with the landscape
but anyway, if it solves the shadow problem i can disable that
oh i dont know i thought you cant have them both
haha nah you can have them both ofc :p
once DF meshes are baked you can use them with everything you want
damn I really need a new cpu
oh man its very frustrating
have you ever used very big models in your scenes?
i need a new gpu
yeah all the time
current one I'm working on, trying to not modify the architect's model
this is "almost" a straight import from 3ds max
we can start a screenshare in discord
won't be able to speak though, open spaces yada yada
no problem
is there any issue opened about category of UMG element variable?
I mean when you change category of umg element variable , it is not beeing changed
and I found couple of issues on issue tracker from older UE versions but they were marked as duplicate mostly
Hello, do you have good tutorial to know how to start replication for dedicated server and how handle MMO?
what engine is the most optimised, and easy to use for small team? UE4? or anything else?
@calm crow #multiplayer
I don't think any of the engines have really a "team" functionality built into them
For example, unreal cannot use the build in "source control" tool to checkout c++ files
that must be done manually in perforce tool
making friend requests to me is useless XD
its easier to just give up then wait for me to answer itz
not even a slightest
i never ever dm people
So
tell me here
and now
i think i know what youre up to
dont even.
behaviour tree service to check if player is visible, check if player pawn is within distance first? or do something else?
@static viper Just deactivate Friend Requests then
Also what's up with the out of bounce name
@opal ocean Well no need to shoot a line trace if not in range anyway
So an OverlapSphere on the AI would be a thing
That adds pawns to an array if they overlap
I'm testing the "PawnSensing" component at the moment
Yeah that might work too. Haven't used that yet
not sure if I'm going to have a lot of enemies on screen or not yet, so I'm not sure which direction will be better
Then don't worry too much and just implement what works
If it later breaks you can still optimize
Too much planing isn't good either
It seems to work, when the AI faces my pawn, it triggers nicely. (currently pops up some floating !!!s) π
ohh.. dont worry theres very little planning
good thing I'm in blueprints, easy to fix/change things
"Very little planning" :D that screams for "Why are my AIs chasing each other?!"
*jk. Well nice, have to integrate AI at some point for a client. Some basic drones chasing, shooting and refilling ammo
Pawn is properly setup, so I might only need to call the events the player already calls
Will see
(totally unrelated :D sorry)
hehe, the pawn sensing has a tickbox "only sense player controlled pawns"
tho, it could be fun to have the enemy chasing each other....
Ah, someone did the thinking for us :D
There was once a project, somewhere, which we don't talk about
Where an enemy lost its head
And then a second one
And they tried to pickup each others heads
Even after one of them put it back on
π€
There was no check for "This was my head"
So they chased the same one
Means one of them got it, put it back on its shoulders and the other one chased him
gg
well hey, as long as you get head right? π
I dunno, delayed working on my AI by doing some drywall taping this morning instead...
but it didnt take very long π¦
Well depends on the AI I guess
using the behaviour trees and realtime is certainly a lot easier than turn-based blueprint AI...
not doing anything fancy, I just dont really know what I'm doing :p
I've tried behavior trees few times, they make no sense to me
why don't live streams get broadcast here on discord? an alert would be nice
anyways material layers 4.19 preview is on twitch right now
@tawdry narwhal Could you please drop a message about that in #server-feedback so it doesn't get lost?
π
chat on twitch fails to work for me
when does twitch chat work
I had 2 questions answered, I'd say it worked just fine
are there any free foliage packs?
I'd think there would be some foliage in some of the epic packs
I know there's a forest demo
maybe infinity blade assets?
or kite demo, if you have the hardware to open it
Anyone recall seeing an environment with floating tiles to make the level. I just remember it was an exterior shot with a mountain, kind of sci fi-y with floating tiles and a purple backdrop. Pretty sure it was UE4
deadcore?
Deadcore has a tower, not a mountain.
I don't remember a purple backdrop, either, but still sounds similar enough to be a possibility.
If it is Deadcore Sparky is thinking of, that's a Unity game.
well, there's cloudbuilt, but it has no purple afaik
Went through a lot of Deadcore photos, not it. Man I wish I really saved the photo I saw, it's bugging me now. It was somewhere in Discord but digging for it will take too much time
Question about building a garden bed. It consists of just 3 objects. These objects duplicated rotated and scaled becomes a full garden bed. In UE4 is there a way to assemble all these elements into a group then drag that group onto the map? Could some one advise how You would approach this. What modules would you use? Or maybe you would just drag them into the level and start laying them out, then once layed out then group them?
what a good question @spare blade there are certainly various approaches
do you have Unity Background?
I'll explain you three approaches and then you can determine which one you would like to use :)
No, I come from Maya only. Now head deep in UE4
okay! I asked that because in Unity you can build something called "prefab" which is like a set of elements (or GameObjects) to build around your level
So let's begin with the three approaches
Where can I post a message to recruit some people on my project ?
1.- You can put your assets on the scene then, select them with control (multiselection) and press Ctrl + G, you would be grouping actors then: https://docs.unrealengine.com/latest/INT/Engine/Actors/Grouping/
2.- You can purchase a prefab plugin: https://www.unrealengine.com/ja/marketplace/prefab-tool take a look at the description and check if it suits your necessities and your preferences
3.- You can use a Blueprint to build a scene/building, you would assemble with static mesh components and isntanced mesh components your garden bed
i spent some time looking for a pic in google about #3 I couldn't find one @spare blade
#career-chat or #looking-for-talent on here, the same on the forums
#career-chat is not for recruiting. It's for advice and tips related to recruiting and/or getting hired.
@forest marsh #looking-for-talent is the channel you want. Check the pinned message there for instructions on how to post to the channel.
Ok thx si I delete my message on #career-chat ^^
I didn't purchase it myself, but I've heard its so good
it is
worth every cent
the fact it can convert to blueprints easily, makes it great for my needs
my rooms in the procedural level are all individual blueprints
@cinder iron thanks for this . I will look for a demo of building a βprefabβ using blueprints. If you know of a link for this please send it to me. Thank you.
I'm afraid not, but create an actor blueprint, and press the green button "add component"
add static meshes
and change each mesh for the one you want
you can assemble then a scene
you can try do it right now and we can help you a bit ^_^
Isnβt the blueprint approach the same as using the prefab plugin?
not at all! xD
I think the prefab thing is more like having a set of actors you can place.
@livid haven it is
Ah, does it not work for realtime spawning?
it spams the hell out of ChildActorComponent
If not...that kinda sucks
Figured it worked something like that, @frank escarp.
Oh, yeah that's what I'd do
at the runtime?
That's how I'd think to implement it, at least, if I had to.
Yea, like regular spawning of actors
Hello guys. Kind of a newbie question. Does UE4 supports Houdini?
yes
@safe rose the prefab can store a link to its "master blueprint"
it doesnt create a new one
That is cool! Thanks!
it re-creates the child actor components
there are dedicated streamings about it! @tough quiver you might want to check out
so you can have a blueprint with the settings, and then edit it as a prefab in the world itself
and then it updates
official ones btw!
and keeps all your settings/special components
@frank escarp hmmm, so, the actors that are made into BPs, they are just a set of Child Actor components?
CAC suck balls
I've never had any luck with them
They are always either breaking or corrupting my packages
Basically failing out
yes, thats what the plugin does when converting
Ah.. so it just gives you a pretty UI
and agilises the work-flow lol
few hours is more than 20 dollars
and the plugin is tested and works well already
you can use it as an starting point
Yeah, I guess. I'll pick it up anyway, see if I can find a use for it since everyone's giving it rave reviews
for example i have dungeon architect mostly for dissection purposes
oh boy that gona be gud
It'll be entertaining if anything
wtf
I just noticed this, but there's a UE4 Editor Customizer
Plugin
And it's free
Wonder how I've missed that
Invisible Mode
there is a lot of tooling lately
Anyway, that Mary Nate. Doing very well on the MP
major and minor stuff btw
Always top notch stuff
@cinder iron What kind of Blueprint would I start with. Actor, Pawn, Character, etc ...
Actor
Actor is what John Carmack defined as an entity or what unity calls as the simplest game object that can be placed in the world
damnit
I hate Install To Engine plugins
When working with teams
(makes me do extra work)
i duno why they dont have the option to install to project
Exactly
??????
Would make life SO MUCH EASIER
you can't??
(Plugins bought off MP)
Nah
They are all Install To Engines on MP AFAIK
You have to create a new project
and rebuild it
oh yeah but I mean usually you can just drop them in the project folder under Plugins/ lol
and then package it out to whatever bin you want
or at least they provide the requiered
@cinder iron ok dumb question here.. I have my garden bed which is way away from world zero. But my flower elements are at world zero. So I need to move my flowers onto my flowerbed. Something like a place here or a snap to vertex? How to do this in a blueprint Viewport ?
then put it into the project
just click on your flower mesh
and move it wherever you want @spare blade
you should have your blueprint with a bunch of meshes there
you can drag stuff on the bp viewport
I have to zoom way back so I can see both the flower bed and the flower object . I can then move the flower into a closer proximity. zoom in a move the floer closer. This is how I am doing it.
thats cool, probably your meshes have the origin point missplaced
usually when you build modular stuff you want to have all the pivots aligned to suit them up better on ue4 or w/e game engine you using
No my flower bed has its pivot point not centered so when I zero its location out it will be relative to the rest of the set .
The flower elements on the other hand all have their centers, centered to the objects
hitting end on the keyboard should drop the object to the floor correct?
If I do copy paste of the flower it duplicates it and calls it "StaticMesh" I would expect it to call it "flower_02" "flower_03" etc ?
is it okay to do copy paste ? Or should I keep draging and droping the mesh from the contents folder ?
@cinder iron
show me first your BP setup
Can you rotate the instanced prefabs or it'll rotate all of them? Like if I wanted to build a building with zeroed rotation and then have two instances in my map, one of them rotated 45 degrees
@spare blade yeah looks good, you can copy and paste stuff out
also if your pivots are setted up correctly on blender
you can zero out everything
just click on the static mesh component
and on the location put 0,0,0
also, be careful with that
that means that sc_04_bush will move relative to StaticMesh3
because its a child of the mesh
@cinder iron This is awsome. I am learning so fast..
:) welcome to the engine jettam
btw @livid haven what aspects did/are you working on?
Of?
Oh, used to do a lot of L10N/I18N tech on UE4, been working the Fortnite UI team since then.
lionwhat
π https://en.wikipedia.org/wiki/Internationalization_and_localization @fierce tulip
@cinder iron I have a fence structure around my garden bed. In maya this is one object and a fairly large poly count.
I can see that this could be a modular build. So.. should I export just the modular piece and reconstruct the whole fence in the blueprint. Or import the whole fence structure from maya into UE4 ?
ahhhh
you can do whatever you like based on your preferences, if you want two fences to visually offset them to create a sensation of imperfection then yeah go ahead and make it modular
also you'll be able to reuse the fences anywhere else :P
Sion always uses the fancy words :P @livid haven @fierce tulip
i noticed :p
Oh, sorry
They're abbreviations because the words are fuck huge
Localization, Internationalization
So they get abbreviated as L (10 letters) N and I (18 letters) N.
Supporting multiple languages and writing systems and also the pipeline for translations.
rofl never done that, must be a coderthing-thing :p
It's a huge can of worms
Simplest examples are something like "You have 5 friends online" vs "You have 1 friend online"
A short-sighted and English-only programmer might write some logic to do something like
"You have " + Number + " " (Number != 0 ? " friends" " : "friend") + " online."
friend(s) π
typing l10n feels almost as hard as typing localization, but internationalization is a bit worse.
A) you're going to have translators translate each piece completely separately without any context? How the hell do they know how to conjugate verbs and all that if all they have is "please translate 'friends'".
B) Even with context, word ordering isn't the same, you can't just replace chunks of everything like that
C) Plurality rules are different in different languages. I believe in French, the number 0 is considered singular, not plural.
D) No really, plurality rules are different. Like really different. Like Polish has like 6 different word endings based on the last digit of the number.
After the numerals dwa, trzy, cztery (2, 3, 4), and compound numbers ending with them (22, 23, 24, etc. but not 12, 13, or 14, which take -naΕcie as a suffix and are thus not compound numbers at all), the noun is plural and takes the same case as the numeral, and the resulting noun phrase is plural (e.g. 4 koty staΕy, "4 cats stood"). - Wikipedia
So it's not only whether the number ends in 2, 3, or 4, but whether it's 12, 13, or 14, which get a different suffix for plurality - this might seem weird, but then again, even in English our names for the numerals are special but only for numbers 11 through 19. 20 is twenty, 21 is twenty one, 10 is ten, 11 is... not ten one? It's eleven. Okay, so they're unique... until you get to 13 and suddenly it shares a rule with 14 through 19? What the hell?
Also, gender. For inanimate objects, English doesn't care, but for most languages everything has a gender.
Ever wonder why Chinese translations are always so incredibly bad?
you already asploded my brain
They don't modify the verb to communicate tense. They just have to add more words to say when a verb is active.
They don't say "I went to the store", they say "I go to the store in the past."
Lol, at least you improved your Mandarin chinese skills !
I worked a bit on a big data environment and thats a bit of a nightmare, semantic , lexemes, multicultures... Ect
The stemming
My god the stemming
Also, yeah, localization vs l10n isn't necessarily a huge savings, it's 12 letters vs 4 though, that's a 3:1 ratio. And I don't tend to have to write it just once.
Less parsing stuff, really. I've done that too, but not for natural languages.
This isn't machine translation, it's just giving programmers the tools to appropriately abstract themselves from knowing the rules for any given culture - but they do need to understand that certain concepts even exist at all, so that they can know to defer to the abstraction system.
It's more the hassle of using numbers in a word for someone who ordinarily only does so for passwords. But if you combine numbers and letters frequently, 4 digits is absolutely fewer.
Aye lots of redundant stuff gets lost on the process but its kinda necesary if you want your indexing to happen as fast as a ray. But again, another context.
I guess? If you say so. I use plenty of punctuation, so I'm normally hitting the numbers keys (with shift) anyways.
Suppose I'm an outlier with that though
@cinder iron Don't get me started on text encodings. Want the 5th character in a string? Sorry, define character? We talking glyph? Code unit? Code point? OH! You wanted to just jump to the 4th index in the array? But... that's possible only 1/4th of a "character"?
First time I saw localization, I thought "I'm using icons for everything from now on"
I've long expounded on the "When asking a question, establish what you know, what you tried", including that Google has failed you.
@floral heart Oh, don't worry, I had to implement the system that redirects which package is loaded for a given asset so that we can localize textures/meshes/audio.
Because gods forbid you have a skeleton in a game shipping to China.
Oh, countries you say? Define countries?
I mean, are we talking Chinese? Or PRC China?
Traditional or Simplified?
It. Just. Gets. Worse.
hehe, all of em actually
localizedmessage1N("FRIEND_COUNT_VERBOSE", num_friends)
At least there aren't any countries/localities/cultures that taboo "friend" counts... right?
O_o I cleaned my shader cache and suddenly the shader I am working on is 120+ instructions more
yea same shader in other project is waaaay less
@rough garnet Assuming that is possible and can make sense in another language, still.
latter is even with vertex offsetting and what not
yup
How, exactly?
No no I mean, how did you guarantee they're identical?
which bumps it up one instruction
Did you copy paste the uasset?
copy paste hehe
Did you copy paste the material graph nodes?
same settings in details too
Those stats are not always reliable
So don't pay too much attention to discrepancies like that
yea but it cant be this different
It can π
dude, this is the first time in all my years its this bad
It has something to do with different permutations and what is being shown in realtime preview
so dont tell me to ignore it
I'm wondering if a project setting isn't affecting some configuration for how the shaders are compiled.
I've had a ~20 instruction difference before, just floating between different editor runs
all I did was cleaning the cache for shaders
None of the different "can be used on XXX type of meshes" flags have changed?
nope
i noticed when testing a new map that was all BSP that the tickrate on a listen server is identical to the server framerate
so my friends were getting insane lag until i manually capped it
is there a way to override that and set a tickrate while still having a high framerate?
I recall seeing different instruction differences just by whether the material was saved or not.
obviously
also apologies for coming across as a dick, but my ocd spiked the bleep out
Hello All ! I have a question about the metrics of Unreal Engine4. For a Level Design test, i need to create a 2km by 2km map of a city . So in Unreal4, what is 2km by 2km ?
1 unit is 1 cm
200000
Ok so when i create my landscape , i put 200000 by 200000
Cool ! Thanks guys π
damn , thats huge XD<
Good i will try ! π
