#ue4-general

1 messages Β· Page 185 of 1

plush yew
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on AGameMode

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its never transfered from a client

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to server

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its created in game mode, owned byu client

cloud cobalt
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Depends on how you do it, really

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But "travelling" keep the PC

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If you do "open level" then yeah, might not be super persistent πŸ˜ƒ

cinder iron
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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

plush yew
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yea

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you can actually

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delete a controller

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from a character lol

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like thats what i do on my AI

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i literally delete the ai contorllers

cloud cobalt
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Well, have fun

plush yew
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to save on performance

fierce tulip
rocky kayak
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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?

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certainly does not mean they worked 5-7 hours on it only, no?

grim ore
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5-7 hours of gameplay

rocky kayak
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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

grim ore
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depending on the game yes. Skyrim would be different than qube2 tho as this is a linear puzzle game.

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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.

rocky kayak
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ahh i see that makes perfect sense

plush yew
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holy

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fucking

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shit

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i

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found it out

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U have to use FAudioDevice

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and create a FActiveSound

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time to test

spare blade
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Anyone know if UV maps need to be contained in a 0-1 normalized range?

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How about light map do they need to stay in a normalized range too?

fierce tulip
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lightmap yes

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texture no

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imagine a world where the texture also always needs to stay within 0-1

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oh god

floral heart
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It's somewhat pointless using outer UVs with a lightmap where you can't have overlaps/tiling.

spare blade
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So my UV textures can be layed out beyond the 0-1 range but the lightmaps can’t?

fierce tulip
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yup

spare blade
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Thanks guys

floral heart
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Now I want to encode data in a non-normalized lightmap UV map. :3 Not sure what that would be called.

fierce tulip
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lightmap uv chaos

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XD

floral heart
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lightmapUV = UV[1].normalize
magicScalar = UV[1].length

south ridge
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@Dementiurge#1853 I encode data in UV's

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Some arbitrary data

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@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

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"normalize" and "length" both return effectively a scalar value (direction and length)

plush yew
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So for some reason

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I call all 3 of these

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in my game instance::init()

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which also has a timer running on the client side every 3 seconds

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it never calls any of these

floral heart
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Normalize should return a normalized 2d vector
it might work if your UVs are on a quarter-circle centered on 0,0

south ridge
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@Dementiurge#1853 yes, but lightmaps are 2D

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Not 1D πŸ˜›

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The result of normalize, despite having two coordinates, has only one scalar dimension (direction)

floral heart
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Oh right. It'd be on the line of the circle. Ulp.

south ridge
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It would work if you were lightmapping a circle though

floral heart
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If the lightmap was 2x2, it would be able to sample 3 of the pixels. πŸ˜„

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75% lightmap usage, not bad (in elbonia)

viscid fern
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anyone want to take a shot at this comment? "Researching optimization in UE4 and FPS was and is a LIE!!" lol

south ridge
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@Dementiurge#1853 you can encode pixel number in U and something else in V!!

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πŸ˜›

plush yew
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woops

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wrong channel

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lol

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you saw nothing

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waiting for unreal to compile

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is literally cancer

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almost been 1 minute 30 seconds on this song

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im listening to lel

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actual cancer

tough quiver
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: )

plush yew
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3 mins now

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πŸ˜„

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come watch my twitch stream

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come see compiling

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thats literally it

viscid fern
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loading bar strem

tribal sapphire
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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?

plush yew
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@tribal sapphire sounds like a umg question

viscid fern
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^

plush yew
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It's a UI thing right?

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Not slate?

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2>Reflection code generated for VeritexEditor in 352.3906677 seconds

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πŸ˜„

tribal sapphire
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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

plush yew
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UMG = in editor UI

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Slate = C++ UI

tribal sapphire
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i'll take a screenshot for an example

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that is full screen

plush yew
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?

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idk what ur asking

tribal sapphire
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the window on the left is the problem; i cant move it to see all the settings

plush yew
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OK

tribal sapphire
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i mean right

plush yew
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finally sfinished compiling

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πŸ˜„

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oh

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just minimize it

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lol

tribal sapphire
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'the title bar isnt visible

plush yew
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right click

tribal sapphire
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this may sound dumb, but i cant

plush yew
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sounds like ur just out of luck

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try rebooting your machine?

viscid fern
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try saving project and Edit > Editor Preferences > Miscellaneous > Reset UI Layout

tribal sapphire
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i'll try that...ty

plush yew
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Lol

fierce tulip
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cant you move it with winkey + arrows

tribal sapphire
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winkey+arrows doesnt work with the import settings menu...trying the editor preferences thing

viscid fern
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:(

plush yew
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ive literally been loading unrreal

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for 10 minutes

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lmao

viscid fern
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time to make a sammich

tribal sapphire
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reseting the layout didnt help...D:

viscid fern
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D:

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out of my expertise sorry bud

tribal sapphire
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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

viscid fern
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i'll remember that if i run into the issue, thanks for the heads up on the fix

spare blade
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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 doesn’t switch it to local either. Anyone know why a object/light won’t switch to local space ?

light thunder
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jettam, is it an actor or a component of an actor?

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@spare blade

spare blade
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Not sure what you mean, it’s just a spotlight one that I dragged in from the lights module.

spare blade
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Anyone know what the hotkey is to scrub the cinematics level sequence timeline?

plush yew
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Does anyone know if we are in a "World" when we are loading a level when we connect to a server?

light thunder
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@plush yew there is typically a small "transition" level that is loaded

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It may be completely empty entirely but it is technically a level

livid haven
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Ah, I suppose maybe that's what VR games use to specify their "transition" environment?

plush yew
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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?

leaden wave
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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?

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OR how would I interact with the code in the other object the player is interacting with

plush yew
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^with my issue i think it's because they're translucent

viscid fern
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theres a person who has Fortnite assets, i got a hunch they are being distributed for various purposes. just a heads up

night quartz
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Hey

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Can anyone help me out

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im using the sequencer, watching the tutorials but i cant move the red line on the timeline when I do shot_01

static viper
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Is there a way to prevent VS studio from opening?

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cause it opens 2 times...

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always

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its super ultra stupid

cinder iron
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???????

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Just dont click it twice (?)

static viper
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i clicked the code once

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and it opens twice

cinder iron
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o__O

static viper
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fuck

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epic games werent the brightest here it seems XDDD

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sigh

cinder iron
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Oh from ue4

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Not the actual sln

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Then there you go 4.19 is fixed haha

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I'm still on 4.17 so 🀷

static viper
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it was fixed already XD

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twice

cinder iron
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Didnt think of it as a current ue4 issue actually

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Its good to know it is lol

static viper
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mh

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what is FPath

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DO i need an include for those?

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oh wow

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how easy.

sonic yacht
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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

versed pawn
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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.

cloud cobalt
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There isn't an automatic way to do it, but it's absolutely possible, yes

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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

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You can rent a Windows VPS, install everything you need, and have it build every new commit

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You can have stuff like Jenkins telling you when the game doesn't build anymore etc

versed pawn
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wow, this doesn't sound too easy to pull off...

cloud cobalt
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Yeah, it's not like setting up one thing and it's done

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It's more like company automation

sonic yacht
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Where should I ask my question?

cloud cobalt
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Here's fine

sonic yacht
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Ok, it's above

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Above SethPDA's post

cloud cobalt
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Problem is, it's not really a question. How would you have done it in Unity, why doesn't that work here ?

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It's easier to answer if the question is clear πŸ˜ƒ

versed pawn
paper rampart
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Hello im new

sonic yacht
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    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);
        }
    }
}```
paper rampart
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:D

versed pawn
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Hi @paper rampart

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@sonic yacht Well, this is c# if I'm not mistaken

sonic yacht
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Yes

cloud cobalt
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@sonic yacht Well, Update in Unity is "Tick" in UE4

sonic yacht
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I don't know whether to use C++ or blueprints

paper rampart
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BP

cloud cobalt
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Depends on your long-term goals, how experienced in C++ you are

paper rampart
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;)

sonic yacht
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not at all in C++

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so i thought blueprints

cloud cobalt
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Blueprint is a safe first approach

versed pawn
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Obviously it's more practical, but now that the engine can compile Blueprints into native C++ code, is ALMOST as efficient as C++ itself

sonic yacht
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Cool

cloud cobalt
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@versed pawn There many reasons to stick with C++, performance is a pretty secondary concern imho

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@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

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You can look at that πŸ˜‰

versed pawn
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@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

cloud cobalt
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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

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Performance isn't really an issue because mostly, your game is 99% UE4 code

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Whatever you add shouldn't be super costly

paper rampart
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Would it be possoble to make a non gaming application in ue4

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?

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Lile an app

sonic yacht
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Really. all i want to do, is move a cube with the keyboard in 3d space (like no gravity) and detect where it is

paper rampart
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Like*

cloud cobalt
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@sonic yacht Look at input bindings, and use a Tick event to move the object just like you did in Unity

versed pawn
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@paper rampart You can, but it's not practical

paper rampart
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Yeah but would it work flawlesly?

versed pawn
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Naaah, because of how the engine works.

floral heart
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Depends on "non gaming application"

cloud cobalt
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@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

floral heart
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Arch-vis is a popular enough topic

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there's a handful of simulators in progress

paper rampart
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Yeah but lets say i wanted make snapchat in ue4

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I dont

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But would it work

sonic yacht
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Well what blueprint do i use and how to I attach it to a cube

floral heart
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"would it work" is a weird question to ask when the C++ source is available.

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The answer is essentially "if you do it right".

cloud cobalt
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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

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You'd need to add features UE4 doesn't have, and you'd be ignoring 95% of UE4 features

paper rampart
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Hmm

cloud cobalt
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So it's not like it wouldn't work, it's more like, it's not the tool for the job

paper rampart
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Couldnt i cheat it? Make a game made out of widgets

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πŸ˜‚

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Lmao

cloud cobalt
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Like I said, it's never impossible

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People do computers in Minecraft

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It's just not practical

paper rampart
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Minecraft was made in java

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Not practical

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πŸ˜‚

static viper
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and c++

floral heart
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It's not the java part that makes it impractical, it's the redstone and chunk simulation.

cloud cobalt
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^

paper rampart
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Btw guys im a guy who is sarcastic alot so dont take offense i dont mean to be offensive

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:)

cloud cobalt
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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

static viper
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minecraft is op.

floral heart
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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

static viper
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wouldnt that be cool?

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a game with only widgets

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where you move on widget objects

floral heart
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make game in slate only kappa

paper rampart
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It would be πŸ˜‚

floral heart
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slate object for each pixel

paper rampart
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Il make it happen

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Sue me

static viper
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no why

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youre not the first one

cloud cobalt
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Well our game is 30% Slate already

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So why not

paper rampart
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Stop bashing my jokes πŸ˜‚

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πŸ‘ πŸ‘„ πŸ‘

floral heart
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who needs this pesky 3d renderer, discard all, use slate! spreadsheet games ftw

static viper
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you dont make jokes about minecraft.

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thats herecy

paper rampart
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Lmao

floral heart
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not like half the games these days don't have you spending 30 minutes in menus between matches anyway

cloud cobalt
paper rampart
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Imagine making a 1x1 pixel game

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;)

static viper
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you could

floral heart
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imagined
designed
my body is ready

static viper
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you need to guess the color code

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or it could be 3D

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and you need to measure the distance the pixel has

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alot can be done with one pixel πŸ˜„

paper rampart
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Kill me

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What cant you make?

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πŸ˜‚

static viper
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im a gamedesigner

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give me an object and i make

floral heart
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make a chatroom with no trolls

paper rampart
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Ok take a shit on a place take a photo. Make it seamless and make s game with it

static viper
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IMPOSSIBLE

paper rampart
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D:

static viper
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cannot untroll.

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detroll

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youre just jealous @floral heart

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of my minecraft skills

paper rampart
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Make a webcam chat place without dicks

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;)

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Impossible

cloud cobalt
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@floral heart I'd love that

keen birch
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Define trolling though?

static viper
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i better go back to work. Lots of coding todo

floral heart
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Wouldn't we all
Well no
I'd miss some of them

keen birch
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Arguably that was a troll by Dementiurge ;o

paper rampart
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I Only have 1 year experience

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Lol

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I have made a few games

floral heart
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That was a tease
a troll would be...
why is ue4's lightning so bad

keen birch
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TRIGGORD

paper rampart
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Unitys graphics are better then ue4

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TROLOLOLO

floral heart
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Epic needs c# before I'll use ue4

keen birch
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I think Epic has C#

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They just don't use it for UE4 a whole lot

paper rampart
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Well ue4 was made in c#

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So πŸ˜‚

floral heart
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They actually do use it in the build/packaging tools somewhere, don't they.

keen birch
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Yeah, but I wouldn't call that a whole lot

cloud cobalt
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I want to do a Blueprint MMORPG. Nothing complicated, just something like PUBG, but with the gameplay of WOW

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Can you help me

keen birch
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@paper rampart No, it's made in C++ with bits of other languages (e.g. C# in some places)

paper rampart
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Can i join and help stranger?

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πŸ˜‚

floral heart
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YOU HAVE MY DATA TABLE

cloud cobalt
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Sure, i'm looking for programmers

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I'm just the "idea person"

keen birch
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I'd prefer WOW but with the gameplay of PUBG tbh

paper rampart
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I have no projects

floral heart
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/queue lord of the rings music

keen birch
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^

cloud cobalt
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this ^

keen birch
regal mulch
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YOU HAVE MY INTEREST

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And it's gone.

keen birch
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Sorry, we're taking this to #lounge territory

paper rampart
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How is this ue4 relsted

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HAHAHA

cloud cobalt
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We are.

paper rampart
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πŸ˜‚πŸ˜‚

regal mulch
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True. Go away.

keen birch
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😦

paper rampart
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Related*

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@cloud cobalt accept my friends request

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:D

keen birch
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I like how no-one even bothered to actually move the conversation to #lounge

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It just died

cloud cobalt
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Quick, start a UE4-related discussion

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When's 4.19 gonna ship ?

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There, I fixed it

keen birch
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Hm

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Good question

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I wonder this too

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There are some much-needed improvements in there

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Like...

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...

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Nicer landscape LODs...?

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...

floral heart
#

translucency + volumetric lightmaps

keen birch
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To be fair, the dynamic resolution stuff could be interesting

wary wave
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4.19p4 fixed instanced static meshes at least πŸ˜„

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that took a couple of engine versions :/

keen birch
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What's wrong with them? 3:

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Can I expect better HISMC performance? πŸ˜„

floral heart
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Expecting dynamic resolution to be broken every even-numbered release

wary wave
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the 4th channel (used for random) in their UV data got wiped every time their transformswere updated

keen birch
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Same tbh

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Ah

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Yay

wary wave
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it meant things like per-instance random material nodes couldn't work

cloud cobalt
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Dynamic resolution sounds like something I will absolutely use if it works well

keen birch
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Never really noticed, honestly

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Same

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But I doubt it will

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I really hope for it

cloud cobalt
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That's kind of a big if for UE4, yeah

keen birch
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But I have serious doubts

cloud cobalt
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I'm expecting LPV-levels of support

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"Someone wanted to try it at some point but it's dead now"

floral heart
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Surely not LPV-levels.

keen birch
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LPV wasn't actually Epic's though

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I expect more than LPV

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Because they don't have the "It's not ours" card

paper rampart
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I hope they add support for more formats

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Tbh

regal mulch
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I need the update cause Oculus screwed their driver

paper rampart
#

πŸ”·

regal mulch
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They finally fixed that and it ships with 4.19

floral heart
#

and Vive Pro support

regal mulch
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Currently you join a session data wise but no handshake happens

floral heart
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(reading Trello)

paper rampart
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What is the biggest thing coming with 19?

cloud cobalt
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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

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@paper rampart Dynamic resolution I guess

wary wave
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I'm mostly interested in existing features getting some love

paper rampart
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What does that do? :)

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I fΓΆrhΓΆr

cloud cobalt
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Reduces resolution when the game runs slow, go back up when it's good

paper rampart
#

Forgot*

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OHH

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That is usefull for making huge games

floral heart
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Common thing on consoles.

keen birch
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@cloud cobalt Define actual dynamic shadows?

cloud cobalt
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Dynamic shadows that don't have terrible acne all over the place

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Like, being able to light a sphere

floral heart
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oh that thread

keen birch
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Yup, point taken

cloud cobalt
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Without artifacts

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That thread that's been going around for years with zero acknowledgment despite it affecting every UE4 game

floral heart
#

is there a way to control cached dynamic shadows?

keen birch
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Don't think so

paper rampart
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Does ue4 have a dynamic cloth tools? If not

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I want that

floral heart
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you'd think being able to have nearly free shadows without having a completely static scene would be a popular thing

cloud cobalt
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Many games have completely static scenes

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Well, almost completely static

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That's why volumetric lightmaps in 4.19 are useful

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You bake most of it and extrapolate for dynamic stuff

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I have a completely dynamic scene with zero static stuff, fuck me right ? πŸ˜ƒ

floral heart
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Being able to pick and choose which lights become active when a creature walks by would be nice, at least

keen birch
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Just saw this

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Holy cow the bandwidth ;-;

cloud cobalt
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Sounds like trolling

keen birch
#

@cloud cobalt High-fives

devout gulch
#

I just want to have modular renderer

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I love to implement some custo rendeing stages

keen birch
#

Wouldn't mind that either

devout gulch
#

but thought of maintaing custom engine branch is just to much ;/

keen birch
#

And, ya know, shaders in plugins >.>

devout gulch
#

shaders in plugins already works

keen birch
#

Sort of

devout gulch
#

you just can really use those shaders to extend rendering -;-

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so idk, seems quite pointless..

cloud cobalt
#

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.

devout gulch
#

I'd really love to play around adding voxelization to engine, but once I digged intto render loop i just though nope

floral heart
#

Steal the voxelization code from LPV

devout gulch
#

it doesn't really solve anything

#

I like to use it for something else and either way I have to modify core engine ;

cloud cobalt
#

Now that you mention voxels, volumetric lighting also breaks with moving objects, just like LPV did

paper rampart
#

How would i go about recreating the render distance from MC

#

?

cloud cobalt
#

Add culling volume, set culling distance

paper rampart
#

Hmm does it work for foliage?

#

@cloud cobalt

cloud cobalt
#

@paper rampart It just makes unvisible all actors under X size at Y distance

paper rampart
#

So it dosent work on foliage then i i guess?

cloud cobalt
#

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

paper rampart
cloud cobalt
paper rampart
#

Thx

#

Wtf

#

Why did it send so many

#

Srry

sonic yacht
#

Hey

#

lil update

#

I don't know how to control rotation

#

like "Add Movement Input"

cloud cobalt
#

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

honest vale
#

uh

#

my launcher lists 4.18.4 preview πŸ€”

#

correction

#

4.18.3 preview 4

cloud cobalt
#

That's a unique approach to engine previews

static viper
#

dafaqeilit9wa8gih3i4ug9ys0ßf`?

#

4.18.3 p4 XD

sonic yacht
#

Stranger

static viper
#

that is actually funny

sonic yacht
#

Is it actor world rotation

#

the mesh one

cloud cobalt
#

Something like "add actor world rotation" yeah

tawdry narwhal
#

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

wary wave
#

if you deleted the saved folder you're deleting the editor config settings...

plush yew
#

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

cloud cobalt
#

Have you tried ClientPlaySound + ClientTravel ?

plush yew
#

yea

#

ClientPlaySound just plays a sound using a Client rpc

#

then i believe it calls UGamePlayStatics

cloud cobalt
#

So did it work ?

plush yew
#

nope

languid shard
#

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 ?

cloud cobalt
#

Fast i7

languid shard
#

right so Hz over Cores ? πŸ€”

cloud cobalt
#

No

languid shard
#

both ? πŸ˜„

cloud cobalt
#

Both, but for development you really want cores first - 4 cores, 8 threads

#

Or better if you can get it

#

Then sure, speed too

languid shard
#

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

cloud cobalt
#

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

languid shard
#

yeah and it rams through it at 100% usage aswell

#

usually there's no dips πŸ˜„

cloud cobalt
#

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

languid shard
#

yeah xeons are mostly known for reliability

cloud cobalt
#

At the end of the day you still need huge CPU performance

#

Ironically, the GPU for game dev can be pretty average

languid shard
#

seing this makes me drool πŸ˜„

cloud cobalt
#

If you're building the engine source you want the best i7 on the market and a really fast SSD πŸ˜„

#

Yeah it looks good

languid shard
#

some weird job assignments though on this screeshot

#

I mean its a shame swarm just idles cores when they finished their jobs

cloud cobalt
#

It's unfortunate, though you can't always split up workloads

languid shard
#

what about the i9 platforms ?

#

performance/value aside

cloud cobalt
#

Haven't tried one

languid shard
#

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

wary wave
#

chances are buying an entirely new i7 machine is cheaper than the Xeon processor upgrade....

cloud cobalt
#

Yeah, iteration on Intel CPU is pretty much dead

#

By the time a new CPU really offers improved performance, your socket is dead

languid shard
#

yeah, that was more or less the case 5 years ago too 😦

#

rip 1150

#

or whatever socket lasted for 2 years or something

fierce tulip
#

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 <_<

languid shard
#

:/

plush yew
#

why do we not have

#

a voice channell?!

#

feels BAD MAN

languid shard
#

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

wary wave
#

I picked up an i7-4790k a while back and don't expect to need to upgrade for a good long time

languid shard
#

they start to show their age for UE4 dev though 😦

wary wave
#

they really don't

fierce tulip
#

got the same cpu @wary wave

languid shard
#

my expectations must be too high then πŸ˜„

plush yew
#

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

frank escarp
#

delete

plush yew
#

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

languid shard
plush yew
#

no

#

we arent

#

this is loungue

#

:^)

languid shard
#

😐

plush yew
#

no

#

we are in lounge

languid shard
plush yew
languid shard
#

anyways

fierce tulip
#

gotta agree with life4life

#

move to lounge please :p

languid shard
#

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

wary wave
#

D:

languid shard
#

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 party_laugh_cry

wary wave
#

the Alienware stuff is very hit and miss

languid shard
#

sure is

#

at least their high end mobile stuff works decently (aside from being airplanes while in load)

tall pendant
#

some AW displays are not bad as well

languid shard
#

@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

paper kernel
#

I've seen every 4K monitor getting slapped on in laptop reviews

#

it's just too small pixel size to make a difference

cloud cobalt
#

Yeah, I have a hard time feeling like 4K is necessary even on my home cinema setup

wary wave
#

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

languid shard
#

HDR does make a different though

wary wave
#

HDR would be nice, yeah

languid shard
#

4k, 240hz, HDR displays 🀀

#

kinda like what nvidia revealed at CES

paper kernel
#

BFGD

languid shard
#

hehe

#

investment idea for 2019

cloud cobalt
#

Can't wait for a great HDR, 1440p display in 24" range

languid shard
#

24" is too small 😦

cloud cobalt
#

27 is better, but 24 is comfortable for me

languid shard
#

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

#

😬

#

r.DistanceFields.ForceMaxAtlasSize was the answer πŸ˜„ or not actually, still fails
r.DistanceFields.ForceAtlasRealloc 1 helped a bit actually

sleek spear
#

i dont understand shadows of movable lights. no matter what settings i try i cant get them to work correctly. can anyone help?

languid shard
#

what do you seek @sleek spear ?

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

languid shard
#

screen ?

sleek spear
#

let me share some screenshots

languid shard
#

πŸ˜ƒ

sleek spear
#

also a video may be needed

#

give me a sec

#

@languid shard

languid shard
#

cascaded or DistanceField ?

sleek spear
#

cascaded. can i use only distance field?

languid shard
#

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

sleek spear
#

distance field also behaves badly

languid shard
#

hmm

sleek spear
#

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

languid shard
#

uh ?

#

why wouldn't you be able to use the lighting AND blending ?

sleek spear
#

oh i dont know i thought you cant have them both

languid shard
#

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

sleek spear
#

oh man its very frustrating

#

have you ever used very big models in your scenes?

#

i need a new gpu

languid shard
#

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

sleek spear
#

can i share my screen with you somehow? can we skype?

#

or can we do it in here?

languid shard
#

we can start a screenshare in discord

#

won't be able to speak though, open spaces yada yada

sleek spear
#

no problem

eager robin
#

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

plush yew
#

4.19

#

4.19

#

4.19

#

4.19

#

4.19

cinder iron
#

@plush yew stoo

#

Ooo

#

Op

plush yew
#

WE WANT 4.19

calm crow
#

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?

plush yew
#

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

static viper
#

@cosmic moat

#

what

honest vale
#

I think that's good

#

C++ is separate from editor

static viper
#

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.

surreal viper
#

maybe this could have been in #lounge

static viper
#

i dont think that one cares alot.

#

anyways. back to youtube

opal ocean
#

behaviour tree service to check if player is visible, check if player pawn is within distance first? or do something else?

regal mulch
#

@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

opal ocean
#

I'm testing the "PawnSensing" component at the moment

regal mulch
#

Yeah that might work too. Haven't used that yet

opal ocean
#

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

regal mulch
#

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

opal ocean
#

It seems to work, when the AI faces my pawn, it triggers nicely. (currently pops up some floating !!!s) πŸ˜„

#

ohh.. dont worry theres very little planning

#

good thing I'm in blueprints, easy to fix/change things

regal mulch
#

"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)

opal ocean
#

hehe, the pawn sensing has a tickbox "only sense player controlled pawns"

#

tho, it could be fun to have the enemy chasing each other....

regal mulch
#

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

opal ocean
#

πŸ€”

regal mulch
#

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

opal ocean
#

well hey, as long as you get head right? πŸ˜‰

regal mulch
#

AI is fun

#

:D

opal ocean
#

I dunno, delayed working on my AI by doing some drywall taping this morning instead...

#

but it didnt take very long 😦

regal mulch
#

Well depends on the AI I guess

opal ocean
#

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

paper kernel
#

I've tried behavior trees few times, they make no sense to me

tawdry narwhal
#

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

maiden swift
#

@tawdry narwhal Could you please drop a message about that in #server-feedback so it doesn't get lost?

tawdry narwhal
#

sure can do

#

sure can did done!

maiden swift
#

πŸ‘

fierce tulip
#

chat on twitch fails to work for me

paper kernel
#

when does twitch chat work

tawdry narwhal
#

I had 2 questions answered, I'd say it worked just fine

sleek cobalt
#

are there any free foliage packs?

paper kernel
#

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

umbral trout
#

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

paper kernel
#

deadcore?

maiden swift
#

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.

paper kernel
#

well, there's cloudbuilt, but it has no purple afaik

umbral trout
#

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

spare blade
#

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?

cinder iron
#

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 :)

spare blade
#

No, I come from Maya only. Now head deep in UE4

cinder iron
#

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

forest marsh
#

Where can I post a message to recruit some people on my project ?

cinder iron
#
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

grim ore
maiden swift
#

#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.

forest marsh
frank escarp
#

i can tell you the prefab plugin is fucking awesome

#

get it

cinder iron
#

I didn't purchase it myself, but I've heard its so good

frank escarp
#

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

spare blade
#

@cinder iron thanks for this . I will look for a demo of building a β€œprefab” using blueprints. If you know of a link for this please send it to me. Thank you.

cinder iron
#

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 ^_^

spare blade
#

Isn’t the blueprint approach the same as using the prefab plugin?

cinder iron
#

not at all! xD

safe rose
#

@frank escarp hmm wonder what I could use it for

#

Think I'll grab it and find out

livid haven
#

I think the prefab thing is more like having a set of actors you can place.

frank escarp
#

@livid haven it is

safe rose
#

Ah, does it not work for realtime spawning?

frank escarp
#

it spams the hell out of ChildActorComponent

safe rose
#

If not...that kinda sucks

frank escarp
#

@safe rose you can convert to blueprint

#

wich does work for realtime spawning

livid haven
#

Figured it worked something like that, @frank escarp.

safe rose
#

Oh, yeah that's what I'd do

cinder iron
#

at the runtime?

livid haven
#

That's how I'd think to implement it, at least, if I had to.

safe rose
#

Yea, like regular spawning of actors

tough quiver
#

Hello guys. Kind of a newbie question. Does UE4 supports Houdini?

safe rose
#

yes

cinder iron
#

yep, and a lot!

#

xD

frank escarp
#

@safe rose the prefab can store a link to its "master blueprint"

#

it doesnt create a new one

tough quiver
#

That is cool! Thanks!

frank escarp
#

it re-creates the child actor components

cinder iron
#

there are dedicated streamings about it! @tough quiver you might want to check out

frank escarp
#

so you can have a blueprint with the settings, and then edit it as a prefab in the world itself

#

and then it updates

cinder iron
#

official ones btw!

frank escarp
#

and keeps all your settings/special components

safe rose
#

@frank escarp hmmm, so, the actors that are made into BPs, they are just a set of Child Actor components?

#

CAC suck balls

cinder iron
#

why you say so!

#

they are handy!

safe rose
#

I've never had any luck with them

#

They are always either breaking or corrupting my packages

#

Basically failing out

frank escarp
#

yes, thats what the plugin does when converting

safe rose
#

Man wtf

#

You can do that yourself

#

What's so special about the plugin then?

frank escarp
#

not with all the UI buttons and data assets and stuff

#

and the plugin is 20 dollars

safe rose
#

Ah.. so it just gives you a pretty UI

frank escarp
#

how much will it take to re-create its code?

#

few hours

cinder iron
#

and agilises the work-flow lol

frank escarp
#

few hours is more than 20 dollars

#

and the plugin is tested and works well already

#

you can use it as an starting point

safe rose
#

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

frank escarp
#

for example i have dungeon architect mostly for dissection purposes

safe rose
#

I need to start doing proper Marketplace Reviews

#

on YouTube like I've wanted

cinder iron
#

oh boy that gona be gud

safe rose
#

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

cinder iron
#

there is a lot of tooling lately

safe rose
#

Anyway, that Mary Nate. Doing very well on the MP

cinder iron
#

major and minor stuff btw

safe rose
#

Always top notch stuff

spare blade
#

@cinder iron What kind of Blueprint would I start with. Actor, Pawn, Character, etc ...

cinder iron
#

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

safe rose
#

damnit

#

I hate Install To Engine plugins

#

When working with teams

#

(makes me do extra work)

frank escarp
#

i duno why they dont have the option to install to project

safe rose
#

Exactly

cinder iron
#

??????

safe rose
#

Would make life SO MUCH EASIER

cinder iron
#

you can't??

safe rose
#

(Plugins bought off MP)

#

Nah

#

They are all Install To Engines on MP AFAIK

#

You have to create a new project

#

and rebuild it

cinder iron
#

oh yeah but I mean usually you can just drop them in the project folder under Plugins/ lol

safe rose
#

and then package it out to whatever bin you want

cinder iron
#

or at least they provide the requiered

spare blade
#

@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 ?

safe rose
#

then put it into the project

cinder iron
#

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

spare blade
#

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.

cinder iron
#

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

spare blade
#

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

cinder iron
#

show me first your BP setup

spare blade
umbral trout
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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

cinder iron
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@spare blade yeah looks good, you can copy and paste stuff out

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also if your pivots are setted up correctly on blender

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you can zero out everything

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just click on the static mesh component

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and on the location put 0,0,0

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also, be careful with that

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that means that sc_04_bush will move relative to StaticMesh3

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because its a child of the mesh

spare blade
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@cinder iron This is awsome. I am learning so fast..

cinder iron
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:) welcome to the engine jettam

fierce tulip
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btw @livid haven what aspects did/are you working on?

livid haven
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Of?

fierce tulip
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ue4/FN

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or whatever you do in your free time hehe

livid haven
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Oh, used to do a lot of L10N/I18N tech on UE4, been working the Fortnite UI team since then.

fierce tulip
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lionwhat

cinder iron
spare blade
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@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 ?

fierce tulip
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ahhhh

cinder iron
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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

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also you'll be able to reuse the fences anywhere else :P

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Sion always uses the fancy words :P @livid haven @fierce tulip

fierce tulip
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i noticed :p

livid haven
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Oh, sorry

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They're abbreviations because the words are fuck huge

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Localization, Internationalization

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So they get abbreviated as L (10 letters) N and I (18 letters) N.

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Supporting multiple languages and writing systems and also the pipeline for translations.

fierce tulip
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rofl never done that, must be a coderthing-thing :p

livid haven
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It's a huge can of worms

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Simplest examples are something like "You have 5 friends online" vs "You have 1 friend online"

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A short-sighted and English-only programmer might write some logic to do something like

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"You have " + Number + " " (Number != 0 ? " friends" " : "friend") + " online."

weary basalt
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friend(s) πŸ˜ƒ

livid haven
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Clever, but it's still a non-starter. πŸ˜›

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The above is inherently busted.

floral heart
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typing l10n feels almost as hard as typing localization, but internationalization is a bit worse.

livid haven
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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'".

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B) Even with context, word ordering isn't the same, you can't just replace chunks of everything like that

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C) Plurality rules are different in different languages. I believe in French, the number 0 is considered singular, not plural.

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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.

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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 -naΕ›cie 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 staΕ‚y, "4 cats stood"). - Wikipedia

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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?

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Also, gender. For inanimate objects, English doesn't care, but for most languages everything has a gender.

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Ever wonder why Chinese translations are always so incredibly bad?

fierce tulip
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you already asploded my brain

livid haven
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They don't modify the verb to communicate tense. They just have to add more words to say when a verb is active.

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They don't say "I went to the store", they say "I go to the store in the past."

cinder iron
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Lol, at least you improved your Mandarin chinese skills !

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I worked a bit on a big data environment and thats a bit of a nightmare, semantic , lexemes, multicultures... Ect

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The stemming

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My god the stemming

livid haven
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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.

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Less parsing stuff, really. I've done that too, but not for natural languages.

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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.

floral heart
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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.

cinder iron
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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.

livid haven
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I guess? If you say so. I use plenty of punctuation, so I'm normally hitting the numbers keys (with shift) anyways.

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Suppose I'm an outlier with that though

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@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"?

cinder iron
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Bwahahahah

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I understand totally the frustration

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But its fun hehe

floral heart
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First time I saw localization, I thought "I'm using icons for everything from now on"

livid haven
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I've long expounded on the "When asking a question, establish what you know, what you tried", including that Google has failed you.

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@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.

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Because gods forbid you have a skeleton in a game shipping to China.

fierce tulip
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O_o what

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some countries have weird rules

livid haven
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Oh, countries you say? Define countries?

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I mean, are we talking Chinese? Or PRC China?

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Traditional or Simplified?

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It. Just. Gets. Worse.

fierce tulip
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hehe, all of em actually

rough garnet
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Commenting on the above.. [Social: 1 Online] [Social: 2 Online]

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πŸ˜‰

floral heart
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localizedmessage1N("FRIEND_COUNT_VERBOSE", num_friends)

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At least there aren't any countries/localities/cultures that taboo "friend" counts... right?

fierce tulip
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O_o I cleaned my shader cache and suddenly the shader I am working on is 120+ instructions more

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yea same shader in other project is waaaay less

livid haven
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@rough garnet Assuming that is possible and can make sense in another language, still.

fierce tulip
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latter is even with vertex offsetting and what not

livid haven
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Huh.

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You sure they're 100% identical?

fierce tulip
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yup

livid haven
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How, exactly?

fierce tulip
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100%

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only difference is top one doesnt use the world pos offset

livid haven
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No no I mean, how did you guarantee they're identical?

fierce tulip
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which bumps it up one instruction

livid haven
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Did you copy paste the uasset?

fierce tulip
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copy paste hehe

livid haven
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Did you copy paste the material graph nodes?

fierce tulip
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same settings in details too

south ridge
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Those stats are not always reliable

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So don't pay too much attention to discrepancies like that

fierce tulip
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yea but it cant be this different

south ridge
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It can πŸ˜„

fierce tulip
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dude, this is the first time in all my years its this bad

south ridge
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It has something to do with different permutations and what is being shown in realtime preview

fierce tulip
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so dont tell me to ignore it

livid haven
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I'm wondering if a project setting isn't affecting some configuration for how the shaders are compiled.

south ridge
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I've had a ~20 instruction difference before, just floating between different editor runs

fierce tulip
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all I did was cleaning the cache for shaders

south ridge
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None of the different "can be used on XXX type of meshes" flags have changed?

fierce tulip
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nope

spare steeple
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i noticed when testing a new map that was all BSP that the tickrate on a listen server is identical to the server framerate

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so my friends were getting insane lag until i manually capped it

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is there a way to override that and set a tickrate while still having a high framerate?

floral heart
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I recall seeing different instruction differences just by whether the material was saved or not.

fierce tulip
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obviously

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also apologies for coming across as a dick, but my ocd spiked the bleep out

raven sphinx
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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 ?

fierce tulip
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1 unit is 1 cm

vale osprey
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200000

raven sphinx
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Ok so when i create my landscape , i put 200000 by 200000

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Cool ! Thanks guys πŸ˜ƒ

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damn , thats huge XD<

vale osprey
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you will need 2017x2017 one

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with 1,1,1 scale

raven sphinx
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Good i will try ! πŸ˜ƒ

raven sphinx
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With the 1,1,1 scale , its pretty too small, you're sure its not 100 , 100 ,100 ?