#ue4-general

1 messages · Page 186 of 1

vale osprey
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I don't remember what is default one - I've ment the default size

raven sphinx
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I think its the 2017 with the setting i have, thanks for the tips and the documentation 😃

silent lintel
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Uhm does somebody know how epics current statement to server implementation that can hold a lot of people in the same place (like MMOs do) currently is? Do they want to implement it or how does it get handled? If you got info please ping me as I might get to bed in the next minutes

loud phoenix
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'Only Tick Pose when Rendered' - does this mean it'll tick when the camera can see the skeletal mesh or when the skeletal mesh is not culled but may not be visible (behind a building, for example)?

crisp fable
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so some chimp emailed my boss and complained about a post i made on the unreal forums

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we all had a laugh

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he emailed him back and told him not to be a tattle tale

safe rose
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happens all the time around here @crisp fable , they have nothing better to do ¯_(ツ)_/¯

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Also, probably just envious

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@crisp fable link to post though? curious

cursive dirge
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VB wants to email your boss as well

cloud cobalt
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sigh

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TBF it's common for beginners to blame the tool when it's too hard

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People who ask about UV mapping are skeptical about it because they haven't used it, and it looks like a huge waste of time because they're doing square blocks of everything

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It's important to be patient and explain that any real attempt at game assets will involve it

static viper
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Oh yes

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these common beginners

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they put us all to shame

surreal viper
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My monitor is about to be thrown out the window again. 🤔
I could use that monitor

tall pendant
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military grade display eh? 😄

regal mulch
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Dat duke guy though

paper kernel
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so uh, were there any news about the unreal fest?

devout gulch
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I have forgotten about it

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I guess

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there will some news after GDC

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or just before GDC

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probabaly all Epic is doing now is focusing on GDC build

tall pendant
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hm those events and development should be separate tho

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but im more concerned about the actual date and location

devout gulch
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no if you also palnning the show, which is strictly connected to engine development

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of there is nothing to show, there is nog going to be show ;

tall pendant
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since there are quite a few dev events around at pretty much the same date

wary wave
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if they wait until GDC to actually give any details, it'll be too late

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if anything, it's fast becoming too late as it is

paper kernel
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date and location would be nice, need at least 6 weeks heads up for getting flight tickets at reasonable price

wary wave
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"Those interested in learning more can follow @UnrealEngine on Twitter and check back here on UnrealEngine.com as details are delivered over the next two weeks." - from the blog post

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(over two weeks ago)

paper kernel
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3 weeks ago

wary wave
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IMHO, the date needs to be pushed back to summer

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it clashes with just about everything where it sits

devout gulch
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imo it was random annoucment

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and then "shit GDC in month"

wary wave
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it's right between GDC and E3, the same weekend as FMX and AMAZE, and three days before Reboot Develop :/

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also EGX Rezzed, if you're in the indie scene is two weeks before

wary wave
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has anyone encountered a problem where the default scene root of an actor ceases to be the root?

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I can't change the hierarchy to make it the root again

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it's a child of another component, but I can't detach it from that component, it seems

paper kernel
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I've only had issues when moving multiple components

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say moving multiple components on X axis causes somewhat random results

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try duplicating the class, see if problem persists

wary wave
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the problem is apparent across multiple different actors

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we've changed a component to derive from SceneComponent instead of ActorComponent (so that it now has a transform)

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in some cases, it's become the root over the top of the default scene root

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this shouldn't have happened, but also, I don't seem to be able to unparent the default scene root from our component

paper kernel
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by default, doesn't actorcomponent always have a parent

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I could see the conflict there

wary wave
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actor component doesn't have a parent

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it has no transform, ergo doesn't need to be in the hierarchy

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by making it a scene component, it does

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but for some reason Unreal has made the new component the root where a default root already exists

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the default root cannot be moved / deleted etc, but the new component can

paper kernel
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🤔

tulip vault
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I keep on trying to learn Unreal, nothing sticks

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makes me sad

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been at it for like a year... i must be doing something wrong

crisp fable
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i have a material with ~1800 instructions, it takes about a minute to compile 😦

wary wave
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that's kind of a lot

floral heart
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Add a few more instructions, and you'll feel better.

wary wave
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whelp, I'm gonna modify the engine to let me delete the DefaultSceneRoot

vale osprey
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@wary wave but is it actually a root - maybe just how GUI draws it

wary wave
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it's a scene component that is the default root component

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the problem is, isn't actually the root

vale osprey
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I see what you mean now

wary wave
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yeah

vale osprey
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So it’s a GUI bug where “attach/set as root” is done only for top component in the list

wary wave
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I don't think it's the GUI

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what it is, is that a component that is not flagged as the default root component has been set as the root

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and because the other component is flagged, I cannot move it, delete it etc

fierce tulip
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hehe

wary wave
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bah, can't actually modify the engine locally it seems, not sure why, something to do with project setup -_-

frank escarp
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@fierce tulip have you seen the layering system stream?

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you could use it to create material functions to do specific things, like for example a dissolve, or a glowing sine function, or a editable deform

fierce tulip
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i watched 10 minutes and then had to go

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i do understand the gist of it, but will watch the video again soon

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annoyingly, need to go now as well XD

sudden agate
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Unreal Engine really needs to utilize Multithreading. It freezes when Autosaving and compiling shaders really drains my CPU Power

crisp fable
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shader compilation is done on the GPU buddy

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its out of Unreals hands

devout gulch
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shaders are compiled on CPU

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to byte code.

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and then bytecode is optimized by driver for specific gpu

stoic moth
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is there a down side to having 3 timers per actor (where said actor has 20+ instances in the game) ? can someone tell me if all the timers in the engine run off of one single master timer and fire off each registered method at it's registered interval like an optimization or are they separate threads and thus you can slow down your game if you have too many timers?

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found the answer from TheJamsh to answer my questions

fierce tulip
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rofl @crisp fable

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reminds me of someone who was whining about lightmass rebuilding taking so long even though he had 980ti's in sli

crisp fable
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haha

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i come from the 3d world, and i remember people asking what GPU they needed to render faster

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does anyone know the difference between MatLayerBlend_Simple and MatLayerBlend_Standard?

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i cant find any source code for them

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also refraction doesnt appear to work with blended materials, shit

frank escarp
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@stoic moth single master

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thats what the TimerManager is for

stoic moth
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yep, i was lucky enough to find the forums that describes this exact thing + how to create a continous firing weapon like a laser or spray gun 😛 anyways thanks for confirming

cloud cobalt
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@crisp fable Simple only does a few attributes, standard does all

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Simple doesn't blend normals for example, IIRC

rustic pecan
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Hey guys really really quick question

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Do console command nodes in BP work in a shipping package?

cloud cobalt
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They do

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Well the C++ console command does, I doubt BP are any different

rustic pecan
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Alright cool, thank you. I'll do some testing to be sure

surreal viper
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I think the BP nodes not working in shipped are marked development only (e.g. the print node)

cloud cobalt
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Console commands are a bit lower level than the console IIRC

paper rampart
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is there any place in here that i can look for a team?

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i need help with my game well not really

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i jus dont wanna work alone XD

cloud cobalt
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You can share on Internet forums when you have a playable project with videos etc

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That's how I recruited teams for my two previous games

plush yew
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Anyone find the in game viewmodes (F1, F2 etc) for wireframe etc really inconsistent?

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They work sometimes first time and others not

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As in I press F1 F2 etc and nothing happens sometimes

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Nvm just can't do it when in dedicated server mode! makes sense

vale silo
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what's going on with Epic? No commits to github, no replies on forums about 4.19 release... As if they are in China celebrating Chinese New Year.

frank escarp
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i think they have 4.19 just ready to publish

wary wave
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GDC coming up

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they always go quiet prior to GDC

frank escarp
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and are waiting to hit "the button"

cloud cobalt
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Doubtful they'll wait GDC

frank escarp
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i also doubt that

wary wave
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well, they do it every year

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¯_(ツ)_/¯

frank escarp
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they are probably doing the work on a private branch

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and then they gonna merge it for full release

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but stopping commits out of the blue? weird

cloud cobalt
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I expect 4.20 at GDC

wary wave
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anyway folks, I have a question - I have a component used in BPs, I want to find every BP that has that component

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how do I do it?

frank escarp
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i do also expect 4.20 preview features at GDC

wary wave
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(as in, from the editor)

frank escarp
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niagara finally ? 😛

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i wonder what they will show

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last year they showed tons of super cool vr tech for robo recall

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but this year, what?

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fortnite BR stuff is too recent, normally this stuff is planned months before

vale silo
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heh

cloud cobalt
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@wary wave You mean a component class, right ?

wary wave
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aye

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I want all BPs that have this component

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(so that I can update them)

cloud cobalt
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Doesn't the reference graph show it ?

wary wave
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reference viewer?

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not exactly a great tool

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in fact no, it does not

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if I use the reference viewer on that class it just returns all BPs

cloud cobalt
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Well, I generally use that tool for such problems

wary wave
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it's even returning anim BPs etc

cloud cobalt
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Sure you know how to read it ? Referencers should be in the left column

wary wave
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yeah, can't use the reference viewer to find things referencing a native component

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it doesn't work

cloud cobalt
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Okay

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Then I don't know a better way than renaming it to see what breaks ¯_(ツ)_/¯

wary wave
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it's giving the references for '/Script/Project' :/

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if I rename it, I don't think anything will break

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this is actually kinda tricky :/

tall pendant
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@fierce tulip you mean for the smart peoples who dont use data crawlers such as facebook 😛

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looks pretty nice tho

fierce tulip
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hehe

tall pendant
fierce tulip
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dont think so, also neat quality thoug

upper heart
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@sick agate you have already asked in #mobile, so removing here

sick agate
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Did in packaging aswell, asked here so that if anyone awnsers, could direct them to the question there.

upper heart
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Please only ask in the channel that fits your question the most.

sick agate
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That's the thing, im not completely sure 😄

cursive dirge
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you can still ask if anyone could help you with your issue and refer to the channel where you originally posted

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crossposting is bad

sick agate
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I did ask if anyone was familiar with AppleApp store, didnt post the whole question here though

upper heart
sick agate
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Deleted from mobile then, feels more like a release and packaging issue

upper heart
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Thank you

sick agate
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Anyone got any ideas though ? 😄

plush yew
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HI, is it true that only students and hobbyists use blueprints? Are there only a small part of the code in the AAA games (eg Fornite) written using visual scripts?

fierce tulip
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nope

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if thats even a rumor, its a stupid one.

plush yew
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Ok, so I'm preparing the game on the Unreal Engine 4 and wanted to show it to the employer. And I wonder if I should write more in C ++, because now I wrote only a few classes to overwrite some components (it could not be done using blueprints).

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@plush yew Depends on the game, scope and experience level. Fortnite likely only does have a small part of the code in BP for pure performance reasons (they mentioned they ported most of the BPs to CPP in recent patch notes). Also it's much harder to maintain very large and slow blueprints, and many pieces of logic are far simpler and cleaner to write in CPP. That said, it's completely fine to use BP for an entire game as long as you don't run into any issues with it.

surreal viper
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yeah use whatever you feel like using

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maintenance is bigger factor than performance imo

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at least for me in the bp vs c++ question, but both is cool for different things

plush yew
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Yeah exactly, when you have layers of nested node graphs it becomes way harder to step through than CPP

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Loads of tabs etc

surreal viper
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but if you are not experienced with coding maybe you can still handle those easier 🤔 I can't

plush yew
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Oh definitely, if learning BP all the way

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But if serious about a project and you want to cleanly maintain it into the future, CPP base for sure

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Again depends on the scope, you can definitely maintian a small ish BP project just fine

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Hmm, I have already written a few projects in c ++ for my studies, so as I give advice and in the UE4 😃

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*i'm fine with C++ on UE4

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but writing blueprints is faster 😃

surreal viper
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for me writing something simple is, writing something complex isn't
also when you add a new line you don't have to move all the other lines manually and fix wires in cpp

earnest cape
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Is the decal system broken in 4.18? I can't make any Opaque decals

cursive dirge
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@plush yew you can use nativize blueprints

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then UE4 editor will turn your BP's into c++ and compile them on packaging

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it's almost as fast as if you wrote it in c++ yourself, it still have some overhead but it's not something you'd worry about

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and, like Allar said in the video, you can always profile :p

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you can write slow code in c++ too

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so it matters more what you do with your code

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in general anyway

patent cobalt
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Question (didn't know where to ask it so I will try here): I have a number of UE4 experiences on various remote computers. They have been installed manually just by copy/paste in a folder and are run through a custom cockpit application. I would like to distribute updates for these experiences automatically via a web server + update files. I can use the cockpit application to handle the updates. Can anyone recommend a library or similar to achieve this? No ClickOnce.

opal ocean
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Can I use AI move to with just a pawn? or do I need a character?

tawdry narwhal
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does anyone know what would be the most efficient way to make physx check for collision against a set of FVectors? I don't want to create actors or components for them as they're basically just markers, and they only represent single points in space. they're also stationary.

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basically these vectors should only exist for collision detection purposes, and wouldn't be tied to any actors per se

teal tulip
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Have nice PP

livid haven
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... that so?

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Younger sibling get ahold of your keyboard while you're AFK? 😛

maiden swift
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I'm preeeetty sure he meant post processing. 😛

livid haven
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... oh.

fierce tulip
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haha

livid haven
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XD

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They were an hour apart, I didn't connect the context. 😢

fierce tulip
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thats the third fricking time im snorting my drink while laughing today

livid haven
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You're welcome.

fierce tulip
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"youll never believe what hurt his nose three times in a row,"

livid haven
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Hashtag milk is a thing

fierce tulip
teal tulip
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@maiden swift hey how is doing the work and the game ?

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And yeah I mean Post Processing before

plush yew
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hey check mobile chat if any of you are interested in a question i just asked about launching to various android devices

grim ore
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so 4.19 next week apparently, https://store.speedtree.com/speedtree-8-ue4/

viscid fern
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:O

grim sinew
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Finally Speedtree 8 is coming for Unreal. About time.

floral pagoda
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yay

patent wren
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hey y'all, got a swarm question. having trouble getting it to distribute anything

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when you do a Ping Remote Agents, if it's working normally, should it show you the details of each agent it pings?

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or should it just come back with this

3:20:01 PM: [Network] Pinging remote agents...
3:20:01 PM: [Network] Remote Agent ping complete
sonic yacht
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Well

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How would I add a rotation to an object with the keyboard

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like the player

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Nvm figured it out

cinder iron
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Lmao sion pls 😂

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🙄 i need to scroll down more lol

plush yew
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Is possible to enable ghost/fly/walk... commands when the game is cooked? You can use most commands, but not those.

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I execute the command but it does nothing

opal ocean
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My pawn with FloatingPawnMovement is right on the ground... Using the basic MoveTo command in the behaviour trees is always going to have that result isnt it?

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am I going to have to write my own movement?

opal ocean
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ok, I am setting the relative height of the skeletal mesh, with random targets and VinterpTo.... seems to work

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Have a base character class with the health and whatnot

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the other characters would be parented to it

open merlin
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If that isn't an option you could also create a blueprint interface and apply it to each character

upper flame
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thank you so much

opal ocean
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its the way I would do it. One way of a few I'm sure

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if you've already got the characters built, it might be less work to go the interface route

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rather than tediously reconnect all the uses of the health variable to the new parent variable

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I had a bad experience with them in 4.7ish, so I parent everything

plush yew
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anyone here use linux

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google has just said "you are trying to run a 32 bit on a 64 bit"

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but then i check my linux machine, its runningh 64 bit lel

trail bison
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Hey, anyone here have experience with using Nav meshes - or would point me to a channel that might, seems like none of them fall under that category

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I've been having lots of trouble with them for the entirety of this project a partner and I are working on

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And would appreciate any assistance

plush yew
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@trail bison me but im about to get off for the night

uneven fractal
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obligatory not mine

trail bison
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@plush yew You ever have issues where sometimes there are giant random holes in areas that generated navigation fine in the past?

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We are having issues with our game where the navmesh preview that appears in editor is always looking good, but sometimes chunks of it refuse to generate unless we go in and delete all the recast nav mesh actors, then rebuild pathing

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Which - sometimes that doesnt even work

trail bison
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As you can see it's a fairly consistent giant square hole that appears randomly in random areas

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In editor there are never any problems, only in-game, with preview AND also when packaged

plush yew
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hey guys, im looking for an engine on which to develop my million dollar idea game.

Could you tell me what languaces does UnrealEngine use?

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Epic game launcher

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Uses English

viscid fern
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C++, Visual scripting

plush yew
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Lol my bad

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thank you Kallvin

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It's c++

viscid fern
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yw :)

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silly bombz

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xD

plush yew
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I didn't use it for 4 months okay

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I forgot XD

viscid fern
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xD

plush yew
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Preparing for stupid math exams

quasi lake
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UFUNCTION(BlueprintCallable,meta = (CompactNodeTitle = "AND", Keywords = "& and",CommutativeAssociativeBinaryOperator = "true"))
static float UFunc9(float val1,float val2);

float AMyActor::UFunc9(float val1, float val2)
{
return val1 + val2 ;
}

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Bros help

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Why isnt's here an "add pin" button

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Document says "This node lacks pin names, but features an "Add Pin" button that creates additional input pins."

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I'm trying CommutativeAssociativeBinaryOperator specifier

plush yew
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How to use uebot to hire someone

loud phoenix
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I forgot my epicgames FTP password and trying to reset it says "Denied."

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Anyone encounter this before?

fossil ore
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Is there a way to "Ignore" object in UE4?

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as like, ignore selecting this model...

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Like in Blender. You can see the object but you can't select it

loud phoenix
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@fossil ore I noticed that objects that are transparent are often not selectable in the viewport but that was in 4.16 (may be the same in 4.18)

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I had to manually find it in the dropdown

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Even if the object wasn't fully transparent,

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I couldn't select it in the viewport

patent cobalt
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@fossil ore short answer is no. All you can do is to Lock actors in place so they cannot be modified, but to my knowledge there is no way to prevent actors from being selected.

fossil ore
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damn

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that kills one plugin

real bolt
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Have anyone used a recenet version of mesh editor on github ? How do i edit meshes per instance ?

patent cobalt
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@quasi lake Try with BlueprintPure

quasi lake
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Yeah I found that

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It only works with BlueprintPure

latent moth
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all, what is the easiest way to know if the character is moving backwards?

patent cobalt
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@latent moth Do you have the speed of the character or the frame by frame displacement vector?

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If so, do a DOT product between either one and your character's forward vector. If the sign of the DOT product is negative, your character is moving backwards

latent moth
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I'm currently using Get MoveForward and if that is negative then I'm stating that it's going back

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However I do not know if that is an input-only function, or if that will return negative even if the character is sliding down a hill, for instance

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(thanks marco)

tawdry narwhal
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it works fine in PIE and in the editor, it's just standalone and packaged mode where the issue appears

patent cobalt
tawdry narwhal
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@patent cobalt thanks, I've tried it both with and without density scaling, unfortunately it didn't change a thing. my quality settings are set to Cinematic too

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it was made in 4.18

patent cobalt
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Yes, looking at it

tawdry narwhal
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thank you so much

patent cobalt
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Did you also play with the View Distance settings?

tawdry narwhal
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you mean via cull distance volumes? no, not really

patent cobalt
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No, also in the Scalability Settings

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I am packaging it now

tawdry narwhal
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well, view distance in scalability settings is set to Cinematic as well

patent cobalt
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In the packaged test application, open the Console and try sg.ViewDistanceQuality n

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n=3 or 4

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Do you see any change?

tawdry narwhal
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hold on let me repackage real quick

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in the meantime: do you see the difference between PIE and standalone?

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I'm much closer to the landscape on the right (standalone) as I am in-editor, and culling is just wiping everything out

patent cobalt
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Do this

tawdry narwhal
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sg.ViewDistanceQuality 4 DOES seem to make a difference

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in packaged as well as standalone

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(sg.ViewDistanceQuality 3 is still too little)

patent cobalt
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I believe this happens because of the different screen sizes which lead to a different choice of scalability settings

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In the Editor the scalability settings are forced by your settings, but in standalone/packaged they may be different

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Unless you force them specifically

tawdry narwhal
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similar screen size, left: editor, right: standalone

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but

patent cobalt
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I know, but that doesn't count in the Editor because sg is force by your settings

tawdry narwhal
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since what you're saying worked, I guess it's just a matter of ini settings for the standalone/packaged versions

mortal barn
#

whats the best video series for learning on ytbe?

patent cobalt
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Quick and dirty: use an Execute Console Command node to set sg.ViewDistanceQuality to 4 on Begin Play

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But yes, playing with the INI files should do the trick

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Mind the fact that this may affect performances in general

tawdry narwhal
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yeah I'll probably just find the corresponding ini settings and make changes there - would be weird to use the console on a demo :D

patent cobalt
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You don't need to use the console, you can run the same command via Blueprint

tawdry narwhal
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thanks so much man, this was very helpful. also just goes to show how much I'm unfamiliar w/ the packaging process

patent cobalt
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@tawdry narwhal I think the documentation doesn't explain this too well either.

tawdry narwhal
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yeah instinctively I would think that packaged / standalone = highest possible quality, but I can see how that logic is flawed

patent cobalt
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The common understanding is that whatever scalability settings you use in the Editor will also apply to the packaged version, which is not the case

tawdry narwhal
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exactly

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btw, when starting a project, I remember there were 2 broad graphical settings: maximum quality and scalable 3d/2d. would the latter affect packaged settings?

patent cobalt
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@mortal barn The Unreal Engine youtube channel has plenty of learning series to get you started.

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They may refer to an older engine version but all the fundamentals are the same

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@tawdry narwhal Yes, they have an impact on some of the settings

tawdry narwhal
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good to know, I'll investigate

tawdry narwhal
#

again, thanks so much for taking your time to help, this foliage culling was driving me nuts and would have made a dent in our demo

patent cobalt
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You are welcome! 😃

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Good luck with you demo!

tawdry narwhal
#

thanks!

mortal barn
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tkx! @patent cobalt

merry gazelle
#

Does anyone know if how to export a datatable from UE4? I want to create an external spreadsheet

brave drift
#

Please release this 4.19 -.- Got bored to work on 4.18 with C++

cloud cobalt
#

No one here can release the version lol

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Not to mention it's Saturday

frank escarp
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speedtree already said that 4.19 thing

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its confirmed to be next week

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dunno wich day tho

cursive dirge
#

I'm most interested if it will work like LY speedtree modeler

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so we can import all previous speedtrees, regardless for what engine they were initially made for

#

I expect it to be, as they seem to talk about speedtree 8 for games as unified thing too

#

and they already ship unity and ue4 freebies for montly subbers as single package now

fossil ore
#

What is Speedtree?

cloud cobalt
#

Tool for tree creation

#

Kind of a hallmark for quickly generating lots of background trees in movies & games

fossil ore
#

ohhh

plush yew
#

4.19 wont be out'

#

until like next week

#

probably on tuesday

#

isnt that when gdc is

#

?

tall pendant
#

lol nope

dire tundra
#

could someone tell me how to ragdoll the upper body? i tried to copy the nodes from the anim started pack, physics animation blending 1.1, but setting set bodies below or all bodies to simulate physics and blend weight 1 (should enable all physics) is not having effect. my animation rifle hand is calculated to the pose, not the physic ragdoll

#

some forum post said to override the physics body, but that didnt help eighter

paper kernel
#

did you remember to change the kinematic settings in phat?

honest vale
#

@dire tundra you turn on simulate physics on some bone of the skeleton and on its children

dire tundra
#

hi yes thats what i tried to do

#

using set all bodies simulate physics (ticksed new simulate) and also set all bodies below simulate ph and giving bone name spine_01 (default white robot mannekin)

#

and also blend weight both options all and bodies below, using same bone name and also root bone name. it always only pays the animation

#

i do have a blend space animation, when the example has only one animation straight up, but it shouldn't matter?

#

the physics animation component i added is with default values, and afaict it's the same as in the anim example 1.1

#

trying the "all" option, firstly tried the below body route. two boxes below. also tried setting the simulate physics for the character, but it didn't help, and that definitely not in the example

#

ah forgot to say im using also fabrik to control the arms and head, is that really the problem here? so sad if so

tender dome
#

hi, is there an way i can attach a class bp to a socket for example, i attached a static mesh perma. by adding it inside my player bp. so kinda like that can i attach a bp to a socket within a bp?

twilit gate
#

is there some kind of deployment platform for test builds?

velvet ravine
#

hey guys/Ladies, Im after a little advice,

Whats the best way to take a screenshot of assets. (Like weapons/Players) I tride setting a green background but u can see Green bleeding into the asset slighly,

forest marsh
#

Is there some 3D modelers ?

mortal barn
#

can i get some experienced opinion over the question i posted on #source-control

#

and do you think sRGB is really bad?

plush yew
#

Umm good morning

urban flare
#

22:50 in the afternoon in Germany 😂

plush yew
#

anyway im from Poland

#

and im new about using Unreal Engine 4

#

and i search somebody who can teach me how to using

urban flare
#

Depends on what you wanna do?

plush yew
#

I wanna create a 3D Platformer based on Klonoa Universe

urban flare
#

There is a ue4 YouTube site. Best way to Start. Basic stuff

plush yew
#

yeah, but some tutorials focus on FPS

urban flare
#

U can just Check this out. For key bindings etc

plush yew
urban flare
#

Ah. Okay

plush yew
#

And wanna recreate this mechanics to 3D version

#

Klonoa is a titular character from PSX game

urban flare
#

As an fps?

#

Dunno if this will work.

plush yew
#

No, a 3D Platformer like Super Mario 64 or Rayman 2

keen birch
#

Anyone here got any idea how I'd go about replicating a skeletal mesh component's position?

#

I'm ragdolling it, and while I don't really care for the entire ragdoll, I would like the positions to be sort of similar across clients

livid haven
#

I'd imagine for that you'd have to actually rag doll the mesh, but not drive the component's position from it - leave the mesh/actor being moved by a movement component.

#

That will limit how believable/realistic the ragdolling will be, though.

plush yew
#

Do anyone knows a command for disabling a motion blur in ue4?

keen birch
#

Actually, general confusion

#

How do I call the ragdoll thing on the server from an owning client?

#

Like, I've got a "call on server" event

#

Hm

#

I'll go look into this myself a bit

#

x3

grim ore
#

@plush yew you can start with edit -> project settings -> rendering -> and uncheck motion blur.

livid haven
#

Yeah, depends if you want to do it temporarily or permanently.

#

There's probably an r. command to do it temporarily.

#

r.DefaultFeature.MotionBlur 0 maybe?

plush yew
#

@grim ore Like, i need a command to use it as graphic setting, so like i have this with HBAO+ (r.HBAO.Enable 1 = Enabled r.HBAO.Enable 0 = Disabled)

#

just like here

grim ore
#

Above suggestion about r.defaultfeature.motionblur should work then. I believe it’s a true or false to enable or disable it.

#

But who knows I’ve never used it lol. 0/1 probably works.

livid haven
#

I think it's 0/1.

plush yew
#

Tried this now, and it seems to work actually

#

ye it's 0/1

livid haven
#

Same system in use as what he's shown there with r.HBAO.Enable

grim ore
#

There’s an option in the help menu to dump all commands and then you can search them if that might help to find some items.

plush yew
#

A'ight, thank you guys.

livid haven
#

NP

keen birch
#

So better question from my side than before

#

How do I get my animations to replicate?

#

Host to client is replicating nicely

#

Client-to-host is not

livid haven
#

Google and VAX symbol search are how I answer like 75% of questions. 😛 But I do know enough to have an idea of what to search for.

keen birch
#

(And I've tried google 3:)

livid haven
#

Host to client??? You mean server to client?

keen birch
#

Yeah

livid haven
#

(My Google comment wasn't at you)

keen birch
#

(I know, but still ;3)

livid haven
#

Depends exactly what you want to do, I can't really give a lot of info on any of the answers though

keen birch
#

Variables driving the animation BP are set to replicate, but it's not doing a lot

livid haven
#

There's replicating the CMC controlled motion as usual

#

There's trying to replicate the physics driven motion, whole can of worms

keen birch
#

I've literally got a 2D blendspace with two floats being input

#

The floats are set to replicate

livid haven
#

And there's trying to replicate the actual poses created by the rag doll simulation.

keen birch
#

But the client animations aren't appearing on the server

#

This is just me wanting to sync the variables driving a 2D blendspace

livid haven
#

🤷 About the extent of my ability to directly help, alas. Sorry. I haven't messed with that in forever.

keen birch
#

But I can't figure out why it's not replicating those variables

livid haven
#

Obligatory debugging/logging, maybe use repnotify?

keen birch
#

What exactly does repnotify do? (Never really done networking before)

#

Googles

dawn linden
#

Maybe I'm missing something, but you're expecting client changes to be replicated to server?

keen birch
#

Yeah

dawn linden
#

The replication in UE4 is server authoritative, no?

keen birch
#

Think so, yeah

#

But that just gets me to the main thing

#

How the heck do I get anything from the client to be taken on by the server

#

(In this case animations)

dawn linden
#

So it only goes one way. To get a client to change anything, it has to rpc the server I believe.

keen birch
#

So repnotify is the way to go?

dawn linden
#

Though I'm really not the right person to ask, I've done very little network related stuff in ue4.

#

Rep notify is just to allow responding to replicated changes arriving.

keen birch
#

Right, so that still won't let me send from the client to the server, then

dawn linden
#

You need a server function. If you're in BP, I think it's maybe a property on a custom event node?

livid haven
#

replication in UE4 is server authoritative Sort of. Not exactly?

livid haven
#

The whole role thing is really what controls that, which for 99% of things is the server, yes.

dawn linden
#

Ah, my terminology was probably off. All I was really trying to say is that I think replication (as opposed to RPCs) is exclusively Server -> Client direction.

livid haven
#

I think that's not strictly true though? Hmmm. I'd have to double check but can't afford to right now.

#

I was under the impression player controller was a very particular edge case, as it's authoritative for the owning client or some such.

halcyon shore
#

Is there an issue with Steamworks and ue4 4.18?

plush yew
#

has anyone here shipped a mobile game using UE4 or experience test launching on various android devices

narrow pasture
#

Working in unreal sure is hard when it crashes every 7 minutes

viscid fern
#

that sucks

loud phoenix
#

@narrow pasture Try closing the Epic Games launcher completely once you start loading your project. I had problems with 4.18 crashing constantly but this fixed it.

#

Just leave the Launcher closed.

narrow pasture
#

i dont launch it with the launcher

#

its a D3D crash

wise prism
#

can anyone tell me why radial damage only works once?

plush yew
#

hey

fathom seal
#

Hi

plush yew
#

im thinking of using unreal to make a 2d rpg should i?

fathom seal
#

2 questions

#

You want to?

plush yew
#

yeah

fathom seal
#

Question 2: You think you can?

plush yew
#

prob

#

my pfp

#

is the main char

fathom seal
#

So just DO IT

#

I believe that you can

plush yew
#

uh ty

fathom seal
#

But make a GDD first

plush yew
#

?

fathom seal
#

Will increase your success chance a lot

plush yew
#

whats a GDD

#

im new to unreal

fathom seal
#

Game Design Document

plush yew
#

oh

fathom seal
#

Is a document that descriibes totally your game

#

I will send u, one minute

plush yew
#

ok

#

well im only 13

#

so im not sure if i will get a game out there

#

i would just want to play it for my slef

#

self*

fathom seal
#

See this

plush yew
#

o

#

ty

fathom seal
#

And this

plush yew
fathom seal
#

The first is a some models, the second is a explanation

#

you choose

#

But read the second link first

#

this

#

The first link is just a some gdd to you see and inspire youself

#

I really recommend you try to make your game only after make totally your GDD

plush yew
#

ok

#

ty

#

have you made a game?

fathom seal
#

Yeah!

#

But start with something easy

#

And ever finish your project, dont matter what

plush yew
#

yeah

fathom seal
#

If u need any help, just tell me

plush yew
#

ohok

fathom seal
#

If i can, i will help haha

plush yew
#

i will friend you so i remver

#

remember your acc

fathom seal
#

dont need remove

#

Don't worry

plush yew
#

ok

#

know any good assets that are free?

sonic yacht
#

If I've created a chracter and added controls, how would I make it so it had no gravity

plush yew
#

wow UMG is such a waste of time

#

i've just wasted 2 hoiurs trying to figure out how to force update text, but there's no way to "send" anything to umg, and even in the umg widget blueprint event graph you cannot access any widget, like what sort of fuckery is this lol

#

I mean I knew it was bad from the tweets moaning about it from various developers bug fuck sakes this is on another level of crap

#

they say you bind it, then update it in the widget but that doesn't do anything lmao, think it'll actually be quicker to write my own ui system at this rate

supple cape
#

atleast you didnt spend a entire day procastinating and thinking of how youd actually pull off what you wanna/wanted to do like me yesterday xD

plush yew
#

aaahhh thats why "UMG is not for displaying real time information, but only static information"

#

that'll be why

#

my guesss is the options for composing UI for ue4 is either buying a third party UI solution, or the ol "stick a plain to a camera" ui

#

i made a custom widget that im trying to use in a menu, i enter the text in a varaible but there is no way to update this on the widget, and before you say "binding" that shit DOES NOT work, i've spent almost 2 days forcing it to work

#

like, where are my widgets, how tf am i supposed to do anything lol

#

i mean gamedev.net reccomended ue4 but it did have a warning about UE4 not having a working UI solution :/

paper kernel
#

🤔

weary basalt
#

@plush yew What are you trying to do? I dont have an issue using UMG. Try the #umg channel, you may get better support.

plush yew
#

i have a text thingy in a custom widget, and im simply trying to display the text, but that is aparently not possible in ue4, works just fine in Unity

paper kernel
#

that whole line sounds like a trollbait

weary basalt
#

Did you create the widget and add it to the viewport?

plush yew
#

yes

#

this should NOT be this difficult, why is this so badly designed?!

paper kernel
#

oh I see, have you looked into commit events of the edit box?

plush yew
#

its just a text not an edit box

#

its simply a menu selection, except now all my menu entreies are going to have "Text"

#

and ignore any strings i send

weary basalt
#

Does it have the correct string when you play the game? Or is it just in the Designer?

#

Binds dont execute in the Designer

#

Only during play

plush yew
#

i've spent too long working in the industry and im used to designing these things in a modular fashion, my guess is UE4's UMG isn't quite there yet in terms of that, and i have to just remake all of this in one widget and have no support for my own localisation solution

#

not tested it in the game yet. Isn't there a way to send a force-update or should I look at changing the engine source and implementing this myself

weary basalt
#

FText was literally designed to add Localization

plush yew
#

we have these things, which say they update in the editor

#

what i don't understand, is why i can't, inside the widget simply 'send' updates to the text, and why it has to use binding

quasi lake
#

Is there any demo project for Third Party Socket Server Connection?

#

I've checked the tutorial,it'll be better if there's one.

cinder iron
#

@plush yew what do you mean by "send updates to the test"

dire tundra
#

how to cancel out (or add) localrotation? my vive controllers always give me "absolute" coordinates, even when I locally rotate the actor. meaning, that when im rotated, the hands keep their direction as in the real world. I have a direction vector, that im using to point the actor, I now need to translate the coords too, there must be anode for this available?!

cinder iron
#

@quasi lake nothing official by epic

plush yew
#

see that little checkbox boi hiding up there in the top left most corner. NOWHERE in the documentation does it mention that

#

in the rest of the editor there's a standard way to make something a visible variable, in the UMG editor it's different and i couldn't find that option anywhere, even frantic googling couldn't help me out

cinder iron
#

Hahaha welp, at least you figured out, there are a couple training streamings about UMG, you might be able to find them on the UE4 official youtube channel or Twitch channel

plush yew
#

yeh thats great but watching videos always seems so inefficent if you want to find something simple like that

cinder iron
#

Ayee. But in your case, new in UMG would be great. The person making them is a beast @ Celizzaa

paper kernel
#

well, there's no tutorial for every small issue

tall pendant
#

back in my days we had no tutorials

paper kernel
#

is that in grandpa voice?

tall pendant
#

in Daddy voice lol

quasi lake
#

A question ,is it possible to communicate between ue4 FSocket and third party java nio server?

paper kernel
#

no doubt it's possible

floral pagoda
#

@quasi lake - Look into the LE Socket plugin

#

on the marketplace

#

Does just that

dire tundra
#

hello, just cant get it to work 😦 I want to apply a rotation to coordinates. rotation is -180 < 0 > 180

floral heart
#

Blueprint or material? Both provide rotatevector nodes to keep the learning to a minimum.

dire tundra
#

bp. thanks I knew it had to a ready node!

fierce tulip
#

I love it when autodesks own documentation says "Extras toolbar > (Spacing Tool), on Array flyout"
while in fact its in tools > align > spacing tools

fierce tulip
#

<_< one of those days where everything in max messes up

#

lets always show the editable poly menu regardless of the modifiers

lone prism
#

😐

fierce tulip
#

hey Alex

lone prism
#

Hey

fierce tulip
#

hug

lone prism
#

awww

#

I've missed y'all

fierce tulip
#

likewise, unreal feels different without you hehe

#

how you been

keen birch
#

Unreal feels less communicative without you 3:

lone prism
#

Doing well, been super busy. I've heard its changed

#

😦 aw

fierce tulip
#

I can partly understand now that eu4 is more than established and they need to move focus on other aspects

#

hows mr bobblehead? :p

lone prism
#

Bobble is doing well, it's up on the shelf here

fierce tulip
#

aaand, what you been up to?

grave nebula
#

@lone prism o/ Alexander, nice to see you drop by.

lone prism
#

Good to see you!

#

Just working at the school and writing a book. Today I should be writing, but I was feeling kinda cruddy so I wanted to see if anything was going down with the slackers

#

I also set up my Dallar miner yesterday, so that's fun

grave nebula
#

We are all hoping for Dallar to hit 500 for one Dollar exchange rate soon, aren't we ?

fierce tulip
#

hehe

#

i havent had time to mine dallars, got about 10k or so though

lone prism
#

If they ever become worth anything at all, I can see it becoming the new way to fund indys. Kickstarters are risky and a lot of work

fierce tulip
#

good idea for donating to people making tuts etc as well

frank escarp
#

@lone prism you still at the barcelona school?

lone prism
#

Yep. Teaching and helping some indys out here with training and consulting

gaunt raptor
#

does anyone know why my landscape material looks different on the outside of the map ? It has like clear segments where it is way darker than in the middle

harsh tiger
#

hello everyone, i've made a death animation for my player in maya and i've got it imported into unreal and its working fine. but my player dies when it hits a wall object and i cant figure out how to get the animation to play when the player dies. can anyone help?

lone prism
#

Not sure what's up with the landscape @gaunt raptor But check the viewport in Unlit mode. That will at least tell you if it's a shadow or texture issue

#

@harsh tiger Sure, what does your machine state look like? You can just have a bool that flips when the player dies and then use that to drive a death state

gaunt raptor
#

its a lightings issue for sure - am i allowed to maybe post a screenshot ? Im guessing its pretty obvious what is what for something with a little bit of experience

grave nebula
#

@gaunt raptor You definitely can post a screenshot, but generally it is better to post it in a more specific channel, like #graphics or #level-design You might get a more targeted assistance there.

gaunt raptor
#

allright 😃 Its my first time in here, and my first time in unreal engine - so my guess is its super simple stuff 😃 But ill do that next time for sure ! Here is a screenshot https://imgur.com/a/viqbW its just a blank starter scene with a flat terrain and a material - thats all

grave nebula
#

@lone prism Co-authoring a book was a bit harsh for me. I felt lack of motivation from the very start and every time I wrote a passage, leaned back and re-read it, it looked terrible. I ended up contracting a technical writer to correct and re-check the texts. Well, after writer's iteration on the texts, it looked considerably worse. FML.

lone prism
#

My problem is just when I want to get started... I am a terrible procrastinator. Luckily my ego allows me to think my writing it pretty decent at least.

fierce tulip
#

hehe wring the story synopsis for a game myself, but im below-mediocre at writing so at one point I will need someone who can rewrite it to a proper story. thats gonna be expensive yo

grave nebula
#

Well, procrastination and laziness, that is what drives the human race 😃

lone prism
#

If humans weren't lazy, then we'd still be doing everything the hard way. Laziness is the mother of invention really

harsh tiger
#

@lone prism its currently set to just destroy actor while i was testing, now when i die i'm moving the player to 0, 0, 0 and displaying the death screen. but before that i want the animation to play

latent moth
#

I get a warning that a safe function that I'm using in a state machine transition can be potentially thread-unsafe. However, if I copy the content of the function in the condition itself, I do not see such issue.

#

Anyone knows what I should be doing? I have basically the same logic in multiple node transitions and want to just use a function.

regal mulch
#

@lone prism I'm pretty sure what ever you procrastinate with isn't going to invent something :D

harsh tiger
lone prism
#

We should invent something that invents for us while we procrastinate

regal mulch
#

That already exists and takes a few years to be properly setup to then do that for us

#

Or it becomes as lazy as we are

lone prism
#

hah

#

@harsh tiger Just take out the destroy actor node and put in a "play animation" node there. Is the animation associated with the same skeletal mesh as the one in the character?

harsh tiger
lone prism
#

it's an animation and a static mesh? not skeletal?

harsh tiger
#

they are basically the game

#

same

#

done it, im really stupid apparently. i had my ball static mesh as the character but it needed to be a skeleton mesh for it to animate haha

lone prism
#

Yup! Excellent 😄

harsh tiger
#

it seems like i can spend hours scratching my head at a problem and once i ask in this discord i tend to find the problem a few minutes later haha but thank you for the help

regal mulch
#

Some sort of Rubber Ducky effect

plush yew
#

hi

harsh tiger
#

i've heard of the rubber duck in game dev quite a fair bit. is it something that a lot of people do?

fierce tulip
#

yea

#

trying to explain the problem and then realizing the solution

#

it comes from coders who try to explain their code to an actual rubber duck line by line

harsh tiger
#

interesting haha

plush yew
#

its from a book

#

lol

#

this book lol

regal mulch
#

Okay, seriously, does anyone have these random low FPS in the whole editor?

#

I have this since like 4.16 or so

#

Where suddenly EVERYTHING lags

#

Even in new empty projects

harsh tiger
#

FUCKING YES

#

its so annoying

fierce tulip
#

ive seen reports about it on ah as well

regal mulch
#

It's impossible to work during that time as even dragging nodes just lags

harsh tiger
#

i dont have much open on my pc and it will suddenly happen

#

happened a few times today. or when i press play to play test it might lag or might not. its literally random

regal mulch
#

Yeah

#

And I have that in every project

#

Doesn't matter which one

#

-_- It feels like some sort of memory leak

fierce tulip
#

Im still on 4.16 for most content I make and for me its rather stable

#

its 4.17 which had that issue for me

harsh tiger
#

i'm using 4.17

fierce tulip
#

but ive seen people report a variety of versions

regal mulch
#

4.18

fierce tulip
#

not using that one much due to cascade being a b....

patent cobalt
#

4.17 had tons of issues

fierce tulip
#

I went from 4.12 to 4.16 because i wasnt fond of the version in between

#

hope 4.19 is more stable

patent cobalt
#

4.18 is much more stable, but it may be beneficial to disable everything that may affect DirectX, including NVidia Share

fierce tulip
#

hope it fixes 4 monitor issues with pop-up menu's

#

they either pop up halfway 1st and 2nd screen, or imaginary 5th screen

#

especially the latter sucks balls

kindred viper
#

nvidia overlay absolutely killed my editor fps in 4.18

patent cobalt
#

I am developing also an an Asus laptop and I had to remove various applications such as Sonic Studio II

#

It would totally crash Unreal each time I tried to play VR

honest vale
#

sometimes the viewport controls lock up and I can only zoom in and out with my mouse regardless of what I click and push

#

that's kinda annoying too

fierce tulip
#

that has to do with alt and another button

#

keep forgetting what keyboard shortcut exactly

#

alt spacebar or so

#

yea, alt spacebar messes mouse controls up hehe

#

holding alt changes mouse controls and I think some other shortcuts might lock alt accidentally

earnest pawn
#

hey can someone answer a question for me

#

i want to create a reloading animation, but at like half way through the animation i want to attach an object to my player

#

how would i do this?

regal mulch
#

What object?

honest rune
#

Awhile back I had asked if the engine ticks actors and components synchronously or async and was told its synchronous. But I've noticed a component setting that specifies if the component should tick on the game thread or any thread. My sqlite implementation uses no thread safety because if ticks are synchronous it wont matter. Are all components set to tick on the game thread by default or do some actually get set to tick async by default?

#

I should also ask, is there anything in the engine that ticks async by default that I should be aware of?

cinder iron
#

try refreshing fps @regal mulch t.MaxFPS = 60 and then t.MaxFPS = -1 for me that does the trick

bitter iris
#

Anyone using world machine? When I run a tiled build, it never saves the files into the folder

silk torrent
#

I'm creating a top down game multiplayer game and I am unsure on how to represent when a player dies. I've seen one approach is to create a death actor which the player posses on death and other approach is to create a death state

#

what would be the recommended way

plush yew
#

i love how the ue4 raytracing tutorial

#

tells people to call a linetrace

#

on tick

#

:^)

frank escarp
#

@plush yew 0 issues with it

#

traces only get expensive when they are in the thousands

#

in this case they want some kind of line picker so its actually the correct way of doing it

wary wave
#

I do it about 60-70 times a tick for one of our visibility systems, hehe

frank escarp
#

i had 300 a tick

#

on ps4

#

psvr

#

due to some enemy logic that checked against close walls and similar

#

but i just async-d it

#

now i only have like max 30 normal traces in tick

#

plus more, but async, wich get done on other threads (ps4 has 6 cores for the game)

paper kernel
#

I introduced artificial stress on gamethread using 200k linetraces

#

got around 20fps

frank escarp
#

benchmark it properly

#

std::chrono is your friend XD

#

i have the code to start/end a measure of time

#

its useful for small tests

#

just calculate time beetween begin and end

#

keepin in mind that compiler is a tricky bastard, so in the "log" function that logs the time, i have a variable that depends on the code

#

for example, an "average distance" on a raycast benchmark

#

just in case the compiler doesnt just nuke the whole raycast function becouse its not used

plush yew
#

@frank escarp I guess so

dire tundra
#

the weirdest thing! vive controllers seem to be linked, when i move other hand, the other moves as well 😄 seems like a good time to call it a day :p

#

"where's the hidden camera?" 🙄 😜

honest raven
#

Hmm

#

Today I made a Data Asset, then changed its value in bp, and the Data Asset value changed in the asset itself

#

Is it a feature or a bug?

#

😄

south ridge
#

@honest raven well if there's just one object and you're changing its value, you could expect that all instances of this object would change value too

#

In shipped game it wouldn't commit to disk in any way though

honest raven
#

Hmm its just strange

#

I mean the Static Data Asset's (The asset it the editor) itself changing in runtime

#

I mean I know its a reference, but I thought its would set back to defaults

worn granite
#

Data assets aren't instantiated like normal objects - so when you modify it you're effectively modifying the CDO

#

If you need to be able to modify the data and keep a default, consider having a struct you copy out

honest raven
#

Hmm you are right

#

Thanks for the advice

regal mulch
#

Or just use a UObject

#

And instance that

#

UDataAssets are really just assets

#

Like textures, sounds etc.

#

You don't want to modify the values runtime

honest raven
#

I just made a copy function

#

Inside them

#

Well I wasnt able to find any better way then it is :/

#

Currently just using Data Assets for skills, and effects

plush yew
#

@regal mulch cedric halp me

#

:D!

regal mulch
#

With?

#

What's with the random tag?

honest raven
#

Hmm by the way guys, is data asset replicateable? So "cheat" proof?

regal mulch
#

Yeah, same as Textures etc

#

It's an asset as I said

honest raven
#

Hmm you are right

#

Just wanted to make sure

winter birch
#

Hello, I am new to this server, and I have a question that hopefully someone will answer. I am thinking of having fun prototyping a dynamic combat system in Unreal Engine (something similar to dark souls 3) in my free time and was wondering how the development speed and difficulty in general would compare to the Unity 5 game engine?

plush yew
#

@regal mulch i fixed it lel

regal mulch
#

Good. Also I'm not the private "Ping me for help" person

#

Specially on a Sunday

plush yew
#

Lol.

regal mulch
#

Post your issues into the proper channels

winter birch
#

game design?

regal mulch
#

Wasn't directed at you

plush yew
#

Was at me

winter birch
#

oh

plush yew
#

Im a filthy pinger

#

:^)

regal mulch
#

Unity 5 uses C# while UE4 has Blueprints and C++

#

Blueprints are fast to iterate on and don't need that much programming knowledge (despite objects knowledge)

winter birch
#

yes, I have read quite a bit about both engines, though my question was a bit specific so I thought Id ask here

regal mulch
#

What ever engine you feel good working with

winter birch
#

Assume I will program in C++ and Blueprints

regal mulch
#

The thing can be done in both engines

winter birch
#

It can, but which is more tedious and time consuming?

#

Id really like to do it in Unreal Engine, but Ive read a lot that unity's development speed in general is much faster

long comet
#

No one can answer you , cause depend of the proyect

winter birch
#

Implementing a dynamic combat system, should I be more specific?

regal mulch
#

Well no idea tbh :D

long comet
#

I dont know what is a dynamic combat system

regal mulch
#

Not a lot of people have done that

#

Specially for both engines

winter birch
#

ok one second

#

there are some videos

plush yew
#

dude

#

What type of game are you trying to make?

regal mulch
#

You might just want to start with one Engine

#

What ever feels better to you

#

It's both gonna be work

plush yew
#

I have used both Unity and Unreal

#

Though, I've used Unity for about three years.

#

And Unreal for only 1 basically, not even a full year yet I think.

regal mulch
#

If you are able to pull that off

#

Then it's easy in both engines

#

Really no one here can really answer that to you

winter birch
#

I am not going to make a game, only going to try to make a combat system

regal mulch
#

You learn one engine and implement that

#

Both will take time

plush yew
#

Oh

#

You can do that in any of the engines.

#

Both engines can do this.

#

Though

#

ApexDestruction isnt in unity out of the box

#

If that's a big deal to you

long comet
#

Unity is quickly to animation things

#

Quicly to prototipe this cause is more automatic managing montages

regal mulch
#

I wouldn't say UE4 is slow in that :D

#

Specially with Blueprints

winter birch
#

alright I see

regal mulch
#

Given that UE4 gives you a lot already with the character classes etc

#

In Unity you'd need to code it from scratch or get weird store assets/script packs

winter birch
#

one more question, are blueprints efficient performance wise compared to unity's C#?

#

given I create the exact same mechanics and scripts with both engines, the difference being blueprints and C#, which will perform better?

long comet
#

Dont worry about that thing

#

Artist stuff is who cost performance and put the limits

#

Blueprint have worst performance ,but it doesnt matter if you are not doing critical things

#

Has

winter birch
#

Is there a way to increase performance later on? For example by converting the blueprints functionality into C++ code yourself?

long comet
#

Yes

winter birch
#

okay actually that was obvious haha

#

thank you

long comet
#

Np

cursive dirge
#

@winter birch there's nativize blueprints option for packaging

#

it will automatically convert your blueprints into c++ and build it when you package your game if you have that enabled

#

but you should pick engine by the perf of the scripting in general

#

if you use the engine right, scripting perf will never be an issue for you

winter birch
#

nice

#

thanks

#

installing unreal right now :)

cursive dirge
#

as for other things, I could make a list but I think it's better for everyone to try all alternatives out

#

install Unity and UE4, see if you like the workflow more in other

winter birch
#

I do indeed have both, unity was completely fine but was just interested in the blueprints and C++ language in general, plus unreal UI looks crisp clean & smooth

cursive dirge
#

both UE4 and Unity have bit outdated look in the editors but UE4 looks more polished

#

it's not the looks tho but what you can do with it

winter birch
#

Yeah, thats why its just a plus ;)

carmine lion
#

hey is it possible to use extracted Sprites as textures for materials?

#

maybe like a dynamic material instance?

fierce tulip
#

dont see why not

carmine lion
#

how would you go about doing this?

south ridge
#

Sprites extracted from what

carmine lion
#

from an atlas texture

#

atlas texture with 10 rows and 10 columns

south ridge
#

Sure, you can do it

carmine lion
#

i just want each texture to become a material and I have a cube emitter blueprint that I want each cube to randomly select a material

#

but I guess I don't get how to go from my Extracted Sprites to materials

fierce tulip
#

there is a flipbook material function, check that out.

carmine lion
#

yeah, I tried that but I don't want the materials to update

#

just pick a sprite, use it as a texture, and apply that material to a cube without updating

fierce tulip
#

ahh you dont have much experience with bp/materials?

you make the animation phase 0-1 a scalar parameter (divide by amount of frames for easier usage) and update a dynamic material (instance) in the blueprint

#

just change that scalar parameter once on spawn

carmine lion
#

I have some. but mostly in arch viz material

fierce tulip
#

if you made some blueprints and know some materials it should be rather easy

#

(thats being said by someone who never touches blueprints though XD)

carmine lion
#

haha ok

coarse cradle
#

how would I setup an animation where if theres an object in the way of the animation, it stops or pushes the object?
im trying to recreate something similar to surgeon simulator except where 1 key held down makes the players fist close

carmine lion
#

woohoo! got it to work!

#

thanks @fierce tulip !

fierce tulip
#

glad it worked 😃

bitter iris
#

Anyone using world machine? When I run a tiled build, it never saves the files into the folder

carmine wind
#

wt why cant i open the map now come on i only worked on it on the mornign and now that im back it cant be opened

quasi lake
#

Bros need help on network programming

#

I created a java nio server

#

And opened a FSocket of UE4

#

And it connects successfully

crisp fable
#

hi guys, im a full blown moron - whats the difference between bump offset and parallax mapping?

quasi lake
#

But the server dosent receive the message

#

I'm using mina framework actually

#

And if I create a client with mina itself,the server can receive the message

#

And in UE4 it did send the message

#

I just followed the 3rd party server connection tutorial

#

FSocket* Socket = ISocketSubsystem::Get(PLATFORM_SOCKETSUBSYSTEM)->CreateSocket(NAME_Stream, TEXT("default"), false);
FIPv4Address ip(127,0, 0, 1);
TSharedRef<FInternetAddr> addr = ISocketSubsystem::Get(PLATFORM_SOCKETSUBSYSTEM)->CreateInternetAddr();
addr->SetIp(ip.Value);
addr->SetPort(9999);
bool connected = Socket->Connect(addr);
UE_LOG(MyLog, Warning, TEXT("connect chenggong?? %d"), connected);
if (connected)
{
FString serialized = TEXT("loadPlayer|1");
TCHAR
serializedChar = serialized.GetCharArray().GetData();
int32 size = FCString::Strlen(serializedChar);
INT32 sent = 0;
bool successful = Socket->Send((uint8*)TCHAR_TO_UTF8(serializedChar), size, sent);
UE_LOG(MyLog, Warning, TEXT("send success?? %d how much sent? %d"), successful, sent);
}

#

And my server is created with eclipse,an nio framework base with session

#

In short,the problem is
The connection is done successfully.And the message was sent successfully by UE4 side.
But the server didnt receive it.

quasi lake
#

Anyone knows?

quasi lake
#

nvm I've found the answer

sonic yacht
#

If I have a character with no gravity. It can move back, forth, left, right and rotate. But as soon as you leave a plate you stop moving. Also how would you make it use force, not just move and stop.

#

also, i've tried to add up down movement, but it's not working

paper rampart
#

How would i recreate the getting over it system?

#

Or would that be hard?

warped topaz
#

Hey

crisp fable
#

whats hip in UI's these days, round, angled, or square corners?

#

or some godawful mix

floral heart
#

distance fades and end caps

fierce tulip
#

<_< then links me to the auto landscape material

paper kernel
bitter iris
#

Anyone here experienced in World Machine?

fierce tulip
paper kernel
#

now imagine if Cortana had waifu skin

#

people wouldn't hate it as much

floral heart
#

"people"

paper kernel
#

hey, you can't argue with it. R6S sales went through the roof when they added waifus

floral heart
#

Sure, it's possible a certain market would-

They what?

tulip vault
cloud cobalt
#

Well, shaders are compiled

#

There isn't much more to say

tulip vault
#

there's gotta be a more efficient way than all the time every time

versed pawn
#

Hey guys! Is Someone working on Linux? I have succesfully compiled the engine, and I would like to build my game for Android, but there is the Configure Now button, which is red and has to turn green. When I press it, it says "Cannot overwrite Project File". I tried searching for a solution, but I have no luck... Any help?

cloud cobalt
#

@tulip vault How often are shaders recompiled ? It should only happen with you update the engine, change some huge options like forward/deferred, etc

tulip vault
#

happens every single time and i'm tired of it

#

i just poke the engine, i've not been able to do anything with it

#

place a prop here and there

#

that's all i do

cloud cobalt
#

If you get shaders compilation all the time, then something's really wrong

#

Is there enough space on your hard drive ?

#

~4700 shaders + distance fields basically means you lost all cached data since the last run

tulip vault
#

i'm pretty sure 50gb on my ssd and 320GB on my main drive is enough

#

free that is

cloud cobalt
#

Yeah it really is enough

#

Are you sure the engine was cleanly stopped last time you used it ?

fierce tulip
#

where is your cache stored?

floral heart
#

4.19?

tulip vault
#

4.18 because of some very finicky custom code my team has that is crucial to function

#

but it doesn't touch this issue

fierce tulip
#

Disord detectives unite!
"the shader compiling complication"

obsidian nimbus
#

compilation

cloud cobalt
#

@tulip vault Did you have engine crashes ?

wary wave
#

I've noticed in the latest version shaders are recompiling every time I load a level

tulip vault
#

no engine crashes

wary wave
#

not all of them, just a few, they seem to be related to shadows

cloud cobalt
#

In 4.19 I also had engine shaders recompiling on 2/3 first boots, and after that they were OK

#

But 4.18 works fine

tulip vault
#

my relationship with Unreal is complicated

#

always trying to learn it, but then make no progress and go back to what I know and love for a while: Source. and then i come back and try again

#

because i have to learn new technologies if i don't want to be left behind

#

but man, recompiling everything on each change

cloud cobalt
#

That really shouldn't happen.

wary wave
#

anyone know if it's possible to fade the edges of decals as they get farther away from their projection point?
Like this:
https://snag.gy/RSYrfl.jpg

#

I'm assuming nothing is built in that's useful and it'd all have to be done with shader magic

#

that link won't work, one sec

upper heart
#

@tulip vault and others having the shaders issue

"For those having this issue with the shaders compiling, try deleting the folder AppData\Local\UnrealEngine\Common\DerivedDataCache ."

wary wave
#

there we go, above image should work fine

tulip vault
#

will try

paper kernel
#

you mean decal fade along the surface?

#

I'd assume the alpha would be a dot product of vertexnormal and input normal param

#

as in, more it curves the more it fades

#

I guess you don't even need input param normal if you just get the world forward of the parent 🤔

wary wave
#

in this particular instance I'm not really sure what the designer specifically wants (it's not like they'd necessarily understand the difference)

fierce tulip
#

when world offset suddenly doesnt work

wary wave
#

but that possibly could work

#

I'm also thinking a simple object world position to pixel depth test might work

fierce tulip
#

aaand ue4 crashes

wary wave
#

(as in just checking one axis, not a full distance check)

paper kernel
#

I doubt you would get consistent results with pixeldepth tho

wary wave
#

well, it's not pixel depth, it's Pixel X versus World Position X