#ue4-general
1 messages · Page 187 of 1
well it's a valid point tho, do they want it to draw on negative normal surfaces too?
because it all depends on face normals
normal comparison wont draw on negative normal surfaces, pixel depth will
negative normals as in 'backfaces', you mean?
yea
true enough
I'd want to eliminate those myself if possible, designer hasn't mentioned it
I might be able to use both techniques in conjunction perhaps
use either the min or the max of both tests
probably min
but if you're doing like literal spray paint, you wouldn't want those backface prints
yeah, I don't want them
it annoys me that decals project in both directions down the axis tbh
I shouldn't be having to fix that in the material!
https://i.gyazo.com/26f1105aba3e31ea4884040a719ba851.gif
https://i.gyazo.com/662ec7cdc676fd6b989c9e3485259e0b.gif
exact same world pos offset setup, first material caused some weird crash, 2nd is a new material
runaway value I would think
¯_(ツ)_/¯
meanwhile I'm struggling with trace normals being biased towards trace start
wtf
https://i.gyazo.com/ef4340f04b2a0028f2c068533330b4da.gif opaque
https://i.gyazo.com/c10041db7b83dd91a509992d2a505039.gif translucent
exact same material
hmm seems to work in 4.19
¯_(ツ)_/¯
nothing makes sense ¯_(ツ)_/¯
made my eye twitch
@paper kernel - looks like vertex normal doesn't work for decals
hmm
neither does pixel normal
pixel normal gives values, however that value is the same for the every pixel
@wary wave what about transparent decal and reading scene normals from gbuffeR?
I have DBuffer Translucent Color, Normal, Roughness
hmm, a cursory google indicates I may be able to get pixel normals using scene texture
testing indicates otherwise -_-
with a new UT comes a new small player big room map
https://www.youtube.com/watch?v=EoUkwtodyBM
A Death Match giant map, its really my room with dreams addons. Download: https://mega.nz/#!Nfoj2Bqb!ZaPqsnOUxeg_5Q2y87oTluA_T70PGYjAcHP2QgX7TxA
actually a good name for it
some of the electrical wiring was flagged as ladder, you could swim in the sink etc
same
always exited the server when it was one of those maps
besides a reskin of face, it was probably the biggest cliche
moreover the layouts are usually rubbish
big empty floor spaces and wall-hugging blocks
yea, trying to put gameplay in a regular room is..
decals are a bit weird, might be more easy to just do it in the material
that's the problem, I can't seem to do it in the material
can't access any kind of normals
vertex paint?
@wary wave You can't access any kind of normals in decal material. You can fade decal towards the edges by using distance between actor position and world position, or by measuring the distance along decal's projection vector. The second one tends to actually resolve most of the bleeding issues.
as far as I can tell, I cannot access any normal information when using a deferred decal
PixelNormalWS and VertexNormalWS return duff values
SceneTexture(Normal) isn't accessible at all (will not compile)
so yeah, thanks for that info, it's a bit annoying since it's not bleeding issues I'm trying to solve
ah well
its the weird lines u get when it goes around a corner?
that would be one reason for doing so, yeah
a gradient wouldnt really fix this on sharp corners either
I don't think there's much I can do with it at all
I must say I'm really not a fan of decals in UE4
same 😛
Fixing it involves having a normal pre-pass sadly
they're cheap, but they have so many issues you have to try and work around that it's a colossal pain in the ass
I might go so far as to say they're simply not fit for purpose :/
even we vfx artists hate decals :p
its good for adding details to walls and stuff 😛
it's not that good for adding details to stuff though
'cos it'll project on to anything that goes into the projection space so long as it can accept decals
@wary wave if you make the axis coming off the wall to be like 1cm then you won’t have that problem
sure you will
you'll have problems with things like dynamic decals
(and anything that passes within that 1cm gap)
What’s the difference between wall detail decals and dynamic decals?
Anything passing within that 1cm gap will have a tiny bleed but it’s unnoticeable
dynamic decals are created at run time, so you have limited control over them
You could always do some tracing logic to find blocking objects etc
to do something like that picture i can only suggest things that dont involve decals
😛
cuz way less work than messin with decals 😛
I'm just sending it back with a 'can't fix' on it
add the texture too the UV
wanted to try fix something like black swan, decals sux for that 😛
you might be able to fix it, but could make it a lot more expensive to use
or have to set parameters everytime u place one
yea, thanks
Anyone ever get fatal errors from mouse button 4?
WorldNormal scene texture can be accessed by ordinary deferred decals. DBuffer decals would require normal pre-pass integration, which is almost never justified. But you still have LightVector material expression. Quite a few things a possible, like fading decal based on Z decal coordinate and using screen-space derivates to fade decals where surface has high gradient of LightVector.z @wary wave
I considered fading based on a single axis coordinate but came to the conclusion the results wouldn't be good
I don't see how light vector is useful though
LightVector is decal's coordinates.
That, is coordinates of a pixel within the decal actor, with z component.
More like teachers ripping content
friend challenged me to make a game in a week, going good, 2nd day, but i suck at art xd
uhm! I get lower Mouse X and Mouse Y input values the smaller my camera's FOV is. any ideas why?
FOV 1: Slowly dragging mouse Y gives something like 0.003.
FOV 120: same action gives 3.0something
@plush yew grab some art from opengameart or use some of the free stuff from the learn tab or Epic stuff from the marketplace 😃
well im using an artstyle that theres nothing that i can use xd
hi there! there is a channel for ps4 or xbox one developer?
ok @cloud cobalt , thanks again!
@soft garden there are a couple devs that can hear you tho. Ask in the private ps4/xbox forum
has anyone used can megascan in a FPS game?
How does Unreal Tournament not have any AI behavior trees or anything of that nature, but still have great functioning AI? Did they decide to code it all without visual representation of state?
they did
UT bots are quite complicated
they are way beyond normal behavior tree stuff
if you want behavior tree, look at Robo Recall
all the bots there are BT
when creating a spawn point for bullets in unity3d (e.g. on a weapon prefab), i'd just create an unnamed GameObject, position it in front of the muzzle and assign it e.g. to a variable in the weapons component of the gun
what's the ue4 equivalent of this? do i have to create an actor component for this?
You can use sockets for this @cedar snow
@plush yew they created the bots slightly based on what the UT 3 bots did
when i didnt know about sockets i used a sphere collision thing or an arrow to makt that xd
the thing is that the bots are much fuzzier
its not just direct states
UT bots are quite random, and jump around, do dodges randomly, and will try to flee when low hp, but its not a direct cutoff
essentially, they are beyond a "simple" state machine
wich is what behavior tree ends up being
BT is great for things like do this then this then this, or choose beetween 3 actions
@plush yew @frank escarp thanks, that helped me find the documentation at https://docs.unrealengine.com/latest/INT/Engine/Content/Types/StaticMeshes/HowTo/Sockets/ 😃
How To Set Up and Use Sockets
i did 4 different AIs when working for Heavy Gear Assault
for high end multiplayer bots
the first of them was behavior tree
this one did combat well
but it was a bit too rigid
so i created a "dual state machine" C++ bot
the states did more complex stuff, and there was a "legs" machine, and a "weapons" machine
weapons part selected targets, aimed, rotated, etc. Legs ran around and did dodges
this wasnt enough, becouse then they told me to make them work on teams, for complicated gamemodes like capture the flag
so i created a behavior tree-ish thing in C++. Much more complicated and dynamic than normal blueprint behavior trees
but then they told me to make the bots respond to your orders
so i scrapped it completely, and created a fully dinamic self-assembling task tree
think about it as a self-assembling behavior tree
that adds/removes full branches, or reorders based on priority
Nice! I find doing simple randomised branches can help in tasks too, like theres a 25 % chance the bot will go from a defensive playstyle to an aggressive one, while also having chances to use abilities etc, while always having a gamemode objective task being worked towards, so they would only break out of that if in direct combat or need to heal.
Your solution definitley seems more complex though
yup, i love randomness in the AIs
im now testing behavior trees, but with more high level tasks
for example i literallly have a "melee combat" task
that in itself, moves randomly, choses when to attack, tries to block, etc
current skeleton king boss behavior tree
looks like this
eventually im going to write a "selector", but rng
just selects a random branch to run
nice that looks really great!
do not falll into the trap of overengineering an AI to the extreme
unless its a supremely complicated AI
just do the absolute simplest that works
once i made a very intellectual bot (that takes cover, doesnt go too close, remembers last position of player, has ammo and reloads only at cover, takes pistol if no cover and no ammo, runs in circle left to right (stutter stepping) and shooting at player) with only BP without any trees, i couldnt beat 5 of them at once 😦 they are too good
im doing a squad system now
there is a invisible bot that will be the commander, and he roams the map
until he gets close to you, and then he spawns the actual npcs, and then tells them to attack you
how i imagine squad : 1 leader, others attach to him and follow in a formation (just randomly moving around in radius xd)
i want it to be more hivemind-y
yes, but i dont want a leader npc for now
also, simplest implementation
i just have a invisible npc and the actual combat npcs follow it
through the map
and adding points of interest where they will go
like they would not want to go around 1 field
but it would be fun to watch
ok gonna play sum fortnite cuz y not ¯_(ツ)_/¯
the invisible npc commander idea is working flawless
ok nice
Hello ! I have good knowledge in C++ and now I decide to learn Game Development with UE4. Can you give some tutorial where I can learn? Thanks.
So
I just run into a bug that could never have worked in the first place
it should've been broken from day 1
I got this piece of graph:
Which is all fine and dandy, except that the ResourceBar had a brush binding on it the whole time which was this:
Which means that Dynamic Material Instance I create would've been replaced that same frame.
UE forum is offline?
Not for me
when creating collision for enemies, but no collision for allies, should i create multiple collision channels like Team1, Team2, Team3.. and so on?
moo?
Does anyone happen to know why neither the unreal engine nor unreal tournament want to actually open ? the processes get launched but they just hang in the background https://i.imgur.com/bv5IKRF.png
i clean installed the launcher, the engine, ut and verified both countless times
also updated my drivers and whatnot
Mine takes a few minutes to start - are you letting it be for a bit?
Hey how do I use height map generated by substance on ue4 without tesselating the object?
Can't, really
if i tesselate the object for vr is too expensive?
Height maps aren't practical to use
Normal mappings are much more usual
You can use tesselation + height mapping for some specific objects like terrain, where it's not possible to design a detailed low poly
Dunno if Substance can generate geometry
Ok, thanks !
another unrelated question. lightmass portals has a side which it should be pointing to? Im using for a window but after using it the whole place got dark
And if you may, is there a way to make the reflection capture sphere/box to affect only meshes that I want? I'm building an apartment, and using a box reflection for the bathroom (which has a mirror) and the other reflections to affect the rest. If I use a bunch of box capture to affect only where I want I can see seams where the boundaries are.
I think the icon for lightmass portals are directional, not sure if it has any impact on how it works though. You can try just turning it around and finding out. Also no, there is no way to use reflection captures for specific objects. You would need to do a manual cubemap in the material instead.
anyone have EXP shipping mobile games
@fierce tulip lol. No biggie. Although - it might be 100 instances of the same effect, hard to tell. Or maybe 100 pieces refers to 100 particles?
It is quite cozy to measure all work in pieces
Having a brain fart here - what option in Maya's fbx exporter is that allows materials to get saved out with it?
Maya 2018's Game exporter works with materials for some reason, I'm struggling with its fbx exporter and need to figure that out for older Maya versions...
is there a way to make Input Key Selectors detect the mouse wheel as input?
i set them up to display the default mappings in project settings and itll read mouse wheel that way but i cant manually set it

@plush yew how is that UE4 related?
@wary stream Did you get your problem solved?
Is there a cloud provider that doesnt take ur money and then make u wait for ur account to be reviewed before u can use it? Linode is ridiculous....
nope
liiiiessss, GCG didnt require any account review, i have a VM now 😛
ocean did require a review too tho
sorry roan chat @frosty bloom
please help me with a lighting issue? i am reasonabley new to unreal but i have removed all light sources, re-enabled them. im just not sure why its heppening
have you built the lighting?
i have rebuild the lighting but if i have no light its lighten up if i add light it makes no difference
ah, just asking because your picture shows its stale and needs rebuilding
the red text
yeah im not sure what i means by that, i removed all light sources and it didnt fix the giant light square, then i added a light source and it said i needed to rebuild it again
did you click the build button
theres a build button
yes, it will rebuild several things including lighting
its to the left of the Play button
thank you sorry about that im new to the mechanics
iv noticed, i know the basics, making paint textures, animations, landscapes, but this light thing i couldnt figure out
good luck 😃
thanks, i started yesturday
nice
Any idea why, when I transfer one large folder into another, the folder stays behind in its old location but its contents still get moved? Tried fixing up redirectors, restarting UE4, deleting the old folders.. it won't go away.
Haven't tried deleting them externally yet but I tried that in a previous project and broke everything 🤔
does anyone know how I can run an event on server AND client? I have a function in my client that does a cool material effect, but it is only seen on either the client or everyone else, but I want everyone to see it
for changing material i had to use multicast
but that can only be called from the server right?
yes, server calls it
Hey guys, anyone here had a problem with demorec on 4.18? 🤔
Hey boys and girls, I have a weird behaviour in UE4 since I imported my world aligned master material
I keep getting a warning saying "Adjacency information not built for static mesh with a material that requires it. Using default material instead."
When trying to override the default material of a mesh with an instance of my master material
now apparently you have to check something while importing your model in the FBX settings
but I'm using a custom importer that doesn't allow it 😐
hmm interesting, this is actually a requirement for materials using Tesselation
guess I'll just make a variant master without it and call it a day then
hmm shadowplay highlights ...
they stream highlight moments from user shadowplay users now?
Ahhh aye.
yeah, it's basically allowing devs to make sure right moments were captured during the game and then you can save hightlights reel automatically
There's something mercenary about having a game that tells your computer when to take screenshots for your social media feed. Edit: Wording these words.
It’s weird indeed
I could see that being abused
welp, as long as there's the game Logo on the highlight reel it's all free marketing
brb making a hudwidget that flashes "BROUGHT TO YOU BY soft_drink_name" whenever it takes a shadowplay screenshot
^
Can you add your own watermarks into shadow play? Would be hilarious for trolling
It's the usual shadowplay, so it likely records what the player sees (or whatever gets as far as the final framebuffer). The GDC presentation doesn't suggest anything more fancy than a 'save highlight' API call.
thats its the whole idea
easy way to record gifs and share is literally free marketing
Hey everyone,
I'm having a weird bug which is making me crazy
I hate 2 skeletal meshes and 1 skeleton, both skeletals are linked to the skeleton
I want to attach an item to a socket, but depending on which skeletal my mesh is, the item doesn't go to the right place
This is the wrong one
This is the correct one
Any idea why this happens ?
Same skeleton, 2 skeletals (the only difference between them are the boots)
man, i really want to use voxel farm but it really is just too buggy
very leaky, random crashes... 😦
@crisp fable have you seen @silver crown voxel thing plugin?
yeah its too course for my purposes
i should investigate it further, but i need like 15cm spacing
Hey everybody!
Not sure where I could ask this question.
How can I grab an object in world outliner to drag it along surface?
Like... I can do this when grabbing actor from content browser
But I can't grab it back once it's placed
Thanks, buddy!
disabling "rotate to surface normal" along with surface snapping does exactly what I needed.
good morning everyone, I hope I can get some kind sould to help me out with this, as I googled and spent some time with this but can't get an answer.
I'm simply trying to reduce the capsule component half size to a custom size (not using crouch), however the character goes under the ground when I do so. I am trying then to move the mesh in relation to the capsule but I am unsure how to do that and even if that's the proper way to go...
There's no "Set Crouch Half Size" function unfortunately, otherwise it would have been perfect
those uv's though
Unknit is a new unwrapping system for 3d meshes. It minimizes the amount of UV islands meanwhile it maximizes the space usage. More info http://www.motivacg.com
hmm though it seems that the islands have quite a bit of stretching
in that video, they have 3 options for stretching
wonder what kind of price point they are aiming at
ok thanks anyway. will post if i find a solution (eventually, hopefully) 😃
I don't really have issues with manual unwrapping but would be nice to automate every step
yea, the stretching and weird uv-distortion is highly unwanted, but I'd guess they are currently focussing on the packing first?
can you guys look in animation chat at my issue and maybe tell me if you know a fix
@fierce tulip Houdini has some automatic UV tools
they have a few presets with different configurations allowed
the downside is that it can actually fail and cause overlapped uvs some times
the packer works great tho
i used that on a testing i did of just importing a bunch of .obj high res stone sculpts, and automatically uv them all into a single sheet (around 8 rocks) and then bake them
went perfect, now i have a mass autobaker tool
Hello all, i'm having some trouble with backface culling, i know it can be useful, but at this present moment in time it's quite annoying, does anyone know how to turn it off?
or add actual polygons to that side.
helps much better with baking lighting
though looking at the images it looks like they have planes, just flipped normals on those sides
i am unable to solve the prone position capsule issue that I read everywhere about. Can really no-one give me a pointer on this...? Seems such a common issue
afaik you should always use geometry with thickness for light baking purposes etc
which isn't a bad thing imho. Gives them some extra time for polish (i hope)
inb4 4.20 jokes
it is eternally in development
verision number is just for features and compatibility
anyway
with polish i obv mean to get the basics right 😛
SpeedTree supposed to be released this week
I assumed it's because also 4.19 would be this week
@upbeat dune turn on backface culling in ur model program, so u can see when normals are flipped
@crisp fable 15cm is totally achievable
At least CPU wise
And if needed I could add a mesh simplification
Well, fuck, I planned on updating to 4.19
I just use master branch
it's rarely broken beyond unsuable, since they started not merging every commit
is there a way to set the crouched half heigh of the CharacterMovement component? I can only see a way to retrieve it, not to set it dynamically
I think its worked out automatically
@silver crown where is this voxel thing, might take a look at it later
Does anyone know how to make it so characters can be jumped on like platforms?
I have a block all surface and it just makes the character bounce off
Hey guys, i am trying to make a cave with the visibility landscape tool but when i create a hole, the player gets stuck in the exact entrance of it and cant move anymore. Any ideas why ?
cool tnx 😃
hello can some one help me?
is it only me, or its general PAIN IN THE ASS to import heightmap of rthe terrain into UE4 ?
Z scale is waaaaaaaaaaaaaaaay off
the general scale of the terrain is fucked.
Also the math max elevation / 512 * 100 doesnt work
and when u scale the terrain the precision is lost.
Where are you importing it from?
World Creator
its also WM too
checked the forums
😉
I imported the same terrain to Unity, Cryengine and Lumberyard
everything off the box works
with proper scale.
For WM you need to place a limit in WM itself
Well, the Epic’s pipeline that was explained in old stream about kite demo is to make a mock-up of terrain in UE4 first and then export it for adding details in WM
well
lets say i want to make 2km high mountains
but i cant
😉
because all is off the scale and lower by like 70% than in the origin program
There should be enough precision for 2km high mountains, are you using 16bit heightmaps?
ofc
but i read that the UE4 is limited -512;512 m
on scale or sht
sth
I am trying to figure out now the formula to how the hell should i set the heightmap to reassemble the stuff in WC2
its boggling me, because the same terrain looks proper in Unity, Cry and Lumber after i import the terrain (well with setting max height in Lumber or Cry :D)
i did
but i do not use WM , but WC 😄
well
will try to maybe somehow apply the WM concept
derp... sorry about that
world machine has an automatic tile generation feature (pro version only I believe)
works really well w/ UE4
we should have something that completes those few letter shorts when u hoover over em
true dat
Hello iam messing with bluetooth controler for my VR mobile game and cant find apropriet buttons in Unreal can anyone point me some direction ? 😃
just enough space for a few ue4 versions
hah so true
hey i want to make a forest game with animals and i don't know how to make animals run away from sound and if u come closer, can someone help me
HBZ
its just how it works
if you disable culling its gone
but you probably dont want to do that
it is
but it has a few frames of lag
HBZ works by trying to render a depth only bounding box
if the box actually renders, then the object is visible
if no pixel gets rendered due to depth testing, then the object is not visible
the issue
is that you cant take the result the same frame
due to pipeline
when you are calculating the frame 2, the gpu is still busy rendering frame 1
so you need to "read" the values later, like at frame 3 or most commonly, 4-5
thats why it is a hole for a couple frames
I see
@silver crown Did you checked the visiable area of each components ?
well what him said I think+
I guess it's given by GetViewRelevance?
I'll make the mesh bigger with more sections, thanks @frank escarp
Actually doesn't solve it, as the bounds are per section
I guess I'll increase those bounds
¯_(ツ)_/¯
is there a reliable method for getting blender models/animations imported into UE4 on the ue4 skeleton yet?
before I spend a bunch of time googling, looking into starting character design...
Total beginner here: I have an unpacked project of an existing game from steam, is it possible to somehow load the whole map?
how did you get that project? 🤔
Just open the level ?
I bought the game and just extracted the .pak file, i just want to look at the map and fly around, nothing more
cant seem to just open the level, something something assets could not be loaded
Yeah, packed assets are not editable
how can you animate a gun magazine during reload? i have a reload animation but to have the magazine actually in the hands of the player do i need to have a separate BP for the mag and attach it to the hand socket?
no
you would need to have your weapon as a skeletal mesh
and play an animation on the weapon at the same time you play it on the character
hi, are combat systems with decapitations on last blows hard to implement?
head, both arms, both legs and half in the body center - so 6 points to decapitate, depending on where the blade is closest on the last blow
checkout roborecall @winter birch
ok, how is it relevant?
there are decapitations in there?
I can see its a shooter though, and its a game. I dont think that will explain how difficult it would be to implement such a system for a beginner :D
yes they have a decapitation system based on component limb
well it's not something very easy to begin with hehe
@cinder iron and how can the two “match”?
they will match if you play the animations at the same time
and they are preapred to match
usually you would use anim montages for these things
i don’t get it though
how not hehe
so the mag is part of the gun animation?
yeah
ah
the mag and all the movable parts of the gun
so if you want to move another part of the gun in your reload, to fill the chamber for example
you can do
you just have to animate it
if the main animation does for instance first fit the mag then double tap it
just be sure that the root is where it's meant to be
the root of...?
both the weapon and the first person arms
are there any tutorials anywere on this
i have been on it for 3 days and i’m still at square 0
mh... I don't know if there is one, but generic shooter has this system
ok
i have a non animated gun which makes it even worse
yeah the model has all separated parts
maybe in a couple of years
yes it will if both animations play at the same time
AM_PawnReloadRifle - AM_RifleReload
you don't link anything
the animation... just plays
hehe
just think that you have two animations
Any of you guys have experience using Fuse CC/Mixamo for character models and animations?
yes and the mag is in the rifle one
ok
the rifle animation will play
and that will move the mag position
so in the maya blender animation
yes but the mag will fly in the air
yes, in that animation yes!
it will
but if you play the character animation
at the same time
the character will reload the mag
and the mag will be in the dcharacter's hand
hold on let me show you some gifs hehe
no problem :) I like your interest
ok that’s awesome, but not really helpful 😃
Having a weird issue with Characters created in Fuse CC and animated in Mixamo:
https://imgur.com/a/4c72q
No problems at all importing everything and setting it up in UE4 but the deforms at certain joints are really screwed up. Is it always this way from Fuse/Mixamo? Do I need to adjust the vertex groups or weightings?
im known for my awwsome, not for my helpfull 😛
he does have some blender reload tutorial i think
i’m trying to find it
okay I'm here @latent moth
sooooo
as I said, two animations
this is the rifle animation
and this is the first person arms animation
if you play them together, this happens
wtf
yeah the weapon is animated as the pawn reload animation
so when you play both together one follows the trajectory of the other
so nothing flies even though you can see the mag flying on the first animation
you have to tweak the animations manually for them to fit perfectly when played together
i have no clue on how to do that
i mean
i am buying courses
paying considerable money
i just don’t know where to find all that.
it’s not in any course i have.
this is not something super hard, it is just playing 2 animations at the same time. That's all
got that
but they are not giving you weapon animations
you should be the one creating those (or pay an animator for him to tweak em for you)
so yeah, it's not something you should worry to much, but, do you understand how it works at least?
i wish i could copy a rig and animation from one uasset to a static mesh
kinda
i still don’t get how the mag ends up attached to the hand socket
nothing gets attached
the animation makes the trick
it seems like the character has something in his hand
but it is "casuality"
well... forced casuality
because the animator worked hard for that to happen
haha
k
well i give up for now
i’ve been fulltime on this for 3 weeks and my head is exploding.
stupid things such as proper prone collision are science
if you want to see this system implemented just consider on purchasing the generic shooter
ok i will
and one more thing
about prone now that you said it
it's all about knowing if the player can move or not to not allow weird prone positions
so some traces or sphere trace would help
just dont make the character use physics
that’s ok i will try later on to have sone body ik of some sort
but the collision capsule
there’s no damn way to have it proper
the collision capsule heigh size would need to be reduced consideribly
thats all
don't relly on that to check collisions for prone
if you reduce it then the character goes underground
set half size on crouch is NOT accessible dinamically
you can change that variable on the cmc
nah
I'm pretty sure you can
100% sure actually
as I'm doing it
var is named CrouchedHalfHeight
anyways gotta go o/
you can set it
not there...
on the character movement component in your character
not there obv
since its a read only in runtime
of course
for bp's
ayee
thanks
np! :)
So I closed UE4, opened up my project this morning, and now it crashes immediately. Here's the crash report: https://pastebin.com/BdUWEVU9 Any idea what's wrong? I made a more detailed post on reddit. https://www.reddit.com/r/unrealengine/comments/7yzncx/closed_ue4_last_night_opened_up_my_project_again/
There isn't a crash in there
You might want to paste the output from the crash reporter
is there a way to select an editable UMG text box through blueprints?
instead of clicking on it
Hello.
I have a question about landscape painting.
After reading documentation I gathered the following:
Landscapes are painted by one main material which can have several submaterials that can be switched (painted). Is that correct? And if so, how many materials can a man material hold?
@paper rampart You can also find a direct invite in the #more-resources. 🙂
Towards the top.
The instructions are pinned in the channel 😃
What would be a good poly count for my characters. Imagine a haunted house environment with characters placed in different areas. Can anyone advise what would be a good poly count range for these kind of characters . Also I would imagine the lower the better and then use a normal map to build in definition ?
depends on how many you want on screen at the same time
is it VR, mobile stuff like that
from a few k for low poly too 60k, can do 300k for rendered animations
or more
@obsidian nimbus its a VR experience. The characters as concept art have a lot of detail.
the big robots in roborecall are about 40k
Ok thanks
with LOD offc
So small question figured general chat was a good place- ant suggestions for managing derivedcachedata? It grows to like 30gbs in a day. Or is that just how it is and I just had e to be mindful when to reset it
delete it whenever
its where shaders are cached after they finish calculating/instructing
does mean you'll need to recalculate all shaders in your project
That's what I figured. Just wasn't sure if there were any tweaks to minimize it a bit. All good, thanks!
Hey Anyone know how to make a HighScore System?
@lunar scaffold Kind of a vague question.
What have you tried? What problems are you facing in trying to design a high score system?
i am trying to make a Endless Runner Game i am trying to add the score in Game Over Menu and add it as a high score
Okay, but what are you having trouble with?
You know what a high score system is, so... break it down and start writing the parts of it that you need.
EPICLEADERBOARD PLUGIN
oops caps
for online scores
thats prolly most easy way
Do you guys favor faster cores or more cores for your UE4 dev PCs?
I got a Xeon 2600v4 proc and 64GB RAM from a friend, wondering if im going to regret building around it rather than getting something with faster cores that is consumer grade.
Both work on different parts. Light mass and shader compiler can use multi cores. Th main editor and most importing is single.
Yeah that's what i read, why im curious what people are favoring
if you built a new PC today, would you go for more slower cores or fewer fast cores
actually VS compiling is whats taking a lot of my time lately, should probably look that up too
hw thread meaning physical cores? ive found some server applications work faster if u disable hyperthreading, is UE4 the same?
well, i guess i should just test that
I mean hyperthreading by that
if you want faster build times, you may want to look into octobuild
what mobo you running?
oh neat! you use octobuild?
i havent picked a mobo yet, my memory is ECC so probably supermicro board
I tried it, it was tad faster on my use
if you run something that can handle intel optane, a 16gb or 32gb optane on your m.2 and a decent size hdd can outperform a decent ssd for a fraction of the price
as far as your disk io goes anyway
what kind of a dent did that put in your pocket?
I got the proc the RAM and the p3600 for 300 bucks from a sysadmin friend
wow nice
mobo went bad, they upgrading to Purley system so parted this one out
just the ram right now would be twice that almost lol
indeed, RAM is pricey these days
trying to convince myself I'll be satisfied with the compile times and everything before buying the mobo and gpu
oh yeah for sure, thats enterprise datacenter level stuff lol would make a hell of a build server
mobo I've got for the build I'm slowly piecing together is Maximum IX Hero. Got it for about $300 at the time, now the price shot up like crazy since the X version for 8th gen intel came out lol
prefer this one I think though. I was looking at the apex or code mobo but that armor shit (as cool as it looks) would just get in the way
Nice, do you have a proc for it yet?
been waiting to catch a good deal on i7 7700k. Should have grabbed it boxing day
any news on 4.19?
canceled
talent
@elfin jacinth nope
anyone know mobile reflections well?
uh
guys
UnrealEngine/Engine/Plugins/Compositing/LensDistortion/CameraCalibrationOpenCV.tps
is that a tps report?
Third Party (Something, I forget)
Open it as if it's a text doc, betcha it's licensing stuff
Yep, XML.
I was trying to figure out why I couldn't get InterpTo movement working. It was a staticmeshactor.
wow, im looking at shader stuff in UE4
it might be less flexible but far out is unity easier 😐
i just wanted to create a little compute shader to do some sorting and the scaffolding code needed is nuts
Yeah, custom shaders in UE4 is pretty much hell from what I've heard
Part of the cost of not having to write custom shaders for 95% of projects since the material editor is so good
But still
look at this hot garbage
you can't use them to extend renderer to add new material type or something
i have a simple compute shader with 2 buffers
i need ALL THAT
i think i do anyway
like at this point i need a nap
haha im with you on that i also need a nap
Hi guys, i just bought a game based on the UE4. I would like to somehow view the whole map in an areal view/noclip around it. (Not interested in hacks or so, its a singleplayer game so no use for it). I managed to unpack the .pak file and am left with a cooked project.
Is there any possibility to do this?
some kind of model viewer etc? cant seem to figure it out...
anybody know why this happens ? :
Cooked projects aren't meant to be read
on the forum
is this a me thing, or everybody thing? 😃
this happend the last time I tried to go into the forums as well
@cloud cobalt i am aware of that. nevertheless, is there any possibility of accessing ghost/noclip without console (cant seem to bind the console to a key ingame)
Console isn't available in shipping builds, so no
Not to mention there isn't a noclip command in the first place, that I know of
good morning, i have used a preview to set up a weapon in a socket of the sketeton. I spawn it in game with spawn actor from class and attach it to the socket. Why is my gun larger than the preview?
Make sure the Socket has an absolute (World) Scale and not a relative
in the blueprint or in the socket properties?
(i mean, in the attachTo or somewhere else?)
in the Socket Properties
ok thank uou raildex! will try that
Hey guys, does the forum search work for anyone?
I get a Couldn't find controller file for Epicforum_Controller_Search
currently broken
Hi, I'm trying to understand how to properly set up a weapon in a socket. The instance I have is that the weapon needs to lay on the shoulder, but the hands are too far off (in the animation) hence I'd have to scale the weapon up (which doesn't make any sense).
What is the proper way to move the hands and keep the animations so that they fit the weapon?
you don't
you have animations for hands that fit the weapon
you could try to adjust using IK, but mileage may vary and you might get funky results
ouch
So, I have the Kubold ones, rifle-animset-pro.
How can I know if a weapon fits? Otherwise indeed I'm going to try IK
I don't think you can know without actually testing it
double-ouch, so I have to buy all of these assets 😦
Kubold's anims would have been created with a particular mesh in mind
best bet though is to export and reimport with the necessary changes
thank you ambershee, i'm sorry but as you probably have figured out i'm a noob (working hard though to get up to speed!). Export/ import what?
the animations
though without experience editing animations, you're probably stuck at this point
There really needs to be a "run construction script" node for blutilities. Or something like that.
I just put a custom event in the event graph
blutilities and construction script can just call that event 😉
thank you 😃
Oh, wow. That actually works. Calling an event like that.
For some reason I didn't think anything in the event graph would run the construction script.
What's the adapted channel for asking more or less general questions? If I have a graphic related one for example, should I ask it in the "graphics" channel, or is there a questions channel that I missed?
I see. If it's a question directly related to something I'm working on (with screenshots), "work in progress" might be more adapted also?
Why do my builds in Visual Studio takes AGES even when I'm only editing a couple of lines
Depends on hardware, include practices
can someone explain the SaveGame object to me? the docs say to make a new instance of it, write to it and call SaveGameToSlot - however, since it's a new instance, it doesn't contain any variables previously saved, right? isn't it more correct to always get the SaveGame object by calling LoadGameFromSlot? otherwise it will override any variables we don't set, with blank ones from a new instance?
it won't contain anything previously saved, and this is the intention
you should override it with all the information you need each time
but all the 'other' information must come from a LoadGameFromSlot then? isn't that just another SaveGame instance I could modify and save again?
That other information presumably still exists somewhere, so why load it again? Otherwise, you would need to load it
and you could keep the original savegame instance around, nobody is stopping you doing that
I suppose I could store a savegame instance in my class. I just have some unexpected results, and wondering if I've got something wrong. and I noticed the docs make a new instance every time, which doesn't make sense to me if you want to keep the variables you don't write to.
https://docs.unrealengine.com/latest/INT/Gameplay/SaveGame/Code/index.html
o: UE4 supporting glTF. does a happydance \o\
"I am sorry but your rates are too high for me, I am just a small time indie without any funds"
- Send from Iphone X
hahaha

it's right up there with people in the forums who complain about Steam Direct's $100 fee being too high
...and how much does your development hardware cost?
we had the same people when ue4 still was 20/month
it was good to filter them out
it was 20$ and 20$ a month if u wanted updates right?
@fierce tulip dont you have a sad sob story to send back?
i should reply with "I can understand that"
- send from nokia 3210
lol
🤔 Doesn't take that long to save up enough for Steam.
If you're going to sell your game on Steam you might want to be real about it and incorporate, anyway
I'm still of the opinion the barrier to entry for Steam should be four digits
it would do a lot to keep the asset flips and trading card scams out
id be fine with that as well
nah fuc dat, steam is greedy enough as it is
I'd be fine with it if I was in a financially better position. X)
it's a recoupable fee, so greed doesn't come into it
yea, but now steam is useless as it is unless you have a huge following, some giant youtuber picks it up, or you spend gazillions on marketing
@frosty copper - if you have a product worth selling, raising $1000 shouldn't be that difficult
now if you want to make anything back you need to spend five digits on marketing 😉
shouldn't
ive said many times, the best number would be between 500 and 1000
🤔 and that sounds more favourable to studios that are between Indie & AAA.
that is the minimum you need to fuck the cardfarmers/flippers
heck, if I thought you had a product worth selling I'd take the risk and loan the $1000
a lot of the cardfarm / asset flip games seem to make around $2000-3000 at the most, so yeah
the majority earn less, but go for quantity
flippers make a couple hundred dollars
shrug first game myself and my partner are making is just a small partygame that's... essentially Mario Kart & Gangbeats offspring. :p
nah, I ran the numbers on a fair few of the titles - over a one year period the successful ones tend to make around $2000
Morning guys
you only need one or two successes to offset the cost of ten or twenty failures though
😄
o/
it's not that easy of a question imo, because 1000$ maybe isn't much in usa but it is in other places
🤔 also depends on if they account for different currencies too
let's say I'm an indie dev and I'll fail cause i make an okeyish game but people are not interested
$1000 is three months rent here, but I still think it's a reasonable number
loosing 100$ after years of development without full time work
if you cant pay the 1000 dollar fee, sell the computer after you are done developing your game XD
haha
it all comes down to confidence in the product and a sound business plan
if you're worried about losing $1000, why are you even releasing on Steam?
I'm not worried about losing 1000$, I loose 2-3 years of dev time anyway
but 1000$ is a month of dev cost
@surreal viper 90% of the scammers are russian
an employee in spain would cost me at around 1500 euros month
I think if valve would want to keep the scammers outside of steam they could
without higher steam direct cost
Didn't steam start quality checking games with Steam Direct anyway?
i think they just give zero fucks
or is it the complete opposite?
QA on steam? lol
yeah, but it takes a LOT of reports for them to do anything
anyway if it would be 1000$ I would live with that but im not sure if it would be better or not
reports are worthless, put it on reddit going "why the fuck is this trash on steam"
then it will get deleted in no time
@surreal vipera - you'd probably be better off
figures. also guess it's not that blatantly obvious either. DX
like that dev who got deleted becouse he told employees to write fake reviews
something EVERYONE DOES
since the market would be less saturated with low quality throwaways, it would work to help your visibility
and a lot of russian scamdevs use bot farms or extremelly obvious bots
wich is extremelly obvious
like, 1 hour played, 1 game in the account. "pepe54323" account name, and "Nice Game!" review
Steam's optimum number of new titles is probably no more than around 10-12 a day
should be that, a week
I think those games/devs who get taken off Steam, must also show a certain amount of actual fraudulence.
once that number gets higher, discoverability starts to diminish
dude discoverability is already shit and its currently around 10 a day
grabs a popcorn equivilant 🤔
it can't be that bad, someone said she found my game in steam, was looking for work as a voice actor 😄
so at least one person found my game, yeah
yeah, nearly 8000 games were released last year - the majority of which after June (Steam Direct)
this year and next will be even more meh I guess
marketing value of steam is like 0 😢
this is kind of what I mean - with the barrier to entry so low, you have to compensate with a way larger marketing spend in order to attract any attention
Like @wary wave said I was really hoping for four digits myself
I strongly believe it would keep Steam better both for gamers and developers
That ship has sailed obviously, discoverability is already gone
Now the barrier of entry will be four digits in marketing
greenlight would work
if it was moderated
and russian/ukranian "free games" groups (used to get scam votes) get banned
jim sterling did a video about them
essentially they give free games to get tons and tons and tons of people following onf acebook
Greenlight was very easy to get through without cheating, really
and then they go "vote this game and get a free key of whatever"
they would be comically easy to ban
as they all follow a direct pattern and are extremelly obvious
ban the fuckers
let greenlight work as it should
well, no more Rock Simulators hopefully @frank escarp
the "money" barrier is PS4
to release in ps4 you need to buy a devkit
and buy PEGI (for europe, 1200 euros)
so beetween devkit, pegi, and a couple other misc costs, it goes to 4000€ easy
thats what i spent on DWVR for ps4
from hardware, devkit, pegi, and some people i hired to do a couple translations
i made 30.000€ NET profit from it
so been a sweet profit
sadly, PC indie market is 100% dead this days, thanks to steam
the best indie market right now is switch, by far
followed by consoles
but switch is hand reviewed, and it needs to meet nintendo standards and lineup
I wouldn't say the PC market is dead, it just has a lot of competition that makes it really hard for your game to get noticed
visibillity is a bitch
you better know how to market
becouse how good your game is means nothing now
at least in consoles, as very few games release every week (maybe 10 or so) it means that your game stays on the "new releases" for a month or similar
and people will download and check it
in steam you get buried by default
it doesnt matter how good your game is if no one knows it exists
It’s fun to spend 50k to make your game and then 100k on marketing 😄
Thanks Steam you are truly the defender of Indy devs
@light bough there is a checkbox in project settings for splitscreen
and its on by default
drag a 2nd player pawn in level, done, profit
don't forget about regular sales too
with 75% off on all kind of AAA games, your indie game for 15-20$ is more expensive than a AAA during sales
@frank escarp To be fair, Steam doesn't owe indie anything.
beside their existence in a first place
don't forget that indy is not only small teams projects
valve used to be cool....
at point when Steam started to get traction you had large studios self-publishing on it
there are indie studios with tens of employees, and indie studios with hundreds
and yeah, Steam gained a lot of traction because of the latter in that regard
like counterstrike mod didnt help em? id say they owe a lot 😛
Well yeah, Steam got big, but they have no reason to care now. Just being real here.
that is yeah, agree
steam takes 30%, at least they should offer nice stuff
devs that do offline games dont use any of the steam things
^
the fact their service is shit is a result of consumer trends
What I wanted Steam to do (too late to do it now) was an expensive Direct, or some manual review of games
They would have made as much money
ive been talkinga bout the 500$ fee since direct was announced
and i think im still correct about it being a sweet spot
at least culls the mayority of the scammers
500 or 1000, yeah
having an easy "flag as spam" on the main page in blatant sight for a couple months and actually reviewing said flagged uploads would be a good start 🤔
if u upload a project on steam that just opens ur itch page, ur a freakin boss 😛
too easy to abuse
tfw itch io does many, many things better than steam
and its actually a better store
and its 2 random guys
and they can take like sub 5% if you set it
And no one uses it
in case of greenlight there where already cases when people demanded ransom or they would "downvote" your sumbission
^ downvotes were ignored on Greenlight
precisely thanks to russian mafias
Plus it could easily be a system where, after it's been reviewed, and said "reports" were false, the button could be removed. 🤔
who would mass downvote you
quite a few use itch.io
https://dukope.itch.io/return-of-the-obra-dinn
amazin
but look at a couple things
itch io let the guy made the store page "themed"
to his game
with old DOS style fonts, and the green background
custom page exactly
Steam used to do that
used to
I guess that went out the window when they opened it up to any old shite
So how much money did this game make on Itch ?
too hard to police it, I suspect
itch is really good, better than steam, but no one uses it
heh, MySpace all over again? 😏
@wary wave thats a good point
The reason I don't bother getting my game on itch is that I don't see better visibility there, or nearly as many users
remember valve onlly wants true automation#
And that's a similar case with anything I s'pose.
itch won't gain traction unless they get killer apps
doing nothing while it just generates money automatically
@cloud cobalt it's in alpha, this is the developer that made Papers Please
it's the same with any competition platform
zero employees and zero customer support or reviews