#ue4-general

1 messages · Page 190 of 1

south ridge
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I'm not at work atm so I can't look at the code

plush yew
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Salut à tous et toutes !

Manquant un Discord français pour discuter de l'Unreal Engine j'ai créé un Discord que vous pouvez rejoindre via le lien suivant : https://discord.gg/aHvbHtu
Vous pourrez y présenter vos projets, demander de l'aide ou tout simplement discuter avec une communauté francophone.

Bonne journée à vous et à bientôt sur le Discord francophone 😃

faint cedar
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I'll most definitely not figure it out by tomorrow because I won't have time to work on it today, so thanks 😄

latent moth
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Hello, I have a reload animation on my character but I have a gun without a reload animation. I have imported in Blender both my gun and the reload animation with the UE4 mannequin, however I am not sure on how to create the gun animation so that it matches the character movements: in the mannequin reload animation the gun is also moved around and I want to export only the magazine animation related to the gun position. Anyway to do that?

regal mulch
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Sounds like some manual work is Required for that

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Matching the animation if both are already given is kinda impossible if they aren't for each other

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But animating the position of the magazine mesh to match the hand of the character shouldn't be too hard

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Every generic blender anim tutorial applies to that

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You move and rotate the mesh matching the hand and set key frames

idle thunder
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guys is there a way to import model as one piece to engine as whatever i do it keep importing all elements separately and i cant place whole model like that for example try to puc car where you need to manually put all bits of engine to match as they should do

regal mulch
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There is a boolean in your import window

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A checkbox

idle thunder
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wouldnt it mess up geo ?

regal mulch
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I don't know your mesh

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Just check the boolean and see how it Imports

idle thunder
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will do thank you 😃

ripe geyser
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Guys, I'm trying to package my project for the first time. After countless errors I managed to do it, but when I try to execute it it crashes. I can't see the error because it says "You don't have debugging tools blabla"

latent moth
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Thank you @regal mulch . Unfortunately the import in blender is broken because one of the arms just stays put along the body. Does it make sense to create such a simple animation in UE4 itself for the gun, because I only have to match the magazine position on every frame and I'd be done. Though, I cannot see a way to preview TWO animations at the same time (the character and the gun). Is this feasible?

The alternative is to have the gun Magazine static mesh to attach to the left hand's bone? Is that even a thing?

ripe geyser
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The thing is, in the "package settings" I did enable the "include debug files" options. From what I've seen online that ought to do it, so why isn't it working?

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Am I doing something wrong?

faint cedar
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Any foru mods around?

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forum even

regal mulch
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@latent moth In UE4, no.

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It's not made for making anims. The tools aren't good. If at all then for correcting minor mistakes

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Attaching the mesh to the hand would work

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You'll need to add an anim notify to the character Animation

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And use that to attach the mesh at the right second

wary wave
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@faint cedar - I'm here now

faint cedar
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Could I bother you to change the email address on my account?

wary wave
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we can't do that

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you'd need an Epic staff member, I think

faint cedar
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phooey

plush yew
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can a good bp person read the top version as fast as the bottom version?

wary wave
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I prefer the bottom, but both could be better

obsidian nimbus
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hard to say, the top shows an extra delay 😛

plush yew
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nono. the bottom shows more executables. the top one less. because of the recall position

obsidian nimbus
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ahh yea, thats what i mean

plush yew
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but the top isn't epics recommendation for bp readability?

obsidian nimbus
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bot is prolly better, first thing i see its not the same tho 😛

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cuz top doesnt show a float and delay less 😛

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branch less

plush yew
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couldnt fit better?

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it is the same. everything connected the same

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the tops float is outside he screen <-<

obsidian nimbus
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yea thats first thing i see, gues both are readable, bot looks a bit better

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if u start pulling lot of wires from one variable allways put reroute node!

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pull em from there

cedar snow
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is there a way to render UMG's at higher resolution? they are rather pixelated when used via WidgetComponent in VR

obsidian nimbus
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if u wunna use another var instead u have to link em all over again

plush yew
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okey

obsidian nimbus
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or something like that, not sure the reason for that atm, but use a reroute after if u wunna pull a lot of wires from it

plush yew
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even if the comment section is bigger then?

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i just did it because comment is smaller then

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@obsidian nimbus

obsidian nimbus
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?

plush yew
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wait

obsidian nimbus
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the top one, u drag 5 lines out of a variable, drag 1 line out make reroute and drag from there, it doesnt take any space at all

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now u can disconnect it and it wont disconnect everything connected too it

plush yew
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youre right 😄 lol

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i imagined it being muich biggger

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o.o

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thank you master owninator

obsidian nimbus
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the legendary huge reroute node, i have yet too find one 😄

plush yew
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one bad thing:

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the whole bp thing isnt now readable at max zoom

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if i zoom max in i see only one tihrd of comment

wary wave
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pastebin the nodes, and I'll show you what I'd do with it

plush yew
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uuuuh

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master ambershee 😄 ok!

cursive dirge
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@plush yew you know, if you use that get node again, it's the same cost

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you don't have to put 4 long wires from it

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oh 5 wires

cursive dirge
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I personally dislike it if I have to FOLLOW the wire to understand the BP

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those wires should be always minimum lenght

cursive dirge
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last one kinda overdoes it

wary wave
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job's a good un

cursive dirge
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just don't do long wires like in the previous example

wary wave
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short straight lines and all four blocks of logic are completely separated

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makes it much easier to work with later when it needs updating that way too

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anyway, changing the topic

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if you were to build a heatmap system into UE4, how do you think you'd approach it?

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I'm currently looking at potentially building "lightmaps" from existing database entries and then adding a rendering mode similar to 'lighting only' in the editor

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but I would certainly like to hear other approaches

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yup

vale halo
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(Required to use this over the regular due to adding async functionality to the body; Using a standard one will cause all kinds of wierd side affects due to not waiting until it's done before "resetting" the variable)

wary wave
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hmm, another alternative for heatmaps might be to build it as geometry, similar to navmeshes

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🤔

paper kernel
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wait, doesn't ADD add one to last index 🤔

safe rose
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heh

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I am actually thinking about a heatmap system myself @wary wave

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Not for gameplay though, just something for us to look at for level/game design tweaking

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Not sure about "lightmaps" though

wary wave
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well, it's potentially for a lot of things

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but it's a question of:
a) How and when to record data
and
b) How to visualise that data efficiently

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using splines for individual player paths seems like a good one

safe rose
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Figured it would be a lot easier to just get the influence based on radius and then per pixel, whatever that number is, just have a set color

wary wave
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at least for individual matches

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but when aggregating data from say, 10,000 matches it's a bit more tricky

safe rose
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Recording data is as simple as just sending it up to something like Google Firewhatever

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Or gamesparks/playfab

wary wave
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we've already got our own database system set up for that to be fair

safe rose
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Visualizing efficiently is going to be the biggest issue

wary wave
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yup

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nav-mesh style visualisation seems reasonable to me at the moment, since you can round off positions to the nearest grid coord and weight vertex colours appropriately

safe rose
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Yeah, it's not a huge priority, so I haven't given it too much thought yet, just bare minimum req

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Ohhh

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That could be interesting

wary wave
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yeah

safe rose
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Something like EQS?

wary wave
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not entirely unlike it

safe rose
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I mean, they already have weights

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Could be interesting to see how EQS handles that stuff and try to reimplement into a heatmap

wary wave
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I'm also potentially looking at ditching the database and just saving out DemoRecs, then writing a tool to parse them for whatever info you're looking for at the time

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(then being able to import and visualise that)

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advantage of using net traffic is that it's stored in a fairly compressed format as it is, and contains information that you may not realise you wanted at the time

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then you can build custom visualisations based on current requirements

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using say, the past two weeks of saved demorec

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being able to play back analytical data in real time would be nice too, for certain things

urban gyro
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Anyone got a sec to throw me an idea why an animation is different in unreal than in maya? Kinda tried everything I could think of.

obsidian nimbus
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what is a heatmap? 😛

wary wave
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blarg

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DemoRec doesn't actually work in 4.18.3

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'Demostop' just crashes the game

gilded drum
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Guys, I need help! I'm just searching right now how to setup my computer, my android (Lineage OS ) and my UE4 to be able to make some Mobile games!

grim ore
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@gilded drum If you go into the Project Settings, Android and Android SDK, there are links to the UE4 Docs page with instructions.

gilded drum
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ok thanks i'll look at that docs

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and just let me know, the two gamepads are part of an HUD when u create a mobile game? How can i change them?

grim ore
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It's in the project settings again under input. There are options to enable and disable the mobile overlay

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if you want something else you can rig up your own UI using UMG

gilded drum
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ok thanks ^^

hasty owl
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I have an issue with my third person blueprint, i made an enemy character and the camera is treating it like a wall, i've tried altering the collision settings for the enemy character in the details panel but there was no difference, any advice on where i should be looking instead?

urban gyro
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well you could always disable the camera colision on the spring arm

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though then ur camera will clip through everything

gilded drum
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what is AD?

hasty owl
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^

urban gyro
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Because blender is just as bloated as maya

plush yew
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maya is much more thick 😄

urban gyro
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oh yeah, without a doubt, but it does a lotta things well

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like the new uv toolset is top notch

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if only they had the bollz to cut old features. Frikkin 8 different ways of adding an edge loop at this point.

plush yew
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you still didnt told me why you use maya.

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and not blender

urban gyro
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ive seen a lotta good things from the new release

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but im not convinced

plush yew
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so you don't know?

urban gyro
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i dont need a fancy viewport, i need speed

plush yew
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short: you don't want to waste your time learning a new software if the one you know does the work?

hasty owl
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Maya seems easier to use for someone who has no clue

plush yew
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but le tme gues you learned probably substance or so

urban gyro
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why is substance part of this convo 😄

plush yew
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kensei. the new viewport comes soon. still not released

urban gyro
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look, i like maya cuz i made it good

plush yew
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kensei, blender is alone and feels so lonely with you 😭

hasty owl
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its a funded software so the information on it is more reliable, whenever i look for a blender video i can't find anything for the current version of blender, so i cant even follow it cause the controls are different and things are in different places

urban gyro
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this is how mine looks, and i got lots of space to work with. Blender cant do that

plush yew
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that is just uv? öö

urban gyro
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no, thats everything

cloud cobalt
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What can't Blender do ?

urban gyro
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i model rig animate and uv here

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with that screen

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i dont want menus and other garbage

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blender has modifier stacks that need monitoring all the time

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it cant have the viewport occupy the entire monitor and still function

cloud cobalt
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Blender does have that, really, just maximize the UV editor

urban gyro
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this isnt about just the uvs tho..

plush yew
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@urban gyro so you get everything with space?

urban gyro
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and shortcuts

cloud cobalt
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You can maximize any view, or setup workspaces for "UV editing", "animating", etc

urban gyro
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dude, this is not my uv editor, this is my vieport

plush yew
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:complexkensei:

urban gyro
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the top tab is a collapsed window

plush yew
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can you show us a video of your maya o.o

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i am curious

urban gyro
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theres nothing fancy, just spacebar + mouse + shortcuts

cloud cobalt
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@urban gyro You can still have the same workflow in Blender, except with one click to move from 3D to 2D

urban gyro
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believe me id love to go blender and forsake this bloated frankenmonster

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ive played waround with it and it makes much more sense than maya in terms of creation method

obsidian nimbus
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never used maya, blender has some sick plugins tho 😛

urban gyro
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but my entire pipeline is hooked up on maya, not to mention that UE4's ART plugin is for Maya

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it seems a small gain for a lotta time invested

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to swap

cloud cobalt
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Yeah, that's a real concern

azure shore
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I struggled with blender for ages, months, but suddenly I realised I knew how to do stuff with it. I kept installing and uninstalling it again so much and kept rage quitting but yeah eventually I knew how to make some stuff

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For example I find animating easy enough now

urban gyro
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blender is free on steam, nough said 😄

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oh yeah Maya's time editor is king of animation atm as well

azure shore
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Yeah, I guess cus it has no help at all, it's all left up to you so it's free

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I can make ragdolls from a model easily enough

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Weight painting is easy but also effort at the same time

urban gyro
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i dont think theres any software that has ez skin weights

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but delta mush deformers and the works rly help out alot

obsidian nimbus
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automatic weights usually is pretty decent

azure shore
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Trying not to go over onto other body parts if it's all one mesh is annoying

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Auto weights doesn't work for me

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I have to click that for it to work though

obsidian nimbus
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thats basically impossible, need correctional morphs for that

azure shore
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But then basically do it all myself

obsidian nimbus
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but GTAV and most AAA games still have those weight overlaps on ragdolls

azure shore
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It's time consuming but not hard I guess

urban gyro
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i have no idea what ur talking about, ragdolls are solved engine-side

azure shore
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Unless something is very red/blue but you can't tell it's not fully that colour

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I mean bones and mesh

ripe geyser
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Guys, how can I set the scalability settings from a packaged game? Like shadows, foliage, etc.

urban gyro
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if ur weights are good on xtreme deforms, ur ragdol should work fine once u set its rotation limits

obsidian nimbus
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with an options menu 😛

ripe geyser
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I assume I have to create a .ini file in the Config folder in the packaged directory, but what should I put in and how should I name it?

urban gyro
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dude thats an essay ur asking for

ripe geyser
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I don't need to do it in game, just set default values

urban gyro
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get game user data and go from there

azure shore
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Yeah for me the rotation joint limits confuse so I set it all kinda low

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Luckily I don't particularly need legs/arms not bending the wrong way

urban gyro
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thhers a confing it /project/saved/config/window

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one is gameuserdata

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the other is engine.ini

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where u put the custom vars u got

azure shore
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I just set the limits low its fine basically

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But how come when a ragdoll collides with anything it throws the other object to space (sometimes including the player)

ripe geyser
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Thanks Kensei. But how should I actually put the vars in there?

obsidian nimbus
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lot of artists use maya for some parts and blender for other

ripe geyser
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I mean, what's the syntax to use?

urban gyro
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engine.ini holds vars u set in editor with the Config Variable tick

obsidian nimbus
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guess both have their things

azure shore
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Like ragdolls into an object with physics

urban gyro
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bottom

azure shore
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If I walk on top of a ragdoll it flips me out a bit, sometimes knocking my player over (which admittedly is quite funny/satisfying

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And recently respawning whilst falling has been sending me to space

ripe geyser
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Sorry Kensei, I don't get it 😅

urban gyro
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look at the bottom of the picture, it says config variable, hover over it

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itll tell u where it will be saved

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u have to open that .ini file, usually engine.ini

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and add an entry under the category given to u by the tooltip

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the entry must have the same name as the variable u have in the engine

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and then you can give it the value you want

ripe geyser
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I simply want to apply these exact settings but in a packaged game. Not a runtime or anything, just want it to start with these settings and that's it

urban gyro
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true/false for bools, numbers for floats/ints/bytes

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you can use +Add to define an array in the config

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oh

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theres a thing called gameuserdata

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holds all of those

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also has defaults somewhere in the ini

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i think

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not sure

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but change the dafults and should package with those

ripe geyser
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I've actually seen it, but I would like to do it in a .ini or something, without touching C++

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Sadly it doesn't package these settings, as far as I could see... and I can't find anywhere what's the .ini I should use and what is the actual syntax. Weird

urban gyro
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just set it at game start?

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its a bit tedious

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but it will work

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just set each category

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just make sure to apply settings at the end

ripe geyser
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Alright, thanks 😄 I'll do that then!

urban gyro
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it is funny that the quality settings arent actually in the gameuserdata.ini

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but then you get them from that class

ripe geyser
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Yeah, it's kind of a mess

urban gyro
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must be another ini

latent moth
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Looks like a scale issue, did you reset scale before exporting?

opal ocean
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Best way to do floating health bars over buildings in an RTS?

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Was thinking of using 3d widgets, but Nick was saying on the answerhub they didnt use it on paragon as once there were more than a few enemies on screen, the cost was too high

kindred viper
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perhaps a material instance would be cheaper so you can pass in the health of the building as a parameter for drawing the line

opal ocean
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yeah wasnt sure how to do a progress bar type material, tho I think I may be on to something here

urban gyro
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@latent moth thanks bro. Was moving control rig with scaling, forgot to reset. Thank you.

ivory gorge
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you could draw them using the old fashioned HUD

latent moth
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np 😃

opal ocean
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@ivory gorge With multiple buildings, I'd have to make a widget on the HUD for each building, and scale/position it on the screen for each...

ivory gorge
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not a widget.... HUDs are entirely different

opal ocean
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using UMG here

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Just got a panning health bar material now, works great 😄

urban gyro
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im pretty sure the widgets are derrived from the old HUD classes

opal ocean
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I think UMG is an extension of slate, made to be like blueprints and a bit easier to use...

urban gyro
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i honestly cant see slate saving you a ton

kindred viper
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yeah it negates the need for most HUD work but there is still use for HUD classes as they contain some useful functionality

urban gyro
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have you seen a huge impact with big numbers just using 3d widgets?

opal ocean
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I havent, but in a answerhub post, I think nick said with 20 enemies/healthbars on screen it was .8ms just for the widgets, plus the overhead

urban gyro
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i assume ur target aint a pc, since memory budgets are negligable generally there

opal ocean
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My target is PC, possibly eventually VR as well. But I'm BP/UMG only.

urban gyro
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if VR then ur in for a performance ride

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u gonna have to go C++ for vr

kindred viper
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I think you can manually paint widgets so there is no need for the tick on them for such event based cases so that would aleviate some overhead

urban gyro
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for VR AI is gonna be ur main bottleneck anyway

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you can set the tick to be 0.5s or smthing

opal ocean
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yeah, VR is only a remote possibility.

urban gyro
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honestly if I were you Id run a game with 20 actors with 3d widget and check the profiler results

opal ocean
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I'm only a hobbyist, with it being unlikely I'll ever get the project to a point where I'm calculating performance costs

urban gyro
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if u plan on Total War level of units on screen then prolly ull need some fancy codework

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if not then id say stick to 3dwidget

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once u have something that works, then optimise

kindred viper
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using materials for things like healthbars is definitely the way to go for optimisation.

opal ocean
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the dynamic material instance on a flat plane floating atop the building like in picture works pretty good

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I'm sure it could look a lot better with 3d widgets, but seeing as I've never gotten a project even playable, I'd like to get things functional for now

urban gyro
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i think it depends, afaik your just resolving ur health on the gpu rather than cpu when doing it in material

opal ocean
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but I asked cause at the same time I dont want to implement something that is going to mess me up later to be redone

kindred viper
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yeah but im pretty sure there is under the hood optimisation going on with material instances in such cases, where draw calls are minimised

urban gyro
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dude, get an mvp, then refactor, dont bother getting super optimal before that

opal ocean
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😄

latent moth
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Where do you think is a good place to attach an Aim Down Sights camera? If attached on the gun itself, it stay put with the gun even when it recoils. If on the hand, bone, then it will still move a lot.

Would you rather animate the camera position?

This is what I'm trying to reproduce: https://www.youtube.com/watch?v=X7a9PxSTTK8

First half shows the old ACOG. Second half shows the new ACOG with a ScreeenCapture2D. It has it's drawback in performance, but I like the look.

▶ Play video
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BTW that is great work.

quasi lake
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Can anybody tell me the difference between ListenEndpoint and ConnectToEndpoints?
With sincere appreciation
Or diff between Listener and outgoing connections

sterile stream
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where do you get the sound

urban gyro
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@latent moth why not attach a spring arm to the gun? That way the camera will stay in the same position.

latent moth
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oh that’s interesting

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so a spring arm from the center of the scope?

urban gyro
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aye

latent moth
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that’s clever will definitely try that, thank you

urban gyro
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or you could allign the scope to the original position of the camera and just change the fov

latent moth
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less great maybe (requires extra custom movements to match the firing animations)? but thank you these are 2 great options

urban gyro
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with the 2nd option you wont have jankyness problems

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i suspect youd have to do some interping when attaching to make it smooth

latent moth
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right now i have a camera for each weapon BP

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and the camera is aligned with scope

urban gyro
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if u use a spring arm you probably don't need to attach it at runtime

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most likely thats the easiest solution

latent moth
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right, i just blend it from the main camera to the gun one

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but wouldn’t the camera move with the gun anyways if attached to spring arm?

urban gyro
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or you could use both suggestions and have the camera never change position but has a spring arm, and u just attach the spring arm to the scope when aiming

latent moth
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yep that was what i was writing about

urban gyro
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well the spring arm is there so that camera stays put relative to the origin of the arm

latent moth
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it depends how much “springy” is the arm lol

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thanks kensei

urban gyro
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aye

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here, read this

latent moth
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🖖

azure shore
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hey can anyone tell me how to get a physics volume to affect ragdoll?

urban gyro
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doesnt it by default?

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oh wait maybe try turning off physics simulation on the ragdoll when entering the phys volume, then enable when leaving

azure shore
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I can't work out how to make anything happen in bps when I enter physics volumes

cedar snow
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is it possible for a collision volume to generate overlap events, yet let traces pass through?

urban gyro
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yup

azure shore
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wait what

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how can I detect a physics volume in a blueprint?

cedar snow
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why does a trace response have an overlap checkbox in the details panel?

azure shore
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I need it to set swimming to true when I go into it

cedar snow
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to not let traces pass through?

urban gyro
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overlap passes through

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block stops it

opal ocean
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I've got my ore extractor stacked on my ore node, and I'm trying to click on the building with the mouse, but its clicking the ore node 😠

cedar snow
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and which of those to ends up in my hit results on a trace? block?

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or overlap?

urban gyro
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block returns hit

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overlap returns overlap

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ignore does jack

cedar snow
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maybe i should have a closer look at FHitResult...

azure shore
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🤦

urban gyro
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response ref and overview should sort it out for ya

cedar snow
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thanks, for some reason i stopped reading after the overview ..
time to finish that

opal ocean
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It helps if the object you're using has collision at all... damn free infinity blade assets 😠

azure shore
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I love how I can copy steps of a tutorial EXACTLY and it's already got errors

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three nodes

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all the same

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wow

cedar snow
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i see you've been burned by this in the past @opal ocean 😄

opal ocean
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First time I'm using the infinity blade assets, but their defaults have been causing me issues 😉

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everytime i deal with collisions tho its a huge pain until I get it figured... again..

cedar snow
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changed the collision setting, projectile won't hit anymore

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git reset 😃

idle lichen
#

Hey guys, anyone here who can help with PS4 development? Trying to write/read files from a USB stick but cannot work out how to do it (via blueprints). If someone could give me a hand or point me to the right channel can you @ me or send a pm that would be awesome! 😃

wary wave
#

I don't think you can

kindred viper
#

I would have thought it possible providing the USB was formatted to the PS filesystem. But then, Im just guessing

idle lichen
#

hmmm ok

#

any ideas on how you could transfer files easily from ps4 to say a windows pc?

#

i think usb is possible but the playstation needs to know where to look cos it doesnt follow the same file mapping as windows

frank escarp
#

@idle lichen if you have the SDK correctly installed, you can access the PS4 hard drive directly

#

for the devkit

#

0 becouse its off now

#

that allows you to see the files of your game in the hard disc, and bring out logs, profile data, or savegames

idle lichen
#

yeah so i tried writing a text file to the root directory (something you can get from victory engine blueprints) but the root directory returns nothing.. i can access the ps4 but dont know how to write files to it

south ridge
#

@faint cedar what was the problem with splines you had

frank escarp
#

@idle lichen you can only really write stuff into the "saves" directory

#

as far as i know

#

ps4 files are pretty locked down, you cant just do whatever

#

definitely NOT in game folder

#

keep in mind game folder is going to be on a Disc

#

if you happen to put the game on a disk

#

so its read only

idle lichen
#

yeah hadnt thought of that

frank escarp
#

there IS a folder you can use

#

just looked at docs

idle lichen
#

..............

frank escarp
#

but its a SPECIFIC folder

idle lichen
#

im excited

#

@frank escarp what type of folder is it? is it something that could be accessed via file browser on a host machine?

frank escarp
#

they call it download folder. I think thats created so games can download temporal patches and the like

idle lichen
#

ahhh i gotch you

#

let me guess.. its a massive pain to access/write to?

frank escarp
#

yes

idle lichen
#

haha darn

#

and you dont think the USB would work? managing to access the USB on the ps4 and then write to this?

frank escarp
#

no

idle lichen
#

is it because of the access rights?

#

because i can see how it COULD work but cant see why it wouldnt

obsidian nimbus
#

tryin to put a zelda savegamehack in ur game? 😛

idle lichen
#

hahaha good idea 😉

obsidian nimbus
#

u would sell loads 😃

idle lichen
#

Im attempting to write some logs to a USB

frank escarp
#

you dont need to do that

#

the logs are stored in the ps4, you can then access those from windows

idle lichen
#

ohhh sorry not those logs its a custom text file

faint cedar
#

@south ridge - I am not at my PC right now, but essentially I am trying to do a vertical donut loop

#

and it's failing spectacularly

#

Been following every single example I could find of how to do it properly

#

LEt me get the code, 1s

idle lichen
#

@frank escarp So you cannot write files to a USB for definite? And final question: is there a way to write the text file on the host machines drive whilst running the game?

latent terrace
#

probably a dumb question, but how do I move an asset to a folder that's earlier in the path? : P

#

like I have thing in A/b/pancakes and would like to move it to A/b/

#

xD

frank escarp
#

@idle lichen no, but there is a way to store stuff in the download folder

#

with normal file IO

#

requires C++ access and all of that, you can hire me to do it and ill have it in a couple days

idle lichen
#

haha OK sounds good

#

but that means it can only be done on a devkit and not a consumer console? @frank escarp

frank escarp
#

yes

#

i dont see ways of using a pendrive to store info

#

its locked as fuck

idle lichen
#

damn for real

#

so annoying, console development is a pain

frank escarp
#

yes, but its also $$$$$$

idle lichen
#

true dat

cedar snow
#

are you really just trying to log to a file or is it part of your game mechanic that users will share files?

idle lichen
#

its producing coordinates and writing them to a txt file which needs to be accessed later

cedar snow
#

depending on how many coordinates you could still log them, but use a prefix (like [MY_COORD #1]) and write a small shell script that parses them for you

#

though only makes sense if its up to a few thousand lines

idle lichen
#

aha it wont be over a thousand lines

#

i hope!

#

and the tricky aspect for me is writing shell scripts

#

im still a noob

cedar snow
#

doesn't have to be a shell script
python, ruby, hell even javascript can solve it for you 😄

idle lichen
#

so what are you proposing, in laymen terms?

#

writing the coordinates to the actual log that is created?

frank escarp
#

@idle lichen what game are you trying to port?

cedar snow
#
unrelated log statement
[COORD] 0.0343, 0.234235, 0.345345
[COORD] 0.0343, 0.234235, 0.345345
[COORD] 0.0343, 0.234235, 0.345345
unrelated statement
[COORD] 0.0343, 0.234235, 0.345345

write your coordinates to the regular logfile, parse it in any language for the log lines prefixed with [COORD] and write them to a file & structure of your liking

idle lichen
#

i see what you mean

cedar snow
#

if you have multiple sessions in one deploy, prefix those with [SESSION-START] and [SESSION-END]

frank escarp
#

nice trick

cedar snow
#

i'am just lazy 😛

idle lichen
#

that could work.. one question... how do you write to the log file? i know thats silly and im sure i can work it out but for sake of clarity

frank escarp
#

btw, its not that easy. as unreal allways adds the log type and the time before

#

so you need to parse looking for that [COORD] and then read the rest of the line

idle lichen
#

@frank escarp im porting a real basic VR from windows

cedar snow
#

@frank escarp make it even more safe: [COORD x=234234.0 y=25.3434 z=0.0] and use a regex

#

😄

frank escarp
#

and now you have 2 problems

#

@idle lichen the VR game i released on PS4 got around 30k dollars in profit, so its a pretty damn good plataform

carmine lion
#

has anyone tried using Nvidia Flex with UE4 yet?

frank escarp
#

if you need someone to get stuff done, call me

idle lichen
#

god damn @frank escarp !

#

Thanks for all the help @frank escarp do you want to PM me your details so we can organise some stuff?

cedar snow
#

@frank escarp yeah, god damn! you alone as dev?

plush yew
#

is it possible to create something, like a door that only opens if the date time is correct

frank escarp
#

@cedar snow yes

cedar snow
#

good job!
depending it didn't take you years 😛 😛

idle lichen
#

true dat haha

#

thank @cedar snow for the help I think ill give your go a try see how far i can get

frank escarp
#

@cedar snow the port from pc to ps4 took me 6 months

cedar snow
#

good luck!

frank escarp
#

but that was a LOT of bumping into EVERYTHING possible

#

and having zero clue about anytihng

#

and having to optimize the game a lot

cedar snow
#

ps4 + VR is not exactly easy to run 90fps

frank escarp
#

DWVR runs at 90 fps on the Pro

#

on the base ps4 i was on the limit

idle lichen
#

na man i gotta say psvr is not great compared to vive

frank escarp
#

so while 90fps could run, it couldnt when lots of enemies are around

obsidian nimbus
#

base ps4 doesnt do VR right?

frank escarp
#

it does

obsidian nimbus
#

ahh i thought the pro was realeased mostly for VR

frank escarp
#

for DWVR, i did a tiny edit on the engine code, so if it detects Ps4 pro, it setups 90 fps mode

#

and 60 fps if its base ps4

cedar snow
#

ouch

frank escarp
#

its not about getting 60 or 90 fps

#

is about getting that all the time

cedar snow
#

what about nausea?

frank escarp
#

drop below 85 fps even once, and you are out

#

or 55

#

depends on what fps you chose

obsidian nimbus
#

my friend just got a ps4 slim. it seems to have lower fps than a normal

frank escarp
#

it doesnt

#

its the same hardware as normal ps4

obsidian nimbus
#

like fps drop when u jump out of the bus on fortnite

cedar snow
#

the cooling could be worse on the slim?

obsidian nimbus
#

yea, but small usually means heating probs

cedar snow
#

would also be my guess

#

but that would be bad design on sony's side

frank escarp
#

the ps4 pro bakes itself

cedar snow
#

haha yeah

obsidian nimbus
#

or he just got a bad factory production?

cedar snow
#

some people reported lower fan speeds after re-applying cooling paste

obsidian nimbus
#

did the ps4 mostly limit u in vid card or cpu?

cedar snow
#

but it obv voids your warranty 😃

#

and there's also a guy who water-cooled his ps4

#

@obsidian nimbus no idea

obsidian nimbus
#

liquid nitrogen 😛

#

only way to go

cedar snow
#

haha

plush yew
#

Why do we have to upvote the thing on awnserhub?

obsidian nimbus
#

ill never ever get a laptop for gamin again 😛

#

stuff just cooks itself

#

cant replace parts

#

cooling paste cracks after a while

devout gulch
#

does anyone have any idea how does Paragon make smooth transition from forward to side strafing ?

#

I got most of basic things working

#

but when switching between forward movement side strafing there is noticable hitch..

obsidian nimbus
#

there was a gdc on paragon anims i believe

#

cant look it up now tho

obsidian nimbus
#

it was 20 ppl giving 1 quick tip or something like that

cedar snow
devout gulch
#

@vorxio I watched it few times

cinder iron
#

there are more

devout gulch
#

it's nice high level overiview

#

i'm stuck on details ;/

cinder iron
#

there is a close quarters at the unreal channel

#

the one no7hing sent

cedar snow
#

it's like 30 mins in

timid shoal
#

is there a way to change my project name ? if i change my.uproject its changed, but i canot launch it on my phone anymore :/

#

with this error "An entry with this key has already been added"

regal mulch
#

@timid shoal You can change the name through your ini file

#

I don't remember the exact setting so i would need to Google

timid shoal
#

issue is i know how to rename it but if i do so i cant package it anymore :/

faint cedar
#

@vale osprey - Heya

vale osprey
#

hi there

faint cedar
#

You said to bing you regarding the spline loop stuff yesterday 😄

#

ping even

vale osprey
#

not sure I did, but anyway 😄

faint cedar
#

Oh?

vale osprey
#

I do it in local space only, for tank tracks

faint cedar
#

I might've mixed you up with BlackFoxthen :p

#

Ah, so just in an aligned Y axis?

#

I got that one to work too, but the moment the spline moves sideways it goes to hell

vale osprey
#

yes, it's only in XZ plane

faint cedar
#

Damn you euler

honest rune
#

If anyone has experience using Fuse CC + Mixamo, I could really use some help identifying an issue.

#

I thought it was an issue with bad weights but now I'm thinking thats not necessarily the issue.
When I export from Fuse CC directly to Mixamo, the mesh deforms perfectly at the joints when crouching etc like it should.
If I download the fbx and import to Blender to add a root bone, then export to Mixamo again, this is when the strange deforms start.
Just to make sure its not the Mixamo FBX exporter from the website, I tried uploading from fuse to mixamo, downloading from mixamo and reuploading to mixamo without adding to blender and everything is fine.
Something is getting screwed up in Blender but I can't figure out what. Any idea?

#

should also mention, the deforms only happen during animation as well in those circumstances. The T-pose is fine

bitter iris
#

Is there anyway to find out the source file on a map output like you can do on an image? Like this

opal ocean
#

Well, 4.18.3 doesnt seem to like structs within structs. Getting all sorts of REINST/serialised ustruct errors

faint cedar
#

I have that issue but with behavior trees in 4.18

opal ocean
#

too bad I wasnt using nested structs in 4.18.1, i would know if the issue started in .3

#

I just upgraded yesterday :/

floral pagoda
devout gulch
#

ok does anyone have any idea how is the delta calculated for Orientation Wraping in Paragon ?

#

I'm now trying to calculate rotation between Velocity Direction and Direction Vector, depending on cardinal direction.

#

but it doesn't really work..

zinc nymph
#

is anyone here familiar with ue4 animation'?

narrow pasture
#

Alright im having a constant crashing problem on my laptop, im getting a D3D Device lost error, anyone know anything about this? I've looked around and found a support ticket regarding it, but the fix isn't going in until 4.20

south ridge
#

Do you have latest drivers etc? You can try building your own version from github, maybe it includes the fix

narrow pasture
#

yeah its on the latest drivers.

#

the issue is that im currently working on a project and i'd like to not switch versions to a pre-release one

#

im basically crashing every 5-7 minutes on my laptop

#

This is the issue ticket that is closest to my problem

simple pebble
#

sorry to disturb you all but how would i preform an on cursor begin overlay event using my crosshairs?

celest creek
#

Hey, does anyone know if gamecenter achievements give you automatic pop-ups while playing the game or do you have to develop that yourself?

zinc nymph
#

if someone is familiar with matinee dm me please, it seems all 2000+ people in here are amateur

honest rune
#

lol

stuck acorn
#

who know UE4 Collision Basic Level?

#

Such as capsules and spheres.

#

Oh.

reef mortar
#

I know when you Play in Editor, the Engine compile dirty Blueprints, but I do need to recompile Blueprints--even the non-dirty ones.

cerulean nova
#

i want to make a game but i have 0 ideas what i could do that i would like <- Sounds weird right? :)
i just want to do it as a Hobby to do something in my spare time a little not to big thing where i can one day look at my work and say "im finish". so i dream about game ideas one idea that i had was some zombie game wich was weird because the dream wasnt like a game it was basicly one of my weird dreams so i was behind a metal door with a window outside are tons of zombies i had 3 people with me i didnt knew them and i had a whistle around my neck and the whistle made zombies attack and also stop attack for some reason wich doesnt make sense because why would i make them attack me at first? but at some point we decided to turn back and we run back to the door we started... when i got there i was alone and was hiding my self inside the room with the door the zombies outside... and the next day i thought about this dream and it was quiet a cool game mechanik not seen before or ? but i would not make such game but still interesting 🤔

#

i was thinking about the whistle

#

what if the whistle had a "range" for the zombies just a few meters to affect them... 10m for example but they notice u on 30m and if u whistle to stop the attack and u have a few follow but not attack and the new ones come to attack u would have to whistle again and the ones following would start attacking but the new ones are then just following

dim arch
#

any word regarding unreal livelink and 3dsmax

dim arch
#

oh, seems like livelink in ue4 is different to substance livelink for ue4

hazy lynx
#

Hello people!

#

anyone here by chance versed in using the profiler?

ripe geyser
#

Guys, is there a way to use the console command "r.ScreenPercentage 100" in a packaged game?

#

I need it because it allows me to go over 100 if needed... or is there another way to do that?

cursive dirge
#

@ripe geyser there's blueprint node for feeding in console commands

#

"Execute Console Command"

paper kernel
#

Camera has render scale option iirc

ripe geyser
#

Thanks Olento!

cursive dirge
#

they change the scale thing on 4.19

#

not sure if it applied to all or just VR use

frank escarp
#

@floral pagoda ton rosendal for president

#

would definitely do a better job than any current president

fierce tulip
#

basically every day when I wake up and check my inbox there are at least two of these answerhub questions asked every day.
"my particles disappear when I look away"
"why doesn't my texture scale when I make my mesh bigger"
"Why is my mesh only one color when I applied a material"
they never use the search function, and even if you had a "commonly asked questions" tab, they would ignore it and ask the question anyway

wary wave
#

it's why Answerhub doesn't work

#

it makes seeing old questions hard to find, and the repeat questions bury everything else

#

the regular forums however show up in a Google search with some degree of accuracy, which serves to lower that repeat count

plush yew
#

Hello. I want to create a new "viewport play window" when i press a key with a fixed size and fixed position.

cloud cobalt
#

Why do you want that for ? It's not going to be easy

plush yew
#

I want to debug blueprints. That is not possible when I cannot see the flow of the pulsating nodes in the bbp editor.

#

standard viewport blocks everything behind it

cloud cobalt
#

Get a second screen, or use logs to debug

plush yew
#

:/

cloud cobalt
#

Also breakpoints

plush yew
#

too complex

#

just seeing the flow helped me enough

#

after i paused thegame, moved it to the right, shrinked it to a small window, and then pressed on pause again

#

every single time

cloud cobalt
#

Then get a second screen, it's a great investment for gamedev anyway

plush yew
#

i mean there are 4 exes. i cannot place 4 breakpoint after every exe, can I ? 😄

cloud cobalt
#

What do you mean, "4 exes" ?

plush yew
#

4 executable nodes

cloud cobalt
#

So why can't you set a breakpoint for each ?

#

Not to mention Visual Studio breakpoint, if you're using C++ nodes

plush yew
#

that is more work then watching the flow

cloud cobalt
#

Anyway, if you just need to have the flow of things, just print events on screen

#

You can't open or close viewports on demand, so that's not really an option

plush yew
#

i can only print if a exe happens.... for example on the last exe node

#

the problem was the event tick was a custom event.. no idea why it wasn't a event tick... a print log would not helped me there

#

it would not print, that's it.

cloud cobalt
#

1080p monitors go for $100 now, I'd consider that seriously tbh. Wouldn't work with a single monitor myself, currently using 3

plush yew
#

ya ok

#

thanks

cloud cobalt
#

You might also be able to dock the Blueprint editor window inside the main window

plush yew
#

not possible

cloud cobalt
#

Too bad

#

For the very little work I do in Blueprint I often use simple prints myself

#

If your print isn't triggered you just look what's supposed to call it and add more prints

#

And obviously the real-time flow on the second monitor works too

plush yew
#

😄 oh my god

#

add more prints.... ufh

cloud cobalt
#

Mostly I only write C++ so I use VS breakpoints

#

That's my primary debugging tool

plush yew
#

they are much easier to use

#

just one red circle click 😉

cloud cobalt
#

Which is part of why I'm not considering Blueprints for anything really serious, only for level scripting right now

plush yew
#

ya but c++ is .. oh my god

#

python i would ay ok, lets learn that.

#

c++: i don't get pointers or :: stuff

cloud cobalt
#

It's a much more involved language, yes

paper kernel
#

no training wheels

plush yew
#

any good unreal4 blogs?

paper kernel
cloud cobalt
#

Arguably, UE4 has training wheels for C++

paper kernel
#

true

cloud cobalt
#

You can go a surprisingly long way while ignoring many language fundamentals because there is a huge consistent framework that you just stick with

#

In the long run it doesn't always make it easier, but still

latent moth
#

My prone animation is shaking way too much their arms. Is there anyway I can force them to stay put by adding an additive layer in the animation prone_idle itself?

plush yew
#

@cloud cobalt problem is there are not many c++ ue tutorials

cloud cobalt
plush yew
#

i did that where it wasn't fully released and it wasn't that good

storm venture
#

emergency help please!
i'm in the middle of a high quality build for a meeting in several hours and my pc ran out of space during the build... i freed up some space and the build was never interrupted, but i was down to like 30MB of free space, am I going to be greeted to a bunch of errors in a few hours when this build is done? should i start over and risk the wasted time?

cloud cobalt
#

If the build didn't fail, probably not

#

Don't believe the lighting build needs to write lots of data either

#

(until it's done)

fierce tulip
#

oh shii, apparently meshes with multiple materials will show the other materials applied to it in the material viewport. nice.

plush yew
#

the basics of UE oO

#

tztztztz

grim ore
#

If I had to guess it would be due to age, a few of those things are out dated and replaced so it's no longer accurate

plush yew
#

but there isnt a alternative

wary wave
#

what's the range of vertex 'colour' in UE4's meshes?

frank escarp
#

@wary wave 4 floats

#

from 0 to 1, normalized

#

im not sure if they are normalized in the shader, so you might be able to put them at more than 1 from code

#

but the painter is 0 to 1

wary wave
#

yeah, that's what I wanted to know, whether they were normalised at mesh-level or not, hehe

#

thinking about storing weights in them

wary wave
languid shard
#

what the heck

wary wave
#

that was my response

languid shard
#

😂

#

you can still build navmesh in hammer right ?

wary wave
#

apparently it doesn't work properly

#

so you have to do this

languid shard
#

whaaat

#

such a waste of time :[

quasi lake
#

TSharedPtr<NetPacket> curPacket = MakeShareable(new NetPacket());
TSharedPtr<NetPacket> ccc = curPacket;
curPacket.Reset();
Bros,plz check this code
Will this NetPacket object be destroyed after these 3 lines?
And is this "ccc" pointing nothing now?

#

Sorry for this basic question

#

I'm on my knees,hope anyone help me, masters.

plush yew
#

why does source engine has no light bleeding?

#

and is it recommended to buy today recent gen. cpus and mainboard and ddr4 ram for the next 3 years if in 3 years there will be the new super gpu's who do cpu work and hdd who are fast as ram?

languid shard
#

@plush yew 1) No idea, better lightmapper maybe ? Also source is a much simpler engine in terms of rendering, most lights are static and baked unless you modify it massively

plush yew
#

UE is static light too if you want

languid shard
#
  1. That question is computer hardware in a nutshell
wary wave
#

Source's default light mapper doesn't do GI, does it?

languid shard
#

no don't think so

wary wave
#

I recall it being a 'new feature for L4D3 in Source 2', but well, that hasn't emerged

languid shard
#

you had to fake ambient lighting with spotlights and such

plush yew
#

L4D3 LOOOOOOOOOL

wary wave
#

what?

plush yew
#

aint hapen

#

😄

#

oO

#

half life 3 coming tomorrow

languid shard
#

L4D3 was the base project using Source²

wary wave
#

^

languid shard
#

they reused assets from L4D2 and baked some levels to test out the new features of source²

plush yew
#

hey we are talking about valve.... and l4d ....... and hl

languid shard
#

only game using that engine right now is Dota2

#

yeah 🤔

wary wave
#

the assets were new

plush yew
#

meme: insert meme l4d3 and hl3

#

100 years ... later... l4d3 announced

#

wait what

#

source2?

languid shard
wary wave
#

that's from the 2011 powerpoint, IIRC

languid shard
#

yep

wary wave
#

there was something leaked a few years later that showed lighting changes etc

languid shard
#

that's a L4D2 map layout though

wary wave
#

but meh

#

yeah it is

languid shard
#

@plush yew yes Source²

plush yew
#

@languid shard ya ok that dooes not mean theyll release these super games this or nexxt year -.-

#

more like in 100 yrs

wary wave
#

nobody said they were going to

#

¯_(ツ)_/¯

languid shard
#
#

there's a bunch of info from that Dota newsletter

#

back when they did the switch from source 1 to 2

plush yew
#

LifeForLife🤔 - Today at 3:47 PM
L4D3 was the base project using Source²

languid shard
#

source film maker now is using source²

plush yew
#

pardon, 3?!

languid shard
#

yes L4D3

#

the prototype

plush yew
#

link?

#

where?

wary wave
#

there's bugger all out there

languid shard
#

there was a bunch of strings in the SFM and dota2 code aswell referring to source ² and L4D3

plush yew
#

thats all right?

wary wave
#

but at some point between 2011 and 2014 it was in development as a prototype

languid shard
wary wave
#

what happened to it after that is anyone's guess

#

around 2014 is more or less when Valve gave up on most games to be fair

languid shard
#

I'm still hoping for them to use Source² for one of their VR releases

#

they are using Unity more and more aswell

wary wave
#

yup

languid shard
#

and TBH, it doesn't matter which engine they use, if the games are good...

#

The Lab was made in Unity

tall pendant
#

and Source 2

languid shard
#

and it still is awesome

#

ONE demo was made with source²

#

the portal demo with glados and the bots

tall pendant
#

still part of the lab 😛

languid shard
#

😬

wary wave
#

Portal Stories was Unreal Engine xD

languid shard
#

yeah

#

but that's a fanmade game

plush yew
#

This community-made mod requires that you own Portal 2 .

#

so its not UE

languid shard
#

hey, any of you guys using VR and having recurring crashes for no reason with UE VR preview ?

#

uh wait

#

no portal stories is a source mod @wary wave

wary wave
#

the first VR one is Unreal Engine

#

but I'm struggling to find it

languid shard
#

ah yes forgot there was two

#

this one ?

wary wave
#

no

languid shard
#

?

wary wave
#

though that VR one IS Unreal 4

languid shard
#

yeah it is

#

Maybe the first iterations of Mel are using UE

#

and they moved to source when they got the greenlight from valve to use the IP and make a mod

wary wave
#

gonna log into my account and see if I can find it

#

seems to have gone walkies from the store page

plush yew
#

can i get a free htc vive? 🦄

languid shard
#

😄

#

well you can make your own now @wary wave

#

that's something I'd do as a fan project, port HL2 bsps to UE4 and do some VR walkthrough

wary wave
#

weird, isn't in my steam games list either

#

might have been superseded by Portal Stories: VR

#

¯_(ツ)_/¯

languid shard
#

¯_(ツ)_/¯

#

fuck I need that Hammuer plug

#

I remember seeing some more or less good reviews on it

#

but just being able to port levels from existing source 1 games I'd buy it

plush yew
#

😏 @languid shard how about give me 10k and youll get it? 😏

#

i am a dealer

languid shard
#

🙄

fierce tulip
#

I am in charge to optimize materials for one project, and its rather fun to be able and reduce something with almost 450 instructions and 4 texture samples, yet it looks exactly the same.

#

its like getting paid to do Sudoku's :p

languid shard
#

@fierce tulip wanna optimize an arch model for me ? 😄

#

same thing but with meshes

#

going from 4/5k drawcalls to 300 or something

hazy lynx
#

hey people!

#

speaking of optimization, can anyone help me figure out the built in CPU profiler?

#

I'm a bit confused by exc and inc times

#

I have a bunch of functions in which exc time is much higher then the inc time

#

and from what I understand about profiling, inc time includes all the called functions, so it should always be higher one

plush yew
#

@fierce tulip I admire you that you enjoy this or enjoy anything at all.

fierce tulip
#

its the little things hehe.
I also think my ocd has a fieldday when doing this and thanks me with sweet sweet endorfines, zerotinines, and other sweet brain chemicals hehe

plush yew
#

.__. i wish my brain would be like yours

fierce tulip
#

it comes with time and age :p

plush yew
#

you must be a old grand.. 😄

fierce tulip
#

I am. almost 35.

#

mentally still 18, physically 40 XD

elfin jacinth
#

My son turns 3 today, I turn 36 in April. #OldLife

halcyon shore
#

Hey what is the best way to load level for an fps?

hazy lynx
#

I have

halcyon shore
#

im using open level atm, but streaming doesnt seem right

hazy lynx
#

docs don't explain the meaning of inc and exc times at all

elfin jacinth
#

Ah. Sorry!

tawdry narwhal
#

I know this isn't strictly UE4, but has any of you guys/gals written an article on 80.lv before?

fierce tulip
#

had m sort of written for me. just pick some parts of what you like to talk about in your showcase thingy and write away 😃

tawdry narwhal
#

and how do you submit? All I can see is a Submit Post button that takes me here:

#

does it cost money to submit an article?...

plush yew
#

1000 dollar o.o

tawdry narwhal
#

crazy right?

plush yew
#

thats great for advertizing a game 😄

#

every day one post for you game 😄

#

30 days long

grim sinew
#

From what I'm told, just post a bunch on polycount and the guy running it will come to you.

tawdry narwhal
#

that's good to know, thanks

#

I see there's a facebook group too where he says if you tag them you might get featured on their site

plush yew
#

life is eazzzy

frank escarp
#

the 1000 thing is for those "sponsored" posts

analog cedar
#

For a game that's similar to monster hunter/dark souls/ furi, what would be an ideal scope size for a demo? Right now I have 2 playable classes and 3 bosses, but was wondering if anyone has any opinions on this.

plush yew
#

seems legit demo

latent terrace
#

halp! I've pressed some buttons and now when I click play it doesn't possess my character automatically anymore, how do If ix it? 😮

frank escarp
#

@analog cedar 30 mins of gameplay

#

if its a boss rush, then 2-3 bosses should do it

latent terrace
#

nvm turns out I was simulating

analog cedar
#

Alright, thanks @plush yew & @frank escarp 😄 I guess I'll aim for 30 minutes of gameplay.

plush yew
#

@latent terrace lolz

latent terrace
#

well it's not funny when you are pressing stuff and the game doesn't react till you figure out it's not possessed lol

plush yew
#

so

#

still no news on 4.19?

#

what happens when 4.2 gets out?

#

new era?

#

maybe 4.19 was abandoned

surreal viper
#

4.2 came out years ago

wary wave
#

4.2 was years ago

surreal viper
#

seriously

wary wave
#

4.20 comes after 4.19...

surreal viper
#

I still hope that one day people will understand these numbers...

wary wave
#

counting is hard 😄

plush yew
#

Lol

#

i mean 4.20 XD

#

uzps

#

@surreal viper

#

you know

#

i noticed my game literally runs better on my local machine

#

wtf?

#

i wonder if this server i bought

#

is just shit

#

for running dedi servers

#

lel

#

like literally no lag

#

wtf

#

show me your game

#

yeah literally no lag

#

wtf lmao

#

Anyone know a good place to purchase dedi server hosting

#

That isn't garbage

#

show me the online game o.ö

upper heart
#

better for you locally? or better for other players?

#

obviously it will run better for you

plush yew
#

i dont know

#

but i mean

#

if there were bandwidth issues and stuff

#

wouldnt i still be having it?

#

on the dedi server i had it with just a single player

#

but on local i have no lag

upper heart
#

you are local to the server, read a book on networking alex

plush yew
#

heh

#

All im saying is

#

i feel like if there were issues

#

it would still be here

#

like

#

ok

#

another example

cinder iron
#

so you are having

#

issues

#

you are not having

#

in

#

your

#

machine

plush yew
#

i had my friend up the street host a server

#

no issues

#

i have it on my pc

#

no issues

#

i have it on the server in texas

#

and i just have

#

everytthing fucking up

#

delays

#

..etc

#

everything gets delayed a few seconds

cinder iron
#

are you

#

american?

plush yew
#

yes

cinder iron
#

or reside

plush yew
#

lol

cinder iron
#

near texas?

plush yew
#

its like only 70 ping

#

or less

#

70-80 ping

#

shouldnt cause

#

this much lag

#

._.

cinder iron
#

you'd

#

never know

plush yew
#

i mean i could try purchasing a server closer

#

but

cinder iron
#

till

#

you

#

test

plush yew
#

like i think i can get a digital ocean droplet

#

up in new york

#

which is a lot closer

cinder iron
#

you can

#

try

#

the free trials

#

some companies

#

offer

#

:

#

D

plush yew
#

lol

#

brb

plush yew
#

@cinder iron the thing is I have connected to servers in Europe and California and didn't get such bad ping

#

O. O

cinder iron
#

compared with your local ping would be way more xD

#

anyways, which kind of issues are you suffering

plush yew
#

Stuttering when moving, teleportation, left click may take longer than usual to actually do its action, even client sided actions may take longer like playing a sound

cinder iron
#

is it standible?

#

because I mean, it all depends on how much you would like to waste you could improve your experience or not

#

also check out how many cpu/ram are you consuming server side and what you requiere

analog cedar
#

Does have a graphics card equipped laptop really help with UE4? I'm gonna be on the road for a few weeks and want to stay productive away from home

#

Or would a i7 laptop suffice?

grim sinew
#

Don’t think it will work at all on integrated graphics.

#

You can try but chances are it won’t launch, or if it does it’ll be incredibly slow.

upper heart
#

I run it on my Dell Latitude E7270 a lot. It runs fine on low if you aren't doing anything too crazy.

analog cedar
#

I'd probably work on particles and AI

cloud cobalt
#

The engine will work on integrated graphics

#

Obviously not great perf

analog cedar
#

I'm guessing if I'm just building character blueprints and particle systems, it shouldn't be too bad on integrated graphics. Thanks for the opinions everyone 😄

upper heart
#

Yeah I do pretty much everything on integrated graphics. Particles are a little hard because they look a lot different at low quality. But if they aren't insane systems then it should be fine.

plush yew
#

The space is mainly the issue for me when working on laptops, feels hard to work “freely”

#

Usually just code or do theory when I have to work away

carmine lion
#

hey guys is there a way to get a random integer for 'Letter Index'

grim sinew
#

Yes. Blueprint.

carmine lion
#

Right now I have it as a scalar parameter, but when I use this material for a particle, every particle is the same texture...

#

But would that work with an emitter?

#

Like I get how to do it per instance

#

but this one material is being applied in a particle system

grim sinew
#

It would work but if it’s a particle there should be a better way. The particle flip book thing should be able to do random frames.

carmine lion
#

yeah i'm stumped

grim sinew
#

I just said what to do. Why are you stumped.

#

Use the sub uv stuff to make it work

plush yew
#

@vorixo#7101 no its unbearable

fierce tulip
#

in this case if you dont want to change the material, grab a "dynamic parameter" node @carmine lion

plush yew
#

@cinder iron no its unbearable

cinder iron
#

check server side stats when you execute the game

fierce tulip
#

that way you can randomize that value with the parameter module in cascade

plush yew
#

wtf lol

#

@cinder iron what do u mean tho

#

like the network profiler?

cinder iron
#

server side ram being used

#

CPU consumption

plush yew
#

oh

cinder iron
#

and network profiler on ue side would help

#

to see the heck is happening so you might have more of a clue

#

xD

plush yew
#

well i have looked

#

but it doesnt seem terrible tbh

#

._.

cinder iron
#

seems normal?

plush yew
#

but then again idk what im looking for

#

lel

cinder iron
#

what server are you using?

#

@plush yew yes

plush yew
#

what do you mean

#

"what server"

carmine lion
#

@fierce tulip thanks man, i'll try some shit out

plush yew
#

oh lel

cinder iron
#

Server provider @plush yew

plush yew
#

uh

#

not a well known one?

#

lel

#

its just cheap

#

xD

cinder iron
#

pm me specs if you don't want to dirtied the chat

plush yew
#

lol

cinder iron
#

my recommendation for you, is to ask for a trial on another company (preferably a reputed one) and under similar situations retest the thing, and then you can compare performance, if you are getting the same shitty perf. then the problem is in your side, if not then your old server was a bit bad

plush yew
#

yeah

#

i could just boot up a digital ocean instance

#

@cinder iron do u think that would be good?