#ue4-general
1 messages ยท Page 191 of 1
Hi, am I supposed to use Matinee or Sequencer? Aren't they doing the same thing?
Also, I have morph targets imported in Unreal, but how can I use them?
@plush yew You need your netcode to handle lag cleanly, lag is just a fact of life
That's easy, set up lag simulation in UE4 to have 100 lag and 100 variance, plus some packet loss, and see if it's smooth locally
If it's not, then you need to work on the netcode ๐
Recently, I had an email conversation with a Gears of War fan about the differences in networking quality between each of the three games in the series. One thing that we can point to in terms of increasing the quality of the networking experience is our use of the Unreal Engineโs built in network simulation features.
As to "how", that's harder and depends on which UE4 classes you use
@fierce tulip was looking for the Dynamic Paramter but I am using GPU particles so this is unavailable ๐ฆ
?
oh
you can even force the machine even more to the 2 hundreds
but yes, you will notice some obvious delays
as always
you have lags aswell in the editor itself
just calculate the time a variable takes to replicate
it's never instant
@carmine lion in that case you can use "particleRandom" which only works for gpu
(in the material) it outputs a random 0-1 value. though i think its limited to 32 different values between 0-1
Sorry that I come again with the same question, did someone here used ULocalMessage for something?
Context:
ClientReceiveLocalizedMessage(TSubclassOf<ULocalMessage> Message, int32 Switch, APlayerState* RelatedPlayerState_1, APlayerState* RelatedPlayerState_2, UObject* OptionalObject)
BroadcastLocalized( AActor* Sender, TSubclassOf<ULocalMessage> Message, int32 Switch, APlayerState* RelatedPlayerState_1, APlayerState* RelatedPlayerState_2, UObject* OptionalObject)
Those two functions are located in the Controller and the in GameMode and they are an important part of the "main messaging" system of Unreal Engine aka ULocalMessage
What I cannot understand is why they somehow limit it to only two PlayerStates; instead of allowing to have an array of PlayerStates and let the user decide how to manage those.
renaming actor component crashes the editor, any ideas?
Dont rename it?
Try fixing up redirectors first
Or removing the component from all Actors
this component for no reason started to crash editor on compile for that bp, but even if i remove it, editor still crashes
maybe you're still referencing it somewhere?
no redirectors though, oh right im casting it from other places, but thats seems like a lot of unnecessary work
if i make a duplicate of that component its fine, but i already tried changing with duplicate everywhere and even more problems appear ๐
trying few older back up versions, might find smth
hmm it still works normally on the old version, but i shouldnt be too suprised when smth like this happen from nowhere
i have a "loading" level stat streams my main level and "add and make visible"
when streaming is completed. but then i get a flash of my main level before the fade in animation starts playing
how can i solve this?
have you tried fading in to black in your main loading level before you load in the main level?
@grim ore right, i can try that
Anyone have any tips on Network settings to check when setting up a Swarm? I have both machines recognized, but the Remote Agent doesn't seem to do any of the work although it shows up as Available in the Coordinator.
?
Why won't it pulls its own load? Any ideas would be greatly appreciated
@grim ore nah it doesnt work. any other ideas anyone?
ShooterGame's GameInstance is very confusing. They have lots of TSharedPtrs to slate widgets and seem to do lots of direct calls on those widgets to add / remove from viewport and directly pass in text values. Would a more modern approach be to store all functions relating to any widgets in a HUD class and have the GameInstance just have a reference to the HUD that it can call these kind of events on?
For example check(!WelcomeMenuUI.IsValid()); WelcomeMenuUI = MakeShareable(new FShooterWelcomeMenu); WelcomeMenuUI->Construct( this ); WelcomeMenuUI->AddToGameViewport();
Should I be putting a direct reference to a UUserWidget WelcomeMenuUI class in the GameInstance, and not the HUD?
Yeah, I'd say so.
The HUD thing I mean.
Would have the HUD keep the UMG widget pointers and have game instance communicate with the player's HUD.
Ok perfect thank you very much @livid haven
Though, I'd probably invert that as much as possible - have the UMG widgets talk to the game instance, not the other around.
I'm trying to figure out how much the widget itself should handle, e.g. in this case the GI is calling direct functions on the widgets
Well in this case the GI is responding to an event, so it has to tell the widget to add itself or remove itself etc
Not sure how I could invert that as the widget doesn't know the current state
Would love some docs on the ShooterGame GI, it's doing so much and I barely understand it
GI can have multicast delegates.
HUD can get at the GI and bind to those delegates in order to respond to them.
GI can broadcast those delegates when whatever it is happens.
GI knows nothing about any HUD at all - not the class, not an instance, nothing. HUD knows about the GI subclass and the delegate.
Great idea, so then if the widget isn't there, the GI doesn't care, the widget handles itself
Yep.
I'll definitly try to implement that if I can understand the GI overall
It has tons of stuff for splitscreen and consoles and it all kind of blends together
And classes like ShooterGameViewportClient
This is the general pattern for practically every single case of communication from gameplay to UI - delegate on the gameplay stuff, bind from UI stuff. UI stuff just directly calls things on gameplay stuff, generally.
Got it, thanks a lot! For things like an update to a kill counter UI text element, I had for example the character that died call an event on the controller that killed it, which called an event on that player's HUD, which called an event on his UI widget which updates the text variable that is bound to the kill counter
Not sure if that is an ideal way of doing it
I'd probably have had the character broadcast a delegate, which the controller has bound, then have the controller broadcast its own delegate, which the game mode has bound, which in turn calls a multi-cast function on the game instance, which has its own delegate it broadcasts, which the UI would have bound.
UI binds to game instance's delegate, which is triggered by a multi-cast function called on the server by the game mode in response to a controller reporting death via broadcasting its delegate, which it triggered in response to its possessed pawn's death delegate being broadcast.
Is there a reason to go through the gamemode and gameinstance in this case instead of directly going from controller to hud to widget? Sorry I just don't understand the reasoning behind the delegates other than them being nicely non dependant / specific
I had previously run all my UI logic directly from the controller, but have since moved it to the HUD, but now it seems the game instance gets involved, so not sure where to call things
It's 100% for the purposes of limiting the coupling/dependencies.
Ok got it. If I had a limited scope with my project and didn't mind the direct calls, is my first method still ok?
The particular route of it all has more to do with what information you need and the flow of RPCs.
I just want to update it in an event based way instead of the horrible cast bindings I see which casts to the controller on tick essentially from the UI
Not sure what you're referring to there.
As in many tutorials for something like a kill counter may cast directly to the controller, get the playerstate and get the kills and bind that
So if's bound, it's essentially casting frequently, right?
Doing what I described is also trivial in terms of complexity - you're not really saving anything by sticking with A calling methods of B than you are by having A call Broadcast on a delegate and having B bind to A's delegate.
Er, you're mixing terminology with that.
Binding a delegate has nothing to do with binding a property.
Binding a property is the stuff that ends up getting executed every frame.
Binding a delegate is doing things in an event-driven manner.
Sorry if I was confusing, basically what I meant was that you can update a single bound UI property in a once off, event based way such as from a character that was killed, either directly through the controller, or as you described with a delegate OR it is possible to bind directly to a controller / playerstate cast which does not work in an event based way
I see a lot of tutorials doing it the second way, but it definitely feels much more efficient to do it the first way
bind directly to a controller / playerstate cast - this statement doesn't make any sense to me at all. :X
As in you bind the text value in the UI widget
So instead of binding a single property "int kills" you'd bind to a big cast function
I had though that the event based approach would simply update that kills property
That would be binding a property to a call a getter function, sure.
That's generally undesirable.
Ok got it, thanks a lot
I'll do my best to understand delegates more to make use of what you told me
Definitely seems nice and generic with no dependencies
It can be fine if the getter function you give it is simple and the value is likely to change often. Often enough that you're not really saving much by trying to make it be event-driven.
Well if you have to cast, I assume that's a no- no?
Eh, sort of. I mean, you could always try to cache whatever you casted.
Yeah if you made a reference to your playerstate when the widget is constructed, and simply bound the kill text to "PlayerStateRef->GetKills" would that be more efficient than constant casting?
The upside of getting the value FROM the UI is that you don't even have to think about the UI when writing the character death function for example. If the UI can cheaply update from the playerstate, then no need to update in an event based way
can a level sequence send an event to a pause menu widget?
Anybody know if this is in the dev-geometry branch on github? https://trello.com/c/enJK2Tc7
We're adding rich Blueprint and C++ APIs that allow you to construct and modify meshes both at runtime and in the editor. It's easy to perform complex operations on meshes such as splits, extrudes, and insets using new functions. You can contro...
Tools
Can anyone point me in the direction of some good c++ tutorials for unreal? Just about everyone in finding is blue print specific
Anyone know how long it takes for answerhub questions to get approval from a moderator?
usually less than 24 hours
Cheers, fingers crossed it won't be too much longer then, still another 8 hours until 24 hours
hi, someone know ho to increase performance for skeletal mesh clothing?
hmm perhaps reducing the vert and joint count. Not sure.
Someone knows why FoliageLOD in LODGroups is just one LOD Level ?
<< when you get your gear all set up for a client so you can make their elemental character look awesome and they forget to upload the maxfile <<
Is there a better way than going over every static mesh to check their LOD Group ๐ ? Like a unified editor window / asset window ?
( I mean iam almost done with it anyway and will just slap the artists hands - but just to feel stupid now i've done them all :x )
you know the best part of using world composition?
4096 individual levels take about an hour to save
its the greatest
and building grass maps takes about 3 hours
You don't want to see what it's like building LODs for all those.
16km split into 256m chunks is reasonable
does unreal RHI support sparse 3d textures/tiled 3d volumes ?
ok thanks (;
yeah check out how they store the global distance field
@ornate rock dpends on the resolution of the landscape I suppose
wtf discord
this tagging system sucks
Hello yes, I am George Lucas.
I meant @crisp fable
you need 11.2 DX for their support
id adoption is not high or not supported on consoles then that would explain
all consoles support it
I mean
Ps4 and XBox
I guess it's typical "we don't need it, so we don't add it"
yeah
You know...I would love a feature on unreal docs to mark a page as outdated, or provide direct feedback on it. I see no such option ๐ฆ
I'd settle for a working breadcrumb nav bar (okay, that would be great too ๐ )
https://docs.unrealengine.com/latest/INT/Gameplay/Tools/GameplayDebugger/index.html as one example, this is outdated and now pointless and confusing, I have no option to provide this feedback on it other than going around twitter or answerhub or something
Tool that enables analyzing realtime gameplay data at runtime.
How would I go on about making procedurally generated landscapes?
I understand this is a massive beast
but is there a tried-and-true way to handle it in UE?
use procedural meshes
actually
I'd just use the various voxel based solutions
they cost few tens of dollars
There have been a few implementations of procedural landscape in UE4 yeah
IIRC, there's a half decent free voxel plugin on the forums
otherwise, a lot of the information here is golden:
https://developer.nvidia.com/gpugems/GPUGems3/gpugems3_ch01.html
Excellent
Hey guys !
I'm looking for a little assistance. I'm looking to resize a bunch of textures in my project. They were imported as 4K and are now jamming my viewport when I load the world in editor. The textures are authored in a build as 2K and 1K and all is well there, but in the editor they're giving me hell.
I have about 700 maps that I'd like to reimport into my project, and on the import I was hoping to find a way to author them only as max 2K (even if the source is 4K or 8K).
Fiddling with the LOD bias on the maps obviously doesn't do the trick since those settings are only valid in a build.
any suggestions before I blow my brains out resizing all my source files?
might be able to select all textures and edit their property matrices
but they're probably still going to be stored as 4k until cooking
The textures are already being scaled down for cooking, as you said. But the source still remains way too big
time to batch resize source files then, I guess
Oooh.. Niagara is going to be officially useable soon according to the GDC stuff. Finally!
oooooo
Is Niagara going to be an experimental feature at first?
Well, it's been that way for three years now hasn't it ?
ahh idk I haven't paid much attention. I'm not really looking forward to learning another system since I've been using the current one for so long ๐
Demoing and playing with Niagara new UE4 particle system, in full 4K and 60FPS.... because i can :p
Niagara has been a WIP for almost four years now
Kind of skeptical about that "soon" qualifer ๐
Premiere of the all-new 2018 Student Sizzle Reel
...
Reveal of Unreal Engine Niagara visual effects tool```
hnng
Hey Matthew, where did you get this information? Can we get the rest of whats being shown? ๐
Wow thats awesome news!
wich means, fully "scriptable" particles
@fierce tulip RIP you, gotta learn trig and linear algebra for the coolest effects
I wish I could attend GDC, or even this education summit.
I enjoy teaching my clients about Unreal.
they sprung the education summit on us at the last minute, I can't make it as I'm not booked in till the next day ๐ฆ
Thanks for the link pfist - I wish I lived nearby so I could attend ๐ฆ
@frank escarp i doubt it, since its mainly node based I am sure I can get what I want without understanding advanced math
Knowing epic and their tools it will probs just make him more OP (after a few bug fix releases haha)
@fierce tulip but the kind of things you would do in such a thing are mostly trig/algebra
doubt it
what i would love, is if you can easily "plug" variables from blueprints into the node graphs of niagara
it would allow me to do tons of cool stuff
i rather have it contained, the less you need to control things from the outside, the better
oh I dont mind that, but if possible I want to control it all within niagara without the need to make blueprints for it
another game please. is there a horror game where you walk trough a forest? i know THE FOREST. friday the 13th.
@fierce tulip I disagree
I want ti controll as much as from gameplay as possible
self contained effects are good for one offs
and if you budget to afford creating specific effects for specific situations
but if you can moprh effect at runetime to fit situation it's win
or nevermind
you were talking about something else ;d
anyway I called it
:if they don't show Niagara on this year GDC, it is scam" ;d
anyway
I'm trying to imagine this year feature trailer
half of it will about features from past year
40% about about support for 100 player multiplayer
and 10% about Niagara;s
Hello everyone, I have a server event that gets called on the server only (event restricted by authority), from that event I issue a multicast to all clients but only the server receives that event... Have you ever seen this behavior?
The ServerMulticastImpact event
I can link them to nodes but they're gray and don't work
so yesterday on compiling a blueprint would crash my project without giving any indicators why it occurred, i tried rebuilding everything from a backup and it solved my issue temporarily. Today i figured out if i kept my old project name it would always crash, but once i change the name of my project name it stopped crashing. Any insights why this occurred in the first place?
so uh
DJ just change your material blend mode
either masked or translucent
maybe not quite
translucent works with the actual surface but the texture is massive
actually maybe its nice like this, thanks anyway
it is water so doesnt need a texture actually I guess
wow I was literally just playing with this in the play window and then all of a sudden out of nowhere an old glitch bugger comes back wtf I have NO idea how to fix that
for some reason when Im in water and not moving if I move up or down it faces one direction all the time
Question about Maya LT. I'm currently using the educational version of Maya and was wondering. If I was to buy the LT version of maya for a month and make a bunch of models for that month and then released the game a few months later. Would I still be able to make money from that game even though I only have the license for a month? I've tried looking online but not finding much useful information on autodesk and was hoping someone here knows the answers. Thanks
Note: I know if I do buy the LT version I couldn't use any models I made with the student license.
which, the models I made from student license?
yeah
i dont think so, from what I read the models made in the student license are tagged and autodesk can see what license you was using at the time.
could probably get away with it if you put the models into blender and then re export, thats something i've heard a few people do. but dont want to risk it
maybe, make a copy? thats really stupid that they do that though
im sure someone has found a loop hole. but i dont wanna try and cheat the system and play it safe haha
No, it's not a stupid thing to do, licenses are there because programmers pay their rent with this. Unless you are using unreal just for fun, you'll want to sell your game and you'll probably not be ok with a version of it cracked.
dont you hate it when something thats worked fine for ages suddenly stops working for no apparent reason?
@latent moth do you have the answer to my question?
No, I would have written it to you. ๐ I do not use Maya.
@latent moth 
hu? ๐
A3 Discord, you primarly posted in model makers channel. We spoke few words
Lol. Yeah, it's interesting. Although i've been using ue4 ever since it first launched.
oh nice
yeah i primarily posted in terrains... that was my stronger suit ๐ I suck @ models
this is what i love with unreal
terrains are awesome
Oh thats right, yes very easy to use.
@harsh tiger fairly sure anything you make and save out during your LT licence period can be used indefinitely into the future without an active license
@plush yew thanks! I looking to release on Steam. Has anyone here released on Steam? And if so the $100 fee you have to pay for Steamworks, does that last for a year or for life?
FFS I forgot to save my project, OH MY GOD
rip
does enyone know how to change a gmod player modle to a ue4 rig i converted it with blender and it still wont work
and watchd like 500 vids
eny one here
@harsh tiger also pretty sure that is for life per title (100 per title)
@plush yew Thanks again!
aw moon I feel your pain
very proud of myself for making crouching all myself, no online help
then like you guys are making, idk, planet generation or something
mate I also somehow accidentally made crouch jumping!
lol
@shy heath try converting the models and making it a single object, then rig it, then export in FBX or DXF or DAE and then send it to Unreal
if you are using FBX, make sure your textures are in FBM
thank you
Np, hope that fixes your problem! :)
Anyone know how to really lower the amount of memory on a dedicated server
my game is literally costing me $40 a month or more per server with digital ocean just because of memory usage
lmao
It's actually detrimental to my income Lel
Just wondering if there is anything I can change in my code to do this
ayee, use the profiler as the main point. A secondary point is look for your networking structure, you might be able to reduce the amount of calls intruducing some roling checks and LocalControlled checks
well the memory goes up when loading tiles
of my map
like this stuff
from world composition
every time it loaded a tile it used like +200mb of ram
and there is like 10 tiles
or 20
Uf world composition performance
I'm out, I can't really help there too much. I would need to dive a bit more in there.
xD
yeah i mean
its not like $40 per server is too much
but it seems like 5 gb of memorry to boot a server with 0 players
is just ridiculoous
Realisticly speaking what I would do is trying to know data. As much as posible. Because maybe what you see is just normal on average for that kind of setup
https://i.imgur.com/aPQoq8k.png
https://i.imgur.com/wA11hcm.png
First image = no server runnning
Second image = server running, fully loaded
I can't really tell myself, I have not much of experience in that field. But if you can contact with someone making a similar game as yours and compare numbers
i mean
i could probably boot up like
a rust server
or maybe a conan exiles server
and just see lol
You need one made in unreal and with WC on
I never played those games, but for ark you have the mod editor maybe you can explore better if they do have it or not.
๐คท
Thats the engine version they use
So...
Its heavily modified and with a ShooterGame base as I've been told
But still
Hahahah, really? XD
Well, starting with ShooterGame as a base is not bad
Why reinventing the wheel if it already exists lol hehehe
I like to explain the problem I am having atm but I.. I just
https://i.makeagif.com/media/12-01-2015/7uS6mv.gif
They do have a RPC called w/o ownership that leads to a warning when you swap weapons, but in general ShooterGame code is what it describes, a ShooterGame
Just go ahead @fierce tulip <3
i got a maxfile with an npc, skinned and animated.
I add uv-channel, everything messes up.
I add vertexcolors, everything messes up.
I dont do stuff and export it, bones dont work.
while the author of the npc can do all that just fine and get it working
@plush yew shootergame can pass the TRCs of every single platform
yeah?
it can pass Nintendo tech review, Xbox tech review, PS4 tech review, and it supports friend lists/leaderboards on all
ive used shootergame quite a lot of times as an example
shootergame is designed to be an example
its kind of overengineered
what ark did, of using it as a base
is utterly retarded
mhm
how the fuck can they be so lazy holy shit
shootergame is not designed to be extensible, it will get in the way
the idea of it is to act as an example, and allow people to use its code when they need stuff like achievements
but not to use as base XD
i mean
did u see the screenshots i pomsted?
posted*
LOL
i didnt make that shit up man
yeah, you talking about shootergame in ARK
yep
they literally took shootergame example
as the base of the entire game
even the .exe file is called "ShooterGame.exe"
they ended up rewriting all of it. wich is the fun part
becouse nothing ark has comes from shootergame
the fun part, is that they gave so few fucks
that they didnt even try to change the name
@plush yew it is known
its on the steam forums
it was also ShooterGame.exe before
now they changed it to Ark.exe
I'm kinda rewriting shootergame in a more component system approach and it is reliable and feasible
And I hope it still passes the tech things
I keep having a clipping issue in my TPS that my gun is clipped to the end close to the camera. However the camera is attached to the head and definitely does not intersect the gun. What can I do?
@cinder iron i googled it btw
evidently ark takes 6 - 16 gb of ram to run a server
so i geuiss mine is actually in the middle
a bit less
its more like 5 gb
still surprising though
it just seems like a lot to me
the client only takes 2gb loll
๐คท
I'm finally gonna post a video on the latest progress on my project tomorrow
Thats fine. I mean about what vblanco said is pretty much it. But if you take ShooterGame and restructure a bit its purpose, you can get a feasible piece of software, still there are some heavy coupled parts of it that you might want to get rid of on your Game. But choosing it as a base depends on what you want to do, in the case of ark... Its extrange as it is not a shooter or anything similar xD tbh
yeah
well renaming all that shit
would be a lot of work too
everything has the word "Shooter" in it
lel
Aye xD
I would do SGInstance
Or smt like that
Prefixes are important always
But ShooterGame is way too long imho
Aye, abbreviations/acronyms as a prefix are a must. Longer names are a bit of a pain in the ass.
=P
still though according to this reddit post someone made on ARK reddit
the server uses 6 to 16 gb of ram
thats insane
I would love to actually see if World Composition could be modified on the server side to only load and unload the tiles if a player is nearby (a net connection / playercontroller). This is already done on the client side, but the server seems to just keep all tiles loaded
Uhm
let me check
it says 1 year ago lol
it makes complete sense though
but its completely because of world composition
it loads ALL tiles
persistantly
Buf I cannot tell if by then they did already, I dont remember, but it might make sense
yeah
not sure either
its possible they modded the world composition s ystem
im pretty sure they use it
lol
If its a big part of their game why they wouldn't, they have the budget (?) <- [speaking without having a clue]
I mean, it's long terms saving
So would make sense from a company perspective
yeah i mean
idk what their budget is anymore
but according to wikipedia
they sold 30 m copies on EA release
though i dont think they have any big success since
so its kind of like living off of that cash cow
but definitely, I think the world composition system would be like 80% better
if it loaded tiles on the server only when players needed them
it would legitimately save u a lot of memory
and money
and i cant imagine it being too hard to implement... then again i havent actually looked at the code.
Wildcard was printing money
Then they got hammered with that lawsuit really, really badly.
It's a clear factor in them having felt the need to release DLC while still in Early Access, which didn't go over well, but it still sold.
Yeah
Well my biggest issue with some of the DLC's is with the scorched earth DLC.
Everything that was in SE DLC ended up becoming FREE with the ragnarok map
So... why even buy SE?
Like the whole dragons and rock golems they made in Scorched Earth ended up being added to a FREE MAP... A year later
Has anyone had problems with UE-51650?
im constantly crashing on my laptop and im trying to find a fix
whenever i put my modle in unreal it says its missing bones
no idea man @narrow pasture
what sort of people think this is a night scene? https://www.youtube.com/watch?v=FRxnKYy62KE
Quick scene I put together in Unreal Engine 4. Scene took me less than 3 hours from start to finish. I did NOT create the actual art assets used in this vide...
guys, i can't find any tutorials how to create night time
first 30 videos on youtube are anything, but not night scenes
it looks good
it's bright as as the moon can be on a full moon
Thats s night scene lol
that ais a damn bright night scene...
not a dark night scene....
it's almost bright as the sun
you can evn see the forest 200 meters in the back... holy shit...
moonlight is pretty bright
not in real life.
Look at the 51Daedalus video series if you want to learn about lighting
"in a village" it also takes into account location on the globe
You dont need specific night stuff, you need to know the elements and then how to use them. Obscurity is the absence of light
it's much much brighter near equator, and/or depending season
so eny one know how to fix that error i said
.. what theory
Not really sure what you're looking for - how to make a scene be impossible to see?
Like, what do you expect a visually appealing night scene to look like?
i know that light comes from a source... that's all about light you must know
The hell it is.
No lol.
You may as well have just said that rocket physics is just knowing that fuel explodes and up is the direction you should go in.
I mean yes, it comes from a source but thats not all about it.
https://www.youtube.com/watch?v=ITblzGrf18k this is a night scene
Light Drizzle In The Forest No Thunder - 8 hours Rain Sleep Sounds
So is everything else that was mentioned. ๐คท Again, what are you really asking about?
i don't want glowing mushrooms ... or glowing stones with a red light touch on the surface
that is what composing is . i am just pissed off of tutorials XD XD sorry...
one guy tells in the tutorial you shouldn't use a flat terrain for a forest scene, because it's unrealistic...
๐คฆ
and boring it is...
i am talking about virtus learning hub.. this guy...
That's his opinion based on his experience. You can get it or not. But I would actually try to teach myself all the ABC before attempting anything
Is there anywhere to ask questions with issues compiling the engine?
Aye
@cinder iron there is no opinion... 99% of forest are flatland
or forest on mountains.
but there ain't artificial small hills 1 meter high everywhere which make a path...
Not where I live.
I mean generalising will be always bad in this case
He is just giving his thoughs of what he thinks that looks nice on a scene
He is not forcing you to do it that way
Lol
that is a naรฏve and amateur praising thinking
No, trying to follow a tutorial in a literal way is not ideal.
It's really not.
@cinder iron Thanks
There's this particular personality trait that tends to pop up, I swear it's more common with the gaming community and even more so with younger and less experienced developers, that everyone else is stupid and they're the one who really gets it and knows whats up.
https://lh3.googleusercontent.com/-TbiG9jNKST4/WpczIFL599I/AAAAAAAACO0/p1BngjocVYwvEtaWpypu3TTYF2DOtmz0wCHMYCw/s0/chrome_2018-02-28_23-54-20.png this is what he did. changed the plateu. the lowest one is where the player should walk.
everywhere higher plateus to make it more real lOLO
Leads to a lot of "ZOMG, this thing is so stupid, I'd do it better, why does everyone suck"
Even though, for tutorials I would first take care and know who is the person behind it, the lighting tutorials I recommended you are very great start point for you to know what are your posibilities and what would be a good lighting workflow in unreal. The person behind that series of videos is a well experienced former developer with several industry experience.
virtus is experienced designer?
I don't know him. So I cannot tell.
you said that the person behind the series is .....
oh ok^^
51Daedalus
it's a long sentence.... i did overfly it... it's in english too
xD have fun
Looks like we are getting an extended preview for 4.19 https://forums.unrealengine.com/unreal-engine/announcements-and-releases/1413780-unreal-engine-4-19-preview?p=1431645#post1431645
Should it be possible to have a staticMesh NOT being the root of a pawn and still having working collisions?
@cinder iron I realized btw
that the dedi server i had in texas is over 1,500 miles away
u think that might have something to do with the lag?
:^)
average ping was like 80 to 150
@celest creek You can have working collisions with any Primitive Component
But
If you're talking about movement components, they generally try to move the root component and use it for collision.
I believe you can also override that behavior so it tries to move a particular component, rather than the root one.
Yeah you can
@livid haven Ok, 'they generally try to move the root' = Unreal generally uses the root only, or at least by default, correct?
Yeah by default move comps will move the root
I'm not sure where the overrides are though, or what I'll need to change from default
Not "Unreal", movement components very specifically.
Call SetUpdatedComponent (i think)
yes, I'm moving my root but if my root is NOT the mesh (=it's the scene component instead), my collisions won't work
what collisions?
Like you're moving it and the mesh itself gets pushed through stuff without colliding?
I'm using 'hit' right now
I'm moving my pawn with 'setActorLocation' Sweep=On, and 'hit' collision works if my mesh is the root, not if the root is a sceneComponent and my mesh is a child
child inside the BP that is, not setting the child at run-time or anything
I've had this problem before, I'm clearly missing something very simple if it's possible to have collisions working from any mesh inside a BP component hierarchy
Ok so that'll sweep the root and it tells you so.
oh, so 'hit' on my child mesh will get sent to the root's 'hit' call?
It won't trigger any collision on anything that isn't the root, that's what sweep means
(partly)
Right. So that means I do need my mesh to be the root in my case?
Depends, but its unlikely you need a mesh root
Can you elaborate on the depends please?
Can you elaborate on your setup?
I am struggling to rotate my mesh around its own axis, if my mesh is a child then it'll be much simpler...
sure
That's my mesh. It's the root
That's how it moves, inside 'event tick'
Well alright then
And again, if I just put a sceneComponent above my mesh, it won't fire
FWIW, you can replace that OnComponentHit event with a OnComponentHit(RootComponent) instead.
above = as parent
hmmms... intriguing
Now it will only fire when the root hits something
right
so if the mesh hits something but the root misses it, it won't fire.
So what you can do is trace between where the mesh was and where it is now (or will be)
But that can be kinda expensive if you try to be too accurate.
But I'm not sure how accurate you need to be
Just swapping out the events might be good enough.
How new are you to UE4?
I'm actually not that new no haha
Been at it for 2-3 years, but I'm usually working around this as I thought it wasn't working and docs didn't say much
hard to find that info at least...
ok, going to try this
So onComponentHit is not available for the scene component as a root?
OnComponentHit(RootComponent)?
OnActorHit does not fire with this hierarchy...
Probably, your best bet is to actually look at when that delegate is actually triggered in the engine code.
Nope.. I changed it back to my mesh being the root to double check and it's back to working
Should give you an idea of what would or wouldn't make it fire off.
Having a root with collision would help
hmm ya might be good
I'd pick like a capsule or sphere
You can do a box but its not a great idea
Could use another mesh even
That would work I'm sure.. so you mean just a small capsule but actually using the mesh for collisions still?
So
I did try the same mesh as a parent btw, I should try again just to be sure
Sweeps and MoveComps will use the root ONLY
But if other things are moving they can hit the mesh or any other comp
You're doing this for rotational simplicity, right?
Doing it to keep it more simple rather than using physics, if that's what you mean
I mean, in my case it is simpler..
Yeah just wanna add relative rotation or something?
ya, and translation
and also bank around its own axis, which I'm also struggling with
What is the purpose of the "Reference Viewer?" I understand t hat it shows informationo about how some of the assets reference each other (for an example, a map may reference different foliage types...etc). However, how could this knowledge be used to optimize for performance? Or is that not the intended use of the feature? If it is not, what is the intended use?
Yeah so you could probably do all that within local space and then it shouldn't need to swap roots or not be the root itself
I figured so.... soooo then I'll need to solve this.. how to get something to rotate around its own Z axis?
let me show you what I'm trying
@plush yew It's pretty straight forward. Just lets you know what other assets reference this asset.
So, for example, if you want to delete an asset, you'll break all these other assets.
Or, if you load this asset, you'll load all these other assets too.
It's not for any one particular purpose, you can use this information for various purposes.
Oh. I was wondering because I saw a AnswerHub thread from a staff member who said to use it for performance purposes for "optimizing your assets." So I wasn't sure how this could be used to do that.
I imagine minimizing things that have to be loaded but not sure
You can get the component's up/right/forward vectors
and its transform @celest creek
or rotation
So this is how I'm trying to rotate my actor. It works if my actor is pointing straight up. If angled a bit, it spins around some other vector...
@livid haven thanks
Doing that on the root is basically getting the actor up/right/forward tho
๐
hey guys, new to all this, I can download this from epic games unreal engine correct?
As I mentioned, it can help you diagnose what all would be loaded when you load an asset, so that's the first thing I can think of as far as optimization uses of the tool - finding problem assets that have too many hard references to heavy assets.
no offense but if you have to ask how to dowload the engine you will have a hard time using it
@dull pebble Not sure what "this" means, but you can either download the Epic Games Launcher which will let you download the Unreal Engine or you can get the source code for the Unreal Engine from Epic Game's GitHub repo.
@worn granite I am rotating my actor with AddActorWorldRotation, and printing the vectors I am using in that pic seem to work.. at least it's changing
Gotta start somewhere right? Thanks guys.
hmm... maybe I should save this project out as a small thing and share it.
Hey @livid haven I was curious, are you guys managing the large number of fn servers using some sort of tool? I have been thinking about developing a "console" of some sort where all my servers on the cloud will connect into and then i can just shutthem down, reboot, change any config via a web interfface of some sort.
But there's enough there for you to play with I think
Also
Look at DrawDebugLine
DrawDebug_______ is a lot of good stuff
If you aren't allowed to say that's fine lol I was just curious.
Better than printing vectors
@plush yew For sure. But I have absolutely no visibility on any of that.
but it sounds like I'm at least not doing anything completely off judging from that pic right? My actor is moving on the YZ plane
Alright, just thought I would ask :P
Nah nothing completely off I don't think. I mean.
I definitely think I'm going to develop a tool like this though.
Not entirely sure what you're doing here cause I haven't sat down to think about it
I might use ruby on rails to do it for the web interface.
I think it would be really fun.
Ya I got that.. but at least it's some help to know I should keep fiddling with it
I bet ๐
Sounds like it's not just me bumping into this... and this dude/dudette came to the same conclusion. Not sure if we both missed something but thought I'd share it.
It sounds like they got not root mesh components to fire a 'hit' against other pawns only which is just about as useful as not at all
ยฏ_(ใ)_/ยฏ
Feel like I explained what's going on but maybe I'm missing what's going on.
finally broke down and submitted to the GPU price gouging ๐
@worn granite Oh ok, so you still think it's possible to have multiple meshes inside the same BP, or at least one that's not on the root level, and still fire onHit events properly? Sorry to harp on about this, it's just been a long issue for me and if I see a glimmer of hope that it's possible and I've missed it, I will keep trying...
Thanks for all the help by the way
Seems like there's a way to get it to work if you dig into the engine and tweak things
If you move the actor or the root component
only the root component will do collision updates
If something else is being moved
it can hit any component which blocks properly
Simple as that.
The only way you could get all components to update is if you made sweeping a component also sweep all of its children
'else' as in something else inside the BP is being moved, and directly on its own, as opposed to just following the root component?
Another actor
right, which is not possible on child items if I'm not mistaken... so would be another actor sweeping away per tick or something, following along
ok, sorry I'm being super slow today I think
You're going to have to either sweep all child components (engine mod) or you're going to have to do manual checking based off cached transforms
If you just attach another actor to a component which is not swept, that other actor will also never get swept
Another option is to do your math such that your mesh can be the root
which is possible.
Or, if its a static mesh
you can duplicate the meshes and use one for collision and the other for math
And then update the root to the math one
IDK
Ya I think I'm going to try to solve my other problems while having my pawn as the root.. and if I can't then I'll go for some hacky stuff
is it possible to make a decal ignore the underlying normal map and only use its own normals?
They shouldn't combine if your opacity is set to 1
And the blending mode is "normal"
Or whatever is the default one
That replaces values instead of blending them
oh yeah
https://strawpoll.com/d46gkzkb - Ham or Turkey - Please vote. Gotta prove this to 20 people who like turkey lmao
Turkey could've been the American national bird.
alright
hey guys, I want to make a sine wave pattern modulate the position of my particles like this video
A small test that uses the particle x and y position to change their z position based on a sine function. Found it pretty to look at, enjoy :)
is it possible in cascade or do you need to use blueprint?
#visual-fx @dim arch
Does it make sense to replicate bullets in a MP game, or is it better to have the server compute the impact and then display visual effects on clients?
I have no idea of what the impact of 10 people shooting 200 rounds is on the network
You can replicate them. UT actually does both. They shoot a local one directly and a replicated one. To fight the delay.
And later sync them back together
Shooting a lot of actors is usually a different issue and would be resolved via pooling
yes i have pooling set up
thank you cedric, i was unsure if that would just overflood the network
*merci, i guess based on your name ๐
Another question: how can I avoid the clipping on my gun (see photo on the left)? my camera is exactly in the middle of the player's eyes, as you can see it does not enter inside of the gun: https://cldup.com/VpHNIowE9s.jpg
my near clip plane is set to 10, and even at 3 it doesn't change that much
oh scratch that apparently you need to reopen the project when you do that
However my decals now need to be closer to be seen, is this expected?
@latent moth I'm actually German :P
oh.. then danke XD
I think I messed up something
Importing 6 animation files takes +5minutes
then it crashed at 90% ๐
something is borked with these files for sure
even one file takes forever
me and an animator guy spend about 2 hours last night trying to figure out why max was borking the export, ended up being ue4 not importing properly. a reboot of ue4 was all we needed hehe
Yea I got some weird bone orientations when importing too
like file A was fine, file B had legs wiggling
same animation tho
aight well it's working now
next question, how does one use blendspace like anim montage
Is anyone good at moding games that already exist? (Not making hacks or anything that's used in game)
'modding' games isn't generally different to making games
you're just artificially restricted by what it accessible to you
or, what is available
same thing, hehe
๐
any way to change skeleton without losing the physics asset?
want to add a root bone so i can move the pelvis
lol mine has always been slow
mine's like 2 minutes on decently size projects
I find it's only slow if you have a zillion plugins and default maps with large amounts of content
disable all the chaff and it's a lot faster
Yeah I have no plugins. But I do have a large project.
if they could improve asset saving times it'd be great 
I'd rather they aggregated version control actions, hehe
nothing like saving a ton of files for it to check them all out individually, one by one xD
When i play on a new level UE4 just crashes. Any help?
What's the call stack in the crash reporter ?
IDK let me check
"You do not have any debugging symbols required to display the callstack for this crash."
Yeah, you're going to need to install these in the launcher
Hope you have lots of disk space ๐
Maaan why are data table values not having this little handle to move them around, just like they added recently to arrays ๐ฆ
pita to move a value slot by slot with clics
Any news on 4.19
@plush yew I hear it'd be for GDC.. so - 3 weeks?
yeah. its canceled.
bummer
also Epic closed down.
@tough ridge You can try looking at logs too
They are still committing to it, so going to be a bit longer.
@plush yew they haven't been paying their employees since november
and the leads are gonna be replaced by their brothers
I recently tried to apply at Epic
for like a customer service job lol
tho considering what i have said on here
i dont think they would like me lel
uh, maybe for enterprise ?
kind of fucked myslef :D
wp
thats why sometimes its good to have two persona's on the interwbes that are totes not related to eachother
or just you know be a nice person 
or that XD
or that
for leaning left or right, would you use a simple FABRIK or other techniques?
I do not have a leaning animation that I could addict to
probably a blend space over a FABRIK system would be better
But I do not have an animation
use a Pose
Describes the Animation Pose Asset which can be used to drive animation through weighted curve data.
combine that with https://docs.unrealengine.com/latest/INT/Engine/Animation/Blendspaces/
Blend Spaces are assets that allow any number of animations to be blended between based on the values of multiple inputs.
Uuhmmm...
I can't build after I reinstalled my system. UE lacks permission to create folders. Do I really have to run it as administrator for it to work?
I always run the Setup.bat with administrative priviledges. It causes issues if you don't.
im not sure you need them for regular building though
I do
unless you keep them in a folder that over-rides that, like ProgramFiles
I have it on a seperate disk
windows?
yeah you dont have to do anything special for that usually. You can set it on the folders though if needs be. Or make batch files / shortcuts / symb links that do it automatically
ok thank you
another thing not really clear to me: I did a proper Left Hand IK retargeting with a FABRIK: what is the difference with the Hands IK Retargeting node? Any benefits using one over the other?
Not sure. Haven't used it
FABRIK or Hands one?
ok thank you Marc
How can you define a default value to SELF in a function? When I select other than basic types, the DEFAULT value disappears from the editor
Any really good tutorials on using enums?
what's to tutorialise? Might make sense to just ask a question
Enums are basic types not sure what there is to know
It's easiest to think of them as a number. from 0 to however many you want... but instead of using numbers, they have a text that is unique
uint8
so you could have an enum with the values Zero, Fridge, Car...
that made no sense
but it is right
have a quick look at google, it is not that complicated really
But then again. If I can't explain it simply enough, I don't understand it well enough
I saw a vid of them used to make inventory stuff. I'm trying to do similar.
well... an enum to store item types is not a good idea
your enum would end up having a shit ton of values
GameplayTags seem more useful these days but I still haven't used them
it is more useful for storing which races your character can be for example
here you go brother
Thank you.
I only noticed in 4.18 that they added Descriptions to Enums, which makes them 100% more useful in certain cases.
I use it on my inventory system for "EqupimentType" to define what type of equipment something is and therefore what slot it can equip to
like EQ_Backpack
EQ_Helmet
pretty standard probably
That's ok I guess
can anyone tell me why the engine would completely delete all of the files that where made and added t o it like models and blueprints, this happened straight after a crash
But if you had your enum for Backpack1, Backpack2, Backpack3... hat would be bad
only have BP_Backpack
but only have 1 backpack slot also
TMap<EEquipmentType, FEquipmentSlot> EquipmentSlots
Clever. Problem I'm having is my inventory is not... conventional. Ow sorry I have a 3rd person gamemode I cannot seem to click on an actor with left mouse button. Suggestions?
just a design decision
Also use for things like a ContextMenu with various Navigation modes: Mouse select and MouseWheelSelect
EContextMenuNavigationType or EContextMenuNavigationMode...whatever
if MouseWheelSelect, then widget listens to mouse wheel actions "NextSelection" and "PrevSelection"
etc...
@simple pebble What is non-conventional about your inventory system?
It doesn't use widgets
No inventory system should "use widgets" exactly...
the Inventory System works on its own....UMG is used to visualize it and interface with it
it should be a bolt on layer on top of the inventory system doesn't necessarily need to exist
Inventory System knows nothing about the UI
I don't use widgets at all, my inventory are physical items not pictures of them
what does that mean?
VR based?
like i said...it doesn't matter what your interface with the inventory system is
it is/should be separate from the actual inventory system
your user interface is what's non-conventional
I'm new to ue so alot of this is new,
and what you basically have here appears to be something like a Filter
or a grouping
where you tag certain items as "Weapon" or "Armor" in the inventory
and your user interface (what is in the image) uses this to Group them
You click on a category ascend it displays ask items of that category around you
"Weapon/Armor/etc..." can be an Enum
unless you have some deep inheritance hierarchy and are grouping by class type
ie "Sword IsA AWeapon"
"Helmet IsA AArmor"
or
SomeItem->ItemType == EItemType::Sword;
That's all Chinese to me art this moment. I'm gonna need to do some research.
(UItemComponent*)(SomeItem->GetComponentByClass(UItemComponent::StaticClass())) -> ItemType == EItemType::Sword; if designed around components
are you using cpp or bp
BP is a good place to start to learn basics of API
you at least then know what to look for in cpp
but things can get really messy really fast in BP
I would start with simple things in BP to learn UE
Can I friend you and hit you up with small issues etc
sure
Do you make games then?
nah im just a hobbyist...i just like to learn the engine
It certainly fun. Making a game has been a long dream of mine. It's not going to be the best ever but it's gonna be mine.
My primary interest is in design patterns and modular solutions
and also choosing challenging solutions over basic ones to force me to learn new things
but this is not a good focus if goal is to make an actual game as an indie
I got you, I wanted to make a guy ride a horse but I couldn't find a solid tutorial so I made my own way.
as a solo dev, it's important to limit scope as much as possible because 99.99% of people will not have the commitment and durability to make something like stardew valley
Stardew valley took one guy 5 years to make
The best puzzle / Exploration games out there imo is indie developed games. It's like looking into a developers personal mind
I'm as stubborn as a cow, id never give up lol
it's not necessarily about just not giving up
making a large pixel art 2d game is one thing
making a AAA 3d game is like trying to do 10+ different jobs by yourself
jack of all trades master of none comes into play
that is not to say making a 3d game solo is impossible...it depends on scope
Generalist
like making a bomberman clone is entirely different from making a 3d open world MMO lol
sheer time comes into play more than anything else
100 people working a 40 hour week will put out 4000 man hours of work
4000 solid man hours, since they also have the benefit of more experience
yeah and those are 100 people that are experienced at those roles with seasoned engineers designing the solution and directing them
it'd take you 6 months+ to replicate the same, hehe
it ends up taking like 1000000+ hours for a solo dev to do the same thing probably
What would you suggest to get others to join as a group?
make something, and make it good
You either have to be willing to work on someone elses dream, or put time into making something small that other people will want to work on with you
I can't model for instance id need someone for that
if you've already got solid work to show, your ability to track someone capable of supporting you with solid work dramatically increases
and you have to be willing to pay people
money is a good substitute xD
most of the people I know who have formed small teams to gamedev, were friends from something else
and had a shared interest
and knew eachother for like 10 or more years
making things together just because they both enjoy it
like same reason you'd sit down and play a console game with your bros
I'm disabled I get 200 a month to feed myself and bills lol money ain't a solution. Iv got an amazing story plot though.
If you're just hopping into a forum/chat like "Hey I want to make the greatest zombie survival game ever who's with me" ... yeah that's not gonna happen
like the people who make games together either A) one or more people decided to work on someone elses dream bc they like it
or B) they come up with something original together
either way it requires networking and a relationship to exist outside of YOUR dream
Hey Im not so sure I understand fully what body parts are affected by aim offset, like how to control that
I got you. Mutual interest
though I imagine that if you could make a really kickass tech demo that represents your idea
If I just make a t pose but with the head moving as the aim offset would nothing else be affected or...?
then you could sell people on it...but then they will likely want to be paid
DJ, the animation channel can most likely help you out
and you would have to invest your own money/time in the work up front
Work and time is easy. I got nothing else all day every day.
oh yeah ok
Making people jump on a project for Rev share does happen. Usually after a badass demo though.
w/e you do just don't become a Unity asset flipper ๐
Asset flipper?
buy assets, put them together in hastily manner and call it a game
Correction: Buy templates and sell them as games.
right, I had a question
How do I use blendspace like montage
like play from start to finish
once
play the montage?
