#ue4-general

1 messages · Page 193 of 1

urban gyro
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man if we could get an F# wrapper 😍

azure shore
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I often feel that I could be a little young to go into this, but at the same time wanted to start as soon as possible

livid haven
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Wasn't sure what to say. I mean, make one? I haven't done one before, but I can sure as hell make one. Just start breaking it down and do it.

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Nothing wrong with starting early. I was modding Tribes 2 at like 12.

urban gyro
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ha

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tribes

weary basalt
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First Principles people. Thats it

urban gyro
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dats the stuff

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pity what happened to ascend

livid haven
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Just, y'know, don't develop that super arrogant attitude that you know the way to do stuff when you don't know jack.

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The subject of that arrogant attitude a lot of younger, less experienced devs have has come up every day of this week, for me.

weary basalt
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Yeah i find alot of people get quite narrow about an particular solution to an problem once they themselves have solved it

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It maybe A way to solve it but probably not the best way

urban gyro
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to be fair, anyone can make a mistake, i don't think even Tim knows every nook and cranny of the engine

weary basalt
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Blasphemy 😛

urban gyro
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😄

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4.1-8 maybe id buy it

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but after so many things, nah 😛

livid haven
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I mean, you could answer that by looking for Git commits where there's a P4 changelist with Tim.Sweeney as the author.

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But, AFAIK, Tim is not writing code for a living.

weary basalt
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Do you interact with Tim at all?

urban gyro
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He did write the framework no?

livid haven
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Nope. Too many layers away from me, nevermind geographic location.

weary basalt
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Fair enough

livid haven
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Define "the framework"?

urban gyro
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4.1

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4.0

livid haven
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Wat? No.

urban gyro
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or like, the start

livid haven
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The start isn't 4.0

urban gyro
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rly? must be urban legend

livid haven
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The start is, y'know, Unreal.

urban gyro
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yeah i know

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im talkin bout the 4th iteration

weary basalt
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The Engine is an iterative piece of software going way back

livid haven
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As in, back in 1998.

urban gyro
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so he did not in fact work on his own on the infant ue4?

livid haven
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On his own? Fuck no. This is an organization with employees in the thousands.

urban gyro
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theres an urban legend then

livid haven
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Urban Legend sounds about right, because that is a heinously naive thing to even begin to believe. :X

urban gyro
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cuz everybody i read posting on the net were saying how he was the only one working on it before giving it to the ue3 team

weary basalt
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Its like saying John Carmack alone wrote and developed Doom

urban gyro
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he did write a lot of the rendering code tho

livid haven
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A multimillion dollar organization with thousands of employees, hundreds of which are engineers - to think that one single guy wrote even 1% of it is insane.

urban gyro
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i dunno mane there are some amazing coders out there

weary basalt
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Yes but you cannot attribute the entire project to an single man

urban gyro
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i wouldn't be surprised if theres someone who could do that

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theres a chinese dude who made a dmc clone on his own

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and not garbage, it lookd crisp

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so yeah

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was all the rage on the forums i think 2 years back?

livid haven
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Perhaps. And they'd probably have severe health issues, both physical and mental, and spend years even approaching an iota of what an organization like Epic could do.

plush yew
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@livid haven Is definitely correct... UE4 is bigger than one man now days.

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It's literally bigger than Tim now.

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Which is good!

urban gyro
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NOW

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talkin about 4.0

weary basalt
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Its always been bigger than just Tim....

plush yew
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I don't know about that.

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It may have always been.

livid haven
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In all days. I mean, did people think Cliffy B and Tim Sweenie made Unreal, just the two of them or something?

urban gyro
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NOW nobody knows everything, after so many community commits

plush yew
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It probably was developed by a small team in the original releases.

weary basalt
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@livid haven Seems like it

livid haven
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And Gears of War 1 - 3?

urban gyro
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whats GoW have to do with the engine?

weary basalt
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...

livid haven
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... Epic Games.

urban gyro
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yeah but its a game, whatever engine improvements they made couldnt have been monumental

livid haven
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...

urban gyro
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unless im missing what we're talkin bout

livid haven
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They literally named several features after things in GoW because they were made expressly due to GoW's needs.

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Lightmass being the biggest one.

urban gyro
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ic, interesting bit of info

livid haven
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The gameplay ability system in UE4? Paragon + Fortnite needs.

urban gyro
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consoles have good sides

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yeah i know about those

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but those are gameplay systems that can be made on ur own

livid haven
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Unreal Engine didn't start as a product to be sold, it was Unreal's engine, made more accessible and marketed.

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Sure, they can be, but they're now part of the engine.

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What better way to design an engine for games than to design it for the needs of your own games?

urban gyro
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i still havent figured out how to properly use those btw

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yeah but look at it now

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u got architects

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movie makers

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motion capturers

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even bmw is using it to simulate cars

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and all sorts of rendering plugins and whatnot

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engine is not only for games anymore

livid haven
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Yeah, and there are teams of people working with those business to make sure to understand what they need, since Epic doesn't do those things themselves in-house.

urban gyro
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which is awesome btw

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that annimated movie with ue4

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and the robot in rogue one

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i rly love the engine

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honestly i hope it just keeps iterating and there wont be ue5

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unless epic starts dabling with that Hologram Atomic Rendering

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which is a hoax i think

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but they do work so i guess it can be used

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name might be wrong, top of my head

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talking about this

livid haven
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Hahahaha no.

urban gyro
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😄

livid haven
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That's pure snake oil.

urban gyro
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ikr

weary basalt
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I doubt there will be an UE5 anytime soon, unless the buisness landscape changes dramatically in the future

urban gyro
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juiced up voxels

livid haven
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Aye, ditto. I don't expect a UE5, not when UE4 is already an iterative release.

weary basalt
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Exactly

livid haven
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It'd be so nice to be able to nuke some things and start them over fresh, but there would need to be some really pressing need to force that.

urban gyro
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dude thats my biggest worry

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that UE4 will turn into Maya

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cuz epic wont remove stuff that people gotten used to using

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Like Niagara

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will be better than Cascade

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but wont replace it

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so now u got 2 particle "editors"

weary basalt
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It wont matter, as long as its open source people have the freedom to shape it to their needs.

urban gyro
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afaik niagara is bp only

weary basalt
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And with the entire engine becoming more modular

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You can add/remove whatever you like

grim ore
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It will take time but they want to remove legacy features. There is a big push to get rid of Matinee for example.

urban gyro
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well, it was a pleasure chattin with u dudez, but imma bounce out cuz im reading the audio docs and have gone over 5 sentences in the last hour

azure shore
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I still wanna fix my camera glitch though

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oh bye

weary basalt
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Yeah get some work done @urban gyro lol

azure shore
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like when anything is changed the first person camera stops working, and all I have to do is change one setting and it works again

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obviously gonna be a problem in game though

grim ore
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There is probably no way anyone could even guess at what is causing that. Does it do it in a new project for you? Make a new project, FP template, and does it do it? if not then atleast you can narrow it down to being something in your project.

azure shore
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yeah its weird, if I try it in a new project I'll have to set up a first person camera again, shouldn't be too hard though

grim ore
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just a generic first person camera? you can use the first person template to just mimic that if you want.

crisp fable
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i've seen euclideon in action

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its just a point cloud renderer

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and its all rendered on the CPU

azure shore
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also anyone know ben and ed

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an unreal game

left pelican
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Can u copy and paste from ue4 to ue4, from PC to pc

crisp fable
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depends

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on VNC you can

left pelican
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What's vnc do

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?

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Or how do you collaborate with others on a project in Ue4

crisp fable
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with the magic or source control

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theres no "multiplayer editor" if thats what you're asking

left pelican
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Ik that

crisp fable
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it depends what you're doing. if you're dealing with different assets or a different map its not a problem

left pelican
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No like what if my friend makes a house I want to add into my project how would I do that?

urban gyro
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aight i just looked in, so imma give you a tip on how to do that

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fml

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right

left pelican
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Ok

urban gyro
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so you create 2 levels

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or more

left pelican
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K

urban gyro
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you stream those levels

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each level has its own set of objects

azure shore
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I don't suppose there's a way to open ben and ed in ue?

urban gyro
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say 1 for terrain, 1 for lighting, 1 for decals/meshes

azure shore
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like its bought off of steam

urban gyro
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you stream them all in a master level

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when you work on lights, you check out the lights, when you update and submit, whoever has those in will get the updated version immediately

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you can swap objects between levels

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and u can see updates in real time

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and its great for versioning

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win.win.win

left pelican
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K thanks

urban gyro
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👍

left pelican
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I'll try that

urban gyro
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aight imma leave discord cuz i cant stop participating in the convo

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cyal

azure shore
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oh bye ten minutes ago

livid haven
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@azure shore No, you can't open shipped UE4 projects in any way.

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That would be a huge security and legal risk.

azure shore
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yeah I was gonna say

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I really wanna mod the game lol

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just spend all day messing around with it

livid haven
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UE4 games can be modded via the game's own modding API, if there is one, or if they opt to make tools to edit the game and create mods, like Ark.

azure shore
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...akk week

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yeah it won't have an API, idk what that is really but pretty certain it won't

livid haven
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API means Application Programming/Programmer's Interface

azure shore
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nah its just the game

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well at least they didnt disable commands

livid haven
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That doesn't mean anything, but you can be confident they don't have one.

worn granite
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if it isn't clear if they've got a modding interface, they don't

azure shore
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always have some fun with it

livid haven
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More broadly, it's the set of things you can interact with to do something with an application, programmatically.

azure shore
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yeah

worn granite
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There may be like a community guide to hacking it, but if they had an official method you'd be able to find it

azure shore
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yeah they don't

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Nobody really cares enough to want to hack it

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to be honest I'm probably like the biggest fan of the game

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the second game, blood party, has the brokenish map editor that I mentioned, and I've always wanted to make ben and ed maps

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I was wondering, if the devs were able to, would it be a bad idea to somehow make it available to make maps in ue itself (with a limited range of allowed assets) then upload to the steam workshop?

plush yew
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@livid haven are u going to be goinng to gdc?

livid haven
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Nein

plush yew
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Aw

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that sucks

grim ore
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This is part of 4.19 now and man it's not kidding, it's a large difference starting it up now. Reduce editor startup times by ~15s on Windows.

weak portal
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Hello

plush yew
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@grim ore What did they even change?

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@grim ore where did u even find that from

weak harness
left pelican
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can someone tell me how to paint in ue4?

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i dont know how too. step by step would be great

hot ledge
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If anyone has worked with vehicles in ue4 hoe do I make it so that only back wheels move the car not all 4

urban gyro
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this is 1 google search away...

crisp turtle
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I have a rig that matches UE4 skeleton except for hands. My rig has 1 joint in between the connections from wrist to fingers... would this cause problems with retargeting? I know there cant be any joints in between the core joint spaces that make up the heirarchy. Would this qualify as a complication for that? Anyone?

plush yew
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Are there any changes to unreal that I could make to address memory usage

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Unreal Engine

When a game reaches a certain stage of development, it becomes critical to figure out what exactly it’s loading into memory and why.  As new assets are built, games tend to become larger and larger until load times slow to a crawl and the game starts to run out of memory. Luckily, UE4 has some useful tools built in to track down what’s in memory and why. Here are some tools and techniques that I use here at Epic to optimize Fortnite’s memory use and load times.

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ooooh!

river idol
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im sorry if im bothering you guys
but can someone teach me how to do aim-down-sights with a rifle
ive been able to learn a million different things easily and i can easily do ADS in the unity engine
but this in unreal for some reason really has me thrown-off

dull pebble
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Hey guys, this is my first time using UE4. Made my first "environment", but I need to learn so so much more. Any suggestions on good books or online tutor/videos that will help me learn more? Or should I just stick to Youtube?lol

brittle kiln
river idol
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well the problem with that system or ADS is that its EXTREMELY primitive

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that was my last resort

brittle kiln
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haha yeah I skipped ahead and it looked eh at best

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but wasn't sure where you're getting hung up

river idol
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if no one can help me, i will turn to those "use 2 cameras" videos

brittle kiln
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(im stupidly new to this)

river idol
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idk how to move the arms AND gun in the UE4 FPS template, to a different position when i hold right-click, and specifically moving to a position where the sights of the gun ends up being aligned with my camera, AND moving my camera up and down does not make the ironsights lose alignment with the camera

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im sorry if that sounded too complex fam

brittle kiln
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nah I follow

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I haven't don't anything fps yet, shoot, I'm still doing my first tutorial haha

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which is like a third person rpg type thing

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sorry I can't help more :/

plush yew
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Trying to set up a material with some variable emissivness using a blueprint, any idea what channel i can go to for help?

weary basalt
plush yew
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Thank you

stiff marlin
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Any modelers in the house? Need an estimate for some work on a house kit.

plush yew
weary basalt
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@Dr.Issue#0626 Probs just TextRender component they fade in as the book is opened

latent moth
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what is th best way to have a decal that ‘blends in’ the material it is applied over? i’m also looking for smooth edges, i am creating one for blood wounds through clothes to give you an idea

plush yew
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What about the animation? How would I make the note go to the camera?

crisp fable
forest steppe
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Guys, got a simple question, if I'm using unreal engine 4.18, should I go with visual studio 2015 update 3 or with visual studio 2017 ?

cinder iron
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VS 2017

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There are people still using VS 15 over here but I made the swap and I dont regret it

forest steppe
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thx... will do that

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I used vs 15 update 1 and installed vs 17... they both couldn't compile my 4.18 project... saying that I need 15 update 3... so now I have removed them both

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and will start a fresh install of 17

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hope it works

latent moth
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Ok I'm back with Sphere Masks... My understanding is that they are attached to a material. However, if multiple objects have the same material, when you apply a sphere mask it will be applied to all object that have this same material.

Hence, if you are to use Sphere Masks to generate a hit effect (like a hole), how can it be effectively used? I keep on going back to Tom's experiment (http://www.tomlooman.com/rendering-wounds-on-characters/) and I don't get how he can use these masks (which are MATERIAL based) to various characters independently?! Two days on this.

Tom Looman

Earlier this week I tweeted about hit-masking characters to show dynamic blood and wounds. Today I’d like to talk a little about the effect and how it came to be. I’ll talk a little bit about the technical details and some alternatives. The effect is a proof of concept to try and find a cheaper …

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HAAAAALP

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😃

plush yew
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how would I go about a door only opening at a certain date?

latent moth
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Dr.Issue what did you even try.

plush yew
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can somebody tell me the max polycount a building should have to be implemented in ue4?

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@latent moth is the way I did it correct?

plush yew
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Hi, so I deleted the simple collision on a static mesh, and now it has no collision at all

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How do I fix that?

quasi lake
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Anyone knows how to UE_LOG chinese characters?

latent moth
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What options do I have?

hidden burrow
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Anyone here using world machine?

fallen tundra
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I'm trying to get different montages to play on a sequence node, but it only plays one animation. does anyone know how to fix this?

latent moth
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not sure i understand but if i do, you need to wait for every animation to finish before issuing a new one

fallen tundra
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yes, I have that

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but I'm trying to get specific animations to play under specific conditions

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these conditions are the character's "feelings"

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it's connected to an array with data which I also did with my morph targets, the morph targets work but once I try it with montages it skips all my other montages for only one anim montage

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my setup is basically like this, but instead of using morph targets I want to use anim montages

white magnet
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"skips all my other montages for only one anim montage" what's the only one montage? The first one that's called?

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If so, I think only one montage can be called at a time, and they can't be queued. So if you go ahead and call a second montage while the first montage is still playing, it's just gonna skip it. I think there's a montage is playing node and you can control the flow to the next montage to make sure they all play

fallen tundra
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it's the last one that always plays even after it's done

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I'll try this out and see if it works 😃

harsh tiger
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I'm messing around with the physics ball template and when i respawn the ball it goes where i need it to go. the problem i'm having though is when the ball goes to the respawn location its still moving. so if i go forward and then respawn it will respawn but it will instantly shoot off again instead respawning and not moving. does anyone know how i can respawn the ball but with it not moving?

azure shore
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Yeah that used to happen with falling for my character, if it's ok for you to reset the map on respawn just use the open map node

hardy ermine
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Here's how my viewport look like. The grid is barely visible , while the guy who's tutorial I'm following, you can still see the red and green grid lines. Anyone know what's wrong with mine?

floral lion
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Maybe you've pressed "G" ?

hardy ermine
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@floral lion I toggled the button, it makes the whole viewpoint blank? Presses it again and the grid's still the same

harsh tiger
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@azure shore i fixed by complete accident haha but it works perfectly now

azure shore
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Oh ok nice

harsh tiger
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https://gyazo.com/01cdd1e5a5acc7fec456aa5cf1236fc0 thats how i done if your interested. i just turned the collsion off while the ball is telelporting to check point location and then when i re enabled collision once the ball is at the location the ball didnt move no more.

i done it because when the ball was telelporting back to location it was dead glitchy and was hitting walls etc

plush yew
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hello people

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i am new in this group

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i also interested in unreal engine and i want to create my own game

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but i need free assets and materials

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do you know

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if you know can you give me links?

harsh tiger
latent terrace
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hey guys, any idea wtf?

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there is no second asset named teleporter

harsh tiger
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i had the same issue about a hour ago

plush yew
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this is already exist

latent terrace
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in fact, this was the one

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I renamed it to AbsoluteTeleporter

plush yew
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you can rename it

latent terrace
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then changed my mind, wanted to go back

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and poop

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.>

harsh tiger
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and i didnt have a second mesh with the same name

latent terrace
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k problem solved

harsh tiger
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i made a model in maya and tried to reimport when i got this issue so i just deleted it in ue4 and imported it as new mesh

latent terrace
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there was a teleporter in my files

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deleted it and it works now lol

plush yew
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whai is teleporter in unreal engine??

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if there is a human that wants to create a game?i want and i need a help

latent terrace
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it's my blueprint

plush yew
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i need free assets and materials-do you know from where i can donload it free?

latent terrace
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xD

plush yew
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aha okay blueprint is teleporter?

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it isn't llaughing

latent terrace
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I don't want to smoke that thing with you, I'm out

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😄

harsh tiger
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@plush yew if you have a idea just try to make that idea with the basics in unreal like the cubes and spheres etc and worry about making it look good at a later stage

plush yew
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okay

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okay

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but i want this game will be strategy and the general idea will be building thinking batteling but I think is this game will be multiplayer or not?

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do you know free assets and materials to download because i need

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for UE

harsh tiger
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is this your first game?

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you dont need free assets or materials to do anything

plush yew
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and is that true taht i will make these thinks in version 4.15???only

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yes it is\

latent terrace
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try to make tetris or pacman first

plush yew
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i am very interesting UE

harsh tiger
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yeah^

plush yew
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okay

harsh tiger
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start extremely simple

latent terrace
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if you try to make witcher 3 as your first game, you will fail miserably

plush yew
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i want to make games with blueprint no coding-Xd

latent terrace
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you can make games without coding

harsh tiger
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thats fine

plush yew
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i don't know the game withcher 3

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yes i want

latent terrace
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#seemslegit

frosty bloom
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BP is code though, visual scripting sure but it still requires the same way of thinking as code

harsh tiger
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but if you tried to make a multiplayer strat game as your first ever game you will give up within a week

plush yew
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but can i make cool game without coding only with blueprint(as example i said this)

latent terrace
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YES

plush yew
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okay @harsh tiger

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so what game I will try to make?

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I also have a yotube channel and i will make video about UE 4- can you subbed for me???please

latent terrace
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come on

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do you even google

harsh tiger
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are you serious haha

latent terrace
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sigh

frosty bloom
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@plush yew Start with following Epics beginner tutorials, try grasp some engine features & start small. Set a goal that is reachable and go from there

latent terrace
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I don't want to stomp this guy, I'm moving to blueprints channel 😄

harsh tiger
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i think he might be trolling tbh

plush yew
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шгьхн щдк

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thank you

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I will send link to my channel???do you want?

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in google first is a forum no information-XD

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I don't trolling

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yes i am serious-please don't laughing me-i want to learn this program

harsh tiger
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watch youtube videos, read a book and do some research. you cant download UE and make a multiplayer strategy game with no experience

plush yew
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yes that\s right

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i watch yt videos and tutorials and copy what they do i do the same and I make experience

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I am from Bulgaria and I found these books for Unreakl Engine but i found them only on the website amazon-are there the same books free?

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@latent terrace what is laughing?

latent terrace
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what is love?

plush yew
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@frosty bloom yes i followed them and I more and more am interesting in that

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you in which version work??because the people said to me tht i must use unrealengine 4.15 for materials and other

latent terrace
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they lied

plush yew
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who lie and what about?

latent terrace
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hobbits

plush yew
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hobbits?

latent terrace
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no offense but I can't see you making any games in unreal engine till you drastically improve your english lol

plush yew
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okay

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i am sorry I am learning English still in school-it's normal

grim sinew
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Just download the latest version (4.18) and start using it. You can make anything you want with blueprints, it's just a matter of time investment. Now go have fun.

plush yew
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okay i use it and i download 4.15

harsh tiger
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he literally just told you to download 4.18

latent terrace
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XD

plush yew
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i had it

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and 4.15

latent terrace
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was it good?

plush yew
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yes

latent terrace
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how good was it compared to a sweet roll?

plush yew
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???i dpn't understand

latent terrace
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would your friends give it 5 out of 10?

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or was it a solid 6?

plush yew
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don't understand*

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what??

latent terrace
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the song of my people

plush yew
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what song?

latent terrace
plush yew
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that's cool

regal mulch
#

@latent terrace Yo, stop trolling other users. Doesn't matter how they seem to you and if they can't speak English as good as you.

plush yew
#

yes

#

that's right

#

i am not englis but i try to speak

latent terrace
#

xD

regal mulch
#

You shouldn't laugh about warnings :P

leaden wave
#

What do you call something when you have to hold it down for an effect to occur? (opposite of toggle)

latent moth
#

what am i missing...?

leaden wave
#

weird

acoustic pollen
latent moth
#

Weird indeed... Could this be a UE4 bug? I have read of 2016 forum posts with issues on skeletal mesh and socket position before...

grim ore
#

if it only works when the server is not dedicated than that means you are applying it to the player locally probably.

#

as a listen server it will work if you call something on the local player and make it look like it worked on the server

latent moth
#

Thank you Mathew, what is it that I am applying to local player?

#

It is working in MP though, even if I set 3 players, just not for a dedicated one

grim ore
#

on a dedicated server?

latent moth
#

no, listening server but even with 3 players (so one that is definitely not local)

grim ore
#

when running with 3 players, did you test it on the non server player?

latent moth
#

lemme quickly confirm

grim ore
#

so the 3rd player, non server, does the firing and the other 2 see it fine

latent moth
#

yes

pastel gorge
#

When I have no Pawns in my world and start the preview, I can navigate with WASD and the mouse. When I add my custom Pawn class and let it possess Player0 and receive Player0 input, I can't navigate with WASD and the mouse. How can I make it navigate?

latent moth
#

yes I confirm, everything works even for 3 players, the others 2 see everything

grim ore
#

ah then I don't have much of an idea. I could see if it was not working you are setting the values for replication on the local player and due to the listen server being player and server it would replicate it for you. If its replicating correctly from a client that is not a server then it stands it should work on a dedicated setup as well =/

latent moth
#

that was my thought too.

#

do you have any ideas on what I could check?

grim ore
#

how are you setting the variable that is replicated from the client to the server?

latent moth
#

which one?

#

you mean yaw/pitch?

grim ore
#

yeah I would assume the one you are using for the aiming part

latent moth
#

i send it to run on server, and then the server multicasts it

#

ah hold on

#

is this wrong?

grim ore
#

is any of that set to run on server?

latent moth
#

It's the event tick. I can confirm that I see the appropriate pitch

grim ore
#

im assuming the pitch and yaw is driving the animation blueprint so making sure those are correct on all versions of the characters must be the issue

#

you can see that on the client tho right?

latent moth
cedar snow
#

@leaden wave channeling

grim ore
#

like I can see the tick event, it grabs the local values for that character, and then how does the server know the new values?

#

if its set to replicate the server needs the new values to then tell the other clients the new values. but the server has to have the new values to set them so they replicate out.

#

which is your run on server, multicast, etc. event

latent moth
#

this is a client running agains the dedicated server

#

you can see that pitch is close to 0

grim ore
#

well the client will always see whatever is valid for the client no?

latent moth
#

the server is the only one setting those values...

#

(that's why there's the authority switch)

grim ore
#

so when you move the mouse the server is calculating the new values and setting them?

latent moth
#

yes

grim ore
#

authority does not mean server

#

it can be the client

latent moth
#

this is a client

#

right, gimme a sec

#

same behaviour with 2 clients

grim ore
#

but from what I can see are you not getting the pitch and yaw from the local character?

latent moth
#

from the local copy on the server

#

isn't this how I am supposed to set those?

grim ore
#

when you run has authority on a local actor that the client has control over the authority is that client

latent moth
#

isn't that what remote is for?

#

ok let me remove the check

#

(BTW thank you so much for helping... i feel lost right now)

grim ore
#

this has a decent breakdown and so does cedrics docs

#

Multiplayer with client/server is a giant pain in the butt to get your head wrapped around

latent moth
#

yes I am familiar with it

#

ok removing the check just makes all very unstable but the issue remain the same

grim ore
#

you need a custom event that is set to run on server

latent moth
#

from the client?

#

you mean client sends pitch/yaw -> run on server ?

grim ore
#

and you pass in those variables that you want to set. that event will then run on the server version of that character, set the variables (which I am assuming are set to replicate), and since the server set them all clients the server controls will get updated with those values

latent moth
#

but yaw/ pitch are already correct...

#

see screen above

grim ore
#

There are 2 versions of every character for the most part. The version of the character on the server, and the version on your local client.

latent moth
#

Server: 0.285645 means that the pitch on the server already has the correct values

#

it's not Client_1: 0.285645

grim ore
#

I gotcha. I am just saying if at any point you don't have the server set the actual variables then they will not be replicated out to the other clients

latent moth
#

so

#

the variables are replicated already

#

the server is setting them so then they go to all other clients

grim ore
#

that's where I am getting lost personally. How does the server know the new values to set them to replicate out?

#

how is it getting from say Client 5 to the server so the server can then set it's local version of that character to the new values and then tell everyone else the new values.

latent moth
#

get control rotation / get actor rotation

grim ore
#

yep that gets the values on the local version

latent moth
#

the BP character has replicated movement

#

so movement replicates -> server gets those -> multicasts to clients

#

(this is, at least, my understanding)=

#

BTW I don't see why it would then work in a listening server with 3 players...

#

😦

grim ore
#

That's the part I am confused about as well so I guess maybe it's some bug or something weird we are both missing.

latent moth
#

damn

#

thank you...

naive verge
#

I have 4 different levels under a streaming main level, somehow I have my terrain showing up in two different levels but I don't want it to be present in one of them. Is there a way to move it out the level without deleting it as if I do a delete when in that level it delete it form the second level also.

latent moth
#

@grim ore WORKING!!

#

In case someone encounters this issue: ensure that in your Character BP, your mesh has the "Mesh Component Update Flag" set to "Always Tick Pose and Refresh Bones".

#

woah

#

what a ride

#

thank you again for listening and helping

grim ore
#

oh that's a weird thing to cause that for sure

#

yay for working 😃

latent moth
#

i added a thread on the UE forums for others to enjoy 😃

cinder iron
#

Thanks _SCAR :)

boreal nexus
#

@grim ore i have watched all your lessons about BP nodes in two weeks and i'm not english speaking. Great job! Thank you!

grim ore
#

yay! glad they could help 😃

cinder iron
#

Your channel is one of the only ones I recommend to check out when someone preffers youtube to learn stuff

grim ore
#

awesome!

cinder iron
#

Pretty great videos, very educational, and straight away to the theory with a little example.

vernal leaf
#

Does anyone have a solution to Epic Games Launcher / UE4 completely choking internet connections?

I have an issue where any internet connections on my PC intermittently get slowed to an absolute crawl when EGL is open in the background.

Im trying to do a networked multiplayer project and cant test anything at all, or even view tutorials and documentation when i have the editor open...

Ive seen the odd thread about it but no responses which seem to help

plush yew
#

Who here has used 4.19?

#

And how many issues have you had?

regal mulch
#

Isn't 4.19 still in preview?

#

If it is, then issues are kinda expected and it should not be used for actual production

urban gyro
#

@latent moth if ur makin multiplayer read the holy networking bible

#

ha, speak of the devil

regal mulch
#

:P Don't make it sound like it's holy

urban gyro
#

best source around the web

#

most comprehensive too

#

comes close

regal mulch
#

Gnah

urban gyro
#

well, it was enough to get me going

#

so

latent moth
#

thanks kensei 😃

#

i am very familiar with mp

urban gyro
#

dont listen to cedrix humility, this guide is the shit

#

oic ok

latent moth
#

but for other reasons, not ue

urban gyro
#

then all u need to know is on that pdf

latent moth
#

i’m pretty sure though that i can still learn a lot fron what you posted so thanks 😃

#

and thanks cedric 😃

urban gyro
#

thank the man himself for wirting it "D

#

typos

plush yew
#

Yes, but I just don't know how big these issues are @regal mulch

regal mulch
#

Well then read the forum threads

#

Epic always provides one with the Previews

#

Listing known and fixed issues

azure shore
#

Do you think it would be a good or terrible idea to make a new project and have two at once, one of them being less ambitious, and just pick which one I feel like working on?

#

At the time

urban gyro
#

no

latent moth
#

no

grim ore
#

having multiple outlets so you don't get burnt out is great.

regal mulch
#

^

#

plus a project to just do stuff in

urban gyro
#

well, when he says project, i assume something that is a game

#

if you cant complete one project, why would you be able to complete 2 at the same time?

regal mulch
#

Time

#

Projects don't have to be the same size/amount of work

#

Having a second project focus around something far different from your original one can help

#

You learn more, you don't burn out on the first one, etc.

urban gyro
#

I once tried making 2 games at once, 3 months later i had to decypher the entire second project even though i commented it

#

i dunno, for me its not worth it, but hey, its an opinion only

regal mulch
#

Just see the second one as non-serious fun project

urban gyro
#

this sounds like my testing project, which looks like a roman graveyard

#

figuratevly

#

😛

latent moth
#

i said no because one is enough in most cases. So many things to do, you can just have different outlets within the same project.

#

it is so common that projects don’t get finished because of lack of focus

#

my $0.02

urban gyro
#

you have to look at it from another perspective too

#

2 projects

#

twice the GUIIIII

#

dunno bout you but making menus sucks the life outta me

#

its just soo boring

regal mulch
#

Well, GUI isn't that needed in a fun project

#

Really depends on what you do

#

My side projects are usually plugins

#

Extending the Editor

#

Making some funny systems

latent moth
#

oh ok

#

that’s different

regal mulch
#

Not like a duplicate of your already existing project

#

That won't work

latent moth
#

that is how i understood it, but maybe he meant something different

urban gyro
#

yo speaking of plugins, you aware of the status of advanced sessions?

regal mulch
#

Not really

urban gyro
#

as in, do you know if Epic are planning on merging it to main? They did that with the Perforce plugin.

#

ic

#

aight

regal mulch
#

No idea, really. Doubt that though

#

It's doing a lot of weird things

urban gyro
#

yeah i seen lots of issues iwth it

regal mulch
#

Alone the way the net id is exposed

#

Even though that's already done

#

¯_(ツ)_/¯

urban gyro
#

but it has to be said that the bp networking options are limiting when it comes to steam

regal mulch
#

It is limiting in general

#

If you do multiplayer, be prepared to use c++

urban gyro
#

you can do steam in bp, basic

#

but afaik their entire sdk is c++ only

grim ore
#

4.19 has an interesting change, substance is becoming part of the engine on the add menu but it's still a plugin that you have to download to use it lol

regal mulch
#

It's not Steam that is c++ only

#

It's Subsystems

urban gyro
#

i mean the thing you download off of valves website

teal tulip
#

I think Cry done something like that ?

#

I mean substance

regal mulch
#

Well that thing yeah

#

But even withou that

#

You can't do much with sessions in BP only

urban gyro
#

What about the Substance Live plugin from the marketplace? That thing gonna get deprecated?

regal mulch
#

No settings, no updates, not even a ServerName option got exposed

urban gyro
#

yeah, which is weird.

regal mulch
#

It's easy to do in c++, but yeah

teal tulip
#

that was the problem with BP, Epic wanted to make it simple, but is the only script language tbh, idk if is a good idea keep it simple

#

but yeah as cedric said

urban gyro
#

printing a string in C++ is as simple as in BP. Can't see why making bp better could be a disadvantage

#

i mean you can always just say "just expose em urself"

#

but a lotta ppl would appreciate the extra bps

regal mulch
#

Yeah but as long as you have Plugins and People doing work for free

urban gyro
#

im unaware if low entry has anything on the networking front

regal mulch
#

why would Epic add it themselves

urban gyro
#

thats why i was askin bout advanced session

regal mulch
#

Yeah

urban gyro
#

that I aside, I really hope Epic and Allegorithmic sort out the plugin so that it works with Designer too. Altho its all probably in Allegorithmics court.

regal mulch
#

There is no such list

#

Fill your own array

latent moth
#

@regal mulch do you mind telling why is c++ needed for mp?

regal mulch
#

Only list you have is PlayerArray in GameState, containing PlayerStates

#

@latent moth Cause a lot of the Multiplayer functions and variables aren't exposed to blueprints

#

PlayerControllers aren't on other clients

latent moth
#

damn and there i was thinking i’d be ok with BP 😃

regal mulch
#

Only on Server and Local Client

#

I already said, make it yourself

#

PostLogin and Logout on GameMode gives you the Controllers

regal mulch
#

Add and Remove them from an array

teal tulip
#

@grim ore Someone Spotted the other day something that says "Unreal Studio" so probably Epic will release other version with plugins or something

latent moth
#

i’ll investigate to understand why c++ is needed

regal mulch
#

UWorks doens't use the Subsystem Interface afaik

#

I don't know how far they are in merging that

urban gyro
#

yeah its an overhaul

#

they boast efficiency

regal mulch
#

So if you only use Steam, it's okay

#

If you want to also use other Subsystems, PS4 etc.

#

Then it's not the best

latent moth
#

nono

urban gyro
#

oh yeah its steam only afaik

latent moth
#

only standalone or steam

urban gyro
#

i think itsd worth 100$

regal mulch
#

I know it's ONLY Steam

urban gyro
#

but then again i dont think doing it in C++ would be that much of a challeng

regal mulch
#

But you'd need to branch off for other subystems then

#

Doable, but annoying

teal tulip
#

you are talking about the steam plugin or ?

regal mulch
#

Yes

urban gyro
#

well its either that, advanced session or vs

latent moth
#

but the c++, is it for gameplay or for sessions/steam etc?

urban gyro
#

what do u mean

latent moth
#

well

regal mulch
#

Both

latent moth
#

i’m almost done writing all movements/projectiles/damage/ricochet etc

regal mulch
#

It really depends on what you do

teal tulip
#

There is now even a Steam inventory system

latent moth
#

only bp

regal mulch
#

You can never hit the BP edge

#

Or run into it 100 times

latent moth
#

oh ok

#

i’m doing a simple mp FPS

urban gyro
#

correct me if im wrong, but if you want to go C++ you have to convert your whole project, which will nativise all your BPs'?

latent moth
#

up intil now everything was there

regal mulch
#

You'll have to just keep coding until you notice that something is not exposed to BPs

latent moth
#

ok

#

oh maybe i have one thing

regal mulch
#

@urban gyro Not really

#

You just add c++

latent moth
#

can you SET the half size of crouch capsule in c++?

urban gyro
#

cuz a guy told me if you have a BP project and then you convert to C++, lots of stuff can get crapped up

regal mulch
#

Not true

#

Adding C++ brings no issues at all

#

You add your code

teal tulip
#

oh rama just released a plugin to edit things 🤔

regal mulch
#

You compile your code

#

And resume working with blueprints

#

@latent moth Maybe? Not sure. Can't you do that in BPs?

urban gyro
#

so converting to C++ midproject is not unhealthy in any way

regal mulch
#

Not that I know

#

Did it multiple times for clients

#

Just add a new C++ class through the editor

#

And compile

latent moth
#

@regal mulch no you can’t 😃

regal mulch
#

You don't have to touch Visual Studio again unless you change the c++ code

latent moth
#

maybe that’s my first edge

regal mulch
#

So basically, Code, Compile, Close VS, never touch it again until needed

#

Unless you constantly work in C++, then of course keep recompiling :D

#
protected:
    /** 
     *    Half-height, from center of capsule to the end of top or bottom hemisphere.  
     *    This cannot be less than CapsuleRadius.
     */
    UPROPERTY(EditAnywhere, BlueprintReadOnly, export, Category=Shape, meta=(ClampMin="0", UIMin="0"))
    float CapsuleHalfHeight;
urban gyro
#

eh ill try not to do it, since after upgrading to 2017 it fucked up my registry. I sorted out the compiler pathing so that the engine can package games, but i can't find where it looks for vs exe

latent moth
#

not that one, the crouch one 😃

regal mulch
#

There is a difference?

latent moth
#

yep

regal mulch
#

Haven't implemented that yet

#

So setting half height is not what you want?

latent moth
#

example

#

i use crouch both for crouch and prone

#

i’d love to change the half size for crouch too

teal tulip
#

I added to the class a function and a system for prone

#

another var basically

latent moth
#

because it keeps the proper position on ground

teal tulip
#

but there in the source code where crouch is

regal mulch
#

So on what do you want to change what?

#

Only thing I have at hands is CapsuleComponent and HalfHeight

teal tulip
#

him wants to crouch and prone without colapse the capsule in the two sides

latent moth
#

i want to change the crouched capsule half size dinamically from bp

teal tulip
#

keep the ground level permanent I think ?

latent moth
#

yes correct

regal mulch
#

So just setting the halfheight of the root capsule isn't what you want?

latent moth
#

you can only GET (from BP) the crouched half size

#

so to accomodate stand, crouch & prone

urban gyro
#

why do need to do that?

teal tulip
#

no cause the whole capsule system uses the middle of the capsule

latent moth
#

i need a “prone” capsule

teal tulip
#

him want the bottom of the capsule as reference

latent moth
#

YES hevedy gets it 😃

urban gyro
#

well, cant you make a new capsule, and only use it for collision when prone?

teal tulip
#

but no idea if you can do that

latent moth
#

no

teal tulip
#

my main problem for that is

latent moth
#

not with character

regal mulch
#

Wait what

teal tulip
#

when you need to lerp the camera

regal mulch
#

If you scale the capsule

urban gyro
#

you can set the character capsule to ignore

latent moth
#

you need to use pawn then

regal mulch
#

:D Guess I never faced that issue

teal tulip
#

My main problem was cause you need to lerp the camera

latent moth
#

if you do scale the capsule it will flicker, on the contrary the crouched capsule allows you to have a perfect match

teal tulip
#

If you know the base of the capsule you can do the lersp etc easier

latent moth
#

not enough

teal tulip
#

if you use the default system you don't know the real location to lerp

latent moth
#

you’ll still have an issue with the animations

teal tulip
#

well

latent moth
#

for instance stand2crouch

regal mulch
teal tulip
#

I think Half Life 2 do it in this way with the middel point

regal mulch
#

So that is not how it works? :D

teal tulip
#

@regal mulch him want the red dot in the bottom

#

so you have always the same reference point

latent moth
#

yes that’s how it works if you use the crouch functionality

#

but if you also have prone

#

you can’t modify the crouch capsule

south ridge
#

Half life uses your feet as the reference point

regal mulch
#

Ah well

#

Na you won't be able to do that

south ridge
#

So your position doesn't change when you crouch

urban gyro
#

i still dont c why u cant just use a separate capsule for prone

teal tulip
#

how do then the jump and crouch ? @south ridge

regal mulch
#

While Pawn would allow to use the capsule different

latent moth
#

yes

regal mulch
#

The CharacterMovementComp needs it

teal tulip
#

I mean in half life if you crouch and jump in the air you collision in the legs change

urban gyro
#

yeah u just set the char capsule to ignor all xcept ground

latent moth
#

but pawn requires reimplementing a gazillion things 😃

urban gyro
#

and set the new capsule to collide with rest

regal mulch
#

Yeah, so you'd basically need to replcae the missing collision?

urban gyro
#

yeah

teal tulip
#

probablem is the pawn don't allow or have the movement and replication system of the charcter

urban gyro
#

just for custom things like tree branches or whatever else

#

ive used different channels for extra collision on weird things like snakes and worms when lazy to pawn them

plush yew
#

I am spawning about 50-100 simple bug skeletal meshes that are playing a looping animation and are moving toward a point (using the ai controller and character class) This really tanks my FPS, on the CPU I'm assuming, are there any ways to cheapen skeletal mesh animations when spawning many instances? Will try moving to a simpler navmovement component but I think the cost is mainly in the animations

urban gyro
#

ai and navmeshing is the expensive stuff

latent moth
#

@regal mulch yeah basically i’d love to have an additional prone that works exactly like crouch

plush yew
#

@urban gyro it's not that much faster without ai

teal tulip
latent moth
#

don’t know how to implement that

regal mulch
#

There are a few war games

#

That did that

#

Shuldn't be too hard

latent moth
#

@teal tulip “stamina system”

urban gyro
#

he has prone

latent moth
#

i tried but i never succeeded (not this stamina thing)

teal tulip
#

mmm

urban gyro
#

is this fps or tps?

latent moth
#

fps but multiplayer

teal tulip
#

my only actual problem just even using crouch in UE4

urban gyro
#

so u only need hands

teal tulip
#

is the camera lerps

latent moth
#

no it’s mp

urban gyro
#

you dont actually need to prone with all the bells n whisltles

latent moth
#

full body

urban gyro
#

you need a full body to render to other players

#

but thats the player doesnt see his body, just the hands right?

latent moth
#

nah also for self

urban gyro
#

so u stuck the camera in the characters head?

latent moth
#

looking down the feet

#

yep

urban gyro
#

and ur fps animations for hands dont look weird?

latent moth
#

IK

#

fixed that

urban gyro
#

ic

#

well you coulda cheated with the 1st method

latent moth
#

which method? 😃

urban gyro
#

like if just had the hands

#

you only need the body for collision detection and all

#

the body itself wouldnt need a char controller

#

just the hands

#

so you can do whatever u want to the third person body

#

since it will only render for other players

latent moth
#

i don’t follow

#

no

urban gyro
#

and movement be handled by ur hands

latent moth
#

it renders also for self

#

shadows, feet,...

urban gyro
#

yes thats whhat im saying, if you did it with the hands for player, body for others, you could cheat around the prone

latent moth
#

ah ok

#

but not doing that...

#

oh well

#

¯_(ツ)_/¯

urban gyro
#

ive done different collision with the char controller before in bp only, but it means you have to play around with the char capsule collision matrix

#

at runtime

latent moth
#

correct

#

i am learning slowly

urban gyro
#

actially wait

latent moth
#

i only started with ue only 4 weeks ago after all

urban gyro
#

u have a capsule that you must be editing collision channels on

#

since you want bullets to hit the body and not the capsule

#

so there u go, u have ur logic set already

#

just a few custom collision channels and enable/disable them when you go prone

#

tho i have no idea if that will have network impact

latent moth
#

i already have that

#

a bullet channel for the mesh

#

the only issue i have with prone is not being able to go under tables and such 😃

urban gyro
#

make ur char capsule only work on terrain

#

mark everything else with another channel

#

create ur own collision for everything else like walls

#

doors

#

etc

latent moth
#

this is the plan if i can’t get a capsule “hack”

urban gyro
#

i find the char capsule very limiting most of the times, so i just make it work on the ground for position and gravity

latent moth
#

will try 😃

urban gyro
#

you can always try what cedric posted

#

probably be easier

latent moth
#

you mean hevedy?

urban gyro
#

i couldnt follow the chat i dunno what hevedy said, something about lerping, saw cedric showing code for the capsule half height

latent moth
#

the stamina thinghy 😃

#

ah ok

urban gyro
#

oh yyeah u said u tried it

latent moth
#

that was the standare half size

#

no didn’t try the stamina one

urban gyro
#

better do that first then 😄

latent moth
#

😃

urban gyro
#

i just read what hevedy said

#

if you know the half height of the capsule, you can get the bottom of it by creating a new transform and subtracting the local z from the half height, no?

#

i think that would give you a ref at the feet.

latent moth
#

not sure how to do that

#

when i tried it was quite abrupt

#

because you can’t set the half size crouch 😃

#

(back to square 1)

urban gyro
#

thats not what i mean

#

sec imma try ths

#

i think this transform is at the bottom

latent moth
#

404

urban gyro
#

extra V

#

oops , you have to multiplly half height by 2

#

before subtracting

#

cuz its half height.

#

and swap the subtraction 😄

#

hahah

#

this is a tragedy

#

there

#

i gotz to go so i cant check it out further

#

but give it a shot

#

cya

latent moth
#

😃

tulip vault
#

Would anyone be able to point me in the direction of being able to make functional things like abilities?

cinder iron
#

@teal tulip aye the camera snaps using the built in crouch

versed hinge
#

Anyone familiar with this issue when in Lit Mode?

#

Everything was fine the day before, there is lighting.

abstract laurel
#

that looks like dying GFX card

versed hinge
#

Only happens in one level. Doesn't affect other projects.

#

@abstract laurel Really? Oh damn

abstract laurel
#

do bisection thingy

versed hinge
#

?

abstract laurel
#

if you can do backup remove half of project, see if it still happens

#

then you know which half has bug

#

so remove half of half of that bugged part

#

until you find elephant in africa

versed hinge
#

No one else is experiencing this issue. I believe it's localized to me (I am only dev using a Mac).

abstract laurel
#

or if you have source control (and you dont|) roll back until there is no bug

versed hinge
#

I do actually

abstract laurel
#

oh you are like first person that actually uses it 😄

#

congrats

versed hinge
#

Thx lol

abstract laurel
#

i bet its some material

#

or some weird setting in light

versed hinge
#

I'm working on a project and suddenly cannot see in any lighting mode. I have a lot of work to get done and BAM!

abstract laurel
#

try deleting all lights then adding default ones

versed hinge
#

I'm one of lighting artists

#

No way lol

#

There are a lot.

abstract laurel
#

maybe you exceeded some hidden limit for lights

versed hinge
#

No. Like I said, no one else is getting this issue. Just me.

#

Everyone is on windows, I'm on mac

abstract laurel
#

they usually assume "hmm, nobody needs more than 640kb of memory, more would be insane" and other such nonsense

versed hinge
#

Not the case here.

abstract laurel
#

maybe mac drivers

#

mac is losing just move to pc

versed hinge
#

I def plan to when financially feasible lol

#

Reverting didn't work btw

#

I'm really at a loss here. Drivers are up to date. I cannot reproduce. Everything looks "fine" in project.

#

Have latest version, have restarted, reset PRAM...

abstract laurel
#

do you have other engine versions?

#

you need to narrow down where it happens

versed hinge
#

You mean installed?

#

Yes

#

Using project, no

abstract laurel
#

you should find out if this happens in older unreal build or only newest

#

you know its fine under windows

#

so it may be ios thingy or ue4 for ios

versed hinge
#

Thanks for helping @abstract laurel ! Really appreciate your time.

abstract laurel
#

have idea why it may happen, then eliminate it

#

gl with project

versed hinge
#

Thanks!

primal plover
#

anyone wanna playtest an ability based battle royale?

plush yew
#

hi, so I tried giving an edge loop to a plane, exported as fbx, imported

#

do I have to rig the plane so I can fold it?

safe cave
#

in doc section there was a page where instruction to create Binary build from github version was given. i cannot find it anymore.
can anybody give me the link?
or any key word to search with.
i have forget the term to create Binary build

dim arch
#

is it possible to change the UI scale of the Editor windows?

plush yew
#

Hello

#

Good morning Unreal Engine developers- XD

grim sinew
#

It's nearly midnight. 😛

plush yew
#

What??

#

In Bulgaria is 09:14 am

plush yew
#

hi, so I'm trying to make animations for opening and closing a note, I've got the skeletal mesh done, aren't I supposed to be using an animation sequence?

grim juniper
#

I'm confused, why doesn't vertex snapping work everywhere you use the movement gizmo? I just want to be able to snap spline points and blueprint vector widget points to vertices...

teal tulip
#

@latent moth check the Tom Looman Survival tutorial have a crouch system and uses the default pawn

latent moth
#

ok thanks! hopefully there are enough details 😃

azure shore
#

Oh I think I've worked out my aim offset

#

Partly

#

I dunno why running and stuff work fine, but for the anims that don't I could make another with the aiming pose in hand

plush yew
#

Anyone know how to enable temporal AA when rendering with sequencer?

#

Even rendering at 4K causes loads of noticeable dither

grim sinew
#

It should be already

plush yew
#

Doesn't seem to be, tried with cinematic mode on/ off and still dithering

#

Strange because an older test I did seemed to have TAA but ever since I hit the cinematic scalability I've noticed the dithering

#

It is the same as when you take a high resolution screenshot and it removes the AA

#

I have a 4K screen though, so it should be able to still render the full screen with TAA. The difference in dithering each frame is extremely noticeable

teal tulip
#

what version youre ?

plush yew
#

4.19

teal tulip
#

did you checked in project settings

#

rendering

#

if TAA is set ?

plush yew
#

Yeah it's set in editor

#

PIE looks fine

teal tulip
#

and the camera in gameplay looks different from viewport ?

plush yew
#

Looks fine in viewport and playing in edtior

#

TAA as intended

#

When rendering with sequencer, I get this

teal tulip
#

probably is a bug then

plush yew
#

Using the sequencer render options btw. Resolution doesn't affect anything or does image sequence

teal tulip
#

Epic changed the TAA system in the 4.19

#

probably they broke the render feature and TAA

#

go the forums and post about report that form or something

#

the 4.19 didn't released yet I think

plush yew
#

Will do

#

Better optimize the scene then so I can screen cap it instead lol

teal tulip
#

Can be that a bug or some settings I missing but since they changed it probably added it and dind't tested every case

#

test in 4.18 if happen aswell

plush yew
#

Will do

#

Thanks for the help

#

Managed to fix it by calling "sg.AntiAliasingQuality 5" on begin play in the level BP

#

Sequencer seems to either turn off or default to a lower quality

#

hello people

#

i want to invite my friend to thsi group-how can he join??

teal tulip
#

@latent moth the crouch system seems to be managed by the engine in that class

#

const ACharacter* DefaultChar = GetDefault<ACharacter>(GetClass());
if (Mesh && DefaultChar->Mesh)
{
Mesh->RelativeLocation.Z = DefaultChar->Mesh->RelativeLocation.Z;
BaseTranslationOffset.Z = Mesh->RelativeLocation.Z;
}
else
{
BaseTranslationOffset.Z = DefaultChar->BaseTranslationOffset.Z;
}

#

In the character and movement base engine classes

modest fiber
#

hey guys so i have a question i made a bridge in blender and used 3 bones to make it swing (so it seems scary and windy) but when i imported it in ue4 it works great but the problem is its colision is very simple (box) i dont know how to make its collision complex i know how to make that fot static mesh but this one is animated please help !

teal tulip
#

@plush yew the same way you join

#

There is some invite link in the guide channel I think

plush yew
#

aha

#

okay

#

but i don't find it

modest fiber
#

here it is

#

just let him join through website

teal tulip
#

@CrazyHunter#6466 well is a skeletoh, don't think that is the best way you should use static meshes for the colisions

#

or use a complex way with skeleton but isn't the best way, you should simulate the movement effects with the shaders

plush yew
#

thank you

modest fiber
#

@teal tulip how can i animate it without skeleton ?

teal tulip
#

as said with shaders with materials/shaders simulated movement in vertex

#

still won't collide in realtime, the collision is static

modest fiber
#

@teal tulip ok thanks alot bro

teal tulip
#

note you can use

#

complex as collision

#

in the models you should have the option

#

are more expensive than the hand made collisions

plush yew
#

hello people

#

i hve a question

#

with which program are you create People moddeling??

teal tulip
#

Zbrush and Blender for example

#

if you want something as you don't know model there are some tools by Adobe

plush yew
#

Adobe??/What Adobe Which??

tall pendant
#

for generic looking characters you can use Fuse (Adobe) or MakeHuman

teal tulip
#

^

raw wharf
#

I heard that hints are being dropped that Unreal will have official lipsync support? that true?

plush yew
#

Thank you for info-but in Blender first create model then programming and import in Unreal or??

harsh thistle
#

@here how can i fix my uv overlay by 9.3% error of my uvs..

plush yew
#

You have to ensure that your lightmaps aren't overlapping anywhere

harsh thistle
#

@here

#

aah so ... my lightmap is the one blow the frame of thedoor

plush yew
#

If you look at the UV channel 1 in the UE4 editor you'll see red shells indicating the ones that are overlapping

harsh thistle
#

ooh .. let me see

plush yew
#

Or actually that may just be ones that are out of range of the 0-1 space, regardless if you can visualize overlapping shells in your modeling program, chances are there are a few that sneaked in on top of another

harsh thistle
#

aah i use blender

plush yew
#

This error can also happen with improperly unfolded shells that have unfolded on top of themselves

#

So if a lenient layout doesn't solve it (with lots of pixel bleed per shell) then it's likely an unfold problem

harsh thistle
#

i dont actually see any red shells

plush yew
#

ей тук пиши

#

ок?

#

тук е за общи неща де

harsh thistle
#

english please..

plush yew
#

what??