#ue4-general

1 messages ยท Page 195 of 1

fading magnet
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Anyone know if the Unreal Swarm Agent can also help with Packaging times?

burnt drum
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hey guys!
I'm having problem taking 4k screenshot using highresscreenshot because it messed with drawings done by HUD

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apparently drawing done by HUD doesn't scale up

wide lark
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There's a problem with my lighting. It won't generate my dynamic lighting from a directional light set to stationary. My preview shows a shadow but when going into play, it will not show a shadow. I am set to epic 100% on my settings, I did hit built lighting. I have cast shadow and dynamic lighting showing up. Static shadows will work normally but dynamic (And I believe stationary shadows) arent not showing up in the live play. I checked the settings between the default lighting (Which in a new project DOES generate the shadow) and compared it to my directional light settings... The settings were the same. I feel like there's something stupid I'm missing.

modern kite
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Im still curious about making addons for apps in blueprints that'd be wonderful

hollow thunder
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Looking for an AI mentor.. thank you so much.

pastel gorge
fierce tulip
pastel gorge
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@fierce tulip Not sure how I missed that ๐Ÿ˜ƒ Thanks

fierce tulip
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@pastel gorge Marco who runs them is a great guy, who knows, perhaps he could use an additional organizer

wary wave
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bah, just encountered a need for dual inheritance in blueprints for the first time

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have interactive actors of specific types (e.g doors, windows), and have upgradeable actors that were previously just meshes

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now design wants something that does both, and multiple inheritance would be perfect for the job

gusty widget
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@fierce tulip @pastel gorge Nice to see some other nl ue4 enthusiasts. Will keep an eye on the meetups ๐Ÿ‘Œ

wary wave
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could retrofit the base upgradeable class with an interface, I guess

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but there are something like 30+ subclasses of that now

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woe is me

fierce tulip
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want me to hug you @wary wave ? Ive been told I give amazing hugs

wary wave
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I could do with a magic solution to the problem xD

devout gulch
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why not use Interface ?

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or components ?

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either way, seems like a time for refactor ;d

wary wave
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interface is an option, but like I said, there are now 30+ subclasses I'd have to go through and deal with

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at the moment I'm looking at creating a new upgradeable subclass that manages the interactives

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seems like a more reasonable solution

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one that doesn't involve hours of trawling through and manually checking / updating various inherited BPs

faint cedar
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Anyone here used the Rigidbody Animation node?

wary wave
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never found a use for it personally

faint cedar
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Ponytails and such I can set up but not quite sure how to get this to work, or I suppose, go from non-simulated to simulated

fierce tulip
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<_< when you need to download your own free content because ue4 decided to mess up the files of the original ones because it has no clue what to do with redirectors occasionally

paper kernel
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is there a reason why redirector fix isn't automatic?

wary wave
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two words: version control

paper kernel
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mkay

fierce tulip
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@wary wave its a one-off project I once made to give away for free.

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also version control is useless when you want to migrate it and ue4 has no idea what to do with preview mesh redirectors

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which has been a problem ever since ue4 got released

wary wave
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I was mostly replying to ctzn

fierce tulip
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it messes up your material when migrating

wary wave
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redirector fixup isn't automatic because it would screw with version control

fierce tulip
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true that hehe

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been there... done that

wary wave
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hehe

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every newbie here falls afoul of it in their first couple of weeks at some point

paper kernel
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so you only do it when doing master merges?

wary wave
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you need to commit after the creation of redirectors

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the subsequent commit could clear them

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otherwise doing it periodically is sufficient

fierce tulip
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many of my clients never fix em up

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redirectors redirecting redirectors to redirectors redirecting redirectors

plush yew
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how do I fix unreal having created another level in my game

grim sinew
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Have you tried opening the map in the first place?

plush yew
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huh?

grim sinew
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Open the map. It's not open. You're in the default map, not the one you made.

plush yew
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exactly

grim sinew
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So open it.

plush yew
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so how do I make my one the default though

grim sinew
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Project settings will list it under the maps and modes category on the left.

plush yew
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this same thing happened before with another project of mine, and when I built it, the game was in the default map

grim sinew
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The google search returns a link with the UE4 docs, which has step by step instructions, with pictures. You're going to get better quality, faster answers on simple questions by just googling it.

plush yew
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didn't exactly know what to google

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I'm pretty bad at expressing myself I guess

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how do I fix this though?

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there's shadow at where it's not supposed to be

opal coral
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is there a pipeline that allows players to specify their own .fbx (with textures and so on), and then have the game load it and create a valid SkeletalMesh? just wondering before I start delving really deep into something that complex

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@plush yew build the lighting (hit the Build button in the top-bar)

plush yew
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I have

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I have built it numerous times before and it still has that shadow

gusty widget
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Did you try different build settings (Preview, High, production) ?

plush yew
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yeah

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it's on production

wide lark
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Anyone have an idea about my shadow issue? :(

gusty widget
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@plush yew Are the meshes set to static? You can see this when pressing alt+2, blue is static, purple is moveable. Or select the objects and see if they are moveable or static

plush yew
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static

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why?

gusty widget
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Because static objects will have shadows baked and moveable objects will use dynamic shadows, and the behaviour of both is different

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@wide lark Sorry briefly looked at your question but I am not sure, tbh I am a programmer that does know some lighting stuff but I am not sure what your issue is ๐Ÿค”

plush yew
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so which should I be using?

gusty widget
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Basic rule is, if the object moves, set the object to moveable, otherwise to static.

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Building lighting has (almost) no effect on movable objects

plush yew
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it doesn't move

gusty widget
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Btw did you also check if the mesh is correct, could also be a polygon from the back that intersects with the front

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And is the object set to static ?

wide lark
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@gusty widget That was my fear :(

gusty widget
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@wide lark If you are sure though that the settings ae exactly the same I should look into the object that cast the shadow if it does so correctly ๐Ÿค”

plush yew
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yes, it's static

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and the mesh should be okay

gusty widget
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@plush yew Could you share a screenshot of the scene in wireframe? ๐Ÿ˜ƒ

wide lark
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@gusty widget The settings are the same as the default actor settings :(

plush yew
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oh

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it's red

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why is it red?

fierce tulip
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when you need to record stuff and you forget that you had the KB shortcuts set to I and O

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been typing a lot, so I now have a gazillion useless recordings

plush yew
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oh, it's the text render

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text render component

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so?

gusty widget
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Yea the text render looks red, the book seems to be grey though. Not sure what that means

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off topic, I would recommend creating the floor with just a plane and a material with a normal map ๐Ÿ˜ƒ

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I think the book is a skeletal mesh?

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Does it have any animations or bones in it?

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I believe skeletal meshes are always moveable. And they are grey in wireframe mode

wide lark
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Is there any way I can help figure out my shadow issue? Is there more information I can provide?

plush yew
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yeah, has bones

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and is a skeletal mesh

gusty widget
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@plush yew The right model is a skeletal mesh and the left is static with baked lighting. Seems like skeletal meshes have an issue with polygons that are back to back and too close to each other that creates this weird shadow, also on this image on the right

plush yew
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no animations yet

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weird

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so how do I deal with it

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is it possible to convert it to a normal mesh?

gusty widget
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Yes when importing the mesh you can uncheck skeletal mesh, it will import as a static mesh. But this will remove the option to animate it if you need to

plush yew
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I already placed the mesh

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and I don't want to import and place down again

gusty widget
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another option I can think about is modeling the book differently with one sided faces and use a 2 sided material to make the sheets look solid from both sides

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You can copy the transform and paste it on the new mesh, it will be on the exact same position

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@wide lark Maybe a screenshot of the scene and of the properties of the meshes lighting settings?

plush yew
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how do I copy the transform?

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oh

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found it

wary wave
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okay, I've got a good one.

Construction script for my actor is not running in game (PIE included), it does run in the editor.
Confirmed that:
The level it is in has been streamed.
The actor does exist.

I know it isn't running because the only thing it should be doing is logging to the screen :/

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game must erroneously believe it's static / baked into the level

fierce tulip
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yes ue4, when im recording is the perfect time to save the entire project.

wary wave
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whargarbl, found another actor with the same behaviour

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does anyone actually know what causes construction script to be run?

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no other actors are affected this way, even ones with the same parent

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buggerit, adding logic to begin play because reasons ๐Ÿ˜

paper kernel
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I wonder does it need call to parent manually for standalone?

urban gyro
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@wary wave I was under the impression that construction script runs only for editor, not for standalone game. However I have used it to initialize things on object creation, so I have no clue why it sometimes runs, why sometimes not. But i do know that it's different from a class constructor.

wary wave
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some things run, and some things don't it appears

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but I couldn't tell you why

urban gyro
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The docs say that it runs AFTER component list is initialized, does that have anything to do with ur problem?

gusty widget
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@wary wave Not sure if you are working in C++ or blueprints but in C++ you have the OnConstruction method which is overridable and similar to the onconstruction from blueprints, and you have the constructor, in which you can create new components.

wary wave
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no idea

gusty widget
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I first though the constructor was the same as onconstruction in blueprint but it is not

wary wave
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I did find reference to a bug that causes certain events (such as print string) to not happen because said construction script is running before the relevant code to do those things has been initialised

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it's possible that this may be my problem, but I wouldn't have thought so

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in this case it's game mode though, not an actor

urban gyro
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this doesnt get executed

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actor, or gamemode

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so my guess is that its only for initialization and editor only logic

wary wave
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which engine versions did you test?

urban gyro
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4.18

wary wave
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cheers

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(we've recently updated to 4.18.3)

urban gyro
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yeah yeah

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4.18.3

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latest stable

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sec lemme try smthin else

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ok...this gets executed

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on an actor

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character*

wary wave
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curious

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I'm going to head off shortly, but will experiment again tomorrow

urban gyro
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imma try one more and let u know

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this also works

wary wave
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cheers

urban gyro
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can u post a screen on what ur trying to execute?

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cuz this runs both on game mode and char

wary wave
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don't have it open any more, but it was doing Print String -> Get All Actors -> Save to Array var

urban gyro
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ok

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the prints dont work

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butt the array is initialized

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cuz i did the same print in a begin play without a get all actors and assigning, and it printed everything in the scene

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so even if it doesnt print at least it should be working

wary wave
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how peculiar

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thanks though!

urban gyro
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๐Ÿ‘

latent moth
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Good day everyone, I am very inspired by a pack on the UE4 marketplace, however the demo map is small and the quality is ultra-high. When playing it, the FPS are highly impacted and I am afraid that the pack is not built with a game in mind, more scene composition (https://www.unrealengine.com/marketplace/procedural-nature-pack-vol-01)

I have another pack I'm inspired by, which has a demo map of 1.5km x 1.5km and I can confirm that it works well (https://www.unrealengine.com/marketplace/procedural-landscape-ecosystem). However, I'm very inspired by the first pack and don't want to rule it out yet.

Being new to UE4, what can I look for to understand whether I am going to be able to make a 1.5km map with no issues?

urban gyro
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I don't think either pack would be aproblem

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just adjust quality, unreal is really good with mipmaps and lods

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and obviously don't go supper agressive with your shaders

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so check ur shader complexity

dim merlin
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hey guys, is there any reason that unreal engine is importing animations wrong? (so not equal to my 3dsmax model)

urban gyro
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is Z up in max?

dim merlin
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yeah the model is good

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only, it seems like the animation does not get updates when i edit it

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its changing some parts though

urban gyro
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oh its vertex animation is it?

dim merlin
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when i save the fbx and reimport i can see a small update, pretty wierd

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is it new in unreal 4.18 i cant rotate the leg neigher

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:S

latent moth
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@urban gyro is a 1.5km map a minimap?

dim merlin
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ive posted the images on the forums @urban gyro

urban gyro
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well if ur char is running at 10 m/s it would take roughly 2 minutes to cross

urban gyro
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so depends

latent moth
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mmm

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ok thank you

dim merlin
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yeah 1.5 is kinda a small map @latent moth

latent moth
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pity that there are no demos, so I can't try them, and being new to terrains in UE4 I don't know what I should be looking for (BP? Static Mesh? LODs?)

urban gyro
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all of it ๐Ÿ˜„

dim merlin
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@urban gyro it seems i found a bug within ue4

latent moth
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ok but in UE4 I'm just not familiar with the implication of each

urban gyro
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im not sure mich, not a max guy, but you did move the bones right? Also, are you retargeting in UE4 or Max?

dim merlin
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however, i havent updated 4.18 but gonna do right now

latent moth
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the scene of the first content is very small

urban gyro
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ur supposed to make ur own map from the procedurals scar

latent moth
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Yes making a map importing a heightmap from real terrains

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I'm familiar with the process in other games, hopefully it's not too painful for UE

urban gyro
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then why are you worried bout map size

dim merlin
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@urban gyro i can actually see the mesh but it sometimes does not update when i import a new or changed animation

latent moth
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because even in the video demo of the first pack, there are FPS issues (lags)

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sure, quality is very high

urban gyro
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mich u got a clip of animation playing in max and in ue4? also if u create a new max scene and import your animation, does it play right?

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@latent moth well it could be post processing, or shader complexity, check both and watch for that. Like grass is taxing when not culled, trees and such drain a lot when not LODed

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@latent moth Press Alt+8 in the demo map. If its red. yeah.

latent moth
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Alt+8?

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Oh but I do not have them...

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There are no demo

urban gyro
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i thought u had the demo map?

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if you only have an executable see if console is enabled

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if it is, press ` and type ShowFlag.ShaderComplexity

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i think that will show u what u need

latent moth
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oh sorry no

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I have a demo GAME for only 1 of the 2

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urban gyro
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does the game have console enabled

latent moth
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I don't know

urban gyro
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press `

latent moth
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ok will try

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if it does?

urban gyro
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read what i wrote above

latent moth
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a ok sorry ๐Ÿ˜ƒ yes will do

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thank you

urban gyro
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Any Audio guys here? Need a tip on SFX normalization in Audacity

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like what's the best db for that

latent terrace
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any reason why something would work in editor but not in standalone game?

sudden agate
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@urban gyro simply use the Tool you usually use to crank up the Volume (dunno what it's called in english)

restive eagle
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Hi, is it possible to exclude specific meshes from box/sphere reflection capture?

sudden agate
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@restive eagle go to the MeshComponent and untick "Visible in Reflection Captures"

restive eagle
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@sudden agate thanks, internet told me its not possible. currently i have brushes, so will need to convert them into static meshes :<

latent moth
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@urban gyro do not compress if you're going for realism

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normalize, then set volume with unreal mixers

urban gyro
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nah not realizm

latent moth
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then pump up DAT BASS

urban gyro
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๐Ÿ˜„

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wav files are pretty big

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ill compress most of em

latent moth
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you can use OGG

urban gyro
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but sfx are only a few kb

latent moth
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oh I meant normalize / compress, not file format ๐Ÿ˜„

urban gyro
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ue4 not support ogg afaik

latent moth
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you are right re ogg

urban gyro
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rly? i still dont see why ud use them tho

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wav is raw audio

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ue4 will compress it

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if u tell it obv

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isnt ogg compressed?

latent moth
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yes but loseless

urban gyro
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yeah but then ue4 will compress again

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so i doubt ull get good resultts

latent moth
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possible, audio is something I have yet to start

urban gyro
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googling for audio brought me to Torque Engine lol ๐Ÿ˜„

latent moth
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lol

wide lark
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Anyone know shadows in Unreal well enough to troubleshoot?

leaden schooner
#

Did they remove all the old tutorials from the site?

floral pagoda
#

Unreal Studio is out in beta

tall pendant
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So whats Unreal Studio about? @floral pagoda

floral pagoda
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Looks like it is datasmith

tall pendant
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ahh

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aye

floral pagoda
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Unreal Studio for Enterprise

tall pendant
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aye

floral pagoda
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Sign up for the free beta now.
$49 per month starting in Nov 2018.
100% royalty-free license.

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From the unreal studio page

tall pendant
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I guess for ArchViz people its pretty awesome.

sudden agate
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Preview 6 and I still can't open the Console ๐Ÿ‡พ ๐Ÿ‡ช ๐Ÿ‡ธ

paper kernel
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๐Ÿ‘ single clap

urban gyro
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Dat YES took effort to write.

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and dat extra space ๐Ÿ˜›

sudden agate
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๐Ÿ‡ณ ๐Ÿ‡ด ๐Ÿ‡น ๐Ÿ‡ท ๐Ÿ‡ช ๐Ÿ‡ฆ ๐Ÿ‡ฑ ๐Ÿ‡ฑ ๐Ÿ‡พ

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๐Ÿ‡ฎ ๐Ÿ‡ญ ๐Ÿ‡ฆ ๐Ÿ‡ป ๐Ÿ‡ช ๐Ÿ‡บ ๐Ÿ‡ณ ๐Ÿ‡ฑ ๐Ÿ‡ฎ ๐Ÿ‡ฒ ๐Ÿ‡ฎ ๐Ÿ‡น ๐Ÿ‡ช ๐Ÿ‡ฉ ๐Ÿ‡ต ๐Ÿ‡ด ๐Ÿ‡ผ ๐Ÿ‡ช ๐Ÿ‡ท

urban gyro
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this macro or smthin? ๐Ÿ˜„ or are you that dedicated

sudden agate
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๐Ÿ‡น ๐Ÿ‡ญ ๐Ÿ‡ช ๐Ÿ‡ท ๐Ÿ‡ช ๐Ÿ‡ฎ ๐Ÿ‡ธ ๐Ÿ‡ฆ ๐Ÿ‡ซ ๐Ÿ‡บ ๐Ÿ‡จ ๐Ÿ‡ฐ ๐Ÿ‡ฎ ๐Ÿ‡ณ ๐Ÿ‡ฌ ๐Ÿ‡ฌ ๐Ÿ‡ช ๐Ÿ‡ณ ๐Ÿ‡ช ๐Ÿ‡ท ๐Ÿ‡ฆ ๐Ÿ‡น ๐Ÿ‡ด ๐Ÿ‡ท ๐Ÿ‡ซ ๐Ÿ‡ด ๐Ÿ‡ท ๐Ÿ‡น ๐Ÿ‡ญ ๐Ÿ‡ฎ ๐Ÿ‡ธ

urban gyro
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oic

worn granite
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๐Ÿ‡ด ๐Ÿ‡ฎ ๐Ÿ‡จ

weary void
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@sudden agate Link plz :p

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ah

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found it

cinder iron
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I made my own XD

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๐Ÿ‡น ๐Ÿ‡ญ ๐Ÿ‡ฎ ๐Ÿ‡ธ ๐Ÿ‡ฎ ๐Ÿ‡ธ ๐Ÿ‡ฆ ๐Ÿ‡ฉ ๐Ÿ‡ช ๐Ÿ‡ฒ ๐Ÿ‡ด

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a bit clusttered XD

shrewd phoenix
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Vori, how bored can u get?

cinder iron
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just trying stuff between breaks XD

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shhh

floral pagoda
fierce tulip
azure shore
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How do I avoid getting sick of the sight of my game character

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Or as in the project as a whole

wide lark
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Passion~

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Or focus on the end goal

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Or work on something else for a bit

azure shore
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Like it's going well but it just makes me wanna start something else, like I feel embarrassed to show these game characters to people

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I was thinking if I had human characters, I wouldn't so much

wide lark
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Why are you embarrassed?

azure shore
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I did consider having a second project

urban gyro
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is this your first project

azure shore
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Idk, like since it's literally a made up species, it feels weird, idk what people will think of it or how they'll see it

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Yeah my first

urban gyro
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what did u learn

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from it

azure shore
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I'm learning basics of unreal engine, half through experimenting half from inking help

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*onlins

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-_-

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*online

urban gyro
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this is a learning project then, dont expect to make a game

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make something that barely works

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but works

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nonetheless

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aim low at first

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simple game

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match 3 or whatever

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copy something

azure shore
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Yeah that's my problem I feel like since it's going well I should quit whilst I'm ahead, so as to not disappoint myself

urban gyro
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wanna go the extra mile, grab an old simple game with good mechanics and improve a bit

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ur never ahead when making a game

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there's always shit that will need fixining/adding

azure shore
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I did consider some kind of just a silly game, not serious at all just silly but fun

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No I mean like ahead as in, not completely pissed with it

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Proud of how it's going

urban gyro
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thats how anything you learn goes

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i forget the name of the phenomenon

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but basically

azure shore
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But I can see it will get more and more complicated and stressful so...

urban gyro
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your first few steps are very exciting

azure shore
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It's so hard to leave it

urban gyro
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and ur uplifted

azure shore
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Yeah that's just it

urban gyro
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then u slam the wall

azure shore
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That's what I'm afraid of

urban gyro
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and the only way to enjoy it again is to plow the mud

azure shore
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Cuz every slight block devastates me

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So

urban gyro
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untill u have enough grasp to not run into loads of problems

azure shore
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Yeah

urban gyro
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that takes time and dedication

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if you make a new project now, youll probably still learn something, but chances are ur gonna apply a lot of the old things you learned

azure shore
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I was thinking of a silly parody game, but not sure if the creators of the original game would be happy or if it will look good for me as my first game

urban gyro
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which may sound fine, but then when u hit the wall again ull get tired of that too

azure shore
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Yeah, if I start something new I wot have that attachment

urban gyro
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make anything playable, don't even need assets

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spawn a ball, make it move, add jumps and a few platforms

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but do it urself not from the template, use a second project with template only for refference and example

azure shore
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The thing I'm making now I "designed"/came up with it years and years ago, so I would be attached to it and be devastated to see it go to ruins

urban gyro
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chances are uve made a lot of mistakes with ur code and would have to refactor 80% of it anyway

azure shore
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Have you seen the video of my current progress? I've done a little since but that's most of it

urban gyro
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just get it to work and dont worry about if its the right way or the wrong way, cuz usually there isnt one

azure shore
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Yeah basically everything I've made feels like I've made it wrong, even if it mostly works

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I guess

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Like almost everything I've made can be glitched in some way, which I expected, but can be fixed by simply equipping and unequipping the weapon and stuff

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Things like that

urban gyro
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i think thats ur problem

azure shore
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So did you see my project?

urban gyro
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no, but i have a feeling ur aiming up at the skies on ur first project

azure shore
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Yeah, that's very true

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At least I realise it, like in always saying how it's too ambitious for just one young guy, but I just need to actually stop myself before I break it

urban gyro
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dude are you reading what im typing. Make a small game first.

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anything, flappy bird clone, ballance clone, any game like chess, ping pong, bowling

azure shore
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Yeah, so I need to stop myself!

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I perfectly agree with you!

urban gyro
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those are small games but theres a lotta things that need to work if u wanna get them playable

#

plenty of tutorials out there for pong with multiplayer

azure shore
#

Yeah and I should set actual goals

urban gyro
#

take that and you can even improve after you have the basic game

azure shore
#

Like i don't even have a plan

urban gyro
#

add some special abilities or smthin

#

thats why you start with a design document

#

dont use the waterfall method, have a modular approach

azure shore
#

Yeah I need to be it organised

#

*more

urban gyro
#

hacknplan is great for that

azure shore
#

Or just organised at all would be good

urban gyro
#

its good to know since its the trello for devteams

#

well, gamedevs use it a lot anyway

tall pendant
azure shore
#

I posted a video in #work-in-progress, some more's been done since, for example, shooting, reloading, and jumping, landing and swimming anims

tall pendant
#

pretty neat project managment tool for game dev

azure shore
#

Thanks I'll see what I can do

urban gyro
#

exactly

#

make ur design doc there

#

or any other whatever

azure shore
#

I might start with a crappy infinite runner thingey

urban gyro
#

use it to create blocks of things that need done

#

for example

#

or do that

#

but have at least a direction

#

doesnt have to be super duper deep, even a piece of paper with works will do

#

"The game will have a character able to run and jump. There will be randomly spawned platforms with increasing distance between them. The goal is to run as far as possible without falling"

#

theres pretty much ur MVP

#

well u need to add a lose condition

#

since there isnt a winning one

#

then transfer that to hacknplan

livid haven
#

I recommend using some kind of wiki for design purposes.

#

Linear documents are piss poor for the complicated nature of game design.

#

Also good for collaborative purposes.

#

Not a replacement for stuff like hacknplan or jira or trello or any such, but better for a set of living documents that evolve over time.

urban gyro
#

yeah thats the oldschool waterfall design philosophy

#

but they work for small games

strong fossil
#

hey everyone i was wondering if anyone can help me with designing my game? would be better really hard on my own

fierce tulip
oblique sorrel
#

So, I have a blueprint with quite a robust graph, and I started noticing that the compilation isn't as instantaneous as it used to be. I'd like to tidy it up, but I have a question about performance.

When it comes to:
a) Compilation time
b) End product optimization
Which is best?
a) Leaving the graph as-is,
b) Collapsing the node groups,
c) Making the node groups into macros,
d) Making the node groups into functions?

Or are the differences simply negligible, and I worry to much about performance?

sacred dune
#

hey guys does this method work with vertex color paint ?
https://docs.unrealengine.com/latest/INT/Engine/UI/LevelEditor/Modes/MeshPaintMode/VertexColor/MaterialSetup/4Way/index.html
4-Way Blend Materials
Guide to setting up materials for 4-way (ARGB) texture blending.
the Veight paint is not very effective but i dont see why i cant use it with vertex color paint
but doesnt work ๐Ÿ˜ฆ

when i do this i cant use my vertex color paint
maybe because of the Alpha channel
?

Guide to setting up materials for 4-way (ARGB) texture blending.

weak harness
floral lion
#

Is there a showflag for linetraces or other traces :x ?

floral pagoda
#

@weak harness Saw it ๐Ÿ˜ƒ

floral lion
#

Ok there is TraceTagAll / TraceTag ๐Ÿ˜

opal ocean
#

Awesome. two years later and the AI perception is still not fully BP implemented.

#

You cant specify teams without doing c++ code, which makes it almost completely useless, as I now have to add a bunch of extra checks with my own code

livid haven
#

Can't do it without C++, therefore almost completely useless. ๐Ÿค”

#

Almost like Blueprints aren't actually a replacement for C++ and treating it as such is a terrible, terrible idea.

opal ocean
#

I dont know c++ well enough to develop in it, and so I do purely blueprints

#

theres only the occasional thing like this that I run into issues

#

normaly I run into my personal limitations before BP limitations

livid haven
#

I get it and that's a shame, but... blueprints are a part of the whole package and being limited to only blueprints is kind of like being limited to Gamemaker. Perhaps some of the AI perception stuff could be exposed to BPs, but that may or may not require engine edits.

opal ocean
#

and I say almost completely useless, because it seems like being able to specify to the AI if a pawn is an enemy or not is a pretty basic function

#

From what I've read, the controllers already implement the FGenericTeamID, but setting it isnt exposed

plush yew
#

@livid haven can i ask you a quick question regarding ue4? im having some straaange trouble i've googled the issue and even asked around and nobody has used splines before whenever i ask

opal ocean
livid haven
#

I haven't used splines either, so I'm not likely to be of much use.

plush yew
#

ahh damnit

livid haven
#

I wanted to make a shoot 'em up style game in 3D before, but stopped since sequencer wasn't yet out - so I never got around to messing with splines for more than a day.

#

And that was years ago.

plush yew
#

yeah no worries just i contacted the creator of the tool and no response and ive asked for a refund

grim juniper
#

I'm confused what exactly Unreal Studio is and if I should sign up for it

livid haven
#

Do you work in architectural visualization?

#

Or any kind of CAD?

grim juniper
#

No, but isn't this just trying to make it easier to move assets between stuff like CAD tools and Unreal? Isn't that what glTF is trying to do?

livid haven
#

This seems to be pretty specifically oriented at the kind of workflows that these industries use.

#

And it's here. Now.

#

Someone might want to tell Khronos that "JPEG of 3D" is not a good thing to aspire to be...

grim juniper
#

yeah

livid haven
#

All of their examples in this image are terrible.

grim juniper
#

I think the idea is to make it something non-tech savvy people will just know similar to MP3 for music.

livid haven
#

So it isn't supposed to supercede something like COLLADA?

#

COLLADA being XML is pretty gross...

#

Seems like that would make it awful for anything more than being an intermediate file format. :/

#

glTF makes more sense in the context of being a publishing format, rather than a source format.

crisp fable
#

new technologies require adopters

#

gltf requires DCC app creators as adopters

#

autodesk own most DCC's

#

autodesk also own FBX

#

thus, gltf is a complete waste of time

honest vale
#

in the very first scene

#

loads of acne

rustic panther
#

anyone wanna guess when 4.19 will be released?

floral pagoda
#

@rustic panther Probably next week or so

rustic panther
#

๐Ÿ‘

honest vale
#

speedtree blog already teased 4.19

rustic panther
#

anyone know if 360 4k 60fps+ playback is actually improved?

#

mostly what Im interested in

#

they said they worked on the Media Framework for 4.18 but said 360 4k playback will be focused on in a later version

abstract trail
#

Hey guys I have a really simple question, is it possible to set a camera view (when you click on it) or a matinee cutscene (legacy) to the entire viewport? Because I can't get it to start properly, etc. Is it possible to just preview it? Because that is all I really need right now. I just need to record the cutscene with my screen recorder.

crisp fable
#

im up to page 32 of the spring sales

#

im exhausted

raven gust
#

Anyone else here gearing up their Vault with heaps of stuff from the marketplace from the Spring Sale lol

rustic panther
#

4.18 doesn't even playback anything 4k+

crisp fable
#

i dont want to name anyone but ill do it anyway

#

dude, no one has that tv anymore

rustic panther
#

I used to play genesis on a tv like that

#

4.18 can playback 4095x2048 image sequences but not 4096x2050

floral heart
#

"and other things that represent USSR time."

#

The second comment:
"Also, for the purpose of my game, may I know what the bidet is? Is it used to store different items? Or is it, as the internet claims, a toilet?"

rustic panther
#

bidets are great

floral heart
#
  1. As far as I can tell, the pack does not have a bidet.
  2. You can google "bidet".
  3. Has already consulted the internet, and is looking for a second opinion. On the UE4 marketplace.
  4. Is probably a bot getting its minimum pre-spam legitimatacy ship-shape and I'm getting worked up over nothing.
#

Do you think marketplace said to change the TV slightly so it wouldn't threaten copyright?

rustic panther
#

TV design copyright?

#

is that even a thing

#

it's not like you could use the TV

floral heart
#

I remember it being mostly about guns, but technically no reason that TVs would exempted from the same concerns. Maybe defunct Soviet TVs are another matter, but I wonder if the reviewer ever got that far.

rustic panther
#

you don't have ot make some CRT TV if you're afraid of that, you can just change a real flat screen slightly and be good

cursive dirge
#

@honest vale thought that time table was for the speedtree modeler rather

#

which is already out btw

plush yew
#

Smash Melee players still play on CRTs!

tall pendant
#

so do fighting game players or serious retro gamers

frank escarp
#

@livid haven i wait eagerly for full glTF support

#

i already made a article in the forums explaining the state of it in 4.19

#

i think glTF means the end of FBX as a game engine format

#

glTF is just much better than FBX for game assets, as it combines mesh, scene, animation, textures, and materials, in one file. And its an open format not bound by autodesk rules

sudden agate
#

is glTF worth it? I alwas assume that different formats force the original content to lose precision/information

grave nebula
#

I'd agree. Relying on a format, totally dictated by monopolist in the industry, is quite fragile thing. I'd welcome global efforts to hop over to glTF asap

tall pendant
#

shouldn't be an issue with gltf @Raildex#6923

floral heart
#

So where do you put the cavity maps?

tall pendant
#

slighty multiply it into the albedo i guess

keen birch
#

Cavity maps are generally more or less the same as AO, but a bit more detailed. Cavity is, afaik, supposed to represent where you don't have specular reflections

#

So you could use it as a lerp between roughness map and roughness 1

#

(Or spec 0)

#

Alternatively you can just multiply it with albedo

#

Also depends on the albedo map and whether that contains small-scale lighting information

#

If not, you definitely need to multiply it with either AO or cavity

floral heart
#

I meant in glTF, how it stores materials. It seems there could be an entry for an 'occlusiontexture'. Is there a list of the possible textures glTF supports? What does it take to get an exporter to recognize new texture types?

sacred dune
#

hey guys, does someone know how i can use the Shader tesselation to work with vertex paint ? if i put a primitive plane from UE he only see the 4 corners even if tesselation in on via the shader. Mabe its impossible and i must import some subdivide mesh but i must be sure it dont work ๐Ÿ˜ƒ thks guys

wary wave
#

I don't think you can

#

the additional vertices don't exist until you render them, so they're not there to paint in the first place

sacred dune
#

hum make sense, but that means i have to import heavy subdivides floor meshes or walls in order to paint correctly

keen birch
#

Yup

sacred dune
#

can be quickly overloaded

#

nope?

sudden agate
#

thats the limitation of Vertex paint

sacred dune
#

only use the same mesh in instance so

#

what do you use generally guys ?

frank escarp
#

@sage valveildex#6923 glTF is not lossy

#

gltf is a format meant to put it straight into a 3d engine

sacred dune
#

(i cant figure it out how to use vertex paint correctly to paint 3/4/5 texture sets...)

frank escarp
#

for example, sketchfab has glTF

#

so you can create your scene in Blender(or others)

#

texture it

#

do it

#

and then export to glTF

#

and into sketchfab

#

and everything "just works", by default, with all the textures in the correct material properties and everything

sudden agate
#

@sacred dune ou can only have 4 different Textures blended with Vertex Paint

#

unless you know how to quantizise your colours ๐Ÿ˜‰

frank escarp
#

this is the gif i made of gltf in ue4.19

sacred dune
#

@sage valveildex#6923 i have mask issues with that, i have to paint the right channel before paint an other channel....

frank escarp
#

check how the helmet imports, without even showing settings, at the correct scale, with the correct materiall setup

sacred dune
#

@frank escarp woha

#

nice

frank escarp
#

cant do that on fbx or any other format

sudden agate
#

@frank escarp How does the material look like?

frank escarp
#

its very simple, mostly texture plugged into material parameter

#

but you can see there is a texture that is RGBA with packed roughness/metallic

#

and it gets plugged into the correct places

#

btw, normals and smooth groups are also perfectly imported

#

and scale and orientation "just works"

#

becouse gltf straight up says that units are meters, and only meters, and Y is up and Z forward

#

so unreal just translates into cms

sudden agate
#

noice

sacred dune
#

@frank escarp doest the packed maps (occlusion rough metal) have sRGB uncheckd by defaut with that ?

frank escarp
#

yes

#

depending on the texture

keen birch
#

Can you plug the textures into a material instance instead?

#

I'd prefer for it to do that

frank escarp
#

no, it just creates the mats every time

keen birch
#

Figured. I'd rather have it not do that tbh

#

Slowing UE4 down for no reason because of shader compilation for a material I'm not using

sudden agate
#

Is there an option to not import Material only the textures (just like regular meshes)?

frank escarp
#

not yet

#

but they will add that

weary void
#

Yo everyone, can someone tell me if coding in C++ is harder than BP ?

frank escarp
#

seems pretty trivial to me that epic just adds a "import material""importanimation" etc type switches

#

on the import settings

#

@weary void you have no idea lmao

weary void
#

I mean, isn't the logic exactly the same ?

frank escarp
#

yes, but C++ is a bitch

weary void
#

Ima working in a studio since yesterday

#

And the game i'm working on is like

#

wtf bugged as hell

#

the tech dev doesn't look stupid

#

but the plateforms are like

#

wttf

#

is making a cube move from point A to B so hard ?

#

with BP i would do this in like 20 minutes max

regal mulch
#

Cube move from A to B

#

20minutes in BP?

#

It's just two exposed Vectors, a Timerline and that's it

#

That takes 5min or so

sudden agate
#

30 seconds ๐Ÿ˜ƒ

regal mulch
#

Yeah if you rush it ugly def only a minute

#

I get when you do it a bit more dynamic with a Spline or so that it takes a bit longer

sudden agate
#

InterpToMovementComponent ๐Ÿ˜‰

#

Specify points and interval and go

regal mulch
#

Gnah, I never use components. Like the control over my own code

#

Well

#

Never use components for such simple things

sudden agate
#

but muh scalability alex

regal mulch
#

I would probably write my own Component based on the spline one

#

If I really need a lot of moving actors

sudden agate
#

I am currently refactoring my large Character Blueprint and split it up into separate Components.
I never felt more organized

cedar snow
#

how would you handle position replication in that regard? of something that is no character?

#

wouldn't a/the movement component help there?

sudden agate
#

Only the Character Movement has Prediction afaik

cedar snow
#

i don't need it right now, but was wondering about this some time ago. if i'am not missing something, you're basically on your own if you want to replicate movement of non-character entities. be that (VR-)pawns, platforms et al

#

here a generic replicated movement component would really help...

sudden agate
#

there is an option to replicate Movement in the Actor Settings, but it only replicates the newest Location, not Velocity etc.

cloud cobalt
#

Yeah, basically actors can have simple location replication, or they can be characters with a specific walking movement setup, or you have to do it yourself

wary wave
#

the problem is, there's no such thing as a 'generic replicated movement component', since you can't make generic assumptions about how any given object is going to move

cedar snow
#

but, but ... why? ๐Ÿ˜›

honest vale
#

different movement requires different kind of replication

cedar snow
#

what about pluggable interpolation methods?

honest vale
#

(though I'd like a generic floating pawn replicator component)

cedar snow
#

same here

#

for spectators, VR pawns, etc

honest vale
#

well that's pretty much what you're required to do

#

it's not super expensive

cedar snow
#

i mean bandwidth-wise; would that still be ok?

frank escarp
#

yes

cedar snow
#

i've also seen somebody basically managing their own network packets in a pawn, but can't seem to find the page for that
naive me would've expected that that's not necessary with ue4...

wary wave
#

pawns already replicate every frame

#

the trick is they're also simulated client side and only adjusted when they stray beyond expected params

honest vale
#

has anyone seen any simple nav mesh walking pawn components?

#

the floating pawn movement is too simple for my taste ๐Ÿ˜„

cedar snow
#

@wary wave sorry if i'am dumb and missing anything here: but why would anybody then ask about replication on answerhub?

wary wave
#

well, I'm referring specifically to characters, rather than pawns

cedar snow
#

ah

wary wave
#

and also people will be asking questions all the time when the character movement doesn't match their requirements

cedar snow
#

well, specifics are important here ๐Ÿ˜›

cloud cobalt
#

The problem is that you might want very different replication strategies depending on the game

#

Because there isn't one that works everywhere

#

Replication isn't like any feature, it has ramifications into the gameplay

#

We talked recently over here about how shooters tend to favor the shooter player vs the targeted player, for example

#

Interpolation is the easy part ๐Ÿ˜ƒ

#

Another issue is how movement can be very different from one game to another, and your method needs to account for that.

languid shard
#

Anyone using the substance plugin in 4.19 here ? I've been having a LOT of crashes since this morning

cedar snow
#

i understand that and if you look at epic's games it also becomes pretty clear why there's such a heavy focus on (bipedal) character moment

#

is there any open source ue4 project out there which has non-character(!) pawn/spectator replication so i could read up on the code?

cloud cobalt
#

There's the Unreal multiplayer course on udemy

#

There's a github repo for it

cedar snow
#

chapter 4 of that cource looks especially interesting: "Krazy Karts - State Synchronisation And Interpolation"

#

thanks

cloud cobalt
#

That's it, yeah

#

It's not fully production ready

#

But it's a great start

honest vale
#

I'm watching that actually just now

cedar snow
#

haha nice

#

seems like i better grab a coffee and watch that stuff

cloud cobalt
#

Yeah

#

At least you get introduced to the concept of sending movement, simulating on server + client, and managing server updates with rollback

#

The code isn't perfect, it works well for dedicated server setups but listen servers would need additional work (basically server-side prediction)

cedar snow
#

listen server would actually be my use case: you'd invite another VR player into your game

#

though is prediction actually needed in a VR pawn that only has tracked movement from HMD + motion controllers and teleporting?

cloud cobalt
#

The general idea is that everything that goes over a network is going to arrive out of sync, at irregular intervals that might be 30 per seconds, or 10, or one, or stop coming in for 10 seconds and then arriving at once

#

All visual objects need to account for that and behave naturally even though they represent a player that's cut off from you

#

They need to do so because that happens literally all the time, even in LAN

weary void
#

@regal mulch @sudden agate what I mean by 20 minutes

cloud cobalt
#

In VR you need 90fps, you need to update each object's position smoothly, so one update every frame - but you'll never get one network update every frame

weary void
#

was a concrete plateforme well made which you can enable/disable from somewhere else etc

wary wave
#

to be fair you're usually lucky to get one network update per frame at 60fps, let alone 90 :p

cedar snow
#

errr damn

wary wave
#

(and even then, there's the fun of latency, and things like updates arriving in the wrong order)

cloud cobalt
#

So you need to plan accordingly and make sure network events are keyframes

#

They're bits of truth that are rare and valuable

#

Your game needs to build smooth guesswork between them

frank escarp
#

one thing i do in my vr dungeon crawler, is that players hold complete authority over their own vr stuff

cedar snow
#

how can you "keyframe" something like a VR HMD that's expected to move erratic AF? ๐Ÿ˜„

frank escarp
#

so a player vr head and hands are law, and the server just sends it to the other players

#

but for other stuff, for example actual melee combat

#

i know that latency is a bitch and 100% breaks it

#

so i dont do latency

#

client driven stuff

#

a player gets damaged only when his own pc recognizes the hit

#

and if the player blocks/parries the enemy attack (AI), then it sends an event that gets published to the rest

#

and the enemy does a parried/block animation

#

now, this kind of thing works on a PvE game

#

becouse who cares if someone cheats

#

but its very, very easy to cheat this

#

the player only needs to have remote control of his hand with the sword and move it to every enemy of the map

#

or just instantly autoblock everything that gets close

cloud cobalt
#

MP has two core tenets :

  • information will arrive at random unpredictable timings
  • your game still needs to be super smooth and clean, like if it was singleplayer
    Making it work with both assumptions basically results in interpolation everywhere
frank escarp
#

and client based logic

#

my enemies just have an "attack" animation, and when the server (who runs the AI), sends that event, every player gets the enemy locked into the same transform, performing the same attack animation

#

if someone blocks the attack, thena new event happens, but with a block animation

#

it can cause things like an enemy appearing to skewer a player, but then he goes into a parried animation

cloud cobalt
#

I came across a camera remote (for moving the camera) the other day and it was absolutely unusable, because it introduced latency. You'd move, and after like 500ms, the camera would move.

#

That just breaks the brain

#

In VR especially, it's crucial that all client actions (movement etc) are instantly displayed

#

The server might decide you're cheating and tell other players something else

#

But you have to display what the client did, because you simply can't wait for the server

#

Same goes for weapons fire

cedar snow
#

yeah, basically what @frank escarp also said: local HMD is truth, unless server tells otherwise

#

thanks for the input! food for thought to chew on

languid shard
#

theheck Oculus

cedar snow
#

timebombed dll's? lol?

cloud cobalt
#

DRM'd drivers !

#

Yay

languid shard
#

rofl

frank escarp
#

@cloud cobalt not DRM, but signed dll

#

in case a virus goes and tries to replace the dlls

#

very common on drivers

tiny prawn
#

Anyone have any experties in translation process in UE4? I'm only getting some things to show up translated...

frank escarp
#

pretty much all of them have it

tiny prawn
#

lol what room matches my issue they all seem pretty specific... UMG?

cloud cobalt
#

@tiny prawn For translation there is a specific way to handle it, else it doesn't work

#

Basically open the translation dashboard (not sure if experimental or not anymore)

#

Use that, export to something else, use a translation tool like poEdit

#

And import back

#

That's the only real way

tiny prawn
#

these are the steps i took. I saw that using the built in editor is a no go and they dropped the work i=on it

#

thats what i did

cloud cobalt
#

Did you look into the PO file to check if the missing texts exist ?

tiny prawn
#

yep

#

i hit verify and tehn save

#

when i import its 100/100

cloud cobalt
#

And then in UE you only have the english version ?

#

Is it a code or BP project ?

#

For code projects you need to use FText everywhere and never use FString

tiny prawn
#

c++ project

#

Yep. For the TMap list we use for game terms that all translated.

#

most of what didnt is the text that was in the UMG manually

#

outside of buttons

cloud cobalt
#

So for the text that isn't translated, look really well into how it's handled

tiny prawn
#

When I check the ID its in the PO File

cloud cobalt
#

I'm afraid I'm not familiar with the BP stuff, I only do C++

tiny prawn
#

would UMG be that different?

#

in C++ do yuou hav to regenerate project files like when you add new cpp files?

cloud cobalt
#

It's done automatically when you add it from the editor, if you add it manually yes

tiny prawn
#

naw i do the editor...

#

:/ man i even thought it was cashing odd so i deleted all the translations and redid them

#

it fixed some things but still fails to load the rest

tiny prawn
#

HMMM

#

HMMMMMMM ... it seems like its working in standalong and not the editor

sacred dune
#

hey again, i dont understant how this is possible:

wary wave
#

why not?

sacred dune
#

i cant zoom in so its complete mystery ๐Ÿ˜ƒ

wary wave
#

seem simple enough

sacred dune
#

i cant paint 3 differents textures set with vertex paint without having issue with the mask ๐Ÿ˜ฆ

#

i have to paint the green to see the blue ect

#

if i can zoom in there i will be alble to see what he did

#

i can make 2 textures sets blending via Vertex paint with zero issue

#

but then....

#

maybe you can help @wary wave ?

wary wave
#

I don't understand what the problem is

sacred dune
#

i tried this

#

doesnt work

#

it work with Weight paint mode and with one channel use the other but in vertex mode it doesnt

wary wave
#

and what mesh are you applying it to?

#

(show wireframe?)

sacred dune
#

its like i have to paint some Red to be able to paint some blue inside

#

some sphere with many vertex

wary wave
#

your problem is likely in how you have arranged the alpha

sacred dune
wary wave
#

in the example you have linked, red has priority over blue which has priority over green

sacred dune
#

this is the setup i have for 2 and working

#

ok but that means i have to paint red in order to paint blue ?

languid shard
#

3 way blending is pretty straightforward

sacred dune
#

in the exemple he has water for red and moss for green

#

but i can paint the moss without seeing the water

#

sry if its a dumb question , maybe i misunderstant something

wary wave
#

in your material you're only ever using red....

#

you're not using the green or blue weights

sacred dune
#

yes its the only blend i can make work for now

#

i dont get how move forward with the others channels, except doing like the UE doc, with lerp nodes

sacred dune
#

ok wait i will show you what i have when i try the documentation about 3 way blend

languid shard
#

this is how you blend your three layers

#

(if this is the latest master I have, forgot to pull from our repo)

#

each color is for a layer

sacred dune
languid shard
sacred dune
#

when i paint i get strange things

languid shard
#

are you painting on the right channels even ?

#

if you are not sure, just paint on a single channel

sacred dune
#

i just check the red or green or blue channel and paint whit in it

#

i hav eto set the color each time for Red, put some red ?

languid shard
#

yes, or paint only the red / blue / green with white to black

sacred dune
#

i dont change the color, never

#

ok i try

#

like in the video

#

when i use th eWhite /balck painting

#

the red channel is on

#

if i do Shift Leftclic i have blu

#

i dont get the order of painting

#

im testing in the same time sry

languid shard
#

well

#

I have the same color

#

in RGB debug

#

you are substracting a red color to a white color

#

that's what it'll give you in the RGB color space

#

switch to Red only debug

sacred dune
#

YES! ๐Ÿ˜ƒ

fierce tulip
#

fooking win10, fooking engine not responding to the "close" button but instead closes the app behind it.

languid shard
#

if you want to see the result in the RGB debug you need to paint with all channels at once

sacred dune
#

i painted the right texture with the right color chose from color picker

#

i think thats it ? right N

languid shard
#

well this is how it is supposed to look yes

sacred dune
#

and more vertex i have the more transition quality between i have ?

languid shard
#

yup

#

each vertex is actually a weight for your lerps

#

more vertex = refined transitions

sacred dune
#

man!

#

:

#

๐Ÿ˜ƒ

#

i feel so happy and stupid in the same time ๐Ÿ˜ƒ

languid shard
#

bah, trial and error is the best teacher

sacred dune
#

i was trying so hard with the white and black painting on it, by changing channels

#

never painted the color i intended

#

but in every tuts i see the only check the channel box of the vertex paint and stay white, and everything its okay for them , how so ?

languid shard
#

ยฏ_(ใƒ„)_/ยฏ

sacred dune
#

if i want to use 4 textures i must use the alpha and i understod there is some tweaks with it ?

languid shard
#

yeah

#

but at this point you might want to use layered materials if you want more than 3

sacred dune
#

ah?

#

materials inside materials ?

#

can i paint that too?

languid shard
#

dunno haven't checked in depth

#

basically each material is a function

sacred dune
#

whaoooo ๐Ÿ˜ƒ

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thks ver much @languid shard

#

you made my dau ๐Ÿ˜ƒ

languid shard
#

no problem ๐Ÿ˜ƒ

grim ore
#

watch out for material layers in the preview tho. It's got an unstable nastiness to it especially when using reset or undo lol

#

so save often, and then save again to be safe ๐Ÿ˜›

fierce tulip
dawn linden
#

Um, minor sanity check please. I can't seem to see the 'New Post' button on the forum. Nor remember where it usually is or what it looks like... ๐Ÿ˜‰

#

Have I lost the plot or are the forums being funky

#

Okay, please ignore me. Solved!

azure shore
#

lol

#

So would a simpleish obstacle course game be a good place to start? Sluggerfly, the creators of Ben and Ed, a ue game, Ben and Ed 1 is based around obstacle courses, it would probably be inspired by that

#

Like I could build from that?

wide lark
#

Do you have movement in characters yet?

azure shore
#

Oh yeah, I can make crouching, swimming, sprinting...

#

In work in progress I posted a video a while ago

#

It's a little outdated but sure

#

All it's missing is recent animations and basic gun mechanics that I've added since

#

So there's some options

#

Like infinite runner mode, time trial mode

frank escarp
#

pretty good question

#

too bad epic downloader isnt a patcher

#

just redownloads everything every time

languid shard
#

yeah a delta patcher for unreal would be great

errant briar
#

hey!

#

i'm learning unreal spent hours today and well... all that for it not to work

#

is this chat for helping?

queen arch
#

man, I've been learning unreal for the past 6 months

errant briar
#

about 3 days ๐Ÿ˜ƒ

queen arch
#

I could help

#

what is the matter?

errant briar
#

is that the correctly one for jump?

queen arch
#

Also if anyone can help me? Does anyone knows how can I see the vision cone when using AI Perception?

#

ok

#

what are you trying to do?

errant briar
#

creating a HUD with energy

#

*0.25 on the energy bar

queen arch
#

yes the energy thing looks good

#

wait a min

errant briar
#

there was gamepad, touch and jump so...

queen arch
#

yeah, it should work

errant briar
#

so the hud isnt working. Now i know where to look

queen arch
#

quick question, have you set your Default energy at Begin play?

errant briar
#

Yes to 10.0 in the details as a float

queen arch
#

hmmm, do you know that you are going to have to turn this into a percentage for the hud to work?

errant briar
#

don't you make the % in the hud menu?

queen arch
#

you can make it in any bp you want, but you must turn the 0-10 scale you have into a 0-1

#

50% energy must become 0.5

azure shore
#

If a game character has a double stripe on his trousers would that be copyright

queen arch
#

and that end number, feeds the hud

errant briar
#

mhm your right there is no %

#

There is a Progress set as a Precent with the My Character.Energy

restive eagle
#

is there a reason why select node doesnt work in anim graph?

#

instead have to use blend pose by bool...

queen arch
#

unreal channel has a great tutorial on what you have to do

#

I just have to find it

errant briar
#

oh im following it at my pace

#

just mess something up

queen arch
#

ok

#

is a must see tutorial

#

because it has some of the most essential info

#

it also has how to do the hud you want

errant briar
queen arch
#

at 1:48

#

1:48:00

errant briar
#

Thx will watch that also

queen arch
#

this guy is a god at explaining

errant briar
#

Mhmm i just don't like video tutorial as im slow heh

wide lark
#

I had jump explained really easy to me in like 5 steps

#

Under Project settings under input, add the Jump input and choose the key (space bar?)

Go under the character blue prints, Space Bar press input>press- Jump, release-stop jumping

#

Which is what it looks like you did :D

errant briar
#

i found my mistake

#

bahhh that one

wide lark
#

So wait

#

Are you going to add a limiter?

errant briar
#

i think i was doing 2 things at the same time

wide lark
#

Health = Energy?

errant briar
#

yes yes ๐Ÿ˜ƒ

#

i did it went to walk the dog and forgot about it

wide lark
#

Can you kill yourself by jumping? Lol

#

So was it an accident to combine those?

#

Maybe someone can talk me through this to find my derp

#

Anyone have any tips for making a dash feel more natural when hitting shift+key? I can get shift+key to work but k+shift seems to be fighting me.

The engine wants me to hit shift+key when I want key+shift to work.. as in, being able to dodge while moving in that direction instead of having to stop then dodge.

If I set it up for key+shift then it wont work with shift+key.. but if I set both up, then the dash triggers as soon as I hit either button :/

#

I want it to be able to do D+Shift or Shift+D naturally.... Basically I want it to dash when the dash button is pressed but I want it to dash the direction I press with it

#

Like if I'm walking right with D and hit shift, I want it to dash to the right. If I'm standing still and I hit Shift, nothing happens even if I don't release it but as soon as I hit D with it held down, it should dash right. But this needs to work for WASD

#

Kind of like Dark souls dodging if possible but I can only seem to get plus style dodging to work

#

All the guides I keep finding are for double tap dashing, not 2 button dodging

errant briar
#

it should show up no?

#

jump => print var => energy

#

@queen arch still here?

#

maybe ill take abreak /

queen arch
#

tell me

errant briar
#

I remove all the jump and i can still jump

#

heh is that normal or.. maybe im editing the wrong file

#

that image i posted at 20:15

queen arch
#

that doesn't look right... have you recompiled?

#

also right click the jump node and select "find reference"

#

see if there is another jump in your bp

errant briar
queen arch
#

I don't know...

errant briar
#

i hate it when i do something simple but it fails and take time

fierce tulip
#

+1

#

worst one ive had was for littlebigplanet. changed the color of one tag (variable) and due to the post processing it looked identical to another color. took me and my buddy 3 days to find the problem.

graceful grove
#

Everything I know about BP I learned from LittleBigPlanet and other true stories kappa

fierce tulip
#

lbp logic might differ from blueprints but it can be just as powerful in the right hands

graceful grove
#

Can't wait to see the madness of what can be done in Dreams

fierce tulip
#

i better not get it, lbp was too addictive for me XD

#

@calm crow please dont

calm crow
#

Ok, it was only to notify you

fierce tulip
#

take it up in private with @maiden swift

#

ooh i have magic powers, he appeared hehe

maiden swift
#

Itโ€™s mentions, not magic. Whatโ€™s the problem?

#

I guess it was deleted whatever it is, so I have absolutely no context as to why I was mentioned.

fierce tulip
#

@calm crow mentioned that our channel is mentioned on another discord channel. told him to dm you about it

#

he should be able to give you moar details

maiden swift
#

Ok.

fierce tulip
#

@glass imp 2nd time, 2nd warning. only post that stuff in #share-your-stream do it again and I wont be so kind.

paper kernel
cinder iron
#

Naruto XD

paper kernel
#

then again, I have similar project laying around too that holds mostly used marketplace assets for migration

#

because "audio files is not compatible with newer engine version"

frank escarp
#

2 of em

cinder iron
#

Mine is called ComponentProject.

#

I have... No components at all there

paper kernel
#

I got component project called "Skeleton"

#

ยฏ_(ใƒ„)_/ยฏ

cinder iron
#

Then I have one called asdfg

#

I... I think that one wont open

#

A bit old

queen arch
#

Guys a little help with AI perception?

queen arch
#

Ok, I just figured out that AI Perception isn't as god as running a good old capsule trace

coarse wigeon
#

Hello

#

Why is my avatar not updating?

floral heart
#

Is there an official source of information for AI Perception? Curious, as I couldn't find a doc page on it.

queen arch
#

There isn't one

arctic gyro
#

This chat is unreal

sacred dune
#

hey guys, there is a way to avoid this transition effect ?

#

so visible....

faint cedar
#

UE4's spline system is driving me insane

#

All I'm trying to is to create a simple damn road tool this should be simple

frank escarp
#

@sacred dune no, its not possible

#

best you could try is to blur the edges

sacred dune
#

no way???? ๐Ÿ˜ฆ but how in videos they have something like this ?

frank escarp
#

you sure thats vertex paint?

sacred dune
#

yep

frank escarp
#

then its a reaaaaaally high res mesh

sacred dune
frank escarp
#

man

#

that is ridiculously high res

#

so high res you are basically painting texture at that point

#

the idea of vertex paint is to add wear/tear/puddles, that kind of thing

#

stuff that is not a complete material change

#

but something "added" to the material

#

you also often blend it with some kind of noise

sacred dune
#

yeah its my goal, for now i have just used inputs for testing but i want to add wear /tear and puddles

frank escarp
#

to give more "detail"

#

and break the linearity of vertex colors

sacred dune
#

in the shader?

frank escarp
#

yes

#

you normally use the vertex color alongside height blends

#

like landscape painting

sacred dune
#

but if you make some corridors how add theses effects? just decals ?

#

i thought it was simplier with vertex paint 1. clean 2. dirt 3.rust 4.puddle

frank escarp
#

yeah, thats what they are used for

#

for example, you have a metal material, and use the vertex color to control the "amount" of rust

#

more color, and the material gets more rusted and peels off

#

more dirt, the material increases the rougness and probably blends some grey on top of the base material

sacred dune
#

but i must have some very high topology

frank escarp
#

no you dont

#

stuff like rust would be blended a bit more smart than just a straight value blend

#

probably rust starts on the holes of the metal, for example

#

or on the borders